Grass or other general foliage should be placed first when you are creating a brand new terrain, its far easier to put fields, roads etc special foliage (or erase foliage) on these small areas than to paint grass between fields and roads etc as its really frustrating to carefully place that grass to avoid overlap where grass should not be present. The drop down has list of foliage growth stages. Howto paint grass? Use foliage layer painting -> foliage layer -> grass, foliage channels 1 and 6, now you paint fully grown grass. You should not resize images like _le after painting it using tools that do not support interpolation: none, like GIMP, unless you can be sure no stray pixels are created during resizing. So new savegame is required with heightmap edits. If you copy / update heightmap into your savegame dir then vehicles are still kept in their original elevations, meaning if you changed elevations then vehicles are floating in the air or buried underground. When you change heightmap (DEM) during your career savegame, you must unfortunately start a new career as heightmap image is copied to savegame dir. Placing trees will require new savegame career start, trees will not show up in your existing savegame made when you had no trees. Trust me on this, the more errors you leave for "nah I'll fix that later", the more work you have when eventually that "later" comes When you edit regularly check in-game and error log that its clean, if there are any errors fix them before proceeding editing. Saving 16km terrain, 8192 resolution DEM and 16384 res weight etc images takes several minutes on i7 4790K processor. When you edit in giants editor the stuff is stored in memory, only when you click save the GDM and GRLE etc files are saved to disk. Yes this sounds like a petty thing that who cares, but small details like this which are easy to get correctly done in giants editor make a huge of difference when you play. Make field foliage layer matching the field definition because it looks very sloppy in-game when you see uneven field edges. Making a huge terrain doesn't mean that there is no tiny fields because sometimes those can be useful, like potato harvests etc. Variety is the key, add huge 500+ hecatare and tiny 5 hectare fields, make the terrain interesting, give players options what size of fields to work on etc. let me tell you, the contract durations make it a world of hurt If you start by doing contracts on 200+ hectare fields. You can keep giants editor running and just for example robocopy /MIR the updated files into mods dir, that saves some time.įield sizes: for the large terrain developers, include smaller fields for the early part of savegame where you start with lower end vehicles when doing contracts. Also try seeding, harvesting, cultivating and plowing to make sure the fields work properly (weight/density images). Either open log.txt and search for "error" and "warning" or try to see immediate bad errors from the in-game console debug log.ĭo not edit extensive periods in giants editor without testing the terrain in-game because what looks very nice in giants editor might be totally crap/useless in-game, so don't waste your time editing something for hours which you regret the minute you see it in-game. General Editing Tips Farming Simulator 19 - PMC Farming PMC Farming Simulator Terrain General Editing Tips General Terrain Editing TipsĮrror LOG is your friend, always check it first before starting to play.
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