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Help needed to find a blank 16x map where foliage paint works beyond the 4x line

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sim2014
Newbie
Joined October 2016


« on: January 07, 2018, 03:47:31 pm »

Hi

Help needed to find a blank 16x map where foliage paint works beyond the 4x line, any help will be much appreciated and a few years back I converted 4x map to a 16x map in fs15 using grle converter and resizing everything in maps01 folder but now I have forgotten the sizes for a 16x map, I think their was tutorial on forums how to do a 16x map step by step but can't seem to find It, any help in the right direction will be appreciated

Even if a knew the size of a 16x map today, a still need a step by step tutorial to fresh my memory

Thanks
« Last Edit: January 07, 2018, 03:50:37 pm by sim2014 » Logged
Dzi4d3k
MVP
Joined April 2015


« Reply #1 on: January 08, 2018, 08:11:31 am »

Have you tried this:
http://marhu.net/phpBB3/viewtopic.php?f=198&t=4902
I didn't tried it myself, but there is interesting discussion there in topic, and it is worth to note that there was a problem at the beginning of FS17, that 16x maps were not working correctly, and there was a fix from Giants with explanation of form.

At least you can also use working one and modify it:
http://marhu.net/phpBB3/viewtopic.php?f=198&t=6722
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sim2014
Newbie
Joined October 2016


« Reply #2 on: January 09, 2018, 03:29:24 pm »

That thread is in German,

Anyway found this on giants forum, this post was done by someone else 2 months after fs17 was released, will this work if I resize a sample map to a 16x map??

16x map for fs17

This Works
Set all ...wight.png to size 4096x4096
....density.gdm to size 16384x16384 after convert to png (delete the *.gdm´s)
the map dem to 4097x4097 !!! not to 4096 !!!
the infoLayer.grle to 4096x4096 after convert to png (delete the *.grle)
the tipColInfoLayer.grle to !!! 8192x8192 !!! after convert to png (delete the *.grle)

after that
open your map id3 with GE
do nothing only click on save
wait --than close the GE
open again your map id3 with GE

make the script with this:
setAudioCullingWorldProperties(-4096, -100, -4096, 4096, 500, 4096, 16);
setLightCullingWorldProperties(-4096, -100, -4096, 4096, 500, 4096, 16);
setShapeCullingWorldProperties(-4096, -100, -4096, 4096, 500, 4096, 64);

save and execute it .



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sim2014
Newbie
Joined October 2016


« Reply #3 on: January 09, 2018, 05:10:51 pm »

Ok I read that thread in German translated to English this script should work

-- Author:Stegei
-- Name:setup_16x_map
-- Description:Enables editing a 8km x 8km map
-- Icon:iVBORw0KGgoAAAANSUhEUgAAABAAAAAQCAYAAAAf8/9hAAAABHNCSVQICAgIfAhkiAAAAKNJREFUOI3NkrENgzAQRR+IgiI01AyTGgbIHMzAFIgqm1BklpQpGMDQgHR8jE2DlC9Z8tf9+2ffHfwTvsBkTi3xUeI9QGYED6AAkpMCT3N3QA6QiigB5shLnc1Tg5jJLlnRCFcTJ7w8M7LYelRdEd+CrXJ3RTwK1z9rT7RnTIFkn8kb/CMJjeowYhUG5+wzsWvbs67nihb4GV4DL8M/wBApFscCKtIfVGZymAcAAAAASUVORK5CYIIAAAAAAAAAAAAAAACHQz+sAAoAgAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAIVDPawATwCAAAAAAAAAAACEQzysABIAgAAAAAAAAAAAm0MzrABQAIAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAACZQzGsAFEAgAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAJ9DN6wAUgCAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAnUM1rABTAIAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAACTQyusAFQAgAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAJFDKawAVQCAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAl0MvrAALAIAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAACVQy2sAFcAgAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAKtDI6wAWACAAAAAAAAAAACqQyKsABQAgAAAAAAAAAAAqUMhrABZAIAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAACvQyesAFoAgAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAK1DJawAWwCAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAo0NbrABcAIAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAChQ1msAF0AgAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAKdDX6wADACAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAApUNdrABfAIAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAC7Q1OsAGAAgAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAALlDUawAYQCAAAAAAAAAAAC4Q1CsABYAgAAAAAAAAAAAv0NXrABiAIAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAC9Q1WsAGMAgAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAALNDS6wAZACAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAsUNJrABlAIAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAC3Q0+sAA0AiA==
-- Hide: no

setAudioCullingWorldProperties(-4096, -100, -4096, 4096, 500, 4096, 16);
setLightCullingWorldProperties(-4096, -100, -4096, 4096, 500, 4096, 16);
setShapeCullingWorldProperties(-4096, -100, -4096, 4096, 500, 4096, 64);


Highlight the whole lines above and paste into an empty text file and save. Then change the file extension from txt to lua. Then copy the file into the folder C: \ Program Files \ GIANTS Software \ GIANTS_Editor_7.1.0_64-bit \ scripts. The script is activated in the GE under Scripts. The script must be activated each time the GE is restarted.
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sim2014
Newbie
Joined October 2016


« Reply #4 on: January 13, 2018, 05:35:02 pm »

Hello

I now have a working 16x map with a fixed sky and the foliage paint that works beyond the 4x line right to the edges of the map by following the following procedure below: remember you need GIMP and GRLE converter to make this work right, when resizing the png(s) export using 8-bit, don't use paintshed. For the PDA file use paintshed.net only for this file.

Software Needed:
Gaints Editor V7.10
GRLE Converter
GIMP
Paintshed.net (Only to resize PDA Map)
Notepad++
FS17

Use a sample map

Steps below:

1. Set all the weight.png(s) to size 4096x4096.
2. Set all density.gdm(s) to size 16384x16384 after converting to png (delete the existing gdm(s).
3. Set the map dem to 4097x4097, (not to 4096) !!!.
4. Set infoLayer.grle to 4096x4096 after converting to png (delete the existing grle).
5. Set the tipColInfoLayer.grle to 8192x8192 after converting to png (delete the existing grle).
6. Set PDA map to 8192x8192 save as .dds file and also map01.xml set PDA to 8192x8192.
7. Next step is to fix the blocky edges around the terrainDetail: Right click the map01.i3d file and open with notepad++, look for this line in your map01.i3d file:

<TerrainTransformGroup name="terrain" static="true" collisionMask="524255" nodeId="1530" heightMapId="1" patchSize="65" maxLODDistance="1000" heightScale="255" unitsPerPixel="2" lodBlendStart="200" lodBlendEnd="300" lodTextureSize="1024" lodBlendStartDynamic="50" lodBlendEndDynamic="65" materialId="97">

And increase the "lodTextureSize" to 8192

Finally save file.
 
8. Open your map.i3d file with Gaints Editor do nothing only click on save then
wait and than close the Gaints Editor.

9. Open again your map01.i3d file with Gaints Editor and make the script below and name your script same as the map name then copy and paste script below:

setAudioCullingWorldProperties(-4096, -100, -4096, 4096, 500, 4096, 16);
setLightCullingWorldProperties(-4096, -100, -4096, 4096, 500, 4096, 16);
setShapeCullingWorldProperties(-4096, -100, -4096, 4096, 500, 4096, 64);

save and execute it .

(Remember every time you open your map01.i3d file in the Gaints Editor always run the above script you have created from the scripts menu > name of script then you can edit your map).

10. To fix or create a new i3d.colMap.grle you can do that through the Gaints Editor V7.10 by creating/using the script already integrated through the Gaints Editor from the scripts menu, that will create a new i3d.colMap.grle file, wait then save and exit GE, then delete the existing i3d.colMap.grle and png.

(You can also use grle converter to convert i3d.colMap.grle to png and then set right size in GIMP to 16384x16384 then export as 8-bit png then place the file in the maps folder then run GE then run the script for i3d.colMap.grle from the scripts menu that will create a new i3d.colMap.grle file then finally save then delete the existing one.

11. To fix the sky problem in a 16x map in farming simulator 17,

A) Download the sky fix from FET3D Mega Map Productions here:
https://m.facebook.com/story.php?story_fbid=733496803472985&id=251547215001282

B) Drag N Drop the files out of the Sky.zip into:

YOUR SKY FOLDER AT C:/Program Files/Farming Simulator 2017/data/sky

You want to add these files to your sky folder in the C: drive or whatever drive you have FS17 installed on

C) Go into the maps folder and open environment.xml and rename sky file to
sky_day_night_4Fach.i3d and click save, see below:

go to your map01_environment.xml and find this line <environment filename="$data/sky/skyUS_day_night.i3d" dayNightCycle="true" startHour="8" allowRain="true" autoRain="true" sunHeightAngle="-70">

Change it to

<environment filename="PUT sky/THE NAME OF THE SKY i3d (so mine looks like "sky/Sky_day_night_4fach.i3d"" dayNightCycle="true" startHour="8" allowRain="true" autoRain="true" sunHeightAngle="-70">

Save and that's you done.

12. Test the PDA in game make sure it works and looks the right size by driving from the centre to all 4 edges of the map and check the sky in game.

13. Test the foliage paint in GE.

14. You can now start building your map your way in Gaints Editor ( remember to activate the script as mentioned in step 9).

Notes:
(If you want to add worldbounds to your map, you can always create one in blender or use one from a another map, just scale it to the right size in GE and save).

Updated at 23:00 PDA settings info updated to 8192x8192 both for PDA file and map01.xml file
« Last Edit: January 13, 2018, 11:40:04 pm by sim2014 » Logged
Tallion_07
Newbie
Joined May 2019


« Reply #5 on: May 13, 2019, 08:03:00 pm »

all worked near perfectly as advertised above, and thank god you posted it, saved me heaps of Future agony!

although i did go to get the skybox part, that download link no longer works, i might find a map that has it installed and get it from there, but, i did a tour of the map and i may not need it, so i won't know for sure until i do some actual editing and testing

i did find your instructions mostly correct but i found two things that may have changed since you wrote your post.

A. that @ 4. Set infoLayer.grle to 4096x4096 after converting to png (delete the existing grle).  was actually farmland.grle or farmland.png if you had already converted it

B. GE Editor for some reason no longer converts *.png file automatically to *.gdm files, as you suggested. you know need to edit your map01.i3d file with a text editor, and where you find the references to all the *gdm files change them to *.png and then follow through with the rest of your directions, as that will fix that problem (and you can leave it like that in your map01.i3d file as it does the same thing as the *.dds and*.png it will read/convert one way but not the other way around)

so thanks heaps for the post and it saved all my rotten problems with the so called error *coughs* free 16x blank map

Have Great Day , Awesome Job!!
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