<?xml version="1.0"?>
<feed xmlns="http://www.w3.org/2005/Atom" xml:lang="en-GB">
	<id>https://fswiki.xpmodder.com/mw/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=XPModder</id>
	<title>Farming Simulator Modding Wiki - User contributions [en-gb]</title>
	<link rel="self" type="application/atom+xml" href="https://fswiki.xpmodder.com/mw/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=XPModder"/>
	<link rel="alternate" type="text/html" href="https://fswiki.xpmodder.com/wiki/Special:Contributions/XPModder"/>
	<updated>2026-05-13T22:16:15Z</updated>
	<subtitle>User contributions</subtitle>
	<generator>MediaWiki 1.43.0</generator>
	<entry>
		<id>https://fswiki.xpmodder.com/mw/index.php?title=Module:UrlParamTest&amp;diff=188</id>
		<title>Module:UrlParamTest</title>
		<link rel="alternate" type="text/html" href="https://fswiki.xpmodder.com/mw/index.php?title=Module:UrlParamTest&amp;diff=188"/>
		<updated>2025-09-20T23:06:55Z</updated>

		<summary type="html">&lt;p&gt;XPModder: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;local p = {}&lt;br /&gt;
&lt;br /&gt;
function p.Get(frame)&lt;br /&gt;
&lt;br /&gt;
	local args = {}&lt;br /&gt;
    -- get the arguments&lt;br /&gt;
    if frame == mw.getCurrentFrame() then&lt;br /&gt;
        args = frame:getParent().args&lt;br /&gt;
    else&lt;br /&gt;
        args = frame.args&lt;br /&gt;
    end&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
	local title = mw.title.getCurrentTitle()&lt;br /&gt;
&lt;br /&gt;
    local out = &amp;quot;&amp;quot;&lt;br /&gt;
    for k,v in pairs(title) do&lt;br /&gt;
        out = out .. tostring(k) .. &amp;quot;: &amp;quot; .. tostring(v) .. &amp;quot;&amp;lt;br&amp;gt;&amp;quot;&lt;br /&gt;
    end&lt;br /&gt;
&lt;br /&gt;
	return out&lt;br /&gt;
	&lt;br /&gt;
end&lt;br /&gt;
&lt;br /&gt;
return p&lt;/div&gt;</summary>
		<author><name>XPModder</name></author>
	</entry>
	<entry>
		<id>https://fswiki.xpmodder.com/mw/index.php?title=Module:UrlParamTest&amp;diff=187</id>
		<title>Module:UrlParamTest</title>
		<link rel="alternate" type="text/html" href="https://fswiki.xpmodder.com/mw/index.php?title=Module:UrlParamTest&amp;diff=187"/>
		<updated>2025-09-20T23:06:04Z</updated>

		<summary type="html">&lt;p&gt;XPModder: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;local p = {}&lt;br /&gt;
&lt;br /&gt;
function p.Get(frame)&lt;br /&gt;
&lt;br /&gt;
	local args = {}&lt;br /&gt;
    -- get the arguments&lt;br /&gt;
    if frame == mw.getCurrentFrame() then&lt;br /&gt;
        args = frame:getParent().args&lt;br /&gt;
    else&lt;br /&gt;
        args = frame.args&lt;br /&gt;
    end&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
	local title = mw.title.getCurrentTitle()&lt;br /&gt;
&lt;br /&gt;
    local out = &amp;quot;&amp;quot;&lt;br /&gt;
    for k,v in pairs(title) do&lt;br /&gt;
        out = out .. tostring(k) .. &amp;quot;: &amp;quot; .. tostring(v) .. &amp;quot;\n&amp;quot;&lt;br /&gt;
    end&lt;br /&gt;
&lt;br /&gt;
	return out&lt;br /&gt;
	&lt;br /&gt;
end&lt;br /&gt;
&lt;br /&gt;
return p&lt;/div&gt;</summary>
		<author><name>XPModder</name></author>
	</entry>
	<entry>
		<id>https://fswiki.xpmodder.com/mw/index.php?title=Module:UrlParamTest&amp;diff=186</id>
		<title>Module:UrlParamTest</title>
		<link rel="alternate" type="text/html" href="https://fswiki.xpmodder.com/mw/index.php?title=Module:UrlParamTest&amp;diff=186"/>
		<updated>2025-09-20T23:05:35Z</updated>

		<summary type="html">&lt;p&gt;XPModder: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;local p = {}&lt;br /&gt;
&lt;br /&gt;
function p.Get(frame)&lt;br /&gt;
&lt;br /&gt;
	local args = {}&lt;br /&gt;
    -- get the arguments&lt;br /&gt;
    if frame == mw.getCurrentFrame() then&lt;br /&gt;
        args = frame:getParent().args&lt;br /&gt;
    else&lt;br /&gt;
        args = frame.args&lt;br /&gt;
    end&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
	local title = mw.title.getCurrentTitle()&lt;br /&gt;
&lt;br /&gt;
    local out = &amp;quot;&amp;quot;&lt;br /&gt;
    for k,v in pairs(title) do&lt;br /&gt;
        out = out .. k .. &amp;quot;: &amp;quot; .. v .. &amp;quot;\n&amp;quot;&lt;br /&gt;
    end&lt;br /&gt;
&lt;br /&gt;
	return out&lt;br /&gt;
	&lt;br /&gt;
end&lt;br /&gt;
&lt;br /&gt;
return p&lt;/div&gt;</summary>
		<author><name>XPModder</name></author>
	</entry>
	<entry>
		<id>https://fswiki.xpmodder.com/mw/index.php?title=Module:UrlParamTest&amp;diff=185</id>
		<title>Module:UrlParamTest</title>
		<link rel="alternate" type="text/html" href="https://fswiki.xpmodder.com/mw/index.php?title=Module:UrlParamTest&amp;diff=185"/>
		<updated>2025-09-20T23:03:41Z</updated>

		<summary type="html">&lt;p&gt;XPModder: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;local p = {}&lt;br /&gt;
&lt;br /&gt;
function p.Get(frame)&lt;br /&gt;
&lt;br /&gt;
	local args = {}&lt;br /&gt;
    -- get the arguments&lt;br /&gt;
    if frame == mw.getCurrentFrame() then&lt;br /&gt;
        args = frame:getParent().args&lt;br /&gt;
    else&lt;br /&gt;
        args = frame.args&lt;br /&gt;
    end&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
	local title = mw.title.getCurrentTitle()&lt;br /&gt;
	return title .. &amp;quot;Fragment: &amp;quot; .. title.fragment&lt;br /&gt;
	&lt;br /&gt;
end&lt;br /&gt;
&lt;br /&gt;
return p&lt;/div&gt;</summary>
		<author><name>XPModder</name></author>
	</entry>
	<entry>
		<id>https://fswiki.xpmodder.com/mw/index.php?title=User:XPModder/testing&amp;diff=184</id>
		<title>User:XPModder/testing</title>
		<link rel="alternate" type="text/html" href="https://fswiki.xpmodder.com/mw/index.php?title=User:XPModder/testing&amp;diff=184"/>
		<updated>2025-09-20T23:02:50Z</updated>

		<summary type="html">&lt;p&gt;XPModder: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;URL param: {{#invoke:UrlParamTest|Get}}&lt;/div&gt;</summary>
		<author><name>XPModder</name></author>
	</entry>
	<entry>
		<id>https://fswiki.xpmodder.com/mw/index.php?title=User:XPModder/testing&amp;diff=183</id>
		<title>User:XPModder/testing</title>
		<link rel="alternate" type="text/html" href="https://fswiki.xpmodder.com/mw/index.php?title=User:XPModder/testing&amp;diff=183"/>
		<updated>2025-09-20T23:01:50Z</updated>

		<summary type="html">&lt;p&gt;XPModder: Created page with &amp;quot;{{#invoke:UrlParamTest|Get}}&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{#invoke:UrlParamTest|Get}}&lt;/div&gt;</summary>
		<author><name>XPModder</name></author>
	</entry>
	<entry>
		<id>https://fswiki.xpmodder.com/mw/index.php?title=Module:UrlParamTest&amp;diff=182</id>
		<title>Module:UrlParamTest</title>
		<link rel="alternate" type="text/html" href="https://fswiki.xpmodder.com/mw/index.php?title=Module:UrlParamTest&amp;diff=182"/>
		<updated>2025-09-20T23:00:21Z</updated>

		<summary type="html">&lt;p&gt;XPModder: Created page with &amp;quot;local p = {}  function p.Get(frame)  	local args = {}     -- get the arguments     if frame == mw.getCurrentFrame() then         args = frame:getParent().args     else         args = frame.args     end   	local title = mw.title.getCurrentTitle() 	return title.fragment 	 end  return p&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;local p = {}&lt;br /&gt;
&lt;br /&gt;
function p.Get(frame)&lt;br /&gt;
&lt;br /&gt;
	local args = {}&lt;br /&gt;
    -- get the arguments&lt;br /&gt;
    if frame == mw.getCurrentFrame() then&lt;br /&gt;
        args = frame:getParent().args&lt;br /&gt;
    else&lt;br /&gt;
        args = frame.args&lt;br /&gt;
    end&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
	local title = mw.title.getCurrentTitle()&lt;br /&gt;
	return title.fragment&lt;br /&gt;
	&lt;br /&gt;
end&lt;br /&gt;
&lt;br /&gt;
return p&lt;/div&gt;</summary>
		<author><name>XPModder</name></author>
	</entry>
	<entry>
		<id>https://fswiki.xpmodder.com/mw/index.php?title=Template:GitlabLink&amp;diff=181</id>
		<title>Template:GitlabLink</title>
		<link rel="alternate" type="text/html" href="https://fswiki.xpmodder.com/mw/index.php?title=Template:GitlabLink&amp;diff=181"/>
		<updated>2025-07-20T12:33:47Z</updated>

		<summary type="html">&lt;p&gt;XPModder: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;includeonly&amp;gt;&lt;br /&gt;
&amp;lt;templatestyles src=&amp;quot;Template:ExternalFileDownload/styles.css&amp;quot;/&amp;gt;&lt;br /&gt;
&amp;lt;span class=&amp;quot;ui-button-container&amp;quot;&amp;gt;[//{{#ifeq:{{{1|}}}|XPModder|gitlab.xpmodder.com|gitlab.com}}/{{{1|}}}/{{{2|}}} &amp;lt;span class=&amp;quot;submit ui-button ui-widget ui-state-default ui-corner-all&lt;br /&gt;
  {{{class|}}}&amp;quot; role=&amp;quot;button&amp;quot; aria-disabled=&amp;quot;false&amp;quot;&amp;gt;&amp;lt;span class=&amp;quot;ui-button-text&amp;quot;&amp;gt;&amp;lt;i class=&amp;quot;fa-brands fa-gitlab&amp;quot;&amp;gt;&amp;lt;/i&amp;gt;&amp;amp;nbsp;&amp;amp;nbsp;{{{3|Gitlab}}}&amp;lt;/span&amp;gt;&amp;lt;/span&amp;gt;]&amp;lt;/span&amp;gt;&amp;lt;/includeonly&amp;gt;&lt;br /&gt;
&amp;lt;noinclude&amp;gt;&lt;br /&gt;
Test: {{GitlabLink|XPModder|spline-road-toolkit/-/releases/permalink/latest}}&lt;br /&gt;
===Template Data===&lt;br /&gt;
&amp;lt;templatedata&amp;gt;{&lt;br /&gt;
	&amp;quot;description&amp;quot;: &amp;quot;Creates a download button for the given file, assuming the file is stored at fswiki.xpmodder.com/externalFiles&amp;quot;,&lt;br /&gt;
	&amp;quot;params&amp;quot;: {&lt;br /&gt;
		&amp;quot;1&amp;quot;: {&lt;br /&gt;
			&amp;quot;label&amp;quot;: &amp;quot;Username&amp;quot;,&lt;br /&gt;
			&amp;quot;description&amp;quot;: &amp;quot;Name of the user on GitLab&amp;quot;,&lt;br /&gt;
			&amp;quot;type&amp;quot;: &amp;quot;string&amp;quot;,&lt;br /&gt;
			&amp;quot;required&amp;quot;: true&lt;br /&gt;
		},&lt;br /&gt;
        &amp;quot;2&amp;quot;: {&lt;br /&gt;
            &amp;quot;label&amp;quot;: &amp;quot;Repository/Link&amp;quot;,&lt;br /&gt;
            &amp;quot;description&amp;quot;: &amp;quot;Name of the repository or link to something within a repository&amp;quot;,&lt;br /&gt;
            &amp;quot;type&amp;quot;: &amp;quot;string&amp;quot;,&lt;br /&gt;
            &amp;quot;required&amp;quot;: true&lt;br /&gt;
        },&lt;br /&gt;
        &amp;quot;3&amp;quot;: {&lt;br /&gt;
            &amp;quot;label&amp;quot;: &amp;quot;Button text&amp;quot;,&lt;br /&gt;
            &amp;quot;description&amp;quot;: &amp;quot;The text on the button&amp;quot;,&lt;br /&gt;
            &amp;quot;type&amp;quot;: &amp;quot;string&amp;quot;&lt;br /&gt;
        },&lt;br /&gt;
		&amp;quot;class&amp;quot;: {&lt;br /&gt;
			&amp;quot;description&amp;quot;: &amp;quot;Optional css class to apply to button&amp;quot;,&lt;br /&gt;
			&amp;quot;type&amp;quot;: &amp;quot;string&amp;quot;&lt;br /&gt;
		}&lt;br /&gt;
	},&lt;br /&gt;
	&amp;quot;format&amp;quot;: &amp;quot;inline&amp;quot;,&lt;br /&gt;
	&amp;quot;paramOrder&amp;quot;: [&lt;br /&gt;
		&amp;quot;1&amp;quot;,&lt;br /&gt;
        &amp;quot;2&amp;quot;,&lt;br /&gt;
        &amp;quot;3&amp;quot;,&lt;br /&gt;
		&amp;quot;class&amp;quot;&lt;br /&gt;
	]&lt;br /&gt;
}&amp;lt;/templatedata&amp;gt;&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>XPModder</name></author>
	</entry>
	<entry>
		<id>https://fswiki.xpmodder.com/mw/index.php?title=Spline-Road-Toolkit&amp;diff=180</id>
		<title>Spline-Road-Toolkit</title>
		<link rel="alternate" type="text/html" href="https://fswiki.xpmodder.com/mw/index.php?title=Spline-Road-Toolkit&amp;diff=180"/>
		<updated>2025-07-20T12:32:29Z</updated>

		<summary type="html">&lt;p&gt;XPModder: Download link updated&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{GitlabLink|XPModder|spline-road-toolkit/-/releases/permalink/latest|Spline-Road-Toolkit}}&lt;br /&gt;
&lt;br /&gt;
This is a toolkit for Giants Editor 10 to create roads, intersections and road markings from splines without the need for 3D-Moddeling software like blender.&lt;br /&gt;
&lt;br /&gt;
This toolkit is now on my GitLab!&lt;br /&gt;
&lt;br /&gt;
The toolkit is split into 4 separate scripts:&lt;br /&gt;
&lt;br /&gt;
*    SplineToRoad.lua&lt;br /&gt;
*    SplineToRoadMarkings.lua&lt;br /&gt;
*    SplineToRoadIntersection.lua&lt;br /&gt;
*    SplineTool.lua&lt;br /&gt;
&lt;br /&gt;
== Installation ==&lt;br /&gt;
To install this toolkit, extract the lua files to: %localappdata%/GIANTS Software/Giants Editor 10.0.x/scripts/&lt;br /&gt;
&lt;br /&gt;
Extract the textures folder into your map folder. There will already be a textures folder in your map, but dont worry, extracting this there should not overwrite any files. If you prefer, you can also directly extract the road folder that is inside the textures folder into your maps textures folder.&lt;br /&gt;
&lt;br /&gt;
Remember to add these textures to any map you want to use this tool on.&lt;br /&gt;
&lt;br /&gt;
You can also use your own custom road textures if you prefer. See the Usage section below for more info on that.&lt;br /&gt;
&lt;br /&gt;
Now the scripts are installed and ready to use!&lt;br /&gt;
&lt;br /&gt;
== A note on the textures ==&lt;br /&gt;
The included textures are one simple asphalt texture which everyone may freely use with a diffuse, normal and specular. As different maps and different modders may prefer a darker or lighter road, the included asphalt01 - asphalt07 diffuse textures are replacements for the regular asphalt diffuse and they can be used with the same normal and specular as the asphalt diffuse. These alternative textures are lighter then the admittedly very dark default, with the asphalt07 being the lightest.&lt;br /&gt;
&lt;br /&gt;
As stated above, you may use your own textures though.&lt;br /&gt;
&lt;br /&gt;
== Usage ==&lt;br /&gt;
Each of the three scripts will be accessible in Giants Editor (GE) via the Scripts -&amp;gt; User Scripts menu.&lt;br /&gt;
&lt;br /&gt;
=== SplineToRoad ===&lt;br /&gt;
This script is used to create the roads themselves.&lt;br /&gt;
&lt;br /&gt;
The script uses a single spline to create a road.&lt;br /&gt;
&lt;br /&gt;
Place a spline where you want the road to be. The spline will be at the exact center of the road.&lt;br /&gt;
&lt;br /&gt;
When you click on the script in the menu, a small window will open with the settings for the script.&lt;br /&gt;
&lt;br /&gt;
These settings should be self-explanatory for the most part. The textures selected in the Material Settings will be used for the road itself. The lines do not use a texture.&lt;br /&gt;
&lt;br /&gt;
The Line color sliders correspond to Red, Green and Blue from left to right. The buttons &amp;quot;White&amp;quot; and &amp;quot;Yellow&amp;quot; provide an easy way to select pure a pure white or a yellow color, as these are the most commonly used colors for road markings.&lt;br /&gt;
&lt;br /&gt;
The settings &amp;quot;Widen at start of road&amp;quot; and &amp;quot;Widen at end of road&amp;quot; cause the road to become wider with an outward curve at the start or end respectively. This can be used for simple intersections, but does not offer much control over the shape.&lt;br /&gt;
&lt;br /&gt;
For more complex intersections and more control over the exact shape of the intersection, use the SplineToRoadIntersection script.&lt;br /&gt;
&lt;br /&gt;
The setting &amp;quot;Both Splines same direction&amp;quot;, when checked, results in both traffic splines going the same direction. This can be used to create highways with 2 lanes per direction.&lt;br /&gt;
&lt;br /&gt;
Should you wish to change the default textures, you can do so with the three file selectors in the Material Settings section. The top file selector sets the diffuse texture, the middle line sets the normal texture and the bottom line sets the specular texture.&lt;br /&gt;
&lt;br /&gt;
Once you have chosen the settings you wish to use, make sure you have selected your spline in the scenegraph and click the &amp;quot;Generate Road&amp;quot; button.&lt;br /&gt;
&lt;br /&gt;
The tool will now automatically generate a road based on your settings.&lt;br /&gt;
&lt;br /&gt;
The resulting road will be placed in a transform group named &amp;quot;roads&amp;quot; at the bottom of the scenegraph.&lt;br /&gt;
&lt;br /&gt;
You can now immediately select another spline in the scenegraph and click the &amp;quot;Generate Road&amp;quot; button again without having to close the tool.&lt;br /&gt;
&lt;br /&gt;
If you are not happy with a road you generated, you can just delete it, by deleting its transform group inside the &amp;quot;roads&amp;quot; transform group. You can then select the same spline that you used before again, change the settings in the tool and click &amp;quot;Generate Road&amp;quot; again to re-create the road with the new settings.&lt;br /&gt;
&lt;br /&gt;
Please Note: When using the &amp;quot;Create Water Puddle Surfaces&amp;quot; option, additional shapes will be created that will create water puddles during rain and wetness. You can see the effect by setting the wetness via the seasons visual control script. Please be aware that these shapes will need to be at terrain height, as this effect unfortunately does not work as a terrain decal. When using this option you may need to re-create the road after making changes to the terrain height.&lt;br /&gt;
&lt;br /&gt;
=== SplineToRoadMarkings ===&lt;br /&gt;
This tool is used to create road markings on their own.&lt;br /&gt;
&lt;br /&gt;
This is intended to be used in conjunction with the SplineToRoadIntersection tool to create the markings for an intersection, but can be used elsewhere too, if a few lines or a dashed line are needed.&lt;br /&gt;
&lt;br /&gt;
Place a spline where you want the road markings. Then click on the script in the menu.&lt;br /&gt;
&lt;br /&gt;
A small window will open with the settings for the script. These settings should be pretty self-explanatory.&lt;br /&gt;
&lt;br /&gt;
By default, when &amp;quot;Solid Line&amp;quot; is not checked, a dashed line is created.&lt;br /&gt;
&lt;br /&gt;
Like with the SplineToRoad tool the three sliders for line color represent Red, Green and Blue values respectively from left to right and the &amp;quot;White&amp;quot; and &amp;quot;Yellow&amp;quot; buttons provide easy access to predefined white and yellow colors respectively.&lt;br /&gt;
&lt;br /&gt;
Once you have chosen the settings you want to use, make sure you have one or more splines selected in the scenegraph and click the &amp;quot;Generate Markings&amp;quot; button.&lt;br /&gt;
&lt;br /&gt;
When you select multiple splines simultaneously and click the button, road markings with the same settings will be created for each selected spline.&lt;br /&gt;
&lt;br /&gt;
The finished road markings are placed in a transform group named &amp;quot;roadMarkings&amp;quot; at the bottom of the scenegraph.&lt;br /&gt;
&lt;br /&gt;
=== SplineToRoadIntersection ===&lt;br /&gt;
The SplineToRoadIntersection tool can be used to create complex road intersections.&lt;br /&gt;
&lt;br /&gt;
In contrast to the other two tools, this tool requires multiple splines to create a single intersection.&lt;br /&gt;
&lt;br /&gt;
A minimum of two splines are required, but for most intersections you will need 3 or 4 or even more splines.&lt;br /&gt;
&lt;br /&gt;
The splines for this tool define the outline of the intersection.&lt;br /&gt;
&lt;br /&gt;
Place splines along the outline of the intersection. These splines do not have to form a continuous outline. Gaps are allowed.&lt;br /&gt;
&lt;br /&gt;
The tool will bridge gaps by connecting the end of one spline to the closest starting point of another spline.&lt;br /&gt;
&lt;br /&gt;
The splines have to all run in counter-clockwise direction around the intersection!&lt;br /&gt;
&lt;br /&gt;
After you have placed the splines, click on the script in the menu and a small window will open with the scripts settings.&lt;br /&gt;
&lt;br /&gt;
In the Material Settings section, the top line allows selecting of a custom diffuse texture, the middle line selects the normal texture and the bottom line selects the specular texture.&lt;br /&gt;
&lt;br /&gt;
The UV Scale slider determines the scale of the texture on the intersection. When you use custom textures you may need to adjust this in order for the texture to properly fit the intersection.&lt;br /&gt;
&lt;br /&gt;
Be aware that a wrong setting here may cause a &amp;quot;UVs out of range&amp;quot; error! Should you see this error, delete the previously generated intersection and try again with a different UV Scale setting.&lt;br /&gt;
&lt;br /&gt;
The three sliders for line color represent Red, Green and Blue values respectively from left to right and the &amp;quot;White&amp;quot; and &amp;quot;Yellow&amp;quot; buttons provide easy access to predefined white and yellow colors respectively.&lt;br /&gt;
&lt;br /&gt;
Please Note: This tool cannot generate traffic splines or complex road markings. You will have to create traffic splines manually and for road markings you can use the SplineToRoadMarkings tool.&lt;br /&gt;
&lt;br /&gt;
Please Note: When using the &amp;quot;Create Water Puddle Surfaces&amp;quot; option, a additional shape will be created that will create water puddles during rain and wetness. You can see the effect by setting the wetness via the seasons visual control script. Please be aware that this shape will need to be at terrain height, as this effect unfortunately does not work as a terrain decal. When using this option you may need to re-create the intersection after making changes to the terrain height.&lt;br /&gt;
&lt;br /&gt;
To generate the intersection, make sure you have selected all of the splines for the outline of this intersection in the scenegraph and then click the &amp;quot;Generate intersection&amp;quot; button.&lt;br /&gt;
&lt;br /&gt;
The created intersection will be placed in a transform group named &amp;quot;intersections&amp;quot; at the bottom of the scenegraph.&lt;br /&gt;
&lt;br /&gt;
=== SplineTool ===&lt;br /&gt;
This is a tool for all sorts of spline related tasks. It can be used to get or set the exact coordinates for any spline control vertex (CV), to paint the terrain, terrainDetail, foliage, infoLayer or Procedural Placement masks around a spline and to align a spline to the terrain.&lt;br /&gt;
&lt;br /&gt;
== FAQ and known issues ==&lt;br /&gt;
&lt;br /&gt;
==== I am getting &amp;quot;i3d contains non-binary indexed triangle sets&amp;quot; warnings ====&lt;br /&gt;
These warnings are normal and are expected for both the SplineToRoad and SplineToRoadIntersection tools. These warnings should only appear once for any given road or intersection, when the road or intersection is generated. When you have saved the map and reload it or load it ingame these warnings should not reappear.&lt;br /&gt;
&lt;br /&gt;
If they reappear, even after closing and re-opening Giants Editor and without using the script again, go to File -&amp;gt; Save as... and select Binary i3d next to the filename in the save file dialog.&lt;br /&gt;
&lt;br /&gt;
==== I clicked the button, but I cant see anything new ====&lt;br /&gt;
Wait a few seconds as it can take a moment for Giants Editor to update properly. In the scenegraph you may have to select a few different items before the new ones show up.&lt;br /&gt;
&lt;br /&gt;
Should you still not see anything after a little while, try zooming in very close to the terrain as that can help to update it. Finally also check the console for any potential errors or messages from the script.&lt;br /&gt;
&lt;br /&gt;
==== I want my roads to look snowy and frozen in the winter. How do I add the shader for this? ====&lt;br /&gt;
You dont have to. The scripts automatically add the basegame shader to all roads and intersections you create with them.&lt;br /&gt;
&lt;br /&gt;
When you use the season toolkit and add snow, you should see your roads and intersections gettings a bit snowy. Note that in my experience Giants Editor can be a bit annoying and not properly update the view when you do this, so try zooming in very close to the road to update the visuals. Ingame this issue should not happen.&lt;br /&gt;
&lt;br /&gt;
==== My intersections look weird with a custom texture ====&lt;br /&gt;
If you are using a custom road texture that has a &amp;quot;border&amp;quot; for the road on the texture, this texture is not suitable for use with the intersection tool. As intersections can take almost any arbitrary form it is effectively impossible to generate UVs that would allow for the use of such a texture. Use a texture that is only asphalt/road surface without a &amp;quot;border&amp;quot; instead.&lt;br /&gt;
&lt;br /&gt;
Alternatively you could export the intersection shape as obj, import it in blender and UV map it in blender and then export it to i3d and import it into your map again.&lt;br /&gt;
&lt;br /&gt;
==== The intersection was created wrong. The road is outside the intersection and there is nothing inside it ====&lt;br /&gt;
This may be caused by a particularly complex or weird shape for a intersection. This should be extremely rare.&lt;br /&gt;
&lt;br /&gt;
If this happens, try deviding the intersection into two or more pieces and generating each piece individually.&lt;br /&gt;
&lt;br /&gt;
If the road connections to the intersection are very far drawn out, this can also cause this. Try making the road connections that are part of the intersection shorter and bridge any potential gaps with the road tool.&lt;br /&gt;
&lt;br /&gt;
==== The lines on the intersection are generated outside the intersection, next to the asphalt and not on it ====&lt;br /&gt;
When this happens, you probably got the direction of your spline wrong. Make sure they go in a counter clockwise fashion around the intersection.&lt;br /&gt;
&lt;br /&gt;
If they currently do not, change the direction of the spline so they do, delete the wrong intersection and re-create it with the tool.&lt;br /&gt;
&lt;br /&gt;
==== Terrain Decals, Roads disappearing after changes to the terrain ====&lt;br /&gt;
All the roads, lines and intersections created by these tools use the &amp;quot;terrain decal&amp;quot; functionality in FS 25.&lt;br /&gt;
&lt;br /&gt;
This means that the roads, lines and intersections act like a texture on the terrain itself, so for the most part this means that if you make small adjustments to the terrain you will not need to change anything about the roads, lines or intersections as they should still be on the terrain.&lt;br /&gt;
&lt;br /&gt;
If you make bigger terrain changes (like changing the height of the terrain by more then 20 meters at a road), this can however cause the roads, lines and/or intersections to disappear as the terrain ends up out of range from the actual shapes that are placed underneath the terrain.&lt;br /&gt;
&lt;br /&gt;
To fix this you can either manually move the shapes (eg by moving the &amp;quot;roadPieces&amp;quot; transform group of a road) closer to the new terrain, or you can delete the old road and generate a new one. You can use the old spline again even if it is underground now. The height of the spline does not matter. The script always reads the height of the terrain itself.&lt;br /&gt;
&lt;br /&gt;
==== Do I have to keep the splines used to generate the roads/lines/intersections? ====&lt;br /&gt;
No. These splines are only needed to generate the parts. When you are happy with the generated pieces you can delete the spline.&lt;br /&gt;
&lt;br /&gt;
If I were you, I may keep all these splines around until the map is finished, just in case you want to make an adjustment or recreate a piece later.&lt;br /&gt;
&lt;br /&gt;
When you are sure you will not need them again, you can delete them.&lt;/div&gt;</summary>
		<author><name>XPModder</name></author>
	</entry>
	<entry>
		<id>https://fswiki.xpmodder.com/mw/index.php?title=Template:GitlabLink&amp;diff=179</id>
		<title>Template:GitlabLink</title>
		<link rel="alternate" type="text/html" href="https://fswiki.xpmodder.com/mw/index.php?title=Template:GitlabLink&amp;diff=179"/>
		<updated>2025-07-20T12:31:57Z</updated>

		<summary type="html">&lt;p&gt;XPModder: Created page with &amp;quot;&amp;lt;includeonly&amp;gt; &amp;lt;templatestyles src=&amp;quot;Template:ExternalFileDownload/styles.css&amp;quot;/&amp;gt; &amp;lt;span class=&amp;quot;ui-button-container&amp;quot;&amp;gt;[//{{#ifeq:{{{1|}}}|XPModder|gitlab.xpmodder.com|gitlab.com}}/{{urlencode:{{{1|}}}}}/{{urlencode:{{{2|}}}}} &amp;lt;span class=&amp;quot;submit ui-button ui-widget ui-state-default ui-corner-all   {{{class|}}}&amp;quot; role=&amp;quot;button&amp;quot; aria-disabled=&amp;quot;false&amp;quot;&amp;gt;&amp;lt;span class=&amp;quot;ui-button-text&amp;quot;&amp;gt;&amp;lt;i class=&amp;quot;fa-brands fa-gitlab&amp;quot;&amp;gt;&amp;lt;/i&amp;gt;&amp;amp;nbsp;&amp;amp;nbsp;{{{3|Gitlab}}}&amp;lt;/span&amp;gt;&amp;lt;/span&amp;gt;]&amp;lt;/span&amp;gt;&amp;lt;/includeonly&amp;gt; &amp;lt;noi...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;includeonly&amp;gt;&lt;br /&gt;
&amp;lt;templatestyles src=&amp;quot;Template:ExternalFileDownload/styles.css&amp;quot;/&amp;gt;&lt;br /&gt;
&amp;lt;span class=&amp;quot;ui-button-container&amp;quot;&amp;gt;[//{{#ifeq:{{{1|}}}|XPModder|gitlab.xpmodder.com|gitlab.com}}/{{urlencode:{{{1|}}}}}/{{urlencode:{{{2|}}}}} &amp;lt;span class=&amp;quot;submit ui-button ui-widget ui-state-default ui-corner-all&lt;br /&gt;
  {{{class|}}}&amp;quot; role=&amp;quot;button&amp;quot; aria-disabled=&amp;quot;false&amp;quot;&amp;gt;&amp;lt;span class=&amp;quot;ui-button-text&amp;quot;&amp;gt;&amp;lt;i class=&amp;quot;fa-brands fa-gitlab&amp;quot;&amp;gt;&amp;lt;/i&amp;gt;&amp;amp;nbsp;&amp;amp;nbsp;{{{3|Gitlab}}}&amp;lt;/span&amp;gt;&amp;lt;/span&amp;gt;]&amp;lt;/span&amp;gt;&amp;lt;/includeonly&amp;gt;&lt;br /&gt;
&amp;lt;noinclude&amp;gt;&lt;br /&gt;
Test: {{GitlabLink|XPModder|spline-road-toolkit/-/releases/permalink/latest}}&lt;br /&gt;
===Template Data===&lt;br /&gt;
&amp;lt;templatedata&amp;gt;{&lt;br /&gt;
	&amp;quot;description&amp;quot;: &amp;quot;Creates a download button for the given file, assuming the file is stored at fswiki.xpmodder.com/externalFiles&amp;quot;,&lt;br /&gt;
	&amp;quot;params&amp;quot;: {&lt;br /&gt;
		&amp;quot;1&amp;quot;: {&lt;br /&gt;
			&amp;quot;label&amp;quot;: &amp;quot;Username&amp;quot;,&lt;br /&gt;
			&amp;quot;description&amp;quot;: &amp;quot;Name of the user on GitLab&amp;quot;,&lt;br /&gt;
			&amp;quot;type&amp;quot;: &amp;quot;string&amp;quot;,&lt;br /&gt;
			&amp;quot;required&amp;quot;: true&lt;br /&gt;
		},&lt;br /&gt;
        &amp;quot;2&amp;quot;: {&lt;br /&gt;
            &amp;quot;label&amp;quot;: &amp;quot;Repository/Link&amp;quot;,&lt;br /&gt;
            &amp;quot;description&amp;quot;: &amp;quot;Name of the repository or link to something within a repository&amp;quot;,&lt;br /&gt;
            &amp;quot;type&amp;quot;: &amp;quot;string&amp;quot;,&lt;br /&gt;
            &amp;quot;required&amp;quot;: true&lt;br /&gt;
        },&lt;br /&gt;
        &amp;quot;3&amp;quot;: {&lt;br /&gt;
            &amp;quot;label&amp;quot;: &amp;quot;Button text&amp;quot;,&lt;br /&gt;
            &amp;quot;description&amp;quot;: &amp;quot;The text on the button&amp;quot;,&lt;br /&gt;
            &amp;quot;type&amp;quot;: &amp;quot;string&amp;quot;&lt;br /&gt;
        },&lt;br /&gt;
		&amp;quot;class&amp;quot;: {&lt;br /&gt;
			&amp;quot;description&amp;quot;: &amp;quot;Optional css class to apply to button&amp;quot;,&lt;br /&gt;
			&amp;quot;type&amp;quot;: &amp;quot;string&amp;quot;&lt;br /&gt;
		}&lt;br /&gt;
	},&lt;br /&gt;
	&amp;quot;format&amp;quot;: &amp;quot;inline&amp;quot;,&lt;br /&gt;
	&amp;quot;paramOrder&amp;quot;: [&lt;br /&gt;
		&amp;quot;1&amp;quot;,&lt;br /&gt;
        &amp;quot;2&amp;quot;,&lt;br /&gt;
        &amp;quot;3&amp;quot;,&lt;br /&gt;
		&amp;quot;class&amp;quot;&lt;br /&gt;
	]&lt;br /&gt;
}&amp;lt;/templatedata&amp;gt;&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>XPModder</name></author>
	</entry>
	<entry>
		<id>https://fswiki.xpmodder.com/mw/index.php?title=User:XPModder/GUI_Reference&amp;diff=178</id>
		<title>User:XPModder/GUI Reference</title>
		<link rel="alternate" type="text/html" href="https://fswiki.xpmodder.com/mw/index.php?title=User:XPModder/GUI_Reference&amp;diff=178"/>
		<updated>2025-07-11T09:57:54Z</updated>

		<summary type="html">&lt;p&gt;XPModder: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Reference for FS25 GUI design&lt;br /&gt;
&lt;br /&gt;
=== The GUI xml ===&lt;br /&gt;
Root tag: &amp;lt;GUI&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Attributes: onOpen, onClose, onCreate, the value of these is the name of a function in the corresponding lua script&lt;br /&gt;
&lt;br /&gt;
==== Main Layout section ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!Tag&lt;br /&gt;
!Function&lt;br /&gt;
!Attributes&lt;br /&gt;
!&lt;br /&gt;
|-&lt;br /&gt;
|GuiElement&lt;br /&gt;
|Mostly as a parent/container element to group others&lt;br /&gt;
|profile, id&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Bitmap&lt;br /&gt;
|Often used to encapsulate individual elements - exact reason unknown, can also be used to display an image&lt;br /&gt;
|profile, id&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|ThreePartBitmap&lt;br /&gt;
|unknown&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Text&lt;br /&gt;
|simple text display&lt;br /&gt;
|profile, id, text, name&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|BoxLayout&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|BinaryOption&lt;br /&gt;
|Option between 2 values, can be on/off, can also be a/b&lt;br /&gt;
|profile, id, name, onClick, focusInit&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|MultiTextOption&lt;br /&gt;
|Selector between multiple values&lt;br /&gt;
|profile, id, name, onClick&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|OptionSlider&lt;br /&gt;
|Slider to select a value&lt;br /&gt;
|profile, id, name, onClick&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|ScrollingLayout&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Button&lt;br /&gt;
|&lt;br /&gt;
|profile, id, text, onClick&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== GUIProfiles ====&lt;br /&gt;
Styling information for GuiElements&lt;br /&gt;
&lt;br /&gt;
Organised in &amp;lt;Profile&amp;gt; tags with attributes name, extends, (with)&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&amp;lt;Profile&amp;gt; tag attributes&lt;br /&gt;
!Atrribute&lt;br /&gt;
!Values&lt;br /&gt;
!&lt;br /&gt;
|-&lt;br /&gt;
|name&lt;br /&gt;
|string name matching GuiElement&#039;s profile attribute&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|extends&lt;br /&gt;
|emptyPanel, baseReference, fs25_textDefault, fs25_binaryOption, fs25_multiTextOption, fs25_optionSlider&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|with&lt;br /&gt;
|anchorTopRight, anchorTopCenter, anchorTopLeft, anchorMiddleRight, anchorMiddleLeft, anchorMiddleCenter, anchorBottomLeft, anchorBottomCenter, anchorBottomLeft, anchorTopStretchingX, pivotBottomLeft, pivotBottomRight, pivotBottomCenter, ...&lt;br /&gt;
|Optional&lt;br /&gt;
|}&lt;br /&gt;
Children can be:&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
!Tag&lt;br /&gt;
!Attribute!!Type!!Example&lt;br /&gt;
|-&lt;br /&gt;
|size&lt;br /&gt;
|value||% or px||10% 20px&lt;br /&gt;
|-&lt;br /&gt;
|position&lt;br /&gt;
|value||% or px||-10px&lt;br /&gt;
|-&lt;br /&gt;
|alignmentY&lt;br /&gt;
|value||middle, top, bottom&lt;br /&gt;
|-&lt;br /&gt;
|alignmentX&lt;br /&gt;
|value||left, right, center&lt;br /&gt;
|-&lt;br /&gt;
|elementSpacing&lt;br /&gt;
|value||% or px||15px&lt;br /&gt;
|-&lt;br /&gt;
|textSize&lt;br /&gt;
|value||px||18px&lt;br /&gt;
|-&lt;br /&gt;
|textBold&lt;br /&gt;
|value||boolean||true&lt;br /&gt;
|-&lt;br /&gt;
|textUpperCase&lt;br /&gt;
|value||boolean||true&lt;br /&gt;
|-&lt;br /&gt;
|textAutoWidth&lt;br /&gt;
|value||boolean||true&lt;br /&gt;
|-&lt;br /&gt;
|width&lt;br /&gt;
|value||% or px||400px&lt;br /&gt;
|-&lt;br /&gt;
|focusOnHighlight&lt;br /&gt;
|value||boolean||true&lt;br /&gt;
|-&lt;br /&gt;
|flowDirection&lt;br /&gt;
|value|| ||vertical&lt;br /&gt;
|-&lt;br /&gt;
|height&lt;br /&gt;
|value||% or px||70px&lt;br /&gt;
|-&lt;br /&gt;
|textLayoutMode&lt;br /&gt;
|value|| ||scrolling&lt;br /&gt;
|-&lt;br /&gt;
|textAlignment&lt;br /&gt;
|value|| ||center&lt;br /&gt;
|-&lt;br /&gt;
|imageSliceId&lt;br /&gt;
|value||image slice ID||gui.loadingAnimation&lt;br /&gt;
|-&lt;br /&gt;
|imageColor&lt;br /&gt;
|value||color&lt;br /&gt;
|-&lt;br /&gt;
|animationMode&lt;br /&gt;
|value|| ||rotate&lt;br /&gt;
|-&lt;br /&gt;
|animationSpeed&lt;br /&gt;
|value|| ||1000&lt;br /&gt;
|-&lt;br /&gt;
|useYesNoTexts&lt;br /&gt;
|value|| ||nil&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>XPModder</name></author>
	</entry>
	<entry>
		<id>https://fswiki.xpmodder.com/mw/index.php?title=User:XPModder/GUI_Reference&amp;diff=177</id>
		<title>User:XPModder/GUI Reference</title>
		<link rel="alternate" type="text/html" href="https://fswiki.xpmodder.com/mw/index.php?title=User:XPModder/GUI_Reference&amp;diff=177"/>
		<updated>2025-07-11T09:29:38Z</updated>

		<summary type="html">&lt;p&gt;XPModder: created&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Reference for FS25 GUI design&lt;br /&gt;
&lt;br /&gt;
=== The GUI xml ===&lt;br /&gt;
Root tag: &amp;lt;GUI&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Attributes: onOpen, onClose, onCreate&lt;br /&gt;
&lt;br /&gt;
==== GUIProfiles ====&lt;br /&gt;
Styling information for GuiElements&lt;br /&gt;
&lt;br /&gt;
Organised in &amp;lt;Profile&amp;gt; tags with attributes name, extends, (with)&lt;br /&gt;
&lt;br /&gt;
Children can be:&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
!Tag!!Type!!Example&lt;br /&gt;
|-&lt;br /&gt;
|size||% or px||10% 20px&lt;br /&gt;
|-&lt;br /&gt;
|position||% or px||-10px&lt;br /&gt;
|-&lt;br /&gt;
|alignmentY||middle, top, bottom&lt;br /&gt;
|-&lt;br /&gt;
|alignmentX||left, right, center&lt;br /&gt;
|-&lt;br /&gt;
|elementSpacing||% or px||15px&lt;br /&gt;
|-&lt;br /&gt;
|textSize||px||18px&lt;br /&gt;
|-&lt;br /&gt;
|textBold||boolean||true&lt;br /&gt;
|-&lt;br /&gt;
|textUpperCase||boolean||true&lt;br /&gt;
|-&lt;br /&gt;
|textAutoWidth||boolean||true&lt;br /&gt;
|-&lt;br /&gt;
|width||% or px||400px&lt;br /&gt;
|-&lt;br /&gt;
|focusOnHighlight||boolean||true&lt;br /&gt;
|-&lt;br /&gt;
|flowDirection||||vertical&lt;br /&gt;
|-&lt;br /&gt;
|height||% or px||70px&lt;br /&gt;
|-&lt;br /&gt;
|textLayoutMode||||scrolling&lt;br /&gt;
|-&lt;br /&gt;
|textAlignment||||center&lt;br /&gt;
|-&lt;br /&gt;
|imageSliceId||image slice ID||gui.loadingAnimation&lt;br /&gt;
|-&lt;br /&gt;
|imageColor||color&lt;br /&gt;
|-&lt;br /&gt;
|animationMode||||rotate&lt;br /&gt;
|-&lt;br /&gt;
|animationSpeed||||1000&lt;br /&gt;
|-&lt;br /&gt;
|useYesNoTexts||||nil&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>XPModder</name></author>
	</entry>
	<entry>
		<id>https://fswiki.xpmodder.com/mw/index.php?title=Multi_Ground_Angle&amp;diff=176</id>
		<title>Multi Ground Angle</title>
		<link rel="alternate" type="text/html" href="https://fswiki.xpmodder.com/mw/index.php?title=Multi_Ground_Angle&amp;diff=176"/>
		<updated>2025-05-18T23:00:50Z</updated>

		<summary type="html">&lt;p&gt;XPModder: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Multi-ground-angle-done.png|thumb|Cultivating a circle with multi ground angles]]&lt;br /&gt;
This page shows you how to increase the number of possible ground angles on a mod map!&lt;br /&gt;
&lt;br /&gt;
The number of ground angles defines in how many different orientation field ground textures can be (eg cultivated ground, plowed ground, etc).&lt;br /&gt;
&lt;br /&gt;
The basegame maps have 8 ground angles. This page shows how to increase this to 256 ground angles!&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Disclaimer:&#039;&#039;&#039; This will not increase the angles for planting rootcrops (carrot, parsnip, beetroot)!&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;UPDATE: Since Version 1.7.0.0 of FS 25, a custom modified shader is no longer required! This page has been updated accordingly and the old information has been removed!&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== Map i3d ===&lt;br /&gt;
To begin the i3d file of the map will need to be edited in a text editor. This can be done in notepad, but more advanced editors like Notepad++ or VisualStudio Code provide helpful features like syntax highlighting.&lt;br /&gt;
&lt;br /&gt;
# Open the map i3d file in a text editor&lt;br /&gt;
# Search for &amp;lt;mark&amp;gt;&amp;quot;GroundAngle&amp;quot;&amp;lt;/mark&amp;gt;&lt;br /&gt;
# Change &amp;lt;mark&amp;gt;numChannels=&amp;quot;3&amp;quot;&amp;lt;/mark&amp;gt; to &amp;lt;mark&amp;gt;numChannels=&amp;quot;8&amp;quot;&amp;lt;/mark&amp;gt;&lt;br /&gt;
# Delete all the lines starting with &amp;lt;mark&amp;gt;&amp;lt;Option&amp;lt;/mark&amp;gt; between the line with &amp;lt;mark&amp;gt;&amp;quot;GroundAngle&amp;quot;&amp;lt;/mark&amp;gt; and the next line down starting with &amp;lt;mark&amp;gt;&amp;lt;/Group&amp;gt;&amp;lt;/mark&amp;gt; (This should be a total of 7 lines)&lt;br /&gt;
# Insert the following lines in their place: &amp;lt;blockquote&amp;gt;&lt;br /&gt;
            &amp;lt;Option value=&amp;quot;0&amp;quot; name=&amp;quot;   0.000 Degrees&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;Option value=&amp;quot;1&amp;quot; name=&amp;quot;  -0.703 Degrees&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;Option value=&amp;quot;2&amp;quot; name=&amp;quot;  -1.406 Degrees&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;Option value=&amp;quot;3&amp;quot; name=&amp;quot;  -2.109 Degrees&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;Option value=&amp;quot;4&amp;quot; name=&amp;quot;  -2.812 Degrees&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;Option value=&amp;quot;5&amp;quot; name=&amp;quot;  -3.516 Degrees&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;Option value=&amp;quot;6&amp;quot; name=&amp;quot;  -4.219 Degrees&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;Option value=&amp;quot;7&amp;quot; name=&amp;quot;  -4.922 Degrees&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;Option value=&amp;quot;8&amp;quot; name=&amp;quot;  -5.625 Degrees&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;Option value=&amp;quot;9&amp;quot; name=&amp;quot;  -6.328 Degrees&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;Option value=&amp;quot;10&amp;quot; name=&amp;quot;  -7.031 Degrees&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;Option value=&amp;quot;11&amp;quot; name=&amp;quot;  -7.734 Degrees&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;Option value=&amp;quot;12&amp;quot; name=&amp;quot;  -8.438 Degrees&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;Option value=&amp;quot;13&amp;quot; name=&amp;quot;  -9.141 Degrees&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;Option value=&amp;quot;14&amp;quot; name=&amp;quot;  -9.844 Degrees&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;Option value=&amp;quot;15&amp;quot; name=&amp;quot; -10.547 Degrees&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;Option value=&amp;quot;16&amp;quot; name=&amp;quot; -11.250 Degrees&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;Option value=&amp;quot;17&amp;quot; name=&amp;quot; -11.953 Degrees&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;Option value=&amp;quot;18&amp;quot; name=&amp;quot; -12.656 Degrees&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;Option value=&amp;quot;19&amp;quot; name=&amp;quot; -13.359 Degrees&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;Option value=&amp;quot;20&amp;quot; name=&amp;quot; -14.062 Degrees&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;Option value=&amp;quot;21&amp;quot; name=&amp;quot; -14.766 Degrees&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;Option value=&amp;quot;22&amp;quot; name=&amp;quot; -15.469 Degrees&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;Option value=&amp;quot;23&amp;quot; name=&amp;quot; -16.172 Degrees&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;Option value=&amp;quot;24&amp;quot; name=&amp;quot; -16.875 Degrees&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;Option value=&amp;quot;25&amp;quot; name=&amp;quot; -17.578 Degrees&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;Option value=&amp;quot;26&amp;quot; name=&amp;quot; -18.281 Degrees&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;Option value=&amp;quot;27&amp;quot; name=&amp;quot; -18.984 Degrees&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;Option value=&amp;quot;28&amp;quot; name=&amp;quot; -19.688 Degrees&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;Option value=&amp;quot;29&amp;quot; name=&amp;quot; -20.391 Degrees&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;Option value=&amp;quot;30&amp;quot; name=&amp;quot; -21.094 Degrees&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;Option value=&amp;quot;31&amp;quot; name=&amp;quot; -21.797 Degrees&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;Option value=&amp;quot;32&amp;quot; name=&amp;quot; -22.500 Degrees&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;Option value=&amp;quot;33&amp;quot; name=&amp;quot; -23.203 Degrees&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;Option value=&amp;quot;34&amp;quot; name=&amp;quot; -23.906 Degrees&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;Option value=&amp;quot;35&amp;quot; name=&amp;quot; -24.609 Degrees&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;Option value=&amp;quot;36&amp;quot; name=&amp;quot; -25.312 Degrees&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;Option value=&amp;quot;37&amp;quot; name=&amp;quot; -26.016 Degrees&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;Option value=&amp;quot;38&amp;quot; name=&amp;quot; -26.719 Degrees&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;Option value=&amp;quot;39&amp;quot; name=&amp;quot; -27.422 Degrees&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;Option value=&amp;quot;40&amp;quot; name=&amp;quot; -28.125 Degrees&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;Option value=&amp;quot;41&amp;quot; name=&amp;quot; -28.828 Degrees&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;Option value=&amp;quot;42&amp;quot; name=&amp;quot; -29.531 Degrees&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;Option value=&amp;quot;43&amp;quot; name=&amp;quot; -30.234 Degrees&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;Option value=&amp;quot;44&amp;quot; name=&amp;quot; -30.938 Degrees&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;Option value=&amp;quot;45&amp;quot; name=&amp;quot; -31.641 Degrees&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;Option value=&amp;quot;46&amp;quot; name=&amp;quot; -32.344 Degrees&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;Option value=&amp;quot;47&amp;quot; name=&amp;quot; -33.047 Degrees&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;Option value=&amp;quot;48&amp;quot; name=&amp;quot; -33.750 Degrees&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;Option value=&amp;quot;49&amp;quot; name=&amp;quot; -34.453 Degrees&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;Option value=&amp;quot;50&amp;quot; name=&amp;quot; -35.156 Degrees&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;Option value=&amp;quot;51&amp;quot; name=&amp;quot; -35.859 Degrees&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;Option value=&amp;quot;52&amp;quot; name=&amp;quot; -36.562 Degrees&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;Option value=&amp;quot;53&amp;quot; name=&amp;quot; -37.266 Degrees&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;Option value=&amp;quot;54&amp;quot; name=&amp;quot; -37.969 Degrees&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;Option value=&amp;quot;55&amp;quot; name=&amp;quot; -38.672 Degrees&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;Option value=&amp;quot;56&amp;quot; name=&amp;quot; -39.375 Degrees&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;Option value=&amp;quot;57&amp;quot; name=&amp;quot; -40.078 Degrees&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;Option value=&amp;quot;58&amp;quot; name=&amp;quot; -40.781 Degrees&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;Option value=&amp;quot;59&amp;quot; name=&amp;quot; -41.484 Degrees&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;Option value=&amp;quot;60&amp;quot; name=&amp;quot; -42.188 Degrees&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;Option value=&amp;quot;61&amp;quot; name=&amp;quot; -42.891 Degrees&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;Option value=&amp;quot;62&amp;quot; name=&amp;quot; -43.594 Degrees&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;Option value=&amp;quot;63&amp;quot; name=&amp;quot; -44.297 Degrees&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;Option value=&amp;quot;64&amp;quot; name=&amp;quot; -45.000 Degrees&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;Option value=&amp;quot;65&amp;quot; name=&amp;quot; -45.703 Degrees&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;Option value=&amp;quot;66&amp;quot; name=&amp;quot; -46.406 Degrees&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;Option value=&amp;quot;67&amp;quot; name=&amp;quot; -47.109 Degrees&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;Option value=&amp;quot;68&amp;quot; name=&amp;quot; -47.812 Degrees&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;Option value=&amp;quot;69&amp;quot; name=&amp;quot; -48.516 Degrees&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;Option value=&amp;quot;70&amp;quot; name=&amp;quot; -49.219 Degrees&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;Option value=&amp;quot;71&amp;quot; name=&amp;quot; -49.922 Degrees&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;Option value=&amp;quot;72&amp;quot; name=&amp;quot; -50.625 Degrees&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;Option value=&amp;quot;73&amp;quot; name=&amp;quot; -51.328 Degrees&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;Option value=&amp;quot;74&amp;quot; name=&amp;quot; -52.031 Degrees&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;Option value=&amp;quot;75&amp;quot; name=&amp;quot; -52.734 Degrees&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;Option value=&amp;quot;76&amp;quot; name=&amp;quot; -53.438 Degrees&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;Option value=&amp;quot;77&amp;quot; name=&amp;quot; -54.141 Degrees&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;Option value=&amp;quot;78&amp;quot; name=&amp;quot; -54.844 Degrees&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;Option value=&amp;quot;79&amp;quot; name=&amp;quot; -55.547 Degrees&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;Option value=&amp;quot;80&amp;quot; name=&amp;quot; -56.250 Degrees&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;Option value=&amp;quot;81&amp;quot; name=&amp;quot; -56.953 Degrees&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;Option value=&amp;quot;82&amp;quot; name=&amp;quot; -57.656 Degrees&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;Option value=&amp;quot;83&amp;quot; name=&amp;quot; -58.359 Degrees&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;Option value=&amp;quot;84&amp;quot; name=&amp;quot; -59.062 Degrees&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;Option value=&amp;quot;85&amp;quot; name=&amp;quot; -59.766 Degrees&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;Option value=&amp;quot;86&amp;quot; name=&amp;quot; -60.469 Degrees&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;Option value=&amp;quot;87&amp;quot; name=&amp;quot; -61.172 Degrees&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;Option value=&amp;quot;88&amp;quot; name=&amp;quot; -61.875 Degrees&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;Option value=&amp;quot;89&amp;quot; name=&amp;quot; -62.578 Degrees&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;Option value=&amp;quot;90&amp;quot; name=&amp;quot; -63.281 Degrees&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;Option value=&amp;quot;91&amp;quot; name=&amp;quot; -63.984 Degrees&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;Option value=&amp;quot;92&amp;quot; name=&amp;quot; -64.688 Degrees&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;Option value=&amp;quot;93&amp;quot; name=&amp;quot; -65.391 Degrees&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;Option value=&amp;quot;94&amp;quot; name=&amp;quot; -66.094 Degrees&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;Option value=&amp;quot;95&amp;quot; name=&amp;quot; -66.797 Degrees&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;Option value=&amp;quot;96&amp;quot; name=&amp;quot; -67.500 Degrees&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;Option value=&amp;quot;97&amp;quot; name=&amp;quot; -68.203 Degrees&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;Option value=&amp;quot;98&amp;quot; name=&amp;quot; -68.906 Degrees&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;Option value=&amp;quot;99&amp;quot; name=&amp;quot; -69.609 Degrees&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;Option value=&amp;quot;100&amp;quot; name=&amp;quot; -70.312 Degrees&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;Option value=&amp;quot;101&amp;quot; name=&amp;quot; -71.016 Degrees&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;Option value=&amp;quot;102&amp;quot; name=&amp;quot; -71.719 Degrees&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;Option value=&amp;quot;103&amp;quot; name=&amp;quot; -72.422 Degrees&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;Option value=&amp;quot;104&amp;quot; name=&amp;quot; -73.125 Degrees&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;Option value=&amp;quot;105&amp;quot; name=&amp;quot; -73.828 Degrees&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;Option value=&amp;quot;106&amp;quot; name=&amp;quot; -74.531 Degrees&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;Option value=&amp;quot;107&amp;quot; name=&amp;quot; -75.234 Degrees&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;Option value=&amp;quot;108&amp;quot; name=&amp;quot; -75.938 Degrees&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;Option value=&amp;quot;109&amp;quot; name=&amp;quot; -76.641 Degrees&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;Option value=&amp;quot;110&amp;quot; name=&amp;quot; -77.344 Degrees&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;Option value=&amp;quot;111&amp;quot; name=&amp;quot; -78.047 Degrees&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;Option value=&amp;quot;112&amp;quot; name=&amp;quot; -78.750 Degrees&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;Option value=&amp;quot;113&amp;quot; name=&amp;quot; -79.453 Degrees&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;Option value=&amp;quot;114&amp;quot; name=&amp;quot; -80.156 Degrees&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;Option value=&amp;quot;115&amp;quot; name=&amp;quot; -80.859 Degrees&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;Option value=&amp;quot;116&amp;quot; name=&amp;quot; -81.562 Degrees&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;Option value=&amp;quot;117&amp;quot; name=&amp;quot; -82.266 Degrees&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;Option value=&amp;quot;118&amp;quot; name=&amp;quot; -82.969 Degrees&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;Option value=&amp;quot;119&amp;quot; name=&amp;quot; -83.672 Degrees&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;Option value=&amp;quot;120&amp;quot; name=&amp;quot; -84.375 Degrees&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;Option value=&amp;quot;121&amp;quot; name=&amp;quot; -85.078 Degrees&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;Option value=&amp;quot;122&amp;quot; name=&amp;quot; -85.781 Degrees&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;Option value=&amp;quot;123&amp;quot; name=&amp;quot; -86.484 Degrees&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;Option value=&amp;quot;124&amp;quot; name=&amp;quot; -87.188 Degrees&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;Option value=&amp;quot;125&amp;quot; name=&amp;quot; -87.891 Degrees&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;Option value=&amp;quot;126&amp;quot; name=&amp;quot; -88.594 Degrees&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;Option value=&amp;quot;127&amp;quot; name=&amp;quot; -89.297 Degrees&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;Option value=&amp;quot;128&amp;quot; name=&amp;quot; -90.000 Degrees&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;Option value=&amp;quot;129&amp;quot; name=&amp;quot; -90.703 Degrees&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;Option value=&amp;quot;130&amp;quot; name=&amp;quot; -91.406 Degrees&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;Option value=&amp;quot;131&amp;quot; name=&amp;quot; -92.109 Degrees&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;Option value=&amp;quot;132&amp;quot; name=&amp;quot; -92.812 Degrees&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;Option value=&amp;quot;133&amp;quot; name=&amp;quot; -93.516 Degrees&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;Option value=&amp;quot;134&amp;quot; name=&amp;quot; -94.219 Degrees&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;Option value=&amp;quot;135&amp;quot; name=&amp;quot; -94.922 Degrees&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;Option value=&amp;quot;136&amp;quot; name=&amp;quot; -95.625 Degrees&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;Option value=&amp;quot;137&amp;quot; name=&amp;quot; -96.328 Degrees&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;Option value=&amp;quot;138&amp;quot; name=&amp;quot; -97.031 Degrees&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;Option value=&amp;quot;139&amp;quot; name=&amp;quot; -97.734 Degrees&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;Option value=&amp;quot;140&amp;quot; name=&amp;quot; -98.438 Degrees&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;Option value=&amp;quot;141&amp;quot; name=&amp;quot; -99.141 Degrees&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;Option value=&amp;quot;142&amp;quot; name=&amp;quot; -99.844 Degrees&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;Option value=&amp;quot;143&amp;quot; name=&amp;quot;-100.547 Degrees&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;Option value=&amp;quot;144&amp;quot; name=&amp;quot;-101.250 Degrees&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;Option value=&amp;quot;145&amp;quot; name=&amp;quot;-101.953 Degrees&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;Option value=&amp;quot;146&amp;quot; name=&amp;quot;-102.656 Degrees&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;Option value=&amp;quot;147&amp;quot; name=&amp;quot;-103.359 Degrees&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;Option value=&amp;quot;148&amp;quot; name=&amp;quot;-104.062 Degrees&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;Option value=&amp;quot;149&amp;quot; name=&amp;quot;-104.766 Degrees&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;Option value=&amp;quot;150&amp;quot; name=&amp;quot;-105.469 Degrees&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;Option value=&amp;quot;151&amp;quot; name=&amp;quot;-106.172 Degrees&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;Option value=&amp;quot;152&amp;quot; name=&amp;quot;-106.875 Degrees&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;Option value=&amp;quot;153&amp;quot; name=&amp;quot;-107.578 Degrees&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;Option value=&amp;quot;154&amp;quot; name=&amp;quot;-108.281 Degrees&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;Option value=&amp;quot;155&amp;quot; name=&amp;quot;-108.984 Degrees&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;Option value=&amp;quot;156&amp;quot; name=&amp;quot;-109.688 Degrees&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;Option value=&amp;quot;157&amp;quot; name=&amp;quot;-110.391 Degrees&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;Option value=&amp;quot;158&amp;quot; name=&amp;quot;-111.094 Degrees&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;Option value=&amp;quot;159&amp;quot; name=&amp;quot;-111.797 Degrees&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;Option value=&amp;quot;160&amp;quot; name=&amp;quot;-112.500 Degrees&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;Option value=&amp;quot;161&amp;quot; name=&amp;quot;-113.203 Degrees&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;Option value=&amp;quot;162&amp;quot; name=&amp;quot;-113.906 Degrees&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;Option value=&amp;quot;163&amp;quot; name=&amp;quot;-114.609 Degrees&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;Option value=&amp;quot;164&amp;quot; name=&amp;quot;-115.312 Degrees&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;Option value=&amp;quot;165&amp;quot; name=&amp;quot;-116.016 Degrees&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;Option value=&amp;quot;166&amp;quot; name=&amp;quot;-116.719 Degrees&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;Option value=&amp;quot;167&amp;quot; name=&amp;quot;-117.422 Degrees&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;Option value=&amp;quot;168&amp;quot; name=&amp;quot;-118.125 Degrees&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;Option value=&amp;quot;169&amp;quot; name=&amp;quot;-118.828 Degrees&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;Option value=&amp;quot;170&amp;quot; name=&amp;quot;-119.531 Degrees&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;Option value=&amp;quot;171&amp;quot; name=&amp;quot;-120.234 Degrees&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;Option value=&amp;quot;172&amp;quot; name=&amp;quot;-120.938 Degrees&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;Option value=&amp;quot;173&amp;quot; name=&amp;quot;-121.641 Degrees&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;Option value=&amp;quot;174&amp;quot; name=&amp;quot;-122.344 Degrees&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;Option value=&amp;quot;175&amp;quot; name=&amp;quot;-123.047 Degrees&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;Option value=&amp;quot;176&amp;quot; name=&amp;quot;-123.750 Degrees&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;Option value=&amp;quot;177&amp;quot; name=&amp;quot;-124.453 Degrees&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;Option value=&amp;quot;178&amp;quot; name=&amp;quot;-125.156 Degrees&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;Option value=&amp;quot;179&amp;quot; name=&amp;quot;-125.859 Degrees&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;Option value=&amp;quot;180&amp;quot; name=&amp;quot;-126.562 Degrees&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;Option value=&amp;quot;181&amp;quot; name=&amp;quot;-127.266 Degrees&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;Option value=&amp;quot;182&amp;quot; name=&amp;quot;-127.969 Degrees&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;Option value=&amp;quot;183&amp;quot; name=&amp;quot;-128.672 Degrees&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;Option value=&amp;quot;184&amp;quot; name=&amp;quot;-129.375 Degrees&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;Option value=&amp;quot;185&amp;quot; name=&amp;quot;-130.078 Degrees&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;Option value=&amp;quot;186&amp;quot; name=&amp;quot;-130.781 Degrees&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;Option value=&amp;quot;187&amp;quot; name=&amp;quot;-131.484 Degrees&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;Option value=&amp;quot;188&amp;quot; name=&amp;quot;-132.188 Degrees&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;Option value=&amp;quot;189&amp;quot; name=&amp;quot;-132.891 Degrees&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;Option value=&amp;quot;190&amp;quot; name=&amp;quot;-133.594 Degrees&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;Option value=&amp;quot;191&amp;quot; name=&amp;quot;-134.297 Degrees&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;Option value=&amp;quot;192&amp;quot; name=&amp;quot;-135.000 Degrees&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;Option value=&amp;quot;193&amp;quot; name=&amp;quot;-135.703 Degrees&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;Option value=&amp;quot;194&amp;quot; name=&amp;quot;-136.406 Degrees&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;Option value=&amp;quot;195&amp;quot; name=&amp;quot;-137.109 Degrees&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;Option value=&amp;quot;196&amp;quot; name=&amp;quot;-137.812 Degrees&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;Option value=&amp;quot;197&amp;quot; name=&amp;quot;-138.516 Degrees&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;Option value=&amp;quot;198&amp;quot; name=&amp;quot;-139.219 Degrees&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;Option value=&amp;quot;199&amp;quot; name=&amp;quot;-139.922 Degrees&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;Option value=&amp;quot;200&amp;quot; name=&amp;quot;-140.625 Degrees&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;Option value=&amp;quot;201&amp;quot; name=&amp;quot;-141.328 Degrees&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;Option value=&amp;quot;202&amp;quot; name=&amp;quot;-142.031 Degrees&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;Option value=&amp;quot;203&amp;quot; name=&amp;quot;-142.734 Degrees&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;Option value=&amp;quot;204&amp;quot; name=&amp;quot;-143.438 Degrees&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;Option value=&amp;quot;205&amp;quot; name=&amp;quot;-144.141 Degrees&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;Option value=&amp;quot;206&amp;quot; name=&amp;quot;-144.844 Degrees&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;Option value=&amp;quot;207&amp;quot; name=&amp;quot;-145.547 Degrees&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;Option value=&amp;quot;208&amp;quot; name=&amp;quot;-146.250 Degrees&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;Option value=&amp;quot;209&amp;quot; name=&amp;quot;-146.953 Degrees&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;Option value=&amp;quot;210&amp;quot; name=&amp;quot;-147.656 Degrees&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;Option value=&amp;quot;211&amp;quot; name=&amp;quot;-148.359 Degrees&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;Option value=&amp;quot;212&amp;quot; name=&amp;quot;-149.062 Degrees&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;Option value=&amp;quot;213&amp;quot; name=&amp;quot;-149.766 Degrees&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;Option value=&amp;quot;214&amp;quot; name=&amp;quot;-150.469 Degrees&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;Option value=&amp;quot;215&amp;quot; name=&amp;quot;-151.172 Degrees&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;Option value=&amp;quot;216&amp;quot; name=&amp;quot;-151.875 Degrees&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;Option value=&amp;quot;217&amp;quot; name=&amp;quot;-152.578 Degrees&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;Option value=&amp;quot;218&amp;quot; name=&amp;quot;-153.281 Degrees&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;Option value=&amp;quot;219&amp;quot; name=&amp;quot;-153.984 Degrees&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;Option value=&amp;quot;220&amp;quot; name=&amp;quot;-154.688 Degrees&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;Option value=&amp;quot;221&amp;quot; name=&amp;quot;-155.391 Degrees&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;Option value=&amp;quot;222&amp;quot; name=&amp;quot;-156.094 Degrees&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;Option value=&amp;quot;223&amp;quot; name=&amp;quot;-156.797 Degrees&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;Option value=&amp;quot;224&amp;quot; name=&amp;quot;-157.500 Degrees&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;Option value=&amp;quot;225&amp;quot; name=&amp;quot;-158.203 Degrees&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;Option value=&amp;quot;226&amp;quot; name=&amp;quot;-158.906 Degrees&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;Option value=&amp;quot;227&amp;quot; name=&amp;quot;-159.609 Degrees&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;Option value=&amp;quot;228&amp;quot; name=&amp;quot;-160.312 Degrees&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;Option value=&amp;quot;229&amp;quot; name=&amp;quot;-161.016 Degrees&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;Option value=&amp;quot;230&amp;quot; name=&amp;quot;-161.719 Degrees&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;Option value=&amp;quot;231&amp;quot; name=&amp;quot;-162.422 Degrees&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;Option value=&amp;quot;232&amp;quot; name=&amp;quot;-163.125 Degrees&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;Option value=&amp;quot;233&amp;quot; name=&amp;quot;-163.828 Degrees&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;Option value=&amp;quot;234&amp;quot; name=&amp;quot;-164.531 Degrees&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;Option value=&amp;quot;235&amp;quot; name=&amp;quot;-165.234 Degrees&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;Option value=&amp;quot;236&amp;quot; name=&amp;quot;-165.938 Degrees&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;Option value=&amp;quot;237&amp;quot; name=&amp;quot;-166.641 Degrees&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;Option value=&amp;quot;238&amp;quot; name=&amp;quot;-167.344 Degrees&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;Option value=&amp;quot;239&amp;quot; name=&amp;quot;-168.047 Degrees&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;Option value=&amp;quot;240&amp;quot; name=&amp;quot;-168.750 Degrees&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;Option value=&amp;quot;241&amp;quot; name=&amp;quot;-169.453 Degrees&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;Option value=&amp;quot;242&amp;quot; name=&amp;quot;-170.156 Degrees&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;Option value=&amp;quot;243&amp;quot; name=&amp;quot;-170.859 Degrees&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;Option value=&amp;quot;244&amp;quot; name=&amp;quot;-171.562 Degrees&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;Option value=&amp;quot;245&amp;quot; name=&amp;quot;-172.266 Degrees&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;Option value=&amp;quot;246&amp;quot; name=&amp;quot;-172.969 Degrees&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;Option value=&amp;quot;247&amp;quot; name=&amp;quot;-173.672 Degrees&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;Option value=&amp;quot;248&amp;quot; name=&amp;quot;-174.375 Degrees&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;Option value=&amp;quot;249&amp;quot; name=&amp;quot;-175.078 Degrees&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;Option value=&amp;quot;250&amp;quot; name=&amp;quot;-175.781 Degrees&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;Option value=&amp;quot;251&amp;quot; name=&amp;quot;-176.484 Degrees&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;Option value=&amp;quot;252&amp;quot; name=&amp;quot;-177.188 Degrees&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;Option value=&amp;quot;253&amp;quot; name=&amp;quot;-177.891 Degrees&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;Option value=&amp;quot;254&amp;quot; name=&amp;quot;-178.594 Degrees&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;Option value=&amp;quot;255&amp;quot; name=&amp;quot;-179.297 Degrees&amp;quot;/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
# Find the line starting with &amp;lt;mark&amp;gt;&amp;lt;Group name=&amp;quot;Spraytype&amp;quot;&amp;lt;/mark&amp;gt; which should be directly below the lines you just added&lt;br /&gt;
# Replace &amp;lt;mark&amp;gt;firstChannel=&amp;quot;7&amp;quot;&amp;lt;/mark&amp;gt; with &amp;lt;mark&amp;gt;firstChannel=&amp;quot;12&amp;quot;&amp;lt;/mark&amp;gt;&lt;br /&gt;
# A few lines below that in the line starting with &amp;lt;mark&amp;gt;&amp;lt;Group name=&amp;quot;Water&amp;quot;&amp;lt;/mark&amp;gt;, replace &amp;lt;mark&amp;gt;firstChannel=&amp;quot;10&amp;quot;&amp;lt;/mark&amp;gt; with &amp;lt;mark&amp;gt;firstChannel=&amp;quot;15&amp;quot;&amp;lt;/mark&amp;gt;&lt;br /&gt;
# Scroll up to or search for the line starting with &amp;lt;mark&amp;gt;&amp;lt;DetailLayer name=&amp;quot;terrainDetail&amp;quot;&amp;lt;/mark&amp;gt;&lt;br /&gt;
# In this line edit/replace the following:&lt;br /&gt;
#* &amp;lt;mark&amp;gt;numDensityMapChannels=&amp;quot;11&amp;quot;&amp;lt;/mark&amp;gt; with &amp;lt;mark&amp;gt;numDensityMapChannels=&amp;quot;16&amp;quot;&amp;lt;/mark&amp;gt;&lt;br /&gt;
#* &amp;lt;mark&amp;gt;compressionChannels=&amp;quot;11&amp;quot;&amp;lt;/mark&amp;gt; with &amp;lt;mark&amp;gt;compressionChannels=&amp;quot;16&amp;quot;&amp;lt;/mark&amp;gt;&lt;br /&gt;
#* &amp;lt;mark&amp;gt;combinedValuesChannels=&amp;quot;0 4 0;4 3 0;7 3 0;10 1 0&amp;quot;&amp;lt;/mark&amp;gt; with &amp;lt;mark&amp;gt;combinedValuesChannels=&amp;quot;0 4 0;4 8 0;12 3 0;15 1 0&amp;quot;&amp;lt;/mark&amp;gt;&lt;br /&gt;
# In the same line there is also &amp;lt;mark&amp;gt;densityMapId=&amp;lt;/mark&amp;gt; followed by a number. Search for this number (include the quotes in the search) and find it in a line starting with &amp;lt;mark&amp;gt;&amp;lt;File fileId=&amp;lt;/mark&amp;gt; (your number here). The filename in that line should end with &amp;lt;mark&amp;gt;densityMap_ground.png&amp;lt;/mark&amp;gt;. If it ends with &amp;lt;mark&amp;gt;.gdm&amp;lt;/mark&amp;gt; instead of &amp;lt;mark&amp;gt;.png&amp;lt;/mark&amp;gt;, change this.&lt;br /&gt;
# Save the changes. If you are unsure, consider making a backup of your entire map first.&lt;br /&gt;
&lt;br /&gt;
=== Density Map ===&lt;br /&gt;
Now the densityMap_ground gdm file will need to be converted in order to be adjusted to the extra channels needed.&lt;br /&gt;
&lt;br /&gt;
# Get the grle converter from GDN&lt;br /&gt;
# Open the &amp;lt;mark&amp;gt;data&amp;lt;/mark&amp;gt; folder of your map. Inside you should have a &amp;lt;mark&amp;gt;densityMap_ground.gdm&amp;lt;/mark&amp;gt; file&lt;br /&gt;
# Drag and drop this file onto &amp;lt;mark&amp;gt;convert.cmd&amp;lt;/mark&amp;gt; which is part of the grle converter. A &amp;lt;mark&amp;gt;densityMap_ground.png&amp;lt;/mark&amp;gt; image file should now be created automatically.&lt;br /&gt;
# If this image file is in the folder of the grle converter, move it to the maps data folder (where the gdm file is)&lt;br /&gt;
# Delete the &amp;lt;mark&amp;gt;densityMap_ground.gdm&amp;lt;/mark&amp;gt; file, but keep the densityMap_ground.png file&lt;br /&gt;
&lt;br /&gt;
=== Field Ground xml ===&lt;br /&gt;
The map will now need a custom fieldGround.xml&lt;br /&gt;
&lt;br /&gt;
&amp;lt;ol&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt; Check if you already have a fieldGround.xml or maps_fieldGround.xml. &amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt; If you already have one, follow the steps under this point, otherwise skip to [[#3.|3.]] &amp;lt;ol&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt; Your fieldGround.xml (or maps_fieldGround.xml) should contain these lines: &amp;lt;blockquote&amp;gt;&lt;br /&gt;
    &amp;lt;sprayLevel filename=&amp;quot;$data/maps/mapEU/data/infoLayer_sprayLevel.png&amp;quot; firstChannel=&amp;quot;0&amp;quot; numChannels=&amp;quot;2&amp;quot; maxValue=&amp;quot;2&amp;quot;/&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
    &amp;lt;limeLevel filename=&amp;quot;$data/maps/mapEU/data/infoLayer_limeLevel.png&amp;quot; firstChannel=&amp;quot;0&amp;quot; numChannels=&amp;quot;2&amp;quot; /&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
    &amp;lt;plowLevel filename=&amp;quot;$data/maps/mapEU/data/infoLayer_plowLevel.png&amp;quot; firstChannel=&amp;quot;0&amp;quot; numChannels=&amp;quot;1&amp;quot; /&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
    &amp;lt;stubbleShredLevel filename=&amp;quot;$data/maps/mapEU/data/infoLayer_stubbleShredLevel.png&amp;quot; firstChannel=&amp;quot;0&amp;quot; numChannels=&amp;quot;1&amp;quot; /&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
    &amp;lt;rollerLevel filename=&amp;quot;$data/maps/mapEU/data/infoLayer_rollerLevel.png&amp;quot; firstChannel=&amp;quot;0&amp;quot; numChannels=&amp;quot;1&amp;quot; /&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
    &amp;lt;br&amp;gt;&lt;br /&gt;
    &amp;lt;fieldType filename=&amp;quot;$data/maps/mapEU/data/infoLayer_fieldType.png&amp;quot; firstChannel=&amp;quot;0&amp;quot; numChannels=&amp;quot;1&amp;quot;&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
    &amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;lt;default value=&amp;quot;0&amp;quot; /&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
    &amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;lt;rice value=&amp;quot;1&amp;quot; /&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
    &amp;lt;/fieldType&amp;gt;&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;If any of these lines is missing, add it. If the filenames are different, leave them as they are. That is fine and is expected.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Now add, or if they already exist, replace the following lines somewhere between &amp;lt;code&amp;gt;&amp;lt;densityMaps&amp;gt;&amp;lt;/code&amp;gt; and &amp;lt;code&amp;gt;&amp;lt;/densityMaps&amp;gt;&amp;lt;/code&amp;gt; :  &amp;lt;blockquote&amp;gt;&lt;br /&gt;
&amp;lt;groundTypes useDefaultTerrainDetail=&amp;quot;true&amp;quot; firstChannel=&amp;quot;0&amp;quot; numChannels=&amp;quot;4&amp;quot;&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;lt;stubbleTillage value=&amp;quot;1&amp;quot; tireTrackColor=&amp;quot;0.0865 0.0630 0.0356 1&amp;quot;/&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;lt;cultivated value=&amp;quot;2&amp;quot; tireTrackColor=&amp;quot;0.0865 0.0630 0.0356 1&amp;quot;/&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;lt;seedbed value=&amp;quot;3&amp;quot; tireTrackColor=&amp;quot;0.0865 0.0630 0.0356 1&amp;quot;/&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;lt;plowed value=&amp;quot;4&amp;quot; tireTrackColor=&amp;quot;0.0865 0.0630 0.0356 1&amp;quot;/&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;lt;rolledSeedbed value=&amp;quot;5&amp;quot; tireTrackColor=&amp;quot;0.0865 0.0630 0.0356 1&amp;quot;/&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;lt;ridge value=&amp;quot;6&amp;quot; tireTrackColor=&amp;quot;0.0865 0.0630 0.0356 1&amp;quot;/&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;lt;sown value=&amp;quot;7&amp;quot; tireTrackColor=&amp;quot;0.0865 0.0630 0.0356 1&amp;quot;/&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;lt;directSown value=&amp;quot;8&amp;quot; tireTrackColor=&amp;quot;0.0865 0.0630 0.0356 1&amp;quot;/&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;lt;planted value=&amp;quot;9&amp;quot; tireTrackColor=&amp;quot;0.0865 0.0630 0.0356 1&amp;quot;/&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;lt;ridgeSown value=&amp;quot;10&amp;quot; tireTrackColor=&amp;quot;0.0865 0.0630 0.0356 1&amp;quot;/&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;lt;rollerLines value=&amp;quot;11&amp;quot; tireTrackColor=&amp;quot;0.0865 0.0630 0.0356 1&amp;quot;/&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;lt;harvestReady value=&amp;quot;12&amp;quot; tireTrackColor=&amp;quot;0.0865 0.0630 0.0356 1&amp;quot;/&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;lt;harvestReadyOther value=&amp;quot;13&amp;quot; tireTrackColor=&amp;quot;0.0865 0.0630 0.0356 1&amp;quot;/&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;lt;grass value=&amp;quot;14&amp;quot; tireTrackColor=&amp;quot;0.0865 0.0630 0.0356 1&amp;quot;/&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;lt;grassCut value=&amp;quot;15&amp;quot; tireTrackColor=&amp;quot;0.0865 0.0630 0.0356 1&amp;quot;/&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;lt;ranges&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;lt;sowable firstValue=&amp;quot;1&amp;quot; lastValue=&amp;quot;6&amp;quot; /&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;lt;sowing firstValue=&amp;quot;6&amp;quot; lastValue=&amp;quot;9&amp;quot; /&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;lt;/ranges&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;/groundTypes&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;groundAngle useDefaultTerrainDetail=&amp;quot;true&amp;quot; firstChannel=&amp;quot;4&amp;quot; numChannels=&amp;quot;8&amp;quot; /&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;sprayTypes useDefaultTerrainDetail=&amp;quot;true&amp;quot; firstChannel=&amp;quot;12&amp;quot; numChannels=&amp;quot;3&amp;quot;&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;lt;fertilizer value=&amp;quot;1&amp;quot; tireTrackColor=&amp;quot;0.0529 0.0382 0.0242 1&amp;quot;/&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;lt;manure value=&amp;quot;2&amp;quot; tireTrackColor=&amp;quot;0.0865 0.0630 0.0356 1&amp;quot;/&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;lt;liquidManure value=&amp;quot;3&amp;quot; tireTrackColor=&amp;quot;0.0844 0.0648 0.0272 1&amp;quot;/&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;lt;lime value=&amp;quot;4&amp;quot; tireTrackColor=&amp;quot;0.2582 0.2270 0.1683 1&amp;quot;/&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;lt;straw value=&amp;quot;5&amp;quot; tireTrackColor=&amp;quot;0.0865 0.0630 0.0356 1&amp;quot;/&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;lt;maize value=&amp;quot;6&amp;quot; tireTrackColor=&amp;quot;0.0865 0.0630 0.0356 1&amp;quot;/&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;/sprayTypes&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;water useDefaultTerrainDetail=&amp;quot;true&amp;quot; firstChannel=&amp;quot;15&amp;quot; numChannels=&amp;quot;1&amp;quot;&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;lt;watered value=&amp;quot;1&amp;quot;/&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;/water&amp;gt;&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Save the file. Then continue with [[#Map xml and Giants Editor|Map xml and Giants Editor]].&amp;lt;/li&amp;gt;&amp;lt;/ol&amp;gt;&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li id=&amp;quot;3.&amp;quot;&amp;gt; Follow these steps if you &#039;&#039;&#039;DO NOT already have a fieldGround.xml or maps_fieldGround.xml&#039;&#039;&#039; in your map &amp;lt;ol&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt; Create a file named  maps_fieldGround.xml in your maps config folder and open it in a text editor &amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt; Copy the following into this file: &amp;lt;blockquote&amp;gt;&lt;br /&gt;
&amp;lt;?xml version=&amp;quot;1.0&amp;quot; encoding=&amp;quot;utf-8&amp;quot; standalone=&amp;quot;no&amp;quot; ?&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;fieldGround&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;lt;densityMaps&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;lt;groundTypes useDefaultTerrainDetail=&amp;quot;true&amp;quot; firstChannel=&amp;quot;0&amp;quot; numChannels=&amp;quot;4&amp;quot;&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;lt;stubbleTillage value=&amp;quot;1&amp;quot; tireTrackColor=&amp;quot;0.0865 0.0630 0.0356 1&amp;quot;/&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;lt;cultivated value=&amp;quot;2&amp;quot; tireTrackColor=&amp;quot;0.0865 0.0630 0.0356 1&amp;quot;/&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;lt;seedbed value=&amp;quot;3&amp;quot; tireTrackColor=&amp;quot;0.0865 0.0630 0.0356 1&amp;quot;/&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;lt;plowed value=&amp;quot;4&amp;quot; tireTrackColor=&amp;quot;0.0865 0.0630 0.0356 1&amp;quot;/&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;lt;rolledSeedbed value=&amp;quot;5&amp;quot; tireTrackColor=&amp;quot;0.0865 0.0630 0.0356 1&amp;quot;/&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;lt;ridge value=&amp;quot;6&amp;quot; tireTrackColor=&amp;quot;0.0865 0.0630 0.0356 1&amp;quot;/&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;lt;sown value=&amp;quot;7&amp;quot; tireTrackColor=&amp;quot;0.0865 0.0630 0.0356 1&amp;quot;/&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;lt;directSown value=&amp;quot;8&amp;quot; tireTrackColor=&amp;quot;0.0865 0.0630 0.0356 1&amp;quot;/&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;lt;planted value=&amp;quot;9&amp;quot; tireTrackColor=&amp;quot;0.0865 0.0630 0.0356 1&amp;quot;/&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;lt;ridgeSown value=&amp;quot;10&amp;quot; tireTrackColor=&amp;quot;0.0865 0.0630 0.0356 1&amp;quot;/&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;lt;rollerLines value=&amp;quot;11&amp;quot; tireTrackColor=&amp;quot;0.0865 0.0630 0.0356 1&amp;quot;/&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;lt;harvestReady value=&amp;quot;12&amp;quot; tireTrackColor=&amp;quot;0.0865 0.0630 0.0356 1&amp;quot;/&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;lt;harvestReadyOther value=&amp;quot;13&amp;quot; tireTrackColor=&amp;quot;0.0865 0.0630 0.0356 1&amp;quot;/&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;lt;grass value=&amp;quot;14&amp;quot; tireTrackColor=&amp;quot;0.0865 0.0630 0.0356 1&amp;quot;/&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;lt;grassCut value=&amp;quot;15&amp;quot; tireTrackColor=&amp;quot;0.0865 0.0630 0.0356 1&amp;quot;/&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;lt;ranges&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;lt;sowable firstValue=&amp;quot;1&amp;quot; lastValue=&amp;quot;6&amp;quot; /&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;lt;sowing firstValue=&amp;quot;6&amp;quot; lastValue=&amp;quot;9&amp;quot; /&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;lt;/ranges&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;lt;/groundTypes&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;lt;groundAngle useDefaultTerrainDetail=&amp;quot;true&amp;quot; firstChannel=&amp;quot;4&amp;quot; numChannels=&amp;quot;8&amp;quot; /&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;lt;sprayTypes useDefaultTerrainDetail=&amp;quot;true&amp;quot; firstChannel=&amp;quot;12&amp;quot; numChannels=&amp;quot;3&amp;quot;&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;lt;fertilizer value=&amp;quot;1&amp;quot; tireTrackColor=&amp;quot;0.0529 0.0382 0.0242 1&amp;quot;/&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;lt;manure value=&amp;quot;2&amp;quot; tireTrackColor=&amp;quot;0.0865 0.0630 0.0356 1&amp;quot;/&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;lt;liquidManure value=&amp;quot;3&amp;quot; tireTrackColor=&amp;quot;0.0844 0.0648 0.0272 1&amp;quot;/&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;lt;lime value=&amp;quot;4&amp;quot; tireTrackColor=&amp;quot;0.2582 0.2270 0.1683 1&amp;quot;/&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;lt;straw value=&amp;quot;5&amp;quot; tireTrackColor=&amp;quot;0.0865 0.0630 0.0356 1&amp;quot;/&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;lt;maize value=&amp;quot;6&amp;quot; tireTrackColor=&amp;quot;0.0865 0.0630 0.0356 1&amp;quot;/&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;lt;/sprayTypes&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;lt;water useDefaultTerrainDetail=&amp;quot;true&amp;quot; firstChannel=&amp;quot;15&amp;quot; numChannels=&amp;quot;1&amp;quot;&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;lt;watered value=&amp;quot;1&amp;quot;/&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;lt;/water&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;lt;sprayLevel filename=&amp;quot;$data/maps/mapEU/data/infoLayer_sprayLevel.png&amp;quot; firstChannel=&amp;quot;0&amp;quot; numChannels=&amp;quot;2&amp;quot; maxValue=&amp;quot;2&amp;quot;/&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;lt;limeLevel filename=&amp;quot;$data/maps/mapEU/data/infoLayer_limeLevel.png&amp;quot; firstChannel=&amp;quot;0&amp;quot; numChannels=&amp;quot;2&amp;quot; /&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;lt;plowLevel filename=&amp;quot;$data/maps/mapEU/data/infoLayer_plowLevel.png&amp;quot; firstChannel=&amp;quot;0&amp;quot; numChannels=&amp;quot;1&amp;quot; /&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;lt;stubbleShredLevel filename=&amp;quot;$data/maps/mapEU/data/infoLayer_stubbleShredLevel.png&amp;quot; firstChannel=&amp;quot;0&amp;quot; numChannels=&amp;quot;1&amp;quot; /&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;lt;rollerLevel filename=&amp;quot;$data/maps/mapEU/data/infoLayer_rollerLevel.png&amp;quot; firstChannel=&amp;quot;0&amp;quot; numChannels=&amp;quot;1&amp;quot; /&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;lt;fieldType filename=&amp;quot;$data/maps/mapEU/data/infoLayer_fieldType.png&amp;quot; firstChannel=&amp;quot;0&amp;quot; numChannels=&amp;quot;1&amp;quot;&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;lt;default value=&amp;quot;0&amp;quot; /&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;lt;rice value=&amp;quot;1&amp;quot; /&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;lt;/fieldType&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;lt;/densityMaps&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;/fieldGround&amp;gt;&lt;br /&gt;
&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt; If you wish to use custom infoLayers, change the paths in the filename attributes in the file to point to your own infoLayer files respectively. &amp;lt;mark&amp;gt;This is not necessary for the ground angles to work!&amp;lt;/mark&amp;gt; &amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt; Save the file and continue with [[#Map xml and Giants Editor|Map xml and Giants Editor]]. &amp;lt;/li&amp;gt;&amp;lt;/ol&amp;gt;&lt;br /&gt;
&amp;lt;/li&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Map xml and Giants Editor ===&lt;br /&gt;
To finish adding the ground angles, the new maps_fieldGround.xml created above needs to be linked in the map xml and finally the map needs to be opened and saved in Giants Editor once to generate a new density map gdm.&lt;br /&gt;
&lt;br /&gt;
# Open your map.xml in a text editor&lt;br /&gt;
# Check if it already contains a line starting with &amp;lt;mark&amp;gt;&amp;lt;fieldGround&amp;lt;/mark&amp;gt;.&lt;br /&gt;
#* If it does, adjust the path in the filename attribute in that line to point to your new maps_fieldGround.xml&lt;br /&gt;
#* If it does NOT, add the following line: &amp;lt;mark&amp;gt;&amp;lt;fieldGround filename=&amp;quot;map/config/maps_fieldGround.xml&amp;quot; /&amp;gt;&amp;lt;/mark&amp;gt; and adjust the path in filename=&amp;quot;&amp;quot; to point to your maps_fieldGround.xml&lt;br /&gt;
# Save the map xml&lt;br /&gt;
# In Giants Editor, open your map and then save it. Then you can close it again&lt;br /&gt;
# You can now delete the densityMap_ground&amp;lt;mark&amp;gt;.png&amp;lt;/mark&amp;gt; in your maps data folder, as a new &amp;lt;mark&amp;gt;.gdm&amp;lt;/mark&amp;gt; file should have been created&lt;br /&gt;
&lt;br /&gt;
=== DONE! ===&lt;br /&gt;
Your map should now have 256 ground angles!&lt;br /&gt;
&lt;br /&gt;
Open it ingame and cultivate some circles or something! :)&lt;br /&gt;
&lt;br /&gt;
Note: This will probably break any existing savegames of that map!&lt;br /&gt;
&lt;br /&gt;
[[Category:Mapping]]&lt;/div&gt;</summary>
		<author><name>XPModder</name></author>
	</entry>
	<entry>
		<id>https://fswiki.xpmodder.com/mw/index.php?title=Multi_Ground_Angle&amp;diff=175</id>
		<title>Multi Ground Angle</title>
		<link rel="alternate" type="text/html" href="https://fswiki.xpmodder.com/mw/index.php?title=Multi_Ground_Angle&amp;diff=175"/>
		<updated>2025-05-18T22:55:55Z</updated>

		<summary type="html">&lt;p&gt;XPModder: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Multi-ground-angle-done.png|thumb|Cultivating a circle with multi ground angles]]&lt;br /&gt;
This page shows you how to increase the number of possible ground angles on a mod map!&lt;br /&gt;
&lt;br /&gt;
The number of ground angles defines in how many different orientation field ground textures can be (eg cultivated ground, plowed ground, etc).&lt;br /&gt;
&lt;br /&gt;
The basegame maps have 8 ground angles. This page shows how to increase this to 256 ground angles!&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Disclaimer:&#039;&#039;&#039; This will not increase the angles for planting rootcrops (carrot, parsnip, beetroot)!&lt;br /&gt;
&lt;br /&gt;
=== Map i3d ===&lt;br /&gt;
To begin the i3d file of the map will need to be edited in a text editor. This can be done in notepad, but more advanced editors like Notepad++ or VisualStudio Code provide helpful features like syntax highlighting.&lt;br /&gt;
&lt;br /&gt;
# Open the map i3d file in a text editor&lt;br /&gt;
# Search for &amp;lt;mark&amp;gt;&amp;quot;GroundAngle&amp;quot;&amp;lt;/mark&amp;gt;&lt;br /&gt;
# Change &amp;lt;mark&amp;gt;numChannels=&amp;quot;3&amp;quot;&amp;lt;/mark&amp;gt; to &amp;lt;mark&amp;gt;numChannels=&amp;quot;8&amp;quot;&amp;lt;/mark&amp;gt;&lt;br /&gt;
# Delete all the lines starting with &amp;lt;mark&amp;gt;&amp;lt;Option&amp;lt;/mark&amp;gt; between the line with &amp;lt;mark&amp;gt;&amp;quot;GroundAngle&amp;quot;&amp;lt;/mark&amp;gt; and the next line down starting with &amp;lt;mark&amp;gt;&amp;lt;/Group&amp;gt;&amp;lt;/mark&amp;gt; (This should be a total of 7 lines)&lt;br /&gt;
# Insert the following lines in their place: &amp;lt;blockquote&amp;gt;&lt;br /&gt;
            &amp;lt;Option value=&amp;quot;0&amp;quot; name=&amp;quot;   0.000 Degrees&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;Option value=&amp;quot;1&amp;quot; name=&amp;quot;  -0.703 Degrees&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;Option value=&amp;quot;2&amp;quot; name=&amp;quot;  -1.406 Degrees&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;Option value=&amp;quot;3&amp;quot; name=&amp;quot;  -2.109 Degrees&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;Option value=&amp;quot;4&amp;quot; name=&amp;quot;  -2.812 Degrees&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;Option value=&amp;quot;5&amp;quot; name=&amp;quot;  -3.516 Degrees&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;Option value=&amp;quot;6&amp;quot; name=&amp;quot;  -4.219 Degrees&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;Option value=&amp;quot;7&amp;quot; name=&amp;quot;  -4.922 Degrees&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;Option value=&amp;quot;8&amp;quot; name=&amp;quot;  -5.625 Degrees&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;Option value=&amp;quot;9&amp;quot; name=&amp;quot;  -6.328 Degrees&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;Option value=&amp;quot;10&amp;quot; name=&amp;quot;  -7.031 Degrees&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;Option value=&amp;quot;11&amp;quot; name=&amp;quot;  -7.734 Degrees&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;Option value=&amp;quot;12&amp;quot; name=&amp;quot;  -8.438 Degrees&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;Option value=&amp;quot;13&amp;quot; name=&amp;quot;  -9.141 Degrees&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;Option value=&amp;quot;14&amp;quot; name=&amp;quot;  -9.844 Degrees&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;Option value=&amp;quot;15&amp;quot; name=&amp;quot; -10.547 Degrees&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;Option value=&amp;quot;16&amp;quot; name=&amp;quot; -11.250 Degrees&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;Option value=&amp;quot;17&amp;quot; name=&amp;quot; -11.953 Degrees&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;Option value=&amp;quot;18&amp;quot; name=&amp;quot; -12.656 Degrees&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;Option value=&amp;quot;19&amp;quot; name=&amp;quot; -13.359 Degrees&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;Option value=&amp;quot;20&amp;quot; name=&amp;quot; -14.062 Degrees&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;Option value=&amp;quot;21&amp;quot; name=&amp;quot; -14.766 Degrees&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;Option value=&amp;quot;22&amp;quot; name=&amp;quot; -15.469 Degrees&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;Option value=&amp;quot;23&amp;quot; name=&amp;quot; -16.172 Degrees&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;Option value=&amp;quot;24&amp;quot; name=&amp;quot; -16.875 Degrees&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;Option value=&amp;quot;25&amp;quot; name=&amp;quot; -17.578 Degrees&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;Option value=&amp;quot;26&amp;quot; name=&amp;quot; -18.281 Degrees&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;Option value=&amp;quot;27&amp;quot; name=&amp;quot; -18.984 Degrees&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;Option value=&amp;quot;28&amp;quot; name=&amp;quot; -19.688 Degrees&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;Option value=&amp;quot;29&amp;quot; name=&amp;quot; -20.391 Degrees&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;Option value=&amp;quot;30&amp;quot; name=&amp;quot; -21.094 Degrees&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;Option value=&amp;quot;31&amp;quot; name=&amp;quot; -21.797 Degrees&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;Option value=&amp;quot;32&amp;quot; name=&amp;quot; -22.500 Degrees&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;Option value=&amp;quot;33&amp;quot; name=&amp;quot; -23.203 Degrees&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;Option value=&amp;quot;34&amp;quot; name=&amp;quot; -23.906 Degrees&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;Option value=&amp;quot;35&amp;quot; name=&amp;quot; -24.609 Degrees&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;Option value=&amp;quot;36&amp;quot; name=&amp;quot; -25.312 Degrees&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;Option value=&amp;quot;37&amp;quot; name=&amp;quot; -26.016 Degrees&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;Option value=&amp;quot;38&amp;quot; name=&amp;quot; -26.719 Degrees&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;Option value=&amp;quot;39&amp;quot; name=&amp;quot; -27.422 Degrees&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;Option value=&amp;quot;40&amp;quot; name=&amp;quot; -28.125 Degrees&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;Option value=&amp;quot;41&amp;quot; name=&amp;quot; -28.828 Degrees&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;Option value=&amp;quot;42&amp;quot; name=&amp;quot; -29.531 Degrees&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;Option value=&amp;quot;43&amp;quot; name=&amp;quot; -30.234 Degrees&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;Option value=&amp;quot;44&amp;quot; name=&amp;quot; -30.938 Degrees&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;Option value=&amp;quot;45&amp;quot; name=&amp;quot; -31.641 Degrees&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;Option value=&amp;quot;46&amp;quot; name=&amp;quot; -32.344 Degrees&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;Option value=&amp;quot;47&amp;quot; name=&amp;quot; -33.047 Degrees&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;Option value=&amp;quot;48&amp;quot; name=&amp;quot; -33.750 Degrees&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;Option value=&amp;quot;49&amp;quot; name=&amp;quot; -34.453 Degrees&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;Option value=&amp;quot;50&amp;quot; name=&amp;quot; -35.156 Degrees&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;Option value=&amp;quot;51&amp;quot; name=&amp;quot; -35.859 Degrees&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;Option value=&amp;quot;52&amp;quot; name=&amp;quot; -36.562 Degrees&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;Option value=&amp;quot;53&amp;quot; name=&amp;quot; -37.266 Degrees&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;Option value=&amp;quot;54&amp;quot; name=&amp;quot; -37.969 Degrees&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;Option value=&amp;quot;55&amp;quot; name=&amp;quot; -38.672 Degrees&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;Option value=&amp;quot;56&amp;quot; name=&amp;quot; -39.375 Degrees&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;Option value=&amp;quot;57&amp;quot; name=&amp;quot; -40.078 Degrees&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;Option value=&amp;quot;58&amp;quot; name=&amp;quot; -40.781 Degrees&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;Option value=&amp;quot;59&amp;quot; name=&amp;quot; -41.484 Degrees&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;Option value=&amp;quot;60&amp;quot; name=&amp;quot; -42.188 Degrees&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;Option value=&amp;quot;61&amp;quot; name=&amp;quot; -42.891 Degrees&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;Option value=&amp;quot;62&amp;quot; name=&amp;quot; -43.594 Degrees&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;Option value=&amp;quot;63&amp;quot; name=&amp;quot; -44.297 Degrees&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;Option value=&amp;quot;64&amp;quot; name=&amp;quot; -45.000 Degrees&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;Option value=&amp;quot;65&amp;quot; name=&amp;quot; -45.703 Degrees&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;Option value=&amp;quot;66&amp;quot; name=&amp;quot; -46.406 Degrees&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;Option value=&amp;quot;67&amp;quot; name=&amp;quot; -47.109 Degrees&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;Option value=&amp;quot;68&amp;quot; name=&amp;quot; -47.812 Degrees&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;Option value=&amp;quot;69&amp;quot; name=&amp;quot; -48.516 Degrees&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;Option value=&amp;quot;70&amp;quot; name=&amp;quot; -49.219 Degrees&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;Option value=&amp;quot;71&amp;quot; name=&amp;quot; -49.922 Degrees&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;Option value=&amp;quot;72&amp;quot; name=&amp;quot; -50.625 Degrees&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;Option value=&amp;quot;73&amp;quot; name=&amp;quot; -51.328 Degrees&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;Option value=&amp;quot;74&amp;quot; name=&amp;quot; -52.031 Degrees&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;Option value=&amp;quot;75&amp;quot; name=&amp;quot; -52.734 Degrees&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;Option value=&amp;quot;76&amp;quot; name=&amp;quot; -53.438 Degrees&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;Option value=&amp;quot;77&amp;quot; name=&amp;quot; -54.141 Degrees&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;Option value=&amp;quot;78&amp;quot; name=&amp;quot; -54.844 Degrees&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;Option value=&amp;quot;79&amp;quot; name=&amp;quot; -55.547 Degrees&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;Option value=&amp;quot;80&amp;quot; name=&amp;quot; -56.250 Degrees&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;Option value=&amp;quot;81&amp;quot; name=&amp;quot; -56.953 Degrees&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;Option value=&amp;quot;82&amp;quot; name=&amp;quot; -57.656 Degrees&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;Option value=&amp;quot;83&amp;quot; name=&amp;quot; -58.359 Degrees&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;Option value=&amp;quot;84&amp;quot; name=&amp;quot; -59.062 Degrees&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;Option value=&amp;quot;85&amp;quot; name=&amp;quot; -59.766 Degrees&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;Option value=&amp;quot;86&amp;quot; name=&amp;quot; -60.469 Degrees&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;Option value=&amp;quot;87&amp;quot; name=&amp;quot; -61.172 Degrees&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;Option value=&amp;quot;88&amp;quot; name=&amp;quot; -61.875 Degrees&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;Option value=&amp;quot;89&amp;quot; name=&amp;quot; -62.578 Degrees&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;Option value=&amp;quot;90&amp;quot; name=&amp;quot; -63.281 Degrees&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;Option value=&amp;quot;91&amp;quot; name=&amp;quot; -63.984 Degrees&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;Option value=&amp;quot;92&amp;quot; name=&amp;quot; -64.688 Degrees&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;Option value=&amp;quot;93&amp;quot; name=&amp;quot; -65.391 Degrees&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;Option value=&amp;quot;94&amp;quot; name=&amp;quot; -66.094 Degrees&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;Option value=&amp;quot;95&amp;quot; name=&amp;quot; -66.797 Degrees&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;Option value=&amp;quot;96&amp;quot; name=&amp;quot; -67.500 Degrees&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;Option value=&amp;quot;97&amp;quot; name=&amp;quot; -68.203 Degrees&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;Option value=&amp;quot;98&amp;quot; name=&amp;quot; -68.906 Degrees&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;Option value=&amp;quot;99&amp;quot; name=&amp;quot; -69.609 Degrees&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;Option value=&amp;quot;100&amp;quot; name=&amp;quot; -70.312 Degrees&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;Option value=&amp;quot;101&amp;quot; name=&amp;quot; -71.016 Degrees&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;Option value=&amp;quot;102&amp;quot; name=&amp;quot; -71.719 Degrees&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;Option value=&amp;quot;103&amp;quot; name=&amp;quot; -72.422 Degrees&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;Option value=&amp;quot;104&amp;quot; name=&amp;quot; -73.125 Degrees&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;Option value=&amp;quot;105&amp;quot; name=&amp;quot; -73.828 Degrees&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;Option value=&amp;quot;106&amp;quot; name=&amp;quot; -74.531 Degrees&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;Option value=&amp;quot;107&amp;quot; name=&amp;quot; -75.234 Degrees&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;Option value=&amp;quot;108&amp;quot; name=&amp;quot; -75.938 Degrees&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;Option value=&amp;quot;109&amp;quot; name=&amp;quot; -76.641 Degrees&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;Option value=&amp;quot;110&amp;quot; name=&amp;quot; -77.344 Degrees&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;Option value=&amp;quot;111&amp;quot; name=&amp;quot; -78.047 Degrees&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;Option value=&amp;quot;112&amp;quot; name=&amp;quot; -78.750 Degrees&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;Option value=&amp;quot;113&amp;quot; name=&amp;quot; -79.453 Degrees&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;Option value=&amp;quot;114&amp;quot; name=&amp;quot; -80.156 Degrees&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;Option value=&amp;quot;115&amp;quot; name=&amp;quot; -80.859 Degrees&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;Option value=&amp;quot;116&amp;quot; name=&amp;quot; -81.562 Degrees&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;Option value=&amp;quot;117&amp;quot; name=&amp;quot; -82.266 Degrees&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;Option value=&amp;quot;118&amp;quot; name=&amp;quot; -82.969 Degrees&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;Option value=&amp;quot;119&amp;quot; name=&amp;quot; -83.672 Degrees&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;Option value=&amp;quot;120&amp;quot; name=&amp;quot; -84.375 Degrees&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;Option value=&amp;quot;121&amp;quot; name=&amp;quot; -85.078 Degrees&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;Option value=&amp;quot;122&amp;quot; name=&amp;quot; -85.781 Degrees&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;Option value=&amp;quot;123&amp;quot; name=&amp;quot; -86.484 Degrees&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;Option value=&amp;quot;124&amp;quot; name=&amp;quot; -87.188 Degrees&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;Option value=&amp;quot;125&amp;quot; name=&amp;quot; -87.891 Degrees&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;Option value=&amp;quot;126&amp;quot; name=&amp;quot; -88.594 Degrees&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;Option value=&amp;quot;127&amp;quot; name=&amp;quot; -89.297 Degrees&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;Option value=&amp;quot;128&amp;quot; name=&amp;quot; -90.000 Degrees&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;Option value=&amp;quot;129&amp;quot; name=&amp;quot; -90.703 Degrees&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;Option value=&amp;quot;130&amp;quot; name=&amp;quot; -91.406 Degrees&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;Option value=&amp;quot;131&amp;quot; name=&amp;quot; -92.109 Degrees&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;Option value=&amp;quot;132&amp;quot; name=&amp;quot; -92.812 Degrees&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;Option value=&amp;quot;133&amp;quot; name=&amp;quot; -93.516 Degrees&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;Option value=&amp;quot;134&amp;quot; name=&amp;quot; -94.219 Degrees&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;Option value=&amp;quot;135&amp;quot; name=&amp;quot; -94.922 Degrees&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;Option value=&amp;quot;136&amp;quot; name=&amp;quot; -95.625 Degrees&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;Option value=&amp;quot;137&amp;quot; name=&amp;quot; -96.328 Degrees&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;Option value=&amp;quot;138&amp;quot; name=&amp;quot; -97.031 Degrees&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;Option value=&amp;quot;139&amp;quot; name=&amp;quot; -97.734 Degrees&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;Option value=&amp;quot;140&amp;quot; name=&amp;quot; -98.438 Degrees&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;Option value=&amp;quot;141&amp;quot; name=&amp;quot; -99.141 Degrees&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;Option value=&amp;quot;142&amp;quot; name=&amp;quot; -99.844 Degrees&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;Option value=&amp;quot;143&amp;quot; name=&amp;quot;-100.547 Degrees&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;Option value=&amp;quot;144&amp;quot; name=&amp;quot;-101.250 Degrees&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;Option value=&amp;quot;145&amp;quot; name=&amp;quot;-101.953 Degrees&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;Option value=&amp;quot;146&amp;quot; name=&amp;quot;-102.656 Degrees&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;Option value=&amp;quot;147&amp;quot; name=&amp;quot;-103.359 Degrees&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;Option value=&amp;quot;148&amp;quot; name=&amp;quot;-104.062 Degrees&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;Option value=&amp;quot;149&amp;quot; name=&amp;quot;-104.766 Degrees&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;Option value=&amp;quot;150&amp;quot; name=&amp;quot;-105.469 Degrees&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;Option value=&amp;quot;151&amp;quot; name=&amp;quot;-106.172 Degrees&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;Option value=&amp;quot;152&amp;quot; name=&amp;quot;-106.875 Degrees&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;Option value=&amp;quot;153&amp;quot; name=&amp;quot;-107.578 Degrees&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;Option value=&amp;quot;154&amp;quot; name=&amp;quot;-108.281 Degrees&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;Option value=&amp;quot;155&amp;quot; name=&amp;quot;-108.984 Degrees&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;Option value=&amp;quot;156&amp;quot; name=&amp;quot;-109.688 Degrees&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;Option value=&amp;quot;157&amp;quot; name=&amp;quot;-110.391 Degrees&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;Option value=&amp;quot;158&amp;quot; name=&amp;quot;-111.094 Degrees&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;Option value=&amp;quot;159&amp;quot; name=&amp;quot;-111.797 Degrees&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;Option value=&amp;quot;160&amp;quot; name=&amp;quot;-112.500 Degrees&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;Option value=&amp;quot;161&amp;quot; name=&amp;quot;-113.203 Degrees&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;Option value=&amp;quot;162&amp;quot; name=&amp;quot;-113.906 Degrees&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;Option value=&amp;quot;163&amp;quot; name=&amp;quot;-114.609 Degrees&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;Option value=&amp;quot;164&amp;quot; name=&amp;quot;-115.312 Degrees&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;Option value=&amp;quot;165&amp;quot; name=&amp;quot;-116.016 Degrees&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;Option value=&amp;quot;166&amp;quot; name=&amp;quot;-116.719 Degrees&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;Option value=&amp;quot;167&amp;quot; name=&amp;quot;-117.422 Degrees&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;Option value=&amp;quot;168&amp;quot; name=&amp;quot;-118.125 Degrees&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;Option value=&amp;quot;169&amp;quot; name=&amp;quot;-118.828 Degrees&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;Option value=&amp;quot;170&amp;quot; name=&amp;quot;-119.531 Degrees&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;Option value=&amp;quot;171&amp;quot; name=&amp;quot;-120.234 Degrees&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;Option value=&amp;quot;172&amp;quot; name=&amp;quot;-120.938 Degrees&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;Option value=&amp;quot;173&amp;quot; name=&amp;quot;-121.641 Degrees&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;Option value=&amp;quot;174&amp;quot; name=&amp;quot;-122.344 Degrees&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;Option value=&amp;quot;175&amp;quot; name=&amp;quot;-123.047 Degrees&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;Option value=&amp;quot;176&amp;quot; name=&amp;quot;-123.750 Degrees&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;Option value=&amp;quot;177&amp;quot; name=&amp;quot;-124.453 Degrees&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;Option value=&amp;quot;178&amp;quot; name=&amp;quot;-125.156 Degrees&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;Option value=&amp;quot;179&amp;quot; name=&amp;quot;-125.859 Degrees&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;Option value=&amp;quot;180&amp;quot; name=&amp;quot;-126.562 Degrees&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;Option value=&amp;quot;181&amp;quot; name=&amp;quot;-127.266 Degrees&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;Option value=&amp;quot;182&amp;quot; name=&amp;quot;-127.969 Degrees&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;Option value=&amp;quot;183&amp;quot; name=&amp;quot;-128.672 Degrees&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;Option value=&amp;quot;184&amp;quot; name=&amp;quot;-129.375 Degrees&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;Option value=&amp;quot;185&amp;quot; name=&amp;quot;-130.078 Degrees&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;Option value=&amp;quot;186&amp;quot; name=&amp;quot;-130.781 Degrees&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;Option value=&amp;quot;187&amp;quot; name=&amp;quot;-131.484 Degrees&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;Option value=&amp;quot;188&amp;quot; name=&amp;quot;-132.188 Degrees&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;Option value=&amp;quot;189&amp;quot; name=&amp;quot;-132.891 Degrees&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;Option value=&amp;quot;190&amp;quot; name=&amp;quot;-133.594 Degrees&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;Option value=&amp;quot;191&amp;quot; name=&amp;quot;-134.297 Degrees&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;Option value=&amp;quot;192&amp;quot; name=&amp;quot;-135.000 Degrees&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;Option value=&amp;quot;193&amp;quot; name=&amp;quot;-135.703 Degrees&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;Option value=&amp;quot;194&amp;quot; name=&amp;quot;-136.406 Degrees&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;Option value=&amp;quot;195&amp;quot; name=&amp;quot;-137.109 Degrees&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;Option value=&amp;quot;196&amp;quot; name=&amp;quot;-137.812 Degrees&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;Option value=&amp;quot;197&amp;quot; name=&amp;quot;-138.516 Degrees&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;Option value=&amp;quot;198&amp;quot; name=&amp;quot;-139.219 Degrees&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;Option value=&amp;quot;199&amp;quot; name=&amp;quot;-139.922 Degrees&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;Option value=&amp;quot;200&amp;quot; name=&amp;quot;-140.625 Degrees&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;Option value=&amp;quot;201&amp;quot; name=&amp;quot;-141.328 Degrees&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;Option value=&amp;quot;202&amp;quot; name=&amp;quot;-142.031 Degrees&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;Option value=&amp;quot;203&amp;quot; name=&amp;quot;-142.734 Degrees&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;Option value=&amp;quot;204&amp;quot; name=&amp;quot;-143.438 Degrees&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;Option value=&amp;quot;205&amp;quot; name=&amp;quot;-144.141 Degrees&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;Option value=&amp;quot;206&amp;quot; name=&amp;quot;-144.844 Degrees&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;Option value=&amp;quot;207&amp;quot; name=&amp;quot;-145.547 Degrees&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;Option value=&amp;quot;208&amp;quot; name=&amp;quot;-146.250 Degrees&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;Option value=&amp;quot;209&amp;quot; name=&amp;quot;-146.953 Degrees&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;Option value=&amp;quot;210&amp;quot; name=&amp;quot;-147.656 Degrees&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;Option value=&amp;quot;211&amp;quot; name=&amp;quot;-148.359 Degrees&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;Option value=&amp;quot;212&amp;quot; name=&amp;quot;-149.062 Degrees&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;Option value=&amp;quot;213&amp;quot; name=&amp;quot;-149.766 Degrees&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;Option value=&amp;quot;214&amp;quot; name=&amp;quot;-150.469 Degrees&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;Option value=&amp;quot;215&amp;quot; name=&amp;quot;-151.172 Degrees&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;Option value=&amp;quot;216&amp;quot; name=&amp;quot;-151.875 Degrees&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;Option value=&amp;quot;217&amp;quot; name=&amp;quot;-152.578 Degrees&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;Option value=&amp;quot;218&amp;quot; name=&amp;quot;-153.281 Degrees&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;Option value=&amp;quot;219&amp;quot; name=&amp;quot;-153.984 Degrees&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;Option value=&amp;quot;220&amp;quot; name=&amp;quot;-154.688 Degrees&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;Option value=&amp;quot;221&amp;quot; name=&amp;quot;-155.391 Degrees&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;Option value=&amp;quot;222&amp;quot; name=&amp;quot;-156.094 Degrees&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;Option value=&amp;quot;223&amp;quot; name=&amp;quot;-156.797 Degrees&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;Option value=&amp;quot;224&amp;quot; name=&amp;quot;-157.500 Degrees&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;Option value=&amp;quot;225&amp;quot; name=&amp;quot;-158.203 Degrees&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;Option value=&amp;quot;226&amp;quot; name=&amp;quot;-158.906 Degrees&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;Option value=&amp;quot;227&amp;quot; name=&amp;quot;-159.609 Degrees&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;Option value=&amp;quot;228&amp;quot; name=&amp;quot;-160.312 Degrees&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;Option value=&amp;quot;229&amp;quot; name=&amp;quot;-161.016 Degrees&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;Option value=&amp;quot;230&amp;quot; name=&amp;quot;-161.719 Degrees&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;Option value=&amp;quot;231&amp;quot; name=&amp;quot;-162.422 Degrees&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;Option value=&amp;quot;232&amp;quot; name=&amp;quot;-163.125 Degrees&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;Option value=&amp;quot;233&amp;quot; name=&amp;quot;-163.828 Degrees&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;Option value=&amp;quot;234&amp;quot; name=&amp;quot;-164.531 Degrees&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;Option value=&amp;quot;235&amp;quot; name=&amp;quot;-165.234 Degrees&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;Option value=&amp;quot;236&amp;quot; name=&amp;quot;-165.938 Degrees&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;Option value=&amp;quot;237&amp;quot; name=&amp;quot;-166.641 Degrees&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;Option value=&amp;quot;238&amp;quot; name=&amp;quot;-167.344 Degrees&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;Option value=&amp;quot;239&amp;quot; name=&amp;quot;-168.047 Degrees&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;Option value=&amp;quot;240&amp;quot; name=&amp;quot;-168.750 Degrees&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;Option value=&amp;quot;241&amp;quot; name=&amp;quot;-169.453 Degrees&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;Option value=&amp;quot;242&amp;quot; name=&amp;quot;-170.156 Degrees&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;Option value=&amp;quot;243&amp;quot; name=&amp;quot;-170.859 Degrees&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;Option value=&amp;quot;244&amp;quot; name=&amp;quot;-171.562 Degrees&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;Option value=&amp;quot;245&amp;quot; name=&amp;quot;-172.266 Degrees&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;Option value=&amp;quot;246&amp;quot; name=&amp;quot;-172.969 Degrees&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;Option value=&amp;quot;247&amp;quot; name=&amp;quot;-173.672 Degrees&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;Option value=&amp;quot;248&amp;quot; name=&amp;quot;-174.375 Degrees&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;Option value=&amp;quot;249&amp;quot; name=&amp;quot;-175.078 Degrees&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;Option value=&amp;quot;250&amp;quot; name=&amp;quot;-175.781 Degrees&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;Option value=&amp;quot;251&amp;quot; name=&amp;quot;-176.484 Degrees&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;Option value=&amp;quot;252&amp;quot; name=&amp;quot;-177.188 Degrees&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;Option value=&amp;quot;253&amp;quot; name=&amp;quot;-177.891 Degrees&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;Option value=&amp;quot;254&amp;quot; name=&amp;quot;-178.594 Degrees&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;Option value=&amp;quot;255&amp;quot; name=&amp;quot;-179.297 Degrees&amp;quot;/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
# Find the line starting with &amp;lt;mark&amp;gt;&amp;lt;Group name=&amp;quot;Spraytype&amp;quot;&amp;lt;/mark&amp;gt; which should be directly below the lines you just added&lt;br /&gt;
# Replace &amp;lt;mark&amp;gt;firstChannel=&amp;quot;7&amp;quot;&amp;lt;/mark&amp;gt; with &amp;lt;mark&amp;gt;firstChannel=&amp;quot;12&amp;quot;&amp;lt;/mark&amp;gt;&lt;br /&gt;
# A few lines below that in the line starting with &amp;lt;mark&amp;gt;&amp;lt;Group name=&amp;quot;Water&amp;quot;&amp;lt;/mark&amp;gt;, replace &amp;lt;mark&amp;gt;firstChannel=&amp;quot;10&amp;quot;&amp;lt;/mark&amp;gt; with &amp;lt;mark&amp;gt;firstChannel=&amp;quot;15&amp;quot;&amp;lt;/mark&amp;gt;&lt;br /&gt;
# Scroll up to or search for the line starting with &amp;lt;mark&amp;gt;&amp;lt;DetailLayer name=&amp;quot;terrainDetail&amp;quot;&amp;lt;/mark&amp;gt;&lt;br /&gt;
# In this line edit/replace the following:&lt;br /&gt;
#* &amp;lt;mark&amp;gt;numDensityMapChannels=&amp;quot;11&amp;quot;&amp;lt;/mark&amp;gt; with &amp;lt;mark&amp;gt;numDensityMapChannels=&amp;quot;16&amp;quot;&amp;lt;/mark&amp;gt;&lt;br /&gt;
#* &amp;lt;mark&amp;gt;compressionChannels=&amp;quot;11&amp;quot;&amp;lt;/mark&amp;gt; with &amp;lt;mark&amp;gt;compressionChannels=&amp;quot;16&amp;quot;&amp;lt;/mark&amp;gt;&lt;br /&gt;
#* &amp;lt;mark&amp;gt;combinedValuesChannels=&amp;quot;0 4 0;4 3 0;7 3 0;10 1 0&amp;quot;&amp;lt;/mark&amp;gt; with &amp;lt;mark&amp;gt;combinedValuesChannels=&amp;quot;0 4 0;4 8 0;12 3 0;15 1 0&amp;quot;&amp;lt;/mark&amp;gt;&lt;br /&gt;
# In the same line there is also &amp;lt;mark&amp;gt;densityMapId=&amp;lt;/mark&amp;gt; followed by a number. Search for this number (include the quotes in the search) and find it in a line starting with &amp;lt;mark&amp;gt;&amp;lt;File fileId=&amp;lt;/mark&amp;gt; (your number here). The filename in that line should end with &amp;lt;mark&amp;gt;densityMap_ground.png&amp;lt;/mark&amp;gt;. If it ends with &amp;lt;mark&amp;gt;.gdm&amp;lt;/mark&amp;gt; instead of &amp;lt;mark&amp;gt;.png&amp;lt;/mark&amp;gt;, change this.&lt;br /&gt;
# Save the changes. If you are unsure, consider making a backup of your entire map first.&lt;br /&gt;
&lt;br /&gt;
=== Density Map ===&lt;br /&gt;
Now the densityMap_ground gdm file will need to be converted in order to be adjusted to the extra channels needed.&lt;br /&gt;
&lt;br /&gt;
# Get the grle converter from GDN&lt;br /&gt;
# Open the &amp;lt;mark&amp;gt;data&amp;lt;/mark&amp;gt; folder of your map. Inside you should have a &amp;lt;mark&amp;gt;densityMap_ground.gdm&amp;lt;/mark&amp;gt; file&lt;br /&gt;
# Drag and drop this file onto &amp;lt;mark&amp;gt;convert.cmd&amp;lt;/mark&amp;gt; which is part of the grle converter. A &amp;lt;mark&amp;gt;densityMap_ground.png&amp;lt;/mark&amp;gt; image file should now be created automatically.&lt;br /&gt;
# If this image file is in the folder of the grle converter, move it to the maps data folder (where the gdm file is)&lt;br /&gt;
# Delete the &amp;lt;mark&amp;gt;densityMap_ground.gdm&amp;lt;/mark&amp;gt; file, but keep the densityMap_ground.png file&lt;br /&gt;
&lt;br /&gt;
=== Field Ground xml ===&lt;br /&gt;
The map will now need a custom fieldGround.xml&lt;br /&gt;
&lt;br /&gt;
&amp;lt;ol&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt; Check if you already have a fieldGround.xml or maps_fieldGround.xml. &amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt; If you already have one, follow the steps under this point, otherwise skip to [[#3.|3.]] &amp;lt;ol&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt; Your fieldGround.xml (or maps_fieldGround.xml) should contain these lines: &amp;lt;blockquote&amp;gt;&lt;br /&gt;
    &amp;lt;sprayLevel filename=&amp;quot;$data/maps/mapEU/data/infoLayer_sprayLevel.png&amp;quot; firstChannel=&amp;quot;0&amp;quot; numChannels=&amp;quot;2&amp;quot; maxValue=&amp;quot;2&amp;quot;/&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
    &amp;lt;limeLevel filename=&amp;quot;$data/maps/mapEU/data/infoLayer_limeLevel.png&amp;quot; firstChannel=&amp;quot;0&amp;quot; numChannels=&amp;quot;2&amp;quot; /&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
    &amp;lt;plowLevel filename=&amp;quot;$data/maps/mapEU/data/infoLayer_plowLevel.png&amp;quot; firstChannel=&amp;quot;0&amp;quot; numChannels=&amp;quot;1&amp;quot; /&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
    &amp;lt;stubbleShredLevel filename=&amp;quot;$data/maps/mapEU/data/infoLayer_stubbleShredLevel.png&amp;quot; firstChannel=&amp;quot;0&amp;quot; numChannels=&amp;quot;1&amp;quot; /&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
    &amp;lt;rollerLevel filename=&amp;quot;$data/maps/mapEU/data/infoLayer_rollerLevel.png&amp;quot; firstChannel=&amp;quot;0&amp;quot; numChannels=&amp;quot;1&amp;quot; /&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
    &amp;lt;br&amp;gt;&lt;br /&gt;
    &amp;lt;fieldType filename=&amp;quot;$data/maps/mapEU/data/infoLayer_fieldType.png&amp;quot; firstChannel=&amp;quot;0&amp;quot; numChannels=&amp;quot;1&amp;quot;&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
    &amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;lt;default value=&amp;quot;0&amp;quot; /&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
    &amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;lt;rice value=&amp;quot;1&amp;quot; /&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
    &amp;lt;/fieldType&amp;gt;&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;If any of these lines is missing, add it. If the filenames are different, leave them as they are. That is fine and is expected.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Now add, or if they already exist, replace the following lines somewhere between &amp;lt;code&amp;gt;&amp;lt;densityMaps&amp;gt;&amp;lt;/code&amp;gt; and &amp;lt;code&amp;gt;&amp;lt;/densityMaps&amp;gt;&amp;lt;/code&amp;gt; :  &amp;lt;blockquote&amp;gt;&lt;br /&gt;
&amp;lt;groundTypes useDefaultTerrainDetail=&amp;quot;true&amp;quot; firstChannel=&amp;quot;0&amp;quot; numChannels=&amp;quot;4&amp;quot;&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;lt;stubbleTillage value=&amp;quot;1&amp;quot; tireTrackColor=&amp;quot;0.0865 0.0630 0.0356 1&amp;quot;/&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;lt;cultivated value=&amp;quot;2&amp;quot; tireTrackColor=&amp;quot;0.0865 0.0630 0.0356 1&amp;quot;/&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;lt;seedbed value=&amp;quot;3&amp;quot; tireTrackColor=&amp;quot;0.0865 0.0630 0.0356 1&amp;quot;/&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;lt;plowed value=&amp;quot;4&amp;quot; tireTrackColor=&amp;quot;0.0865 0.0630 0.0356 1&amp;quot;/&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;lt;rolledSeedbed value=&amp;quot;5&amp;quot; tireTrackColor=&amp;quot;0.0865 0.0630 0.0356 1&amp;quot;/&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;lt;ridge value=&amp;quot;6&amp;quot; tireTrackColor=&amp;quot;0.0865 0.0630 0.0356 1&amp;quot;/&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;lt;sown value=&amp;quot;7&amp;quot; tireTrackColor=&amp;quot;0.0865 0.0630 0.0356 1&amp;quot;/&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;lt;directSown value=&amp;quot;8&amp;quot; tireTrackColor=&amp;quot;0.0865 0.0630 0.0356 1&amp;quot;/&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;lt;planted value=&amp;quot;9&amp;quot; tireTrackColor=&amp;quot;0.0865 0.0630 0.0356 1&amp;quot;/&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;lt;ridgeSown value=&amp;quot;10&amp;quot; tireTrackColor=&amp;quot;0.0865 0.0630 0.0356 1&amp;quot;/&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;lt;rollerLines value=&amp;quot;11&amp;quot; tireTrackColor=&amp;quot;0.0865 0.0630 0.0356 1&amp;quot;/&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;lt;harvestReady value=&amp;quot;12&amp;quot; tireTrackColor=&amp;quot;0.0865 0.0630 0.0356 1&amp;quot;/&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;lt;harvestReadyOther value=&amp;quot;13&amp;quot; tireTrackColor=&amp;quot;0.0865 0.0630 0.0356 1&amp;quot;/&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;lt;grass value=&amp;quot;14&amp;quot; tireTrackColor=&amp;quot;0.0865 0.0630 0.0356 1&amp;quot;/&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;lt;grassCut value=&amp;quot;15&amp;quot; tireTrackColor=&amp;quot;0.0865 0.0630 0.0356 1&amp;quot;/&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;lt;ranges&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;lt;sowable firstValue=&amp;quot;1&amp;quot; lastValue=&amp;quot;6&amp;quot; /&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;lt;sowing firstValue=&amp;quot;6&amp;quot; lastValue=&amp;quot;9&amp;quot; /&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;lt;/ranges&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;/groundTypes&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;groundAngle useDefaultTerrainDetail=&amp;quot;true&amp;quot; firstChannel=&amp;quot;4&amp;quot; numChannels=&amp;quot;8&amp;quot; /&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;sprayTypes useDefaultTerrainDetail=&amp;quot;true&amp;quot; firstChannel=&amp;quot;12&amp;quot; numChannels=&amp;quot;3&amp;quot;&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;lt;fertilizer value=&amp;quot;1&amp;quot; tireTrackColor=&amp;quot;0.0529 0.0382 0.0242 1&amp;quot;/&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;lt;manure value=&amp;quot;2&amp;quot; tireTrackColor=&amp;quot;0.0865 0.0630 0.0356 1&amp;quot;/&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;lt;liquidManure value=&amp;quot;3&amp;quot; tireTrackColor=&amp;quot;0.0844 0.0648 0.0272 1&amp;quot;/&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;lt;lime value=&amp;quot;4&amp;quot; tireTrackColor=&amp;quot;0.2582 0.2270 0.1683 1&amp;quot;/&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;lt;straw value=&amp;quot;5&amp;quot; tireTrackColor=&amp;quot;0.0865 0.0630 0.0356 1&amp;quot;/&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;lt;maize value=&amp;quot;6&amp;quot; tireTrackColor=&amp;quot;0.0865 0.0630 0.0356 1&amp;quot;/&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;/sprayTypes&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;water useDefaultTerrainDetail=&amp;quot;true&amp;quot; firstChannel=&amp;quot;15&amp;quot; numChannels=&amp;quot;1&amp;quot;&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;lt;watered value=&amp;quot;1&amp;quot;/&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;/water&amp;gt;&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Save the file. Then continue with [[#Map xml and Giants Editor|Map xml and Giants Editor]].&amp;lt;/li&amp;gt;&amp;lt;/ol&amp;gt;&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li id=&amp;quot;3.&amp;quot;&amp;gt; Follow these steps if you &#039;&#039;&#039;DO NOT already have a fieldGround.xml or maps_fieldGround.xml&#039;&#039;&#039; in your map &amp;lt;ol&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt; Create a file named  maps_fieldGround.xml in your maps config folder and open it in a text editor &amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt; Copy the following into this file: &amp;lt;blockquote&amp;gt;&lt;br /&gt;
&amp;lt;?xml version=&amp;quot;1.0&amp;quot; encoding=&amp;quot;utf-8&amp;quot; standalone=&amp;quot;no&amp;quot; ?&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;fieldGround&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;lt;densityMaps&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;lt;groundTypes useDefaultTerrainDetail=&amp;quot;true&amp;quot; firstChannel=&amp;quot;0&amp;quot; numChannels=&amp;quot;4&amp;quot;&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;lt;stubbleTillage value=&amp;quot;1&amp;quot; tireTrackColor=&amp;quot;0.0865 0.0630 0.0356 1&amp;quot;/&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;lt;cultivated value=&amp;quot;2&amp;quot; tireTrackColor=&amp;quot;0.0865 0.0630 0.0356 1&amp;quot;/&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;lt;seedbed value=&amp;quot;3&amp;quot; tireTrackColor=&amp;quot;0.0865 0.0630 0.0356 1&amp;quot;/&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;lt;plowed value=&amp;quot;4&amp;quot; tireTrackColor=&amp;quot;0.0865 0.0630 0.0356 1&amp;quot;/&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;lt;rolledSeedbed value=&amp;quot;5&amp;quot; tireTrackColor=&amp;quot;0.0865 0.0630 0.0356 1&amp;quot;/&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;lt;ridge value=&amp;quot;6&amp;quot; tireTrackColor=&amp;quot;0.0865 0.0630 0.0356 1&amp;quot;/&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;lt;sown value=&amp;quot;7&amp;quot; tireTrackColor=&amp;quot;0.0865 0.0630 0.0356 1&amp;quot;/&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;lt;directSown value=&amp;quot;8&amp;quot; tireTrackColor=&amp;quot;0.0865 0.0630 0.0356 1&amp;quot;/&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;lt;planted value=&amp;quot;9&amp;quot; tireTrackColor=&amp;quot;0.0865 0.0630 0.0356 1&amp;quot;/&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;lt;ridgeSown value=&amp;quot;10&amp;quot; tireTrackColor=&amp;quot;0.0865 0.0630 0.0356 1&amp;quot;/&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;lt;rollerLines value=&amp;quot;11&amp;quot; tireTrackColor=&amp;quot;0.0865 0.0630 0.0356 1&amp;quot;/&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;lt;harvestReady value=&amp;quot;12&amp;quot; tireTrackColor=&amp;quot;0.0865 0.0630 0.0356 1&amp;quot;/&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;lt;harvestReadyOther value=&amp;quot;13&amp;quot; tireTrackColor=&amp;quot;0.0865 0.0630 0.0356 1&amp;quot;/&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;lt;grass value=&amp;quot;14&amp;quot; tireTrackColor=&amp;quot;0.0865 0.0630 0.0356 1&amp;quot;/&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;lt;grassCut value=&amp;quot;15&amp;quot; tireTrackColor=&amp;quot;0.0865 0.0630 0.0356 1&amp;quot;/&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;lt;ranges&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;lt;sowable firstValue=&amp;quot;1&amp;quot; lastValue=&amp;quot;6&amp;quot; /&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;lt;sowing firstValue=&amp;quot;6&amp;quot; lastValue=&amp;quot;9&amp;quot; /&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;lt;/ranges&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;lt;/groundTypes&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;lt;groundAngle useDefaultTerrainDetail=&amp;quot;true&amp;quot; firstChannel=&amp;quot;4&amp;quot; numChannels=&amp;quot;8&amp;quot; /&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;lt;sprayTypes useDefaultTerrainDetail=&amp;quot;true&amp;quot; firstChannel=&amp;quot;12&amp;quot; numChannels=&amp;quot;3&amp;quot;&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;lt;fertilizer value=&amp;quot;1&amp;quot; tireTrackColor=&amp;quot;0.0529 0.0382 0.0242 1&amp;quot;/&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;lt;manure value=&amp;quot;2&amp;quot; tireTrackColor=&amp;quot;0.0865 0.0630 0.0356 1&amp;quot;/&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;lt;liquidManure value=&amp;quot;3&amp;quot; tireTrackColor=&amp;quot;0.0844 0.0648 0.0272 1&amp;quot;/&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;lt;lime value=&amp;quot;4&amp;quot; tireTrackColor=&amp;quot;0.2582 0.2270 0.1683 1&amp;quot;/&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;lt;straw value=&amp;quot;5&amp;quot; tireTrackColor=&amp;quot;0.0865 0.0630 0.0356 1&amp;quot;/&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;lt;maize value=&amp;quot;6&amp;quot; tireTrackColor=&amp;quot;0.0865 0.0630 0.0356 1&amp;quot;/&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;lt;/sprayTypes&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;lt;water useDefaultTerrainDetail=&amp;quot;true&amp;quot; firstChannel=&amp;quot;15&amp;quot; numChannels=&amp;quot;1&amp;quot;&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;lt;watered value=&amp;quot;1&amp;quot;/&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;lt;/water&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;lt;sprayLevel filename=&amp;quot;$data/maps/mapEU/data/infoLayer_sprayLevel.png&amp;quot; firstChannel=&amp;quot;0&amp;quot; numChannels=&amp;quot;2&amp;quot; maxValue=&amp;quot;2&amp;quot;/&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;lt;limeLevel filename=&amp;quot;$data/maps/mapEU/data/infoLayer_limeLevel.png&amp;quot; firstChannel=&amp;quot;0&amp;quot; numChannels=&amp;quot;2&amp;quot; /&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;lt;plowLevel filename=&amp;quot;$data/maps/mapEU/data/infoLayer_plowLevel.png&amp;quot; firstChannel=&amp;quot;0&amp;quot; numChannels=&amp;quot;1&amp;quot; /&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;lt;stubbleShredLevel filename=&amp;quot;$data/maps/mapEU/data/infoLayer_stubbleShredLevel.png&amp;quot; firstChannel=&amp;quot;0&amp;quot; numChannels=&amp;quot;1&amp;quot; /&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;lt;rollerLevel filename=&amp;quot;$data/maps/mapEU/data/infoLayer_rollerLevel.png&amp;quot; firstChannel=&amp;quot;0&amp;quot; numChannels=&amp;quot;1&amp;quot; /&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;lt;fieldType filename=&amp;quot;$data/maps/mapEU/data/infoLayer_fieldType.png&amp;quot; firstChannel=&amp;quot;0&amp;quot; numChannels=&amp;quot;1&amp;quot;&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;lt;default value=&amp;quot;0&amp;quot; /&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;lt;rice value=&amp;quot;1&amp;quot; /&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;lt;/fieldType&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;lt;/densityMaps&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;/fieldGround&amp;gt;&lt;br /&gt;
&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt; If you wish to use custom infoLayers, change the paths in the filename attributes in the file to point to your own infoLayer files respectively. &amp;lt;mark&amp;gt;This is not necessary for the ground angles to work!&amp;lt;/mark&amp;gt; &amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt; Save the file and continue with [[#Map xml and Giants Editor|Map xml and Giants Editor]]. &amp;lt;/li&amp;gt;&amp;lt;/ol&amp;gt;&lt;br /&gt;
&amp;lt;/li&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Map xml and Giants Editor ===&lt;br /&gt;
To finish adding the ground angles, the new maps_fieldGround.xml created above needs to be linked in the map xml and finally the map needs to be opened and saved in Giants Editor once to generate a new density map gdm.&lt;br /&gt;
&lt;br /&gt;
# Open your map.xml in a text editor&lt;br /&gt;
# Check if it already contains a line starting with &amp;lt;mark&amp;gt;&amp;lt;fieldGround&amp;lt;/mark&amp;gt;.&lt;br /&gt;
#* If it does, adjust the path in the filename attribute in that line to point to your new maps_fieldGround.xml&lt;br /&gt;
#* If it does NOT, add the following line: &amp;lt;mark&amp;gt;&amp;lt;fieldGround filename=&amp;quot;map/config/maps_fieldGround.xml&amp;quot; /&amp;gt;&amp;lt;/mark&amp;gt; and adjust the path in filename=&amp;quot;&amp;quot; to point to your maps_fieldGround.xml&lt;br /&gt;
# Save the map xml&lt;br /&gt;
# In Giants Editor, open your map and then save it. Then you can close it again&lt;br /&gt;
# You can now delete the densityMap_ground&amp;lt;mark&amp;gt;.png&amp;lt;/mark&amp;gt; in your maps data folder, as a new &amp;lt;mark&amp;gt;.gdm&amp;lt;/mark&amp;gt; file should have been created&lt;br /&gt;
&lt;br /&gt;
=== DONE! ===&lt;br /&gt;
Your map should now have 256 ground angles!&lt;br /&gt;
&lt;br /&gt;
Open it ingame and cultivate some circles or something! :)&lt;br /&gt;
&lt;br /&gt;
Note: This will probably break any existing savegames of that map!&lt;br /&gt;
&lt;br /&gt;
[[Category:Mapping]]&lt;/div&gt;</summary>
		<author><name>XPModder</name></author>
	</entry>
	<entry>
		<id>https://fswiki.xpmodder.com/mw/index.php?title=Multi_Ground_Angle&amp;diff=174</id>
		<title>Multi Ground Angle</title>
		<link rel="alternate" type="text/html" href="https://fswiki.xpmodder.com/mw/index.php?title=Multi_Ground_Angle&amp;diff=174"/>
		<updated>2025-05-18T22:54:54Z</updated>

		<summary type="html">&lt;p&gt;XPModder: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Multi-ground-angle-done.png|thumb|Cultivating a circle with multi ground angles]]&lt;br /&gt;
This page shows you how to increase the number of possible ground angles on a mod map!&lt;br /&gt;
&lt;br /&gt;
The number of ground angles defines in how many different orientation field ground textures can be (eg cultivated ground, plowed ground, etc).&lt;br /&gt;
&lt;br /&gt;
The basegame maps have 8 ground angles. This page shows how to increase this to 256 ground angles!&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Disclaimer:&#039;&#039;&#039; This will not increase the angles for planting rootcrops (carrot, parsnip, beetroot)!&lt;br /&gt;
&lt;br /&gt;
=== Map i3d ===&lt;br /&gt;
To begin the i3d file of the map will need to be edited in a text editor. This can be done in notepad, but more advanced editors like Notepad++ or VisualStudio Code provide helpful features like syntax highlighting.&lt;br /&gt;
&lt;br /&gt;
# Open the map i3d file in a text editor&lt;br /&gt;
# Search for &amp;lt;mark&amp;gt;&amp;quot;GroundAngle&amp;quot;&amp;lt;/mark&amp;gt;&lt;br /&gt;
# Change &amp;lt;mark&amp;gt;numChannels=&amp;quot;3&amp;quot;&amp;lt;/mark&amp;gt; to &amp;lt;mark&amp;gt;numChannels=&amp;quot;8&amp;quot;&amp;lt;/mark&amp;gt;&lt;br /&gt;
# Delete all the lines starting with &amp;lt;mark&amp;gt;&amp;lt;Option&amp;lt;/mark&amp;gt; between the line with &amp;lt;mark&amp;gt;&amp;quot;GroundAngle&amp;quot;&amp;lt;/mark&amp;gt; and the next line down starting with &amp;lt;mark&amp;gt;&amp;lt;/Group&amp;gt;&amp;lt;/mark&amp;gt; (This should be a total of 7 lines)&lt;br /&gt;
# Insert the following lines in their place: &amp;lt;blockquote&amp;gt;&lt;br /&gt;
            &amp;lt;Option value=&amp;quot;0&amp;quot; name=&amp;quot;   0.000 Degrees&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;Option value=&amp;quot;1&amp;quot; name=&amp;quot;  -0.703 Degrees&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;Option value=&amp;quot;2&amp;quot; name=&amp;quot;  -1.406 Degrees&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;Option value=&amp;quot;3&amp;quot; name=&amp;quot;  -2.109 Degrees&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;Option value=&amp;quot;4&amp;quot; name=&amp;quot;  -2.812 Degrees&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;Option value=&amp;quot;5&amp;quot; name=&amp;quot;  -3.516 Degrees&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;Option value=&amp;quot;6&amp;quot; name=&amp;quot;  -4.219 Degrees&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;Option value=&amp;quot;7&amp;quot; name=&amp;quot;  -4.922 Degrees&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;Option value=&amp;quot;8&amp;quot; name=&amp;quot;  -5.625 Degrees&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;Option value=&amp;quot;9&amp;quot; name=&amp;quot;  -6.328 Degrees&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;Option value=&amp;quot;10&amp;quot; name=&amp;quot;  -7.031 Degrees&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;Option value=&amp;quot;11&amp;quot; name=&amp;quot;  -7.734 Degrees&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;Option value=&amp;quot;12&amp;quot; name=&amp;quot;  -8.438 Degrees&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;Option value=&amp;quot;13&amp;quot; name=&amp;quot;  -9.141 Degrees&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;Option value=&amp;quot;14&amp;quot; name=&amp;quot;  -9.844 Degrees&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;Option value=&amp;quot;15&amp;quot; name=&amp;quot; -10.547 Degrees&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;Option value=&amp;quot;16&amp;quot; name=&amp;quot; -11.250 Degrees&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;Option value=&amp;quot;17&amp;quot; name=&amp;quot; -11.953 Degrees&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;Option value=&amp;quot;18&amp;quot; name=&amp;quot; -12.656 Degrees&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;Option value=&amp;quot;19&amp;quot; name=&amp;quot; -13.359 Degrees&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;Option value=&amp;quot;20&amp;quot; name=&amp;quot; -14.062 Degrees&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;Option value=&amp;quot;21&amp;quot; name=&amp;quot; -14.766 Degrees&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;Option value=&amp;quot;22&amp;quot; name=&amp;quot; -15.469 Degrees&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;Option value=&amp;quot;23&amp;quot; name=&amp;quot; -16.172 Degrees&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;Option value=&amp;quot;24&amp;quot; name=&amp;quot; -16.875 Degrees&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;Option value=&amp;quot;25&amp;quot; name=&amp;quot; -17.578 Degrees&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;Option value=&amp;quot;26&amp;quot; name=&amp;quot; -18.281 Degrees&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;Option value=&amp;quot;27&amp;quot; name=&amp;quot; -18.984 Degrees&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;Option value=&amp;quot;28&amp;quot; name=&amp;quot; -19.688 Degrees&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;Option value=&amp;quot;29&amp;quot; name=&amp;quot; -20.391 Degrees&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;Option value=&amp;quot;30&amp;quot; name=&amp;quot; -21.094 Degrees&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;Option value=&amp;quot;31&amp;quot; name=&amp;quot; -21.797 Degrees&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;Option value=&amp;quot;32&amp;quot; name=&amp;quot; -22.500 Degrees&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;Option value=&amp;quot;33&amp;quot; name=&amp;quot; -23.203 Degrees&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;Option value=&amp;quot;34&amp;quot; name=&amp;quot; -23.906 Degrees&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;Option value=&amp;quot;35&amp;quot; name=&amp;quot; -24.609 Degrees&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;Option value=&amp;quot;36&amp;quot; name=&amp;quot; -25.312 Degrees&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;Option value=&amp;quot;37&amp;quot; name=&amp;quot; -26.016 Degrees&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;Option value=&amp;quot;38&amp;quot; name=&amp;quot; -26.719 Degrees&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;Option value=&amp;quot;39&amp;quot; name=&amp;quot; -27.422 Degrees&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;Option value=&amp;quot;40&amp;quot; name=&amp;quot; -28.125 Degrees&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;Option value=&amp;quot;41&amp;quot; name=&amp;quot; -28.828 Degrees&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;Option value=&amp;quot;42&amp;quot; name=&amp;quot; -29.531 Degrees&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;Option value=&amp;quot;43&amp;quot; name=&amp;quot; -30.234 Degrees&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;Option value=&amp;quot;44&amp;quot; name=&amp;quot; -30.938 Degrees&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;Option value=&amp;quot;45&amp;quot; name=&amp;quot; -31.641 Degrees&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;Option value=&amp;quot;46&amp;quot; name=&amp;quot; -32.344 Degrees&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;Option value=&amp;quot;47&amp;quot; name=&amp;quot; -33.047 Degrees&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;Option value=&amp;quot;48&amp;quot; name=&amp;quot; -33.750 Degrees&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;Option value=&amp;quot;49&amp;quot; name=&amp;quot; -34.453 Degrees&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;Option value=&amp;quot;50&amp;quot; name=&amp;quot; -35.156 Degrees&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;Option value=&amp;quot;51&amp;quot; name=&amp;quot; -35.859 Degrees&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;Option value=&amp;quot;52&amp;quot; name=&amp;quot; -36.562 Degrees&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;Option value=&amp;quot;53&amp;quot; name=&amp;quot; -37.266 Degrees&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;Option value=&amp;quot;54&amp;quot; name=&amp;quot; -37.969 Degrees&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;Option value=&amp;quot;55&amp;quot; name=&amp;quot; -38.672 Degrees&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;Option value=&amp;quot;56&amp;quot; name=&amp;quot; -39.375 Degrees&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;Option value=&amp;quot;57&amp;quot; name=&amp;quot; -40.078 Degrees&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;Option value=&amp;quot;58&amp;quot; name=&amp;quot; -40.781 Degrees&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;Option value=&amp;quot;59&amp;quot; name=&amp;quot; -41.484 Degrees&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;Option value=&amp;quot;60&amp;quot; name=&amp;quot; -42.188 Degrees&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;Option value=&amp;quot;61&amp;quot; name=&amp;quot; -42.891 Degrees&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;Option value=&amp;quot;62&amp;quot; name=&amp;quot; -43.594 Degrees&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;Option value=&amp;quot;63&amp;quot; name=&amp;quot; -44.297 Degrees&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;Option value=&amp;quot;64&amp;quot; name=&amp;quot; -45.000 Degrees&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;Option value=&amp;quot;65&amp;quot; name=&amp;quot; -45.703 Degrees&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;Option value=&amp;quot;66&amp;quot; name=&amp;quot; -46.406 Degrees&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;Option value=&amp;quot;67&amp;quot; name=&amp;quot; -47.109 Degrees&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;Option value=&amp;quot;68&amp;quot; name=&amp;quot; -47.812 Degrees&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;Option value=&amp;quot;69&amp;quot; name=&amp;quot; -48.516 Degrees&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;Option value=&amp;quot;70&amp;quot; name=&amp;quot; -49.219 Degrees&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;Option value=&amp;quot;71&amp;quot; name=&amp;quot; -49.922 Degrees&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;Option value=&amp;quot;72&amp;quot; name=&amp;quot; -50.625 Degrees&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;Option value=&amp;quot;73&amp;quot; name=&amp;quot; -51.328 Degrees&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;Option value=&amp;quot;74&amp;quot; name=&amp;quot; -52.031 Degrees&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;Option value=&amp;quot;75&amp;quot; name=&amp;quot; -52.734 Degrees&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;Option value=&amp;quot;76&amp;quot; name=&amp;quot; -53.438 Degrees&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;Option value=&amp;quot;77&amp;quot; name=&amp;quot; -54.141 Degrees&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;Option value=&amp;quot;78&amp;quot; name=&amp;quot; -54.844 Degrees&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;Option value=&amp;quot;79&amp;quot; name=&amp;quot; -55.547 Degrees&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;Option value=&amp;quot;80&amp;quot; name=&amp;quot; -56.250 Degrees&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;Option value=&amp;quot;81&amp;quot; name=&amp;quot; -56.953 Degrees&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;Option value=&amp;quot;82&amp;quot; name=&amp;quot; -57.656 Degrees&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;Option value=&amp;quot;83&amp;quot; name=&amp;quot; -58.359 Degrees&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;Option value=&amp;quot;84&amp;quot; name=&amp;quot; -59.062 Degrees&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;Option value=&amp;quot;85&amp;quot; name=&amp;quot; -59.766 Degrees&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;Option value=&amp;quot;86&amp;quot; name=&amp;quot; -60.469 Degrees&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;Option value=&amp;quot;87&amp;quot; name=&amp;quot; -61.172 Degrees&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;Option value=&amp;quot;88&amp;quot; name=&amp;quot; -61.875 Degrees&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;Option value=&amp;quot;89&amp;quot; name=&amp;quot; -62.578 Degrees&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;Option value=&amp;quot;90&amp;quot; name=&amp;quot; -63.281 Degrees&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;Option value=&amp;quot;91&amp;quot; name=&amp;quot; -63.984 Degrees&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;Option value=&amp;quot;92&amp;quot; name=&amp;quot; -64.688 Degrees&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;Option value=&amp;quot;93&amp;quot; name=&amp;quot; -65.391 Degrees&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;Option value=&amp;quot;94&amp;quot; name=&amp;quot; -66.094 Degrees&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;Option value=&amp;quot;95&amp;quot; name=&amp;quot; -66.797 Degrees&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;Option value=&amp;quot;96&amp;quot; name=&amp;quot; -67.500 Degrees&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;Option value=&amp;quot;97&amp;quot; name=&amp;quot; -68.203 Degrees&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;Option value=&amp;quot;98&amp;quot; name=&amp;quot; -68.906 Degrees&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;Option value=&amp;quot;99&amp;quot; name=&amp;quot; -69.609 Degrees&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;Option value=&amp;quot;100&amp;quot; name=&amp;quot; -70.312 Degrees&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;Option value=&amp;quot;101&amp;quot; name=&amp;quot; -71.016 Degrees&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;Option value=&amp;quot;102&amp;quot; name=&amp;quot; -71.719 Degrees&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;Option value=&amp;quot;103&amp;quot; name=&amp;quot; -72.422 Degrees&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;Option value=&amp;quot;104&amp;quot; name=&amp;quot; -73.125 Degrees&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;Option value=&amp;quot;105&amp;quot; name=&amp;quot; -73.828 Degrees&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;Option value=&amp;quot;106&amp;quot; name=&amp;quot; -74.531 Degrees&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;Option value=&amp;quot;107&amp;quot; name=&amp;quot; -75.234 Degrees&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;Option value=&amp;quot;108&amp;quot; name=&amp;quot; -75.938 Degrees&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;Option value=&amp;quot;109&amp;quot; name=&amp;quot; -76.641 Degrees&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;Option value=&amp;quot;110&amp;quot; name=&amp;quot; -77.344 Degrees&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;Option value=&amp;quot;111&amp;quot; name=&amp;quot; -78.047 Degrees&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;Option value=&amp;quot;112&amp;quot; name=&amp;quot; -78.750 Degrees&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;Option value=&amp;quot;113&amp;quot; name=&amp;quot; -79.453 Degrees&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;Option value=&amp;quot;114&amp;quot; name=&amp;quot; -80.156 Degrees&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;Option value=&amp;quot;115&amp;quot; name=&amp;quot; -80.859 Degrees&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;Option value=&amp;quot;116&amp;quot; name=&amp;quot; -81.562 Degrees&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;Option value=&amp;quot;117&amp;quot; name=&amp;quot; -82.266 Degrees&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;Option value=&amp;quot;118&amp;quot; name=&amp;quot; -82.969 Degrees&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;Option value=&amp;quot;119&amp;quot; name=&amp;quot; -83.672 Degrees&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;Option value=&amp;quot;120&amp;quot; name=&amp;quot; -84.375 Degrees&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;Option value=&amp;quot;121&amp;quot; name=&amp;quot; -85.078 Degrees&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;Option value=&amp;quot;122&amp;quot; name=&amp;quot; -85.781 Degrees&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;Option value=&amp;quot;123&amp;quot; name=&amp;quot; -86.484 Degrees&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;Option value=&amp;quot;124&amp;quot; name=&amp;quot; -87.188 Degrees&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;Option value=&amp;quot;125&amp;quot; name=&amp;quot; -87.891 Degrees&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;Option value=&amp;quot;126&amp;quot; name=&amp;quot; -88.594 Degrees&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;Option value=&amp;quot;127&amp;quot; name=&amp;quot; -89.297 Degrees&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;Option value=&amp;quot;128&amp;quot; name=&amp;quot; -90.000 Degrees&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;Option value=&amp;quot;129&amp;quot; name=&amp;quot; -90.703 Degrees&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;Option value=&amp;quot;130&amp;quot; name=&amp;quot; -91.406 Degrees&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;Option value=&amp;quot;131&amp;quot; name=&amp;quot; -92.109 Degrees&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;Option value=&amp;quot;132&amp;quot; name=&amp;quot; -92.812 Degrees&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;Option value=&amp;quot;133&amp;quot; name=&amp;quot; -93.516 Degrees&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;Option value=&amp;quot;134&amp;quot; name=&amp;quot; -94.219 Degrees&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;Option value=&amp;quot;135&amp;quot; name=&amp;quot; -94.922 Degrees&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;Option value=&amp;quot;136&amp;quot; name=&amp;quot; -95.625 Degrees&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;Option value=&amp;quot;137&amp;quot; name=&amp;quot; -96.328 Degrees&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;Option value=&amp;quot;138&amp;quot; name=&amp;quot; -97.031 Degrees&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;Option value=&amp;quot;139&amp;quot; name=&amp;quot; -97.734 Degrees&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;Option value=&amp;quot;140&amp;quot; name=&amp;quot; -98.438 Degrees&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;Option value=&amp;quot;141&amp;quot; name=&amp;quot; -99.141 Degrees&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;Option value=&amp;quot;142&amp;quot; name=&amp;quot; -99.844 Degrees&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;Option value=&amp;quot;143&amp;quot; name=&amp;quot;-100.547 Degrees&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;Option value=&amp;quot;144&amp;quot; name=&amp;quot;-101.250 Degrees&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;Option value=&amp;quot;145&amp;quot; name=&amp;quot;-101.953 Degrees&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;Option value=&amp;quot;146&amp;quot; name=&amp;quot;-102.656 Degrees&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;Option value=&amp;quot;147&amp;quot; name=&amp;quot;-103.359 Degrees&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;Option value=&amp;quot;148&amp;quot; name=&amp;quot;-104.062 Degrees&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;Option value=&amp;quot;149&amp;quot; name=&amp;quot;-104.766 Degrees&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;Option value=&amp;quot;150&amp;quot; name=&amp;quot;-105.469 Degrees&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;Option value=&amp;quot;151&amp;quot; name=&amp;quot;-106.172 Degrees&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;Option value=&amp;quot;152&amp;quot; name=&amp;quot;-106.875 Degrees&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;Option value=&amp;quot;153&amp;quot; name=&amp;quot;-107.578 Degrees&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;Option value=&amp;quot;154&amp;quot; name=&amp;quot;-108.281 Degrees&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;Option value=&amp;quot;155&amp;quot; name=&amp;quot;-108.984 Degrees&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;Option value=&amp;quot;156&amp;quot; name=&amp;quot;-109.688 Degrees&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;Option value=&amp;quot;157&amp;quot; name=&amp;quot;-110.391 Degrees&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;Option value=&amp;quot;158&amp;quot; name=&amp;quot;-111.094 Degrees&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;Option value=&amp;quot;159&amp;quot; name=&amp;quot;-111.797 Degrees&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;Option value=&amp;quot;160&amp;quot; name=&amp;quot;-112.500 Degrees&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;Option value=&amp;quot;161&amp;quot; name=&amp;quot;-113.203 Degrees&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;Option value=&amp;quot;162&amp;quot; name=&amp;quot;-113.906 Degrees&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;Option value=&amp;quot;163&amp;quot; name=&amp;quot;-114.609 Degrees&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;Option value=&amp;quot;164&amp;quot; name=&amp;quot;-115.312 Degrees&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;Option value=&amp;quot;165&amp;quot; name=&amp;quot;-116.016 Degrees&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;Option value=&amp;quot;166&amp;quot; name=&amp;quot;-116.719 Degrees&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;Option value=&amp;quot;167&amp;quot; name=&amp;quot;-117.422 Degrees&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;Option value=&amp;quot;168&amp;quot; name=&amp;quot;-118.125 Degrees&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;Option value=&amp;quot;169&amp;quot; name=&amp;quot;-118.828 Degrees&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;Option value=&amp;quot;170&amp;quot; name=&amp;quot;-119.531 Degrees&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;Option value=&amp;quot;171&amp;quot; name=&amp;quot;-120.234 Degrees&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;Option value=&amp;quot;172&amp;quot; name=&amp;quot;-120.938 Degrees&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;Option value=&amp;quot;173&amp;quot; name=&amp;quot;-121.641 Degrees&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;Option value=&amp;quot;174&amp;quot; name=&amp;quot;-122.344 Degrees&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;Option value=&amp;quot;175&amp;quot; name=&amp;quot;-123.047 Degrees&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;Option value=&amp;quot;176&amp;quot; name=&amp;quot;-123.750 Degrees&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;Option value=&amp;quot;177&amp;quot; name=&amp;quot;-124.453 Degrees&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;Option value=&amp;quot;178&amp;quot; name=&amp;quot;-125.156 Degrees&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;Option value=&amp;quot;179&amp;quot; name=&amp;quot;-125.859 Degrees&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;Option value=&amp;quot;180&amp;quot; name=&amp;quot;-126.562 Degrees&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;Option value=&amp;quot;181&amp;quot; name=&amp;quot;-127.266 Degrees&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;Option value=&amp;quot;182&amp;quot; name=&amp;quot;-127.969 Degrees&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;Option value=&amp;quot;183&amp;quot; name=&amp;quot;-128.672 Degrees&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;Option value=&amp;quot;184&amp;quot; name=&amp;quot;-129.375 Degrees&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;Option value=&amp;quot;185&amp;quot; name=&amp;quot;-130.078 Degrees&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;Option value=&amp;quot;186&amp;quot; name=&amp;quot;-130.781 Degrees&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;Option value=&amp;quot;187&amp;quot; name=&amp;quot;-131.484 Degrees&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;Option value=&amp;quot;188&amp;quot; name=&amp;quot;-132.188 Degrees&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;Option value=&amp;quot;189&amp;quot; name=&amp;quot;-132.891 Degrees&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;Option value=&amp;quot;190&amp;quot; name=&amp;quot;-133.594 Degrees&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;Option value=&amp;quot;191&amp;quot; name=&amp;quot;-134.297 Degrees&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;Option value=&amp;quot;192&amp;quot; name=&amp;quot;-135.000 Degrees&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;Option value=&amp;quot;193&amp;quot; name=&amp;quot;-135.703 Degrees&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;Option value=&amp;quot;194&amp;quot; name=&amp;quot;-136.406 Degrees&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;Option value=&amp;quot;195&amp;quot; name=&amp;quot;-137.109 Degrees&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;Option value=&amp;quot;196&amp;quot; name=&amp;quot;-137.812 Degrees&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;Option value=&amp;quot;197&amp;quot; name=&amp;quot;-138.516 Degrees&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;Option value=&amp;quot;198&amp;quot; name=&amp;quot;-139.219 Degrees&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;Option value=&amp;quot;199&amp;quot; name=&amp;quot;-139.922 Degrees&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;Option value=&amp;quot;200&amp;quot; name=&amp;quot;-140.625 Degrees&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;Option value=&amp;quot;201&amp;quot; name=&amp;quot;-141.328 Degrees&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;Option value=&amp;quot;202&amp;quot; name=&amp;quot;-142.031 Degrees&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;Option value=&amp;quot;203&amp;quot; name=&amp;quot;-142.734 Degrees&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;Option value=&amp;quot;204&amp;quot; name=&amp;quot;-143.438 Degrees&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;Option value=&amp;quot;205&amp;quot; name=&amp;quot;-144.141 Degrees&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;Option value=&amp;quot;206&amp;quot; name=&amp;quot;-144.844 Degrees&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;Option value=&amp;quot;207&amp;quot; name=&amp;quot;-145.547 Degrees&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;Option value=&amp;quot;208&amp;quot; name=&amp;quot;-146.250 Degrees&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;Option value=&amp;quot;209&amp;quot; name=&amp;quot;-146.953 Degrees&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;Option value=&amp;quot;210&amp;quot; name=&amp;quot;-147.656 Degrees&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;Option value=&amp;quot;211&amp;quot; name=&amp;quot;-148.359 Degrees&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;Option value=&amp;quot;212&amp;quot; name=&amp;quot;-149.062 Degrees&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;Option value=&amp;quot;213&amp;quot; name=&amp;quot;-149.766 Degrees&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;Option value=&amp;quot;214&amp;quot; name=&amp;quot;-150.469 Degrees&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;Option value=&amp;quot;215&amp;quot; name=&amp;quot;-151.172 Degrees&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;Option value=&amp;quot;216&amp;quot; name=&amp;quot;-151.875 Degrees&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;Option value=&amp;quot;217&amp;quot; name=&amp;quot;-152.578 Degrees&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;Option value=&amp;quot;218&amp;quot; name=&amp;quot;-153.281 Degrees&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;Option value=&amp;quot;219&amp;quot; name=&amp;quot;-153.984 Degrees&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;Option value=&amp;quot;220&amp;quot; name=&amp;quot;-154.688 Degrees&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;Option value=&amp;quot;221&amp;quot; name=&amp;quot;-155.391 Degrees&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;Option value=&amp;quot;222&amp;quot; name=&amp;quot;-156.094 Degrees&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;Option value=&amp;quot;223&amp;quot; name=&amp;quot;-156.797 Degrees&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;Option value=&amp;quot;224&amp;quot; name=&amp;quot;-157.500 Degrees&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;Option value=&amp;quot;225&amp;quot; name=&amp;quot;-158.203 Degrees&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;Option value=&amp;quot;226&amp;quot; name=&amp;quot;-158.906 Degrees&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;Option value=&amp;quot;227&amp;quot; name=&amp;quot;-159.609 Degrees&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;Option value=&amp;quot;228&amp;quot; name=&amp;quot;-160.312 Degrees&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;Option value=&amp;quot;229&amp;quot; name=&amp;quot;-161.016 Degrees&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;Option value=&amp;quot;230&amp;quot; name=&amp;quot;-161.719 Degrees&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;Option value=&amp;quot;231&amp;quot; name=&amp;quot;-162.422 Degrees&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;Option value=&amp;quot;232&amp;quot; name=&amp;quot;-163.125 Degrees&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;Option value=&amp;quot;233&amp;quot; name=&amp;quot;-163.828 Degrees&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;Option value=&amp;quot;234&amp;quot; name=&amp;quot;-164.531 Degrees&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;Option value=&amp;quot;235&amp;quot; name=&amp;quot;-165.234 Degrees&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;Option value=&amp;quot;236&amp;quot; name=&amp;quot;-165.938 Degrees&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;Option value=&amp;quot;237&amp;quot; name=&amp;quot;-166.641 Degrees&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;Option value=&amp;quot;238&amp;quot; name=&amp;quot;-167.344 Degrees&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;Option value=&amp;quot;239&amp;quot; name=&amp;quot;-168.047 Degrees&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;Option value=&amp;quot;240&amp;quot; name=&amp;quot;-168.750 Degrees&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;Option value=&amp;quot;241&amp;quot; name=&amp;quot;-169.453 Degrees&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;Option value=&amp;quot;242&amp;quot; name=&amp;quot;-170.156 Degrees&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;Option value=&amp;quot;243&amp;quot; name=&amp;quot;-170.859 Degrees&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;Option value=&amp;quot;244&amp;quot; name=&amp;quot;-171.562 Degrees&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;Option value=&amp;quot;245&amp;quot; name=&amp;quot;-172.266 Degrees&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;Option value=&amp;quot;246&amp;quot; name=&amp;quot;-172.969 Degrees&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;Option value=&amp;quot;247&amp;quot; name=&amp;quot;-173.672 Degrees&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;Option value=&amp;quot;248&amp;quot; name=&amp;quot;-174.375 Degrees&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;Option value=&amp;quot;249&amp;quot; name=&amp;quot;-175.078 Degrees&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;Option value=&amp;quot;250&amp;quot; name=&amp;quot;-175.781 Degrees&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;Option value=&amp;quot;251&amp;quot; name=&amp;quot;-176.484 Degrees&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;Option value=&amp;quot;252&amp;quot; name=&amp;quot;-177.188 Degrees&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;Option value=&amp;quot;253&amp;quot; name=&amp;quot;-177.891 Degrees&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;Option value=&amp;quot;254&amp;quot; name=&amp;quot;-178.594 Degrees&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;Option value=&amp;quot;255&amp;quot; name=&amp;quot;-179.297 Degrees&amp;quot;/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
# Find the line starting with &amp;lt;mark&amp;gt;&amp;lt;Group name=&amp;quot;Spraytype&amp;quot;&amp;lt;/mark&amp;gt; which should be directly below the lines you just added&lt;br /&gt;
# Replace &amp;lt;mark&amp;gt;firstChannel=&amp;quot;7&amp;quot;&amp;lt;/mark&amp;gt; with &amp;lt;mark&amp;gt;firstChannel=&amp;quot;12&amp;quot;&amp;lt;/mark&amp;gt;&lt;br /&gt;
# A few lines below that in the line starting with &amp;lt;mark&amp;gt;&amp;lt;Group name=&amp;quot;Water&amp;quot;&amp;lt;/mark&amp;gt;, replace &amp;lt;mark&amp;gt;firstChannel=&amp;quot;10&amp;quot;&amp;lt;/mark&amp;gt; with &amp;lt;mark&amp;gt;firstChannel=&amp;quot;15&amp;quot;&amp;lt;/mark&amp;gt;&lt;br /&gt;
# Scroll up to or search for the line starting with &amp;lt;mark&amp;gt;&amp;lt;DetailLayer name=&amp;quot;terrainDetail&amp;quot;&amp;lt;/mark&amp;gt;&lt;br /&gt;
# In this line edit/replace the following:&lt;br /&gt;
#* &amp;lt;mark&amp;gt;numDensityMapChannels=&amp;quot;11&amp;quot;&amp;lt;/mark&amp;gt; with &amp;lt;mark&amp;gt;numDensityMapChannels=&amp;quot;16&amp;quot;&amp;lt;/mark&amp;gt;&lt;br /&gt;
#* &amp;lt;mark&amp;gt;compressionChannels=&amp;quot;11&amp;quot;&amp;lt;/mark&amp;gt; with &amp;lt;mark&amp;gt;compressionChannels=&amp;quot;16&amp;quot;&amp;lt;/mark&amp;gt;&lt;br /&gt;
#* &amp;lt;mark&amp;gt;combinedValuesChannels=&amp;quot;0 4 0;4 3 0;7 3 0;10 1 0&amp;quot;&amp;lt;/mark&amp;gt; with &amp;lt;mark&amp;gt;combinedValuesChannels=&amp;quot;0 4 0;4 8 0;12 3 0;15 1 0&amp;quot;&amp;lt;/mark&amp;gt;&lt;br /&gt;
# In the same line there is also &amp;lt;mark&amp;gt;densityMapId=&amp;lt;/mark&amp;gt; followed by a number. Search for this number (include the quotes in the search) and find it in a line starting with &amp;lt;mark&amp;gt;&amp;lt;File fileId=&amp;lt;/mark&amp;gt; (your number here). The filename in that line should end with &amp;lt;mark&amp;gt;densityMap_ground.png&amp;lt;/mark&amp;gt;. If it ends with &amp;lt;mark&amp;gt;.gdm&amp;lt;/mark&amp;gt; instead of &amp;lt;mark&amp;gt;.png&amp;lt;/mark&amp;gt;, change this.&lt;br /&gt;
# Save the changes. If you are unsure, consider making a backup of your entire map first.&lt;br /&gt;
&lt;br /&gt;
=== Density Map ===&lt;br /&gt;
Now the densityMap_ground gdm file will need to be converted in order to be adjusted to the extra channels needed.&lt;br /&gt;
&lt;br /&gt;
# Get the grle converter from GDN&lt;br /&gt;
# Open the &amp;lt;mark&amp;gt;data&amp;lt;/mark&amp;gt; folder of your map. Inside you should have a &amp;lt;mark&amp;gt;densityMap_ground.gdm&amp;lt;/mark&amp;gt; file&lt;br /&gt;
# Drag and drop this file onto &amp;lt;mark&amp;gt;convert.cmd&amp;lt;/mark&amp;gt; which is part of the grle converter. A &amp;lt;mark&amp;gt;densityMap_ground.png&amp;lt;/mark&amp;gt; image file should now be created automatically.&lt;br /&gt;
# If this image file is in the folder of the grle converter, move it to the maps data folder (where the gdm file is)&lt;br /&gt;
# Delete the &amp;lt;mark&amp;gt;densityMap_ground.gdm&amp;lt;/mark&amp;gt; file, but keep the densityMap_ground.png file&lt;br /&gt;
&lt;br /&gt;
=== Field Ground xml ===&lt;br /&gt;
The map will now need a custom fieldGround.xml&lt;br /&gt;
&lt;br /&gt;
&amp;lt;ol&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt; Check if you already have a fieldGround.xml or maps_fieldGround.xml. &amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt; If you already have one, follow the steps under this point, otherwise skip to [[#3.|3.]] &amp;lt;ol&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt; Your fieldGround.xml (or maps_fieldGround.xml) should contain these lines: &amp;lt;blockquote&amp;gt;&lt;br /&gt;
    &amp;lt;sprayLevel filename=&amp;quot;$data/maps/mapEU/data/infoLayer_sprayLevel.png&amp;quot; firstChannel=&amp;quot;0&amp;quot; numChannels=&amp;quot;2&amp;quot; maxValue=&amp;quot;2&amp;quot;/&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
    &amp;lt;limeLevel filename=&amp;quot;$data/maps/mapEU/data/infoLayer_limeLevel.png&amp;quot; firstChannel=&amp;quot;0&amp;quot; numChannels=&amp;quot;2&amp;quot; /&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
    &amp;lt;plowLevel filename=&amp;quot;$data/maps/mapEU/data/infoLayer_plowLevel.png&amp;quot; firstChannel=&amp;quot;0&amp;quot; numChannels=&amp;quot;1&amp;quot; /&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
    &amp;lt;stubbleShredLevel filename=&amp;quot;$data/maps/mapEU/data/infoLayer_stubbleShredLevel.png&amp;quot; firstChannel=&amp;quot;0&amp;quot; numChannels=&amp;quot;1&amp;quot; /&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
    &amp;lt;rollerLevel filename=&amp;quot;$data/maps/mapEU/data/infoLayer_rollerLevel.png&amp;quot; firstChannel=&amp;quot;0&amp;quot; numChannels=&amp;quot;1&amp;quot; /&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
    &amp;lt;br&amp;gt;&lt;br /&gt;
    &amp;lt;fieldType filename=&amp;quot;$data/maps/mapEU/data/infoLayer_fieldType.png&amp;quot; firstChannel=&amp;quot;0&amp;quot; numChannels=&amp;quot;1&amp;quot;&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
    &amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;lt;default value=&amp;quot;0&amp;quot; /&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
    &amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;lt;rice value=&amp;quot;1&amp;quot; /&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
    &amp;lt;/fieldType&amp;gt;&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;If any of these lines is missing, add it. If the filenames are different, leave them as they are. That is fine and is expected.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Now add, or if they already exist, replace the following lines somewhere between &amp;lt;code&amp;gt;&amp;lt;densityMaps&amp;gt;&amp;lt;/code&amp;gt; and &amp;lt;code&amp;gt;&amp;lt;/densityMaps&amp;gt;&amp;lt;/code&amp;gt; :  &amp;lt;blockquote&amp;gt;&lt;br /&gt;
&amp;lt;groundTypes useDefaultTerrainDetail=&amp;quot;true&amp;quot; firstChannel=&amp;quot;0&amp;quot; numChannels=&amp;quot;4&amp;quot;&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;lt;stubbleTillage value=&amp;quot;1&amp;quot; tireTrackColor=&amp;quot;0.0865 0.0630 0.0356 1&amp;quot;/&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;lt;cultivated value=&amp;quot;2&amp;quot; tireTrackColor=&amp;quot;0.0865 0.0630 0.0356 1&amp;quot;/&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;lt;seedbed value=&amp;quot;3&amp;quot; tireTrackColor=&amp;quot;0.0865 0.0630 0.0356 1&amp;quot;/&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;lt;plowed value=&amp;quot;4&amp;quot; tireTrackColor=&amp;quot;0.0865 0.0630 0.0356 1&amp;quot;/&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;lt;rolledSeedbed value=&amp;quot;5&amp;quot; tireTrackColor=&amp;quot;0.0865 0.0630 0.0356 1&amp;quot;/&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;lt;ridge value=&amp;quot;6&amp;quot; tireTrackColor=&amp;quot;0.0865 0.0630 0.0356 1&amp;quot;/&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;lt;sown value=&amp;quot;7&amp;quot; tireTrackColor=&amp;quot;0.0865 0.0630 0.0356 1&amp;quot;/&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;lt;directSown value=&amp;quot;8&amp;quot; tireTrackColor=&amp;quot;0.0865 0.0630 0.0356 1&amp;quot;/&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;lt;planted value=&amp;quot;9&amp;quot; tireTrackColor=&amp;quot;0.0865 0.0630 0.0356 1&amp;quot;/&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;lt;ridgeSown value=&amp;quot;10&amp;quot; tireTrackColor=&amp;quot;0.0865 0.0630 0.0356 1&amp;quot;/&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;lt;rollerLines value=&amp;quot;11&amp;quot; tireTrackColor=&amp;quot;0.0865 0.0630 0.0356 1&amp;quot;/&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;lt;harvestReady value=&amp;quot;12&amp;quot; tireTrackColor=&amp;quot;0.0865 0.0630 0.0356 1&amp;quot;/&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;lt;harvestReadyOther value=&amp;quot;13&amp;quot; tireTrackColor=&amp;quot;0.0865 0.0630 0.0356 1&amp;quot;/&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;lt;grass value=&amp;quot;14&amp;quot; tireTrackColor=&amp;quot;0.0865 0.0630 0.0356 1&amp;quot;/&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;lt;grassCut value=&amp;quot;15&amp;quot; tireTrackColor=&amp;quot;0.0865 0.0630 0.0356 1&amp;quot;/&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;lt;ranges&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;lt;sowable firstValue=&amp;quot;1&amp;quot; lastValue=&amp;quot;6&amp;quot; /&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;lt;sowing firstValue=&amp;quot;6&amp;quot; lastValue=&amp;quot;9&amp;quot; /&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;lt;/ranges&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;/groundTypes&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;groundAngle useDefaultTerrainDetail=&amp;quot;true&amp;quot; firstChannel=&amp;quot;4&amp;quot; numChannels=&amp;quot;8&amp;quot; /&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;sprayTypes useDefaultTerrainDetail=&amp;quot;true&amp;quot; firstChannel=&amp;quot;12&amp;quot; numChannels=&amp;quot;3&amp;quot;&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;lt;fertilizer value=&amp;quot;1&amp;quot; tireTrackColor=&amp;quot;0.0529 0.0382 0.0242 1&amp;quot;/&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;lt;manure value=&amp;quot;2&amp;quot; tireTrackColor=&amp;quot;0.0865 0.0630 0.0356 1&amp;quot;/&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;lt;liquidManure value=&amp;quot;3&amp;quot; tireTrackColor=&amp;quot;0.0844 0.0648 0.0272 1&amp;quot;/&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;lt;lime value=&amp;quot;4&amp;quot; tireTrackColor=&amp;quot;0.2582 0.2270 0.1683 1&amp;quot;/&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;lt;straw value=&amp;quot;5&amp;quot; tireTrackColor=&amp;quot;0.0865 0.0630 0.0356 1&amp;quot;/&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;lt;maize value=&amp;quot;6&amp;quot; tireTrackColor=&amp;quot;0.0865 0.0630 0.0356 1&amp;quot;/&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;/sprayTypes&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;water useDefaultTerrainDetail=&amp;quot;true&amp;quot; firstChannel=&amp;quot;15&amp;quot; numChannels=&amp;quot;1&amp;quot;&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;lt;watered value=&amp;quot;1&amp;quot;/&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;/water&amp;gt;&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Save the file. Then continue with [[#Map xml and Giants Editor|Map xml and Giants Editor]].&amp;lt;/li&amp;gt;&amp;lt;/ol&amp;gt;&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li id=&amp;quot;3.&amp;quot;&amp;gt; Follow these steps if you &#039;&#039;&#039;DO NOT already have a fieldGround.xml or maps_fieldGround.xml&#039;&#039;&#039; in your map &amp;lt;ol&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt; Create a file named  maps_fieldGround.xml in your maps config folder and open it in a text editor &amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt; Copy the following into this file: &amp;lt;blockquote&amp;gt;&lt;br /&gt;
&amp;lt;?xml version=&amp;quot;1.0&amp;quot; encoding=&amp;quot;utf-8&amp;quot; standalone=&amp;quot;no&amp;quot; ?&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;fieldGround&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;lt;densityMaps&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;lt;groundTypes useDefaultTerrainDetail=&amp;quot;true&amp;quot; firstChannel=&amp;quot;0&amp;quot; numChannels=&amp;quot;4&amp;quot;&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;lt;stubbleTillage value=&amp;quot;1&amp;quot; tireTrackColor=&amp;quot;0.0865 0.0630 0.0356 1&amp;quot;/&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;lt;cultivated value=&amp;quot;2&amp;quot; tireTrackColor=&amp;quot;0.0865 0.0630 0.0356 1&amp;quot;/&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;lt;seedbed value=&amp;quot;3&amp;quot; tireTrackColor=&amp;quot;0.0865 0.0630 0.0356 1&amp;quot;/&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;lt;plowed value=&amp;quot;4&amp;quot; tireTrackColor=&amp;quot;0.0865 0.0630 0.0356 1&amp;quot;/&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;lt;rolledSeedbed value=&amp;quot;5&amp;quot; tireTrackColor=&amp;quot;0.0865 0.0630 0.0356 1&amp;quot;/&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;lt;ridge value=&amp;quot;6&amp;quot; tireTrackColor=&amp;quot;0.0865 0.0630 0.0356 1&amp;quot;/&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;lt;sown value=&amp;quot;7&amp;quot; tireTrackColor=&amp;quot;0.0865 0.0630 0.0356 1&amp;quot;/&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;lt;directSown value=&amp;quot;8&amp;quot; tireTrackColor=&amp;quot;0.0865 0.0630 0.0356 1&amp;quot;/&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;lt;planted value=&amp;quot;9&amp;quot; tireTrackColor=&amp;quot;0.0865 0.0630 0.0356 1&amp;quot;/&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;lt;ridgeSown value=&amp;quot;10&amp;quot; tireTrackColor=&amp;quot;0.0865 0.0630 0.0356 1&amp;quot;/&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;lt;rollerLines value=&amp;quot;11&amp;quot; tireTrackColor=&amp;quot;0.0865 0.0630 0.0356 1&amp;quot;/&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;lt;harvestReady value=&amp;quot;12&amp;quot; tireTrackColor=&amp;quot;0.0865 0.0630 0.0356 1&amp;quot;/&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;lt;harvestReadyOther value=&amp;quot;13&amp;quot; tireTrackColor=&amp;quot;0.0865 0.0630 0.0356 1&amp;quot;/&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;lt;grass value=&amp;quot;14&amp;quot; tireTrackColor=&amp;quot;0.0865 0.0630 0.0356 1&amp;quot;/&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;lt;grassCut value=&amp;quot;15&amp;quot; tireTrackColor=&amp;quot;0.0865 0.0630 0.0356 1&amp;quot;/&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;lt;ranges&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;lt;sowable firstValue=&amp;quot;1&amp;quot; lastValue=&amp;quot;6&amp;quot; /&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;lt;sowing firstValue=&amp;quot;6&amp;quot; lastValue=&amp;quot;9&amp;quot; /&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;lt;/ranges&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;lt;/groundTypes&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;lt;groundAngle useDefaultTerrainDetail=&amp;quot;true&amp;quot; firstChannel=&amp;quot;4&amp;quot; numChannels=&amp;quot;8&amp;quot; /&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;lt;sprayTypes useDefaultTerrainDetail=&amp;quot;true&amp;quot; firstChannel=&amp;quot;12&amp;quot; numChannels=&amp;quot;3&amp;quot;&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;lt;fertilizer value=&amp;quot;1&amp;quot; tireTrackColor=&amp;quot;0.0529 0.0382 0.0242 1&amp;quot;/&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;lt;manure value=&amp;quot;2&amp;quot; tireTrackColor=&amp;quot;0.0865 0.0630 0.0356 1&amp;quot;/&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;lt;liquidManure value=&amp;quot;3&amp;quot; tireTrackColor=&amp;quot;0.0844 0.0648 0.0272 1&amp;quot;/&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;lt;lime value=&amp;quot;4&amp;quot; tireTrackColor=&amp;quot;0.2582 0.2270 0.1683 1&amp;quot;/&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;lt;straw value=&amp;quot;5&amp;quot; tireTrackColor=&amp;quot;0.0865 0.0630 0.0356 1&amp;quot;/&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;lt;maize value=&amp;quot;6&amp;quot; tireTrackColor=&amp;quot;0.0865 0.0630 0.0356 1&amp;quot;/&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;lt;/sprayTypes&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;lt;water useDefaultTerrainDetail=&amp;quot;true&amp;quot; firstChannel=&amp;quot;15&amp;quot; numChannels=&amp;quot;1&amp;quot;&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;lt;watered value=&amp;quot;1&amp;quot;/&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;lt;/water&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;lt;sprayLevel filename=&amp;quot;$data/maps/mapEU/data/infoLayer_sprayLevel.png&amp;quot; firstChannel=&amp;quot;0&amp;quot; numChannels=&amp;quot;2&amp;quot; maxValue=&amp;quot;2&amp;quot;/&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;lt;limeLevel filename=&amp;quot;$data/maps/mapEU/data/infoLayer_limeLevel.png&amp;quot; firstChannel=&amp;quot;0&amp;quot; numChannels=&amp;quot;2&amp;quot; /&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;lt;plowLevel filename=&amp;quot;$data/maps/mapEU/data/infoLayer_plowLevel.png&amp;quot; firstChannel=&amp;quot;0&amp;quot; numChannels=&amp;quot;1&amp;quot; /&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;lt;stubbleShredLevel filename=&amp;quot;$data/maps/mapEU/data/infoLayer_stubbleShredLevel.png&amp;quot; firstChannel=&amp;quot;0&amp;quot; numChannels=&amp;quot;1&amp;quot; /&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;lt;rollerLevel filename=&amp;quot;$data/maps/mapEU/data/infoLayer_rollerLevel.png&amp;quot; firstChannel=&amp;quot;0&amp;quot; numChannels=&amp;quot;1&amp;quot; /&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;lt;fieldType filename=&amp;quot;$data/maps/mapEU/data/infoLayer_fieldType.png&amp;quot; firstChannel=&amp;quot;0&amp;quot; numChannels=&amp;quot;1&amp;quot;&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;lt;default value=&amp;quot;0&amp;quot; /&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;lt;rice value=&amp;quot;1&amp;quot; /&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;lt;/fieldType&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;lt;/densityMaps&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;/fieldGround&amp;gt;&lt;br /&gt;
&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt; If you wish to use custom infoLayers, change the paths in the filename attributes in the file to point to your own infoLayer files respectively. &amp;lt;mark&amp;gt;This is not necessary for the ground angles to work!&amp;lt;/mark&amp;gt; &amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt; Save the file and continue with [[#Map xml and Giants Editor|Map xml and Giants Editor]]. &amp;lt;/li&amp;gt;&amp;lt;/ol&amp;gt;&lt;br /&gt;
&amp;lt;/li&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Map xml and Giants Editor ===&lt;br /&gt;
To finish adding the ground angles, the new maps_fieldGround.xml created above needs to be linked in the map xml and finally the map needs to be opened and saved in Giants Editor once to generate a new density map gdm.&lt;br /&gt;
&lt;br /&gt;
# Open your map.xml in a text editor&lt;br /&gt;
# Check if it already contains a line starting with &amp;lt;mark&amp;gt;&amp;lt;fieldGround&amp;lt;/mark&amp;gt;.&lt;br /&gt;
#* If it does, adjust the path in the filename attribute in that line to point to your new maps_fieldGround.xml&lt;br /&gt;
#* If it does NOT, add the following line: &amp;lt;mark&amp;gt;&amp;lt;fieldGround filename=&amp;quot;map/maps_fieldGround.xml&amp;quot; /&amp;gt;&amp;lt;/mark&amp;gt; and adjust the path in filename=&amp;quot;&amp;quot; to point to your maps_fieldGround.xml&lt;br /&gt;
# Save the map xml&lt;br /&gt;
# In Giants Editor, open your map and then save it. Then you can close it again&lt;br /&gt;
# You can now delete the densityMap_ground&amp;lt;mark&amp;gt;.png&amp;lt;/mark&amp;gt; in your maps data folder, as a new &amp;lt;mark&amp;gt;.gdm&amp;lt;/mark&amp;gt; file should have been created&lt;br /&gt;
&lt;br /&gt;
=== DONE! ===&lt;br /&gt;
Your map should now have 256 ground angles!&lt;br /&gt;
&lt;br /&gt;
Open it ingame and cultivate some circles or something! :)&lt;br /&gt;
&lt;br /&gt;
Note: This will probably break any existing savegames of that map!&lt;br /&gt;
&lt;br /&gt;
[[Category:Mapping]]&lt;/div&gt;</summary>
		<author><name>XPModder</name></author>
	</entry>
	<entry>
		<id>https://fswiki.xpmodder.com/mw/index.php?title=Multi_Ground_Angle&amp;diff=173</id>
		<title>Multi Ground Angle</title>
		<link rel="alternate" type="text/html" href="https://fswiki.xpmodder.com/mw/index.php?title=Multi_Ground_Angle&amp;diff=173"/>
		<updated>2025-05-18T22:53:48Z</updated>

		<summary type="html">&lt;p&gt;XPModder: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Multi-ground-angle-done.png|thumb|Cultivating a circle with multi ground angles]]&lt;br /&gt;
This page shows you how to increase the number of possible ground angles on a mod map!&lt;br /&gt;
&lt;br /&gt;
The number of ground angles defines in how many different orientation field ground textures can be (eg cultivated ground, plowed ground, etc).&lt;br /&gt;
&lt;br /&gt;
The basegame maps have 8 ground angles. This page shows how to increase this to 256 ground angles!&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Disclaimer:&#039;&#039;&#039; This will not increase the angles for planting rootcrops (carrot, parsnip, beetroot)!&lt;br /&gt;
&lt;br /&gt;
=== Map i3d ===&lt;br /&gt;
To begin the i3d file of the map will need to be edited in a text editor. This can be done in notepad, but more advanced editors like Notepad++ or VisualStudio Code provide helpful features like syntax highlighting.&lt;br /&gt;
&lt;br /&gt;
# Open the map i3d file in a text editor&lt;br /&gt;
# Search for &amp;lt;mark&amp;gt;&amp;quot;GroundAngle&amp;quot;&amp;lt;/mark&amp;gt;&lt;br /&gt;
# Change &amp;lt;mark&amp;gt;numChannels=&amp;quot;3&amp;quot;&amp;lt;/mark&amp;gt; to &amp;lt;mark&amp;gt;numChannels=&amp;quot;8&amp;quot;&amp;lt;/mark&amp;gt;&lt;br /&gt;
# Delete all the lines starting with &amp;lt;mark&amp;gt;&amp;lt;Option&amp;lt;/mark&amp;gt; between the line with &amp;lt;mark&amp;gt;&amp;quot;GroundAngle&amp;quot;&amp;lt;/mark&amp;gt; and the next line down starting with &amp;lt;mark&amp;gt;&amp;lt;/Group&amp;gt;&amp;lt;/mark&amp;gt; (This should be a total of 7 lines)&lt;br /&gt;
# Insert the following lines in their place: &amp;lt;blockquote&amp;gt;&lt;br /&gt;
            &amp;lt;Option value=&amp;quot;0&amp;quot; name=&amp;quot;   0.000 Degrees&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;Option value=&amp;quot;1&amp;quot; name=&amp;quot;  -0.703 Degrees&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;Option value=&amp;quot;2&amp;quot; name=&amp;quot;  -1.406 Degrees&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;Option value=&amp;quot;3&amp;quot; name=&amp;quot;  -2.109 Degrees&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;Option value=&amp;quot;4&amp;quot; name=&amp;quot;  -2.812 Degrees&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;Option value=&amp;quot;5&amp;quot; name=&amp;quot;  -3.516 Degrees&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;Option value=&amp;quot;6&amp;quot; name=&amp;quot;  -4.219 Degrees&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;Option value=&amp;quot;7&amp;quot; name=&amp;quot;  -4.922 Degrees&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;Option value=&amp;quot;8&amp;quot; name=&amp;quot;  -5.625 Degrees&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;Option value=&amp;quot;9&amp;quot; name=&amp;quot;  -6.328 Degrees&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;Option value=&amp;quot;10&amp;quot; name=&amp;quot;  -7.031 Degrees&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;Option value=&amp;quot;11&amp;quot; name=&amp;quot;  -7.734 Degrees&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;Option value=&amp;quot;12&amp;quot; name=&amp;quot;  -8.438 Degrees&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;Option value=&amp;quot;13&amp;quot; name=&amp;quot;  -9.141 Degrees&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;Option value=&amp;quot;14&amp;quot; name=&amp;quot;  -9.844 Degrees&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;Option value=&amp;quot;15&amp;quot; name=&amp;quot; -10.547 Degrees&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;Option value=&amp;quot;16&amp;quot; name=&amp;quot; -11.250 Degrees&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;Option value=&amp;quot;17&amp;quot; name=&amp;quot; -11.953 Degrees&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;Option value=&amp;quot;18&amp;quot; name=&amp;quot; -12.656 Degrees&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;Option value=&amp;quot;19&amp;quot; name=&amp;quot; -13.359 Degrees&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;Option value=&amp;quot;20&amp;quot; name=&amp;quot; -14.062 Degrees&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;Option value=&amp;quot;21&amp;quot; name=&amp;quot; -14.766 Degrees&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;Option value=&amp;quot;22&amp;quot; name=&amp;quot; -15.469 Degrees&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;Option value=&amp;quot;23&amp;quot; name=&amp;quot; -16.172 Degrees&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;Option value=&amp;quot;24&amp;quot; name=&amp;quot; -16.875 Degrees&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;Option value=&amp;quot;25&amp;quot; name=&amp;quot; -17.578 Degrees&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;Option value=&amp;quot;26&amp;quot; name=&amp;quot; -18.281 Degrees&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;Option value=&amp;quot;27&amp;quot; name=&amp;quot; -18.984 Degrees&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;Option value=&amp;quot;28&amp;quot; name=&amp;quot; -19.688 Degrees&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;Option value=&amp;quot;29&amp;quot; name=&amp;quot; -20.391 Degrees&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;Option value=&amp;quot;30&amp;quot; name=&amp;quot; -21.094 Degrees&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;Option value=&amp;quot;31&amp;quot; name=&amp;quot; -21.797 Degrees&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;Option value=&amp;quot;32&amp;quot; name=&amp;quot; -22.500 Degrees&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;Option value=&amp;quot;33&amp;quot; name=&amp;quot; -23.203 Degrees&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;Option value=&amp;quot;34&amp;quot; name=&amp;quot; -23.906 Degrees&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;Option value=&amp;quot;35&amp;quot; name=&amp;quot; -24.609 Degrees&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;Option value=&amp;quot;36&amp;quot; name=&amp;quot; -25.312 Degrees&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;Option value=&amp;quot;37&amp;quot; name=&amp;quot; -26.016 Degrees&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;Option value=&amp;quot;38&amp;quot; name=&amp;quot; -26.719 Degrees&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;Option value=&amp;quot;39&amp;quot; name=&amp;quot; -27.422 Degrees&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;Option value=&amp;quot;40&amp;quot; name=&amp;quot; -28.125 Degrees&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;Option value=&amp;quot;41&amp;quot; name=&amp;quot; -28.828 Degrees&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;Option value=&amp;quot;42&amp;quot; name=&amp;quot; -29.531 Degrees&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;Option value=&amp;quot;43&amp;quot; name=&amp;quot; -30.234 Degrees&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;Option value=&amp;quot;44&amp;quot; name=&amp;quot; -30.938 Degrees&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;Option value=&amp;quot;45&amp;quot; name=&amp;quot; -31.641 Degrees&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;Option value=&amp;quot;46&amp;quot; name=&amp;quot; -32.344 Degrees&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;Option value=&amp;quot;47&amp;quot; name=&amp;quot; -33.047 Degrees&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;Option value=&amp;quot;48&amp;quot; name=&amp;quot; -33.750 Degrees&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;Option value=&amp;quot;49&amp;quot; name=&amp;quot; -34.453 Degrees&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;Option value=&amp;quot;50&amp;quot; name=&amp;quot; -35.156 Degrees&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;Option value=&amp;quot;51&amp;quot; name=&amp;quot; -35.859 Degrees&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;Option value=&amp;quot;52&amp;quot; name=&amp;quot; -36.562 Degrees&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;Option value=&amp;quot;53&amp;quot; name=&amp;quot; -37.266 Degrees&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;Option value=&amp;quot;54&amp;quot; name=&amp;quot; -37.969 Degrees&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;Option value=&amp;quot;55&amp;quot; name=&amp;quot; -38.672 Degrees&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;Option value=&amp;quot;56&amp;quot; name=&amp;quot; -39.375 Degrees&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;Option value=&amp;quot;57&amp;quot; name=&amp;quot; -40.078 Degrees&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;Option value=&amp;quot;58&amp;quot; name=&amp;quot; -40.781 Degrees&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;Option value=&amp;quot;59&amp;quot; name=&amp;quot; -41.484 Degrees&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;Option value=&amp;quot;60&amp;quot; name=&amp;quot; -42.188 Degrees&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;Option value=&amp;quot;61&amp;quot; name=&amp;quot; -42.891 Degrees&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;Option value=&amp;quot;62&amp;quot; name=&amp;quot; -43.594 Degrees&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;Option value=&amp;quot;63&amp;quot; name=&amp;quot; -44.297 Degrees&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;Option value=&amp;quot;64&amp;quot; name=&amp;quot; -45.000 Degrees&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;Option value=&amp;quot;65&amp;quot; name=&amp;quot; -45.703 Degrees&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;Option value=&amp;quot;66&amp;quot; name=&amp;quot; -46.406 Degrees&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;Option value=&amp;quot;67&amp;quot; name=&amp;quot; -47.109 Degrees&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;Option value=&amp;quot;68&amp;quot; name=&amp;quot; -47.812 Degrees&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;Option value=&amp;quot;69&amp;quot; name=&amp;quot; -48.516 Degrees&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;Option value=&amp;quot;70&amp;quot; name=&amp;quot; -49.219 Degrees&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;Option value=&amp;quot;71&amp;quot; name=&amp;quot; -49.922 Degrees&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;Option value=&amp;quot;72&amp;quot; name=&amp;quot; -50.625 Degrees&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;Option value=&amp;quot;73&amp;quot; name=&amp;quot; -51.328 Degrees&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;Option value=&amp;quot;74&amp;quot; name=&amp;quot; -52.031 Degrees&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;Option value=&amp;quot;75&amp;quot; name=&amp;quot; -52.734 Degrees&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;Option value=&amp;quot;76&amp;quot; name=&amp;quot; -53.438 Degrees&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;Option value=&amp;quot;77&amp;quot; name=&amp;quot; -54.141 Degrees&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;Option value=&amp;quot;78&amp;quot; name=&amp;quot; -54.844 Degrees&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;Option value=&amp;quot;79&amp;quot; name=&amp;quot; -55.547 Degrees&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;Option value=&amp;quot;80&amp;quot; name=&amp;quot; -56.250 Degrees&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;Option value=&amp;quot;81&amp;quot; name=&amp;quot; -56.953 Degrees&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;Option value=&amp;quot;82&amp;quot; name=&amp;quot; -57.656 Degrees&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;Option value=&amp;quot;83&amp;quot; name=&amp;quot; -58.359 Degrees&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;Option value=&amp;quot;84&amp;quot; name=&amp;quot; -59.062 Degrees&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;Option value=&amp;quot;85&amp;quot; name=&amp;quot; -59.766 Degrees&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;Option value=&amp;quot;86&amp;quot; name=&amp;quot; -60.469 Degrees&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;Option value=&amp;quot;87&amp;quot; name=&amp;quot; -61.172 Degrees&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;Option value=&amp;quot;88&amp;quot; name=&amp;quot; -61.875 Degrees&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;Option value=&amp;quot;89&amp;quot; name=&amp;quot; -62.578 Degrees&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;Option value=&amp;quot;90&amp;quot; name=&amp;quot; -63.281 Degrees&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;Option value=&amp;quot;91&amp;quot; name=&amp;quot; -63.984 Degrees&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;Option value=&amp;quot;92&amp;quot; name=&amp;quot; -64.688 Degrees&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;Option value=&amp;quot;93&amp;quot; name=&amp;quot; -65.391 Degrees&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;Option value=&amp;quot;94&amp;quot; name=&amp;quot; -66.094 Degrees&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;Option value=&amp;quot;95&amp;quot; name=&amp;quot; -66.797 Degrees&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;Option value=&amp;quot;96&amp;quot; name=&amp;quot; -67.500 Degrees&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;Option value=&amp;quot;97&amp;quot; name=&amp;quot; -68.203 Degrees&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;Option value=&amp;quot;98&amp;quot; name=&amp;quot; -68.906 Degrees&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;Option value=&amp;quot;99&amp;quot; name=&amp;quot; -69.609 Degrees&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;Option value=&amp;quot;100&amp;quot; name=&amp;quot; -70.312 Degrees&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;Option value=&amp;quot;101&amp;quot; name=&amp;quot; -71.016 Degrees&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;Option value=&amp;quot;102&amp;quot; name=&amp;quot; -71.719 Degrees&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;Option value=&amp;quot;103&amp;quot; name=&amp;quot; -72.422 Degrees&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;Option value=&amp;quot;104&amp;quot; name=&amp;quot; -73.125 Degrees&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;Option value=&amp;quot;105&amp;quot; name=&amp;quot; -73.828 Degrees&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;Option value=&amp;quot;106&amp;quot; name=&amp;quot; -74.531 Degrees&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;Option value=&amp;quot;107&amp;quot; name=&amp;quot; -75.234 Degrees&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;Option value=&amp;quot;108&amp;quot; name=&amp;quot; -75.938 Degrees&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;Option value=&amp;quot;109&amp;quot; name=&amp;quot; -76.641 Degrees&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;Option value=&amp;quot;110&amp;quot; name=&amp;quot; -77.344 Degrees&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;Option value=&amp;quot;111&amp;quot; name=&amp;quot; -78.047 Degrees&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;Option value=&amp;quot;112&amp;quot; name=&amp;quot; -78.750 Degrees&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;Option value=&amp;quot;113&amp;quot; name=&amp;quot; -79.453 Degrees&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;Option value=&amp;quot;114&amp;quot; name=&amp;quot; -80.156 Degrees&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;Option value=&amp;quot;115&amp;quot; name=&amp;quot; -80.859 Degrees&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;Option value=&amp;quot;116&amp;quot; name=&amp;quot; -81.562 Degrees&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;Option value=&amp;quot;117&amp;quot; name=&amp;quot; -82.266 Degrees&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;Option value=&amp;quot;118&amp;quot; name=&amp;quot; -82.969 Degrees&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;Option value=&amp;quot;119&amp;quot; name=&amp;quot; -83.672 Degrees&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;Option value=&amp;quot;120&amp;quot; name=&amp;quot; -84.375 Degrees&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;Option value=&amp;quot;121&amp;quot; name=&amp;quot; -85.078 Degrees&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;Option value=&amp;quot;122&amp;quot; name=&amp;quot; -85.781 Degrees&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;Option value=&amp;quot;123&amp;quot; name=&amp;quot; -86.484 Degrees&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;Option value=&amp;quot;124&amp;quot; name=&amp;quot; -87.188 Degrees&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;Option value=&amp;quot;125&amp;quot; name=&amp;quot; -87.891 Degrees&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;Option value=&amp;quot;126&amp;quot; name=&amp;quot; -88.594 Degrees&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;Option value=&amp;quot;127&amp;quot; name=&amp;quot; -89.297 Degrees&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;Option value=&amp;quot;128&amp;quot; name=&amp;quot; -90.000 Degrees&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;Option value=&amp;quot;129&amp;quot; name=&amp;quot; -90.703 Degrees&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;Option value=&amp;quot;130&amp;quot; name=&amp;quot; -91.406 Degrees&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;Option value=&amp;quot;131&amp;quot; name=&amp;quot; -92.109 Degrees&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;Option value=&amp;quot;132&amp;quot; name=&amp;quot; -92.812 Degrees&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;Option value=&amp;quot;133&amp;quot; name=&amp;quot; -93.516 Degrees&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;Option value=&amp;quot;134&amp;quot; name=&amp;quot; -94.219 Degrees&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;Option value=&amp;quot;135&amp;quot; name=&amp;quot; -94.922 Degrees&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;Option value=&amp;quot;136&amp;quot; name=&amp;quot; -95.625 Degrees&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;Option value=&amp;quot;137&amp;quot; name=&amp;quot; -96.328 Degrees&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;Option value=&amp;quot;138&amp;quot; name=&amp;quot; -97.031 Degrees&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;Option value=&amp;quot;139&amp;quot; name=&amp;quot; -97.734 Degrees&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;Option value=&amp;quot;140&amp;quot; name=&amp;quot; -98.438 Degrees&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;Option value=&amp;quot;141&amp;quot; name=&amp;quot; -99.141 Degrees&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;Option value=&amp;quot;142&amp;quot; name=&amp;quot; -99.844 Degrees&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;Option value=&amp;quot;143&amp;quot; name=&amp;quot;-100.547 Degrees&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;Option value=&amp;quot;144&amp;quot; name=&amp;quot;-101.250 Degrees&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;Option value=&amp;quot;145&amp;quot; name=&amp;quot;-101.953 Degrees&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;Option value=&amp;quot;146&amp;quot; name=&amp;quot;-102.656 Degrees&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;Option value=&amp;quot;147&amp;quot; name=&amp;quot;-103.359 Degrees&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;Option value=&amp;quot;148&amp;quot; name=&amp;quot;-104.062 Degrees&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;Option value=&amp;quot;149&amp;quot; name=&amp;quot;-104.766 Degrees&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;Option value=&amp;quot;150&amp;quot; name=&amp;quot;-105.469 Degrees&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;Option value=&amp;quot;151&amp;quot; name=&amp;quot;-106.172 Degrees&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;Option value=&amp;quot;152&amp;quot; name=&amp;quot;-106.875 Degrees&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;Option value=&amp;quot;153&amp;quot; name=&amp;quot;-107.578 Degrees&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;Option value=&amp;quot;154&amp;quot; name=&amp;quot;-108.281 Degrees&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;Option value=&amp;quot;155&amp;quot; name=&amp;quot;-108.984 Degrees&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;Option value=&amp;quot;156&amp;quot; name=&amp;quot;-109.688 Degrees&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;Option value=&amp;quot;157&amp;quot; name=&amp;quot;-110.391 Degrees&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;Option value=&amp;quot;158&amp;quot; name=&amp;quot;-111.094 Degrees&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;Option value=&amp;quot;159&amp;quot; name=&amp;quot;-111.797 Degrees&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;Option value=&amp;quot;160&amp;quot; name=&amp;quot;-112.500 Degrees&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;Option value=&amp;quot;161&amp;quot; name=&amp;quot;-113.203 Degrees&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;Option value=&amp;quot;162&amp;quot; name=&amp;quot;-113.906 Degrees&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;Option value=&amp;quot;163&amp;quot; name=&amp;quot;-114.609 Degrees&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;Option value=&amp;quot;164&amp;quot; name=&amp;quot;-115.312 Degrees&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;Option value=&amp;quot;165&amp;quot; name=&amp;quot;-116.016 Degrees&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;Option value=&amp;quot;166&amp;quot; name=&amp;quot;-116.719 Degrees&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;Option value=&amp;quot;167&amp;quot; name=&amp;quot;-117.422 Degrees&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;Option value=&amp;quot;168&amp;quot; name=&amp;quot;-118.125 Degrees&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;Option value=&amp;quot;169&amp;quot; name=&amp;quot;-118.828 Degrees&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;Option value=&amp;quot;170&amp;quot; name=&amp;quot;-119.531 Degrees&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;Option value=&amp;quot;171&amp;quot; name=&amp;quot;-120.234 Degrees&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;Option value=&amp;quot;172&amp;quot; name=&amp;quot;-120.938 Degrees&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;Option value=&amp;quot;173&amp;quot; name=&amp;quot;-121.641 Degrees&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;Option value=&amp;quot;174&amp;quot; name=&amp;quot;-122.344 Degrees&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;Option value=&amp;quot;175&amp;quot; name=&amp;quot;-123.047 Degrees&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;Option value=&amp;quot;176&amp;quot; name=&amp;quot;-123.750 Degrees&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;Option value=&amp;quot;177&amp;quot; name=&amp;quot;-124.453 Degrees&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;Option value=&amp;quot;178&amp;quot; name=&amp;quot;-125.156 Degrees&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;Option value=&amp;quot;179&amp;quot; name=&amp;quot;-125.859 Degrees&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;Option value=&amp;quot;180&amp;quot; name=&amp;quot;-126.562 Degrees&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;Option value=&amp;quot;181&amp;quot; name=&amp;quot;-127.266 Degrees&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;Option value=&amp;quot;182&amp;quot; name=&amp;quot;-127.969 Degrees&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;Option value=&amp;quot;183&amp;quot; name=&amp;quot;-128.672 Degrees&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;Option value=&amp;quot;184&amp;quot; name=&amp;quot;-129.375 Degrees&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;Option value=&amp;quot;185&amp;quot; name=&amp;quot;-130.078 Degrees&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;Option value=&amp;quot;186&amp;quot; name=&amp;quot;-130.781 Degrees&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;Option value=&amp;quot;187&amp;quot; name=&amp;quot;-131.484 Degrees&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;Option value=&amp;quot;188&amp;quot; name=&amp;quot;-132.188 Degrees&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;Option value=&amp;quot;189&amp;quot; name=&amp;quot;-132.891 Degrees&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;Option value=&amp;quot;190&amp;quot; name=&amp;quot;-133.594 Degrees&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;Option value=&amp;quot;191&amp;quot; name=&amp;quot;-134.297 Degrees&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;Option value=&amp;quot;192&amp;quot; name=&amp;quot;-135.000 Degrees&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;Option value=&amp;quot;193&amp;quot; name=&amp;quot;-135.703 Degrees&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;Option value=&amp;quot;194&amp;quot; name=&amp;quot;-136.406 Degrees&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;Option value=&amp;quot;195&amp;quot; name=&amp;quot;-137.109 Degrees&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;Option value=&amp;quot;196&amp;quot; name=&amp;quot;-137.812 Degrees&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;Option value=&amp;quot;197&amp;quot; name=&amp;quot;-138.516 Degrees&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;Option value=&amp;quot;198&amp;quot; name=&amp;quot;-139.219 Degrees&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;Option value=&amp;quot;199&amp;quot; name=&amp;quot;-139.922 Degrees&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;Option value=&amp;quot;200&amp;quot; name=&amp;quot;-140.625 Degrees&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;Option value=&amp;quot;201&amp;quot; name=&amp;quot;-141.328 Degrees&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;Option value=&amp;quot;202&amp;quot; name=&amp;quot;-142.031 Degrees&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;Option value=&amp;quot;203&amp;quot; name=&amp;quot;-142.734 Degrees&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;Option value=&amp;quot;204&amp;quot; name=&amp;quot;-143.438 Degrees&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;Option value=&amp;quot;205&amp;quot; name=&amp;quot;-144.141 Degrees&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;Option value=&amp;quot;206&amp;quot; name=&amp;quot;-144.844 Degrees&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;Option value=&amp;quot;207&amp;quot; name=&amp;quot;-145.547 Degrees&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;Option value=&amp;quot;208&amp;quot; name=&amp;quot;-146.250 Degrees&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;Option value=&amp;quot;209&amp;quot; name=&amp;quot;-146.953 Degrees&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;Option value=&amp;quot;210&amp;quot; name=&amp;quot;-147.656 Degrees&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;Option value=&amp;quot;211&amp;quot; name=&amp;quot;-148.359 Degrees&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;Option value=&amp;quot;212&amp;quot; name=&amp;quot;-149.062 Degrees&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;Option value=&amp;quot;213&amp;quot; name=&amp;quot;-149.766 Degrees&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;Option value=&amp;quot;214&amp;quot; name=&amp;quot;-150.469 Degrees&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;Option value=&amp;quot;215&amp;quot; name=&amp;quot;-151.172 Degrees&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;Option value=&amp;quot;216&amp;quot; name=&amp;quot;-151.875 Degrees&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;Option value=&amp;quot;217&amp;quot; name=&amp;quot;-152.578 Degrees&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;Option value=&amp;quot;218&amp;quot; name=&amp;quot;-153.281 Degrees&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;Option value=&amp;quot;219&amp;quot; name=&amp;quot;-153.984 Degrees&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;Option value=&amp;quot;220&amp;quot; name=&amp;quot;-154.688 Degrees&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;Option value=&amp;quot;221&amp;quot; name=&amp;quot;-155.391 Degrees&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;Option value=&amp;quot;222&amp;quot; name=&amp;quot;-156.094 Degrees&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;Option value=&amp;quot;223&amp;quot; name=&amp;quot;-156.797 Degrees&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;Option value=&amp;quot;224&amp;quot; name=&amp;quot;-157.500 Degrees&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;Option value=&amp;quot;225&amp;quot; name=&amp;quot;-158.203 Degrees&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;Option value=&amp;quot;226&amp;quot; name=&amp;quot;-158.906 Degrees&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;Option value=&amp;quot;227&amp;quot; name=&amp;quot;-159.609 Degrees&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;Option value=&amp;quot;228&amp;quot; name=&amp;quot;-160.312 Degrees&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;Option value=&amp;quot;229&amp;quot; name=&amp;quot;-161.016 Degrees&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;Option value=&amp;quot;230&amp;quot; name=&amp;quot;-161.719 Degrees&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;Option value=&amp;quot;231&amp;quot; name=&amp;quot;-162.422 Degrees&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;Option value=&amp;quot;232&amp;quot; name=&amp;quot;-163.125 Degrees&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;Option value=&amp;quot;233&amp;quot; name=&amp;quot;-163.828 Degrees&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;Option value=&amp;quot;234&amp;quot; name=&amp;quot;-164.531 Degrees&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;Option value=&amp;quot;235&amp;quot; name=&amp;quot;-165.234 Degrees&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;Option value=&amp;quot;236&amp;quot; name=&amp;quot;-165.938 Degrees&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;Option value=&amp;quot;237&amp;quot; name=&amp;quot;-166.641 Degrees&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;Option value=&amp;quot;238&amp;quot; name=&amp;quot;-167.344 Degrees&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;Option value=&amp;quot;239&amp;quot; name=&amp;quot;-168.047 Degrees&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;Option value=&amp;quot;240&amp;quot; name=&amp;quot;-168.750 Degrees&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;Option value=&amp;quot;241&amp;quot; name=&amp;quot;-169.453 Degrees&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;Option value=&amp;quot;242&amp;quot; name=&amp;quot;-170.156 Degrees&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;Option value=&amp;quot;243&amp;quot; name=&amp;quot;-170.859 Degrees&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;Option value=&amp;quot;244&amp;quot; name=&amp;quot;-171.562 Degrees&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;Option value=&amp;quot;245&amp;quot; name=&amp;quot;-172.266 Degrees&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;Option value=&amp;quot;246&amp;quot; name=&amp;quot;-172.969 Degrees&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;Option value=&amp;quot;247&amp;quot; name=&amp;quot;-173.672 Degrees&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;Option value=&amp;quot;248&amp;quot; name=&amp;quot;-174.375 Degrees&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;Option value=&amp;quot;249&amp;quot; name=&amp;quot;-175.078 Degrees&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;Option value=&amp;quot;250&amp;quot; name=&amp;quot;-175.781 Degrees&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;Option value=&amp;quot;251&amp;quot; name=&amp;quot;-176.484 Degrees&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;Option value=&amp;quot;252&amp;quot; name=&amp;quot;-177.188 Degrees&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;Option value=&amp;quot;253&amp;quot; name=&amp;quot;-177.891 Degrees&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;Option value=&amp;quot;254&amp;quot; name=&amp;quot;-178.594 Degrees&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;Option value=&amp;quot;255&amp;quot; name=&amp;quot;-179.297 Degrees&amp;quot;/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
# Find the line starting with &amp;lt;mark&amp;gt;&amp;lt;Group name=&amp;quot;Spraytype&amp;quot;&amp;lt;/mark&amp;gt; which should be directly below the lines you just added&lt;br /&gt;
# Replace &amp;lt;mark&amp;gt;firstChannel=&amp;quot;7&amp;quot;&amp;lt;/mark&amp;gt; with &amp;lt;mark&amp;gt;firstChannel=&amp;quot;12&amp;quot;&amp;lt;/mark&amp;gt;&lt;br /&gt;
# A few lines below that in the line starting with &amp;lt;mark&amp;gt;&amp;lt;Group name=&amp;quot;Water&amp;quot;&amp;lt;/mark&amp;gt;, replace &amp;lt;mark&amp;gt;firstChannel=&amp;quot;10&amp;quot;&amp;lt;/mark&amp;gt; with &amp;lt;mark&amp;gt;firstChannel=&amp;quot;15&amp;quot;&amp;lt;/mark&amp;gt;&lt;br /&gt;
# Scroll up to or search for the line starting with &amp;lt;mark&amp;gt;&amp;lt;DetailLayer name=&amp;quot;terrainDetail&amp;quot;&amp;lt;/mark&amp;gt;&lt;br /&gt;
# In this line edit/replace the following:&lt;br /&gt;
#* &amp;lt;mark&amp;gt;numDensityMapChannels=&amp;quot;11&amp;quot;&amp;lt;/mark&amp;gt; with &amp;lt;mark&amp;gt;numDensityMapChannels=&amp;quot;16&amp;quot;&amp;lt;/mark&amp;gt;&lt;br /&gt;
#* &amp;lt;mark&amp;gt;compressionChannels=&amp;quot;11&amp;quot;&amp;lt;/mark&amp;gt; with &amp;lt;mark&amp;gt;compressionChannels=&amp;quot;16&amp;quot;&amp;lt;/mark&amp;gt;&lt;br /&gt;
#* &amp;lt;mark&amp;gt;combinedValuesChannels=&amp;quot;0 4 0;4 3 0;7 3 0;10 1 0&amp;quot;&amp;lt;/mark&amp;gt; with &amp;lt;mark&amp;gt;combinedValuesChannels=&amp;quot;0 4 0;4 8 0;12 3 0;15 1 0&amp;quot;&amp;lt;/mark&amp;gt;&lt;br /&gt;
# In the same line there is also &amp;lt;mark&amp;gt;densityMapId=&amp;lt;/mark&amp;gt; followed by a number. Search for this number (include the quotes in the search) and find it in a line starting with &amp;lt;mark&amp;gt;&amp;lt;File fileId=&amp;lt;/mark&amp;gt; (your number here). The filename in that line should end with &amp;lt;mark&amp;gt;densityMap_ground.png&amp;lt;/mark&amp;gt;. If it ends with &amp;lt;mark&amp;gt;.gdm&amp;lt;/mark&amp;gt; instead of &amp;lt;mark&amp;gt;.png&amp;lt;/mark&amp;gt;, change this.&lt;br /&gt;
# Save the changes. If you are unsure, consider making a backup of your entire map first.&lt;br /&gt;
&lt;br /&gt;
=== Density Map ===&lt;br /&gt;
Now the densityMap_ground gdm file will need to be converted in order to be adjusted to the extra channels needed.&lt;br /&gt;
&lt;br /&gt;
# Get the grle converter from GDN&lt;br /&gt;
# Open the &amp;lt;mark&amp;gt;data&amp;lt;/mark&amp;gt; folder of your map. Inside you should have a &amp;lt;mark&amp;gt;densityMap_ground.gdm&amp;lt;/mark&amp;gt; file&lt;br /&gt;
# Drag and drop this file onto &amp;lt;mark&amp;gt;convert.cmd&amp;lt;/mark&amp;gt; which is part of the grle converter. A &amp;lt;mark&amp;gt;densityMap_ground.png&amp;lt;/mark&amp;gt; image file should now be created automatically.&lt;br /&gt;
# If this image file is in the folder of the grle converter, move it to the maps data folder (where the gdm file is)&lt;br /&gt;
# Delete the &amp;lt;mark&amp;gt;densityMap_ground.gdm&amp;lt;/mark&amp;gt; file, but keep the densityMap_ground.png file&lt;br /&gt;
&lt;br /&gt;
=== Field Ground xml ===&lt;br /&gt;
The map will now need a custom fieldGround.xml&lt;br /&gt;
&lt;br /&gt;
&amp;lt;ol&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt; Check if you already have a fieldGround.xml or maps_fieldGround.xml. &amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt; If you already have one, follow the steps under this point, otherwise skip to [[#3.]] &amp;lt;ol&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt; Your fieldGround.xml (or maps_fieldGround.xml) should contain these lines: &amp;lt;blockquote&amp;gt;&lt;br /&gt;
    &amp;lt;sprayLevel filename=&amp;quot;$data/maps/mapEU/data/infoLayer_sprayLevel.png&amp;quot; firstChannel=&amp;quot;0&amp;quot; numChannels=&amp;quot;2&amp;quot; maxValue=&amp;quot;2&amp;quot;/&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
    &amp;lt;limeLevel filename=&amp;quot;$data/maps/mapEU/data/infoLayer_limeLevel.png&amp;quot; firstChannel=&amp;quot;0&amp;quot; numChannels=&amp;quot;2&amp;quot; /&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
    &amp;lt;plowLevel filename=&amp;quot;$data/maps/mapEU/data/infoLayer_plowLevel.png&amp;quot; firstChannel=&amp;quot;0&amp;quot; numChannels=&amp;quot;1&amp;quot; /&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
    &amp;lt;stubbleShredLevel filename=&amp;quot;$data/maps/mapEU/data/infoLayer_stubbleShredLevel.png&amp;quot; firstChannel=&amp;quot;0&amp;quot; numChannels=&amp;quot;1&amp;quot; /&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
    &amp;lt;rollerLevel filename=&amp;quot;$data/maps/mapEU/data/infoLayer_rollerLevel.png&amp;quot; firstChannel=&amp;quot;0&amp;quot; numChannels=&amp;quot;1&amp;quot; /&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
    &amp;lt;br&amp;gt;&lt;br /&gt;
    &amp;lt;fieldType filename=&amp;quot;$data/maps/mapEU/data/infoLayer_fieldType.png&amp;quot; firstChannel=&amp;quot;0&amp;quot; numChannels=&amp;quot;1&amp;quot;&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
    &amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;lt;default value=&amp;quot;0&amp;quot; /&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
    &amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;lt;rice value=&amp;quot;1&amp;quot; /&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
    &amp;lt;/fieldType&amp;gt;&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;If any of these lines is missing, add it. If the filenames are different, leave them as they are. That is fine and is expected.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Now add, or if they already exist, replace the following lines somewhere between &amp;lt;code&amp;gt;&amp;lt;densityMaps&amp;gt;&amp;lt;/code&amp;gt; and &amp;lt;code&amp;gt;&amp;lt;/densityMaps&amp;gt;&amp;lt;/code&amp;gt; :  &amp;lt;blockquote&amp;gt;&lt;br /&gt;
&amp;lt;groundTypes useDefaultTerrainDetail=&amp;quot;true&amp;quot; firstChannel=&amp;quot;0&amp;quot; numChannels=&amp;quot;4&amp;quot;&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;lt;stubbleTillage value=&amp;quot;1&amp;quot; tireTrackColor=&amp;quot;0.0865 0.0630 0.0356 1&amp;quot;/&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;lt;cultivated value=&amp;quot;2&amp;quot; tireTrackColor=&amp;quot;0.0865 0.0630 0.0356 1&amp;quot;/&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;lt;seedbed value=&amp;quot;3&amp;quot; tireTrackColor=&amp;quot;0.0865 0.0630 0.0356 1&amp;quot;/&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;lt;plowed value=&amp;quot;4&amp;quot; tireTrackColor=&amp;quot;0.0865 0.0630 0.0356 1&amp;quot;/&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;lt;rolledSeedbed value=&amp;quot;5&amp;quot; tireTrackColor=&amp;quot;0.0865 0.0630 0.0356 1&amp;quot;/&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;lt;ridge value=&amp;quot;6&amp;quot; tireTrackColor=&amp;quot;0.0865 0.0630 0.0356 1&amp;quot;/&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;lt;sown value=&amp;quot;7&amp;quot; tireTrackColor=&amp;quot;0.0865 0.0630 0.0356 1&amp;quot;/&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;lt;directSown value=&amp;quot;8&amp;quot; tireTrackColor=&amp;quot;0.0865 0.0630 0.0356 1&amp;quot;/&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;lt;planted value=&amp;quot;9&amp;quot; tireTrackColor=&amp;quot;0.0865 0.0630 0.0356 1&amp;quot;/&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;lt;ridgeSown value=&amp;quot;10&amp;quot; tireTrackColor=&amp;quot;0.0865 0.0630 0.0356 1&amp;quot;/&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;lt;rollerLines value=&amp;quot;11&amp;quot; tireTrackColor=&amp;quot;0.0865 0.0630 0.0356 1&amp;quot;/&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;lt;harvestReady value=&amp;quot;12&amp;quot; tireTrackColor=&amp;quot;0.0865 0.0630 0.0356 1&amp;quot;/&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;lt;harvestReadyOther value=&amp;quot;13&amp;quot; tireTrackColor=&amp;quot;0.0865 0.0630 0.0356 1&amp;quot;/&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;lt;grass value=&amp;quot;14&amp;quot; tireTrackColor=&amp;quot;0.0865 0.0630 0.0356 1&amp;quot;/&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;lt;grassCut value=&amp;quot;15&amp;quot; tireTrackColor=&amp;quot;0.0865 0.0630 0.0356 1&amp;quot;/&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;lt;ranges&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;lt;sowable firstValue=&amp;quot;1&amp;quot; lastValue=&amp;quot;6&amp;quot; /&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;lt;sowing firstValue=&amp;quot;6&amp;quot; lastValue=&amp;quot;9&amp;quot; /&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;lt;/ranges&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;/groundTypes&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;groundAngle useDefaultTerrainDetail=&amp;quot;true&amp;quot; firstChannel=&amp;quot;4&amp;quot; numChannels=&amp;quot;8&amp;quot; /&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;sprayTypes useDefaultTerrainDetail=&amp;quot;true&amp;quot; firstChannel=&amp;quot;12&amp;quot; numChannels=&amp;quot;3&amp;quot;&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;lt;fertilizer value=&amp;quot;1&amp;quot; tireTrackColor=&amp;quot;0.0529 0.0382 0.0242 1&amp;quot;/&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;lt;manure value=&amp;quot;2&amp;quot; tireTrackColor=&amp;quot;0.0865 0.0630 0.0356 1&amp;quot;/&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;lt;liquidManure value=&amp;quot;3&amp;quot; tireTrackColor=&amp;quot;0.0844 0.0648 0.0272 1&amp;quot;/&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;lt;lime value=&amp;quot;4&amp;quot; tireTrackColor=&amp;quot;0.2582 0.2270 0.1683 1&amp;quot;/&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;lt;straw value=&amp;quot;5&amp;quot; tireTrackColor=&amp;quot;0.0865 0.0630 0.0356 1&amp;quot;/&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;lt;maize value=&amp;quot;6&amp;quot; tireTrackColor=&amp;quot;0.0865 0.0630 0.0356 1&amp;quot;/&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;/sprayTypes&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;water useDefaultTerrainDetail=&amp;quot;true&amp;quot; firstChannel=&amp;quot;15&amp;quot; numChannels=&amp;quot;1&amp;quot;&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;lt;watered value=&amp;quot;1&amp;quot;/&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;/water&amp;gt;&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Save the file. Then continue with [[#Map xml and Giants Editor]].&amp;lt;/li&amp;gt;&amp;lt;/ol&amp;gt;&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li id=&amp;quot;3.&amp;quot;&amp;gt; Follow these steps if you DO NOT already have a fieldGround.xml or maps_fieldGround.xml in your map &amp;lt;ol&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt; Create a file named  maps_fieldGround.xml in your maps config folder and open it in a text editor &amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt; Copy the following into this file: &amp;lt;blockquote&amp;gt;&lt;br /&gt;
&amp;lt;?xml version=&amp;quot;1.0&amp;quot; encoding=&amp;quot;utf-8&amp;quot; standalone=&amp;quot;no&amp;quot; ?&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;fieldGround&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;lt;densityMaps&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;lt;groundTypes useDefaultTerrainDetail=&amp;quot;true&amp;quot; firstChannel=&amp;quot;0&amp;quot; numChannels=&amp;quot;4&amp;quot;&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;lt;stubbleTillage value=&amp;quot;1&amp;quot; tireTrackColor=&amp;quot;0.0865 0.0630 0.0356 1&amp;quot;/&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;lt;cultivated value=&amp;quot;2&amp;quot; tireTrackColor=&amp;quot;0.0865 0.0630 0.0356 1&amp;quot;/&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;lt;seedbed value=&amp;quot;3&amp;quot; tireTrackColor=&amp;quot;0.0865 0.0630 0.0356 1&amp;quot;/&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;lt;plowed value=&amp;quot;4&amp;quot; tireTrackColor=&amp;quot;0.0865 0.0630 0.0356 1&amp;quot;/&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;lt;rolledSeedbed value=&amp;quot;5&amp;quot; tireTrackColor=&amp;quot;0.0865 0.0630 0.0356 1&amp;quot;/&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;lt;ridge value=&amp;quot;6&amp;quot; tireTrackColor=&amp;quot;0.0865 0.0630 0.0356 1&amp;quot;/&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;lt;sown value=&amp;quot;7&amp;quot; tireTrackColor=&amp;quot;0.0865 0.0630 0.0356 1&amp;quot;/&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;lt;directSown value=&amp;quot;8&amp;quot; tireTrackColor=&amp;quot;0.0865 0.0630 0.0356 1&amp;quot;/&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;lt;planted value=&amp;quot;9&amp;quot; tireTrackColor=&amp;quot;0.0865 0.0630 0.0356 1&amp;quot;/&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;lt;ridgeSown value=&amp;quot;10&amp;quot; tireTrackColor=&amp;quot;0.0865 0.0630 0.0356 1&amp;quot;/&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;lt;rollerLines value=&amp;quot;11&amp;quot; tireTrackColor=&amp;quot;0.0865 0.0630 0.0356 1&amp;quot;/&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;lt;harvestReady value=&amp;quot;12&amp;quot; tireTrackColor=&amp;quot;0.0865 0.0630 0.0356 1&amp;quot;/&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;lt;harvestReadyOther value=&amp;quot;13&amp;quot; tireTrackColor=&amp;quot;0.0865 0.0630 0.0356 1&amp;quot;/&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;lt;grass value=&amp;quot;14&amp;quot; tireTrackColor=&amp;quot;0.0865 0.0630 0.0356 1&amp;quot;/&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;lt;grassCut value=&amp;quot;15&amp;quot; tireTrackColor=&amp;quot;0.0865 0.0630 0.0356 1&amp;quot;/&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;lt;ranges&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;lt;sowable firstValue=&amp;quot;1&amp;quot; lastValue=&amp;quot;6&amp;quot; /&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;lt;sowing firstValue=&amp;quot;6&amp;quot; lastValue=&amp;quot;9&amp;quot; /&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;lt;/ranges&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;lt;/groundTypes&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;lt;groundAngle useDefaultTerrainDetail=&amp;quot;true&amp;quot; firstChannel=&amp;quot;4&amp;quot; numChannels=&amp;quot;8&amp;quot; /&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;lt;sprayTypes useDefaultTerrainDetail=&amp;quot;true&amp;quot; firstChannel=&amp;quot;12&amp;quot; numChannels=&amp;quot;3&amp;quot;&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;lt;fertilizer value=&amp;quot;1&amp;quot; tireTrackColor=&amp;quot;0.0529 0.0382 0.0242 1&amp;quot;/&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;lt;manure value=&amp;quot;2&amp;quot; tireTrackColor=&amp;quot;0.0865 0.0630 0.0356 1&amp;quot;/&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;lt;liquidManure value=&amp;quot;3&amp;quot; tireTrackColor=&amp;quot;0.0844 0.0648 0.0272 1&amp;quot;/&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;lt;lime value=&amp;quot;4&amp;quot; tireTrackColor=&amp;quot;0.2582 0.2270 0.1683 1&amp;quot;/&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;lt;straw value=&amp;quot;5&amp;quot; tireTrackColor=&amp;quot;0.0865 0.0630 0.0356 1&amp;quot;/&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;lt;maize value=&amp;quot;6&amp;quot; tireTrackColor=&amp;quot;0.0865 0.0630 0.0356 1&amp;quot;/&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;lt;/sprayTypes&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;lt;water useDefaultTerrainDetail=&amp;quot;true&amp;quot; firstChannel=&amp;quot;15&amp;quot; numChannels=&amp;quot;1&amp;quot;&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;lt;watered value=&amp;quot;1&amp;quot;/&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;lt;/water&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;lt;sprayLevel filename=&amp;quot;$data/maps/mapEU/data/infoLayer_sprayLevel.png&amp;quot; firstChannel=&amp;quot;0&amp;quot; numChannels=&amp;quot;2&amp;quot; maxValue=&amp;quot;2&amp;quot;/&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;lt;limeLevel filename=&amp;quot;$data/maps/mapEU/data/infoLayer_limeLevel.png&amp;quot; firstChannel=&amp;quot;0&amp;quot; numChannels=&amp;quot;2&amp;quot; /&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;lt;plowLevel filename=&amp;quot;$data/maps/mapEU/data/infoLayer_plowLevel.png&amp;quot; firstChannel=&amp;quot;0&amp;quot; numChannels=&amp;quot;1&amp;quot; /&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;lt;stubbleShredLevel filename=&amp;quot;$data/maps/mapEU/data/infoLayer_stubbleShredLevel.png&amp;quot; firstChannel=&amp;quot;0&amp;quot; numChannels=&amp;quot;1&amp;quot; /&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;lt;rollerLevel filename=&amp;quot;$data/maps/mapEU/data/infoLayer_rollerLevel.png&amp;quot; firstChannel=&amp;quot;0&amp;quot; numChannels=&amp;quot;1&amp;quot; /&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;lt;fieldType filename=&amp;quot;$data/maps/mapEU/data/infoLayer_fieldType.png&amp;quot; firstChannel=&amp;quot;0&amp;quot; numChannels=&amp;quot;1&amp;quot;&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;lt;default value=&amp;quot;0&amp;quot; /&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;lt;rice value=&amp;quot;1&amp;quot; /&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;lt;/fieldType&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;lt;/densityMaps&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;/fieldGround&amp;gt;&lt;br /&gt;
&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt; If you wish to use custom infoLayers, change the paths in the filename attributes in the file to point to your own infoLayer files respectively. &amp;lt;mark&amp;gt;This is not necessary for the ground angles to work!&amp;lt;/mark&amp;gt; &amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt; Save the file and continue with [[#Map xml and Giants Editor]]. &amp;lt;/li&amp;gt;&amp;lt;/ol&amp;gt;&lt;br /&gt;
&amp;lt;/li&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Map xml and Giants Editor ===&lt;br /&gt;
To finish adding the ground angles, the new maps_fieldGround.xml created above needs to be linked in the map xml and finally the map needs to be opened and saved in Giants Editor once to generate a new density map gdm.&lt;br /&gt;
&lt;br /&gt;
# Open your map.xml in a text editor&lt;br /&gt;
# Check if it already contains a line starting with &amp;lt;mark&amp;gt;&amp;lt;fieldGround&amp;lt;/mark&amp;gt;.&lt;br /&gt;
#* If it does, adjust the path in the filename attribute in that line to point to your new maps_fieldGround.xml&lt;br /&gt;
#* If it does NOT, add the following line: &amp;lt;mark&amp;gt;&amp;lt;fieldGround filename=&amp;quot;map/maps_fieldGround.xml&amp;quot; /&amp;gt;&amp;lt;/mark&amp;gt; and adjust the path in filename=&amp;quot;&amp;quot; to point to your maps_fieldGround.xml&lt;br /&gt;
# Save the map xml&lt;br /&gt;
# In Giants Editor, open your map and then save it. Then you can close it again&lt;br /&gt;
# You can now delete the densityMap_ground&amp;lt;mark&amp;gt;.png&amp;lt;/mark&amp;gt; in your maps data folder, as a new &amp;lt;mark&amp;gt;.gdm&amp;lt;/mark&amp;gt; file should have been created&lt;br /&gt;
&lt;br /&gt;
=== DONE! ===&lt;br /&gt;
Your map should now have 256 ground angles!&lt;br /&gt;
&lt;br /&gt;
Open it ingame and cultivate some circles or something! :)&lt;br /&gt;
&lt;br /&gt;
Note: This will probably break any existing savegames of that map!&lt;br /&gt;
&lt;br /&gt;
[[Category:Mapping]]&lt;/div&gt;</summary>
		<author><name>XPModder</name></author>
	</entry>
	<entry>
		<id>https://fswiki.xpmodder.com/mw/index.php?title=Spline-Road-Toolkit&amp;diff=172</id>
		<title>Spline-Road-Toolkit</title>
		<link rel="alternate" type="text/html" href="https://fswiki.xpmodder.com/mw/index.php?title=Spline-Road-Toolkit&amp;diff=172"/>
		<updated>2025-03-17T17:03:49Z</updated>

		<summary type="html">&lt;p&gt;XPModder: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{ExternalFileDownload|Spline-Road-Toolkit_v2.5.zip}}&lt;br /&gt;
&lt;br /&gt;
This is a toolkit for Giants Editor 10 to create roads, intersections and road markings from splines without the need for 3D-Moddeling software like blender.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The toolkit is split into 4 separate scripts:&lt;br /&gt;
&lt;br /&gt;
*    SplineToRoad.lua&lt;br /&gt;
*    SplineToRoadMarkings.lua&lt;br /&gt;
*    SplineToRoadIntersection.lua&lt;br /&gt;
*    SplineTool.lua&lt;br /&gt;
&lt;br /&gt;
== Installation ==&lt;br /&gt;
To install this toolkit, extract the lua files to: %localappdata%/GIANTS Software/Giants Editor 10.0.x/scripts/&lt;br /&gt;
&lt;br /&gt;
Extract the textures folder into your map folder. There will already be a textures folder in your map, but dont worry, extracting this there should not overwrite any files. If you prefer, you can also directly extract the road folder that is inside the textures folder into your maps textures folder.&lt;br /&gt;
&lt;br /&gt;
Remember to add these textures to any map you want to use this tool on.&lt;br /&gt;
&lt;br /&gt;
You can also use your own custom road textures if you prefer. See the Usage section below for more info on that.&lt;br /&gt;
&lt;br /&gt;
Now the scripts are installed and ready to use!&lt;br /&gt;
&lt;br /&gt;
== A note on the textures ==&lt;br /&gt;
The included textures are one simple asphalt texture which everyone may freely use with a diffuse, normal and specular. As different maps and different modders may prefer a darker or lighter road, the included asphalt01 - asphalt07 diffuse textures are replacements for the regular asphalt diffuse and they can be used with the same normal and specular as the asphalt diffuse. These alternative textures are lighter then the admittedly very dark default, with the asphalt07 being the lightest.&lt;br /&gt;
&lt;br /&gt;
As stated above, you may use your own textures though.&lt;br /&gt;
&lt;br /&gt;
== Usage ==&lt;br /&gt;
Each of the three scripts will be accessible in Giants Editor (GE) via the Scripts -&amp;gt; User Scripts menu.&lt;br /&gt;
&lt;br /&gt;
=== SplineToRoad ===&lt;br /&gt;
This script is used to create the roads themselves.&lt;br /&gt;
&lt;br /&gt;
The script uses a single spline to create a road.&lt;br /&gt;
&lt;br /&gt;
Place a spline where you want the road to be. The spline will be at the exact center of the road.&lt;br /&gt;
&lt;br /&gt;
When you click on the script in the menu, a small window will open with the settings for the script.&lt;br /&gt;
&lt;br /&gt;
These settings should be self-explanatory for the most part. The textures selected in the Material Settings will be used for the road itself. The lines do not use a texture.&lt;br /&gt;
&lt;br /&gt;
The Line color sliders correspond to Red, Green and Blue from left to right. The buttons &amp;quot;White&amp;quot; and &amp;quot;Yellow&amp;quot; provide an easy way to select pure a pure white or a yellow color, as these are the most commonly used colors for road markings.&lt;br /&gt;
&lt;br /&gt;
The settings &amp;quot;Widen at start of road&amp;quot; and &amp;quot;Widen at end of road&amp;quot; cause the road to become wider with an outward curve at the start or end respectively. This can be used for simple intersections, but does not offer much control over the shape.&lt;br /&gt;
&lt;br /&gt;
For more complex intersections and more control over the exact shape of the intersection, use the SplineToRoadIntersection script.&lt;br /&gt;
&lt;br /&gt;
The setting &amp;quot;Both Splines same direction&amp;quot;, when checked, results in both traffic splines going the same direction. This can be used to create highways with 2 lanes per direction.&lt;br /&gt;
&lt;br /&gt;
Should you wish to change the default textures, you can do so with the three file selectors in the Material Settings section. The top file selector sets the diffuse texture, the middle line sets the normal texture and the bottom line sets the specular texture.&lt;br /&gt;
&lt;br /&gt;
Once you have chosen the settings you wish to use, make sure you have selected your spline in the scenegraph and click the &amp;quot;Generate Road&amp;quot; button.&lt;br /&gt;
&lt;br /&gt;
The tool will now automatically generate a road based on your settings.&lt;br /&gt;
&lt;br /&gt;
The resulting road will be placed in a transform group named &amp;quot;roads&amp;quot; at the bottom of the scenegraph.&lt;br /&gt;
&lt;br /&gt;
You can now immediately select another spline in the scenegraph and click the &amp;quot;Generate Road&amp;quot; button again without having to close the tool.&lt;br /&gt;
&lt;br /&gt;
If you are not happy with a road you generated, you can just delete it, by deleting its transform group inside the &amp;quot;roads&amp;quot; transform group. You can then select the same spline that you used before again, change the settings in the tool and click &amp;quot;Generate Road&amp;quot; again to re-create the road with the new settings.&lt;br /&gt;
&lt;br /&gt;
Please Note: When using the &amp;quot;Create Water Puddle Surfaces&amp;quot; option, additional shapes will be created that will create water puddles during rain and wetness. You can see the effect by setting the wetness via the seasons visual control script. Please be aware that these shapes will need to be at terrain height, as this effect unfortunately does not work as a terrain decal. When using this option you may need to re-create the road after making changes to the terrain height.&lt;br /&gt;
&lt;br /&gt;
=== SplineToRoadMarkings ===&lt;br /&gt;
This tool is used to create road markings on their own.&lt;br /&gt;
&lt;br /&gt;
This is intended to be used in conjunction with the SplineToRoadIntersection tool to create the markings for an intersection, but can be used elsewhere too, if a few lines or a dashed line are needed.&lt;br /&gt;
&lt;br /&gt;
Place a spline where you want the road markings. Then click on the script in the menu.&lt;br /&gt;
&lt;br /&gt;
A small window will open with the settings for the script. These settings should be pretty self-explanatory.&lt;br /&gt;
&lt;br /&gt;
By default, when &amp;quot;Solid Line&amp;quot; is not checked, a dashed line is created.&lt;br /&gt;
&lt;br /&gt;
Like with the SplineToRoad tool the three sliders for line color represent Red, Green and Blue values respectively from left to right and the &amp;quot;White&amp;quot; and &amp;quot;Yellow&amp;quot; buttons provide easy access to predefined white and yellow colors respectively.&lt;br /&gt;
&lt;br /&gt;
Once you have chosen the settings you want to use, make sure you have one or more splines selected in the scenegraph and click the &amp;quot;Generate Markings&amp;quot; button.&lt;br /&gt;
&lt;br /&gt;
When you select multiple splines simultaneously and click the button, road markings with the same settings will be created for each selected spline.&lt;br /&gt;
&lt;br /&gt;
The finished road markings are placed in a transform group named &amp;quot;roadMarkings&amp;quot; at the bottom of the scenegraph.&lt;br /&gt;
&lt;br /&gt;
=== SplineToRoadIntersection ===&lt;br /&gt;
The SplineToRoadIntersection tool can be used to create complex road intersections.&lt;br /&gt;
&lt;br /&gt;
In contrast to the other two tools, this tool requires multiple splines to create a single intersection.&lt;br /&gt;
&lt;br /&gt;
A minimum of two splines are required, but for most intersections you will need 3 or 4 or even more splines.&lt;br /&gt;
&lt;br /&gt;
The splines for this tool define the outline of the intersection.&lt;br /&gt;
&lt;br /&gt;
Place splines along the outline of the intersection. These splines do not have to form a continuous outline. Gaps are allowed.&lt;br /&gt;
&lt;br /&gt;
The tool will bridge gaps by connecting the end of one spline to the closest starting point of another spline.&lt;br /&gt;
&lt;br /&gt;
The splines have to all run in counter-clockwise direction around the intersection!&lt;br /&gt;
&lt;br /&gt;
After you have placed the splines, click on the script in the menu and a small window will open with the scripts settings.&lt;br /&gt;
&lt;br /&gt;
In the Material Settings section, the top line allows selecting of a custom diffuse texture, the middle line selects the normal texture and the bottom line selects the specular texture.&lt;br /&gt;
&lt;br /&gt;
The UV Scale slider determines the scale of the texture on the intersection. When you use custom textures you may need to adjust this in order for the texture to properly fit the intersection.&lt;br /&gt;
&lt;br /&gt;
Be aware that a wrong setting here may cause a &amp;quot;UVs out of range&amp;quot; error! Should you see this error, delete the previously generated intersection and try again with a different UV Scale setting.&lt;br /&gt;
&lt;br /&gt;
The three sliders for line color represent Red, Green and Blue values respectively from left to right and the &amp;quot;White&amp;quot; and &amp;quot;Yellow&amp;quot; buttons provide easy access to predefined white and yellow colors respectively.&lt;br /&gt;
&lt;br /&gt;
Please Note: This tool cannot generate traffic splines or complex road markings. You will have to create traffic splines manually and for road markings you can use the SplineToRoadMarkings tool.&lt;br /&gt;
&lt;br /&gt;
Please Note: When using the &amp;quot;Create Water Puddle Surfaces&amp;quot; option, a additional shape will be created that will create water puddles during rain and wetness. You can see the effect by setting the wetness via the seasons visual control script. Please be aware that this shape will need to be at terrain height, as this effect unfortunately does not work as a terrain decal. When using this option you may need to re-create the intersection after making changes to the terrain height.&lt;br /&gt;
&lt;br /&gt;
To generate the intersection, make sure you have selected all of the splines for the outline of this intersection in the scenegraph and then click the &amp;quot;Generate intersection&amp;quot; button.&lt;br /&gt;
&lt;br /&gt;
The created intersection will be placed in a transform group named &amp;quot;intersections&amp;quot; at the bottom of the scenegraph.&lt;br /&gt;
&lt;br /&gt;
=== SplineTool ===&lt;br /&gt;
This is a tool for all sorts of spline related tasks. It can be used to get or set the exact coordinates for any spline control vertex (CV), to paint the terrain, terrainDetail, foliage, infoLayer or Procedural Placement masks around a spline and to align a spline to the terrain.&lt;br /&gt;
&lt;br /&gt;
== FAQ and known issues ==&lt;br /&gt;
&lt;br /&gt;
==== I am getting &amp;quot;i3d contains non-binary indexed triangle sets&amp;quot; warnings ====&lt;br /&gt;
These warnings are normal and are expected for both the SplineToRoad and SplineToRoadIntersection tools. These warnings should only appear once for any given road or intersection, when the road or intersection is generated. When you have saved the map and reload it or load it ingame these warnings should not reappear.&lt;br /&gt;
&lt;br /&gt;
If they reappear, even after closing and re-opening Giants Editor and without using the script again, go to File -&amp;gt; Save as... and select Binary i3d next to the filename in the save file dialog.&lt;br /&gt;
&lt;br /&gt;
==== I clicked the button, but I cant see anything new ====&lt;br /&gt;
Wait a few seconds as it can take a moment for Giants Editor to update properly. In the scenegraph you may have to select a few different items before the new ones show up.&lt;br /&gt;
&lt;br /&gt;
Should you still not see anything after a little while, try zooming in very close to the terrain as that can help to update it. Finally also check the console for any potential errors or messages from the script.&lt;br /&gt;
&lt;br /&gt;
==== I want my roads to look snowy and frozen in the winter. How do I add the shader for this? ====&lt;br /&gt;
You dont have to. The scripts automatically add the basegame shader to all roads and intersections you create with them.&lt;br /&gt;
&lt;br /&gt;
When you use the season toolkit and add snow, you should see your roads and intersections gettings a bit snowy. Note that in my experience Giants Editor can be a bit annoying and not properly update the view when you do this, so try zooming in very close to the road to update the visuals. Ingame this issue should not happen.&lt;br /&gt;
&lt;br /&gt;
==== My intersections look weird with a custom texture ====&lt;br /&gt;
If you are using a custom road texture that has a &amp;quot;border&amp;quot; for the road on the texture, this texture is not suitable for use with the intersection tool. As intersections can take almost any arbitrary form it is effectively impossible to generate UVs that would allow for the use of such a texture. Use a texture that is only asphalt/road surface without a &amp;quot;border&amp;quot; instead.&lt;br /&gt;
&lt;br /&gt;
Alternatively you could export the intersection shape as obj, import it in blender and UV map it in blender and then export it to i3d and import it into your map again.&lt;br /&gt;
&lt;br /&gt;
==== The intersection was created wrong. The road is outside the intersection and there is nothing inside it ====&lt;br /&gt;
This may be caused by a particularly complex or weird shape for a intersection. This should be extremely rare.&lt;br /&gt;
&lt;br /&gt;
If this happens, try deviding the intersection into two or more pieces and generating each piece individually.&lt;br /&gt;
&lt;br /&gt;
If the road connections to the intersection are very far drawn out, this can also cause this. Try making the road connections that are part of the intersection shorter and bridge any potential gaps with the road tool.&lt;br /&gt;
&lt;br /&gt;
==== The lines on the intersection are generated outside the intersection, next to the asphalt and not on it ====&lt;br /&gt;
When this happens, you probably got the direction of your spline wrong. Make sure they go in a counter clockwise fashion around the intersection.&lt;br /&gt;
&lt;br /&gt;
If they currently do not, change the direction of the spline so they do, delete the wrong intersection and re-create it with the tool.&lt;br /&gt;
&lt;br /&gt;
==== Terrain Decals, Roads disappearing after changes to the terrain ====&lt;br /&gt;
All the roads, lines and intersections created by these tools use the &amp;quot;terrain decal&amp;quot; functionality in FS 25.&lt;br /&gt;
&lt;br /&gt;
This means that the roads, lines and intersections act like a texture on the terrain itself, so for the most part this means that if you make small adjustments to the terrain you will not need to change anything about the roads, lines or intersections as they should still be on the terrain.&lt;br /&gt;
&lt;br /&gt;
If you make bigger terrain changes (like changing the height of the terrain by more then 20 meters at a road), this can however cause the roads, lines and/or intersections to disappear as the terrain ends up out of range from the actual shapes that are placed underneath the terrain.&lt;br /&gt;
&lt;br /&gt;
To fix this you can either manually move the shapes (eg by moving the &amp;quot;roadPieces&amp;quot; transform group of a road) closer to the new terrain, or you can delete the old road and generate a new one. You can use the old spline again even if it is underground now. The height of the spline does not matter. The script always reads the height of the terrain itself.&lt;br /&gt;
&lt;br /&gt;
==== Do I have to keep the splines used to generate the roads/lines/intersections? ====&lt;br /&gt;
No. These splines are only needed to generate the parts. When you are happy with the generated pieces you can delete the spline.&lt;br /&gt;
&lt;br /&gt;
If I were you, I may keep all these splines around until the map is finished, just in case you want to make an adjustment or recreate a piece later.&lt;br /&gt;
&lt;br /&gt;
When you are sure you will not need them again, you can delete them.&lt;/div&gt;</summary>
		<author><name>XPModder</name></author>
	</entry>
	<entry>
		<id>https://fswiki.xpmodder.com/mw/index.php?title=How_to_have_65%2B_farmlands_on_your_map&amp;diff=167</id>
		<title>How to have 65+ farmlands on your map</title>
		<link rel="alternate" type="text/html" href="https://fswiki.xpmodder.com/mw/index.php?title=How_to_have_65%2B_farmlands_on_your_map&amp;diff=167"/>
		<updated>2025-03-02T18:56:08Z</updated>

		<summary type="html">&lt;p&gt;XPModder: moved xml into CollapsibleCode template&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;in your map&#039;s custom farmlands.xml you will change the numChannels number from 6 to 8.&lt;br /&gt;
&lt;br /&gt;
typically you will find farmlands.xml in maps&amp;gt;mapUS, mapEU, or mapAS then config&lt;br /&gt;
&lt;br /&gt;
&amp;lt;farmlands densityMapFilename=&amp;quot;mapUS/data/infoLayer_farmlands.png&amp;quot; &#039;&#039;&#039;&#039;&#039;numChannels=&amp;quot;6&amp;quot;&#039;&#039;&#039;&#039;&#039; pricePerHa=&amp;quot;28541&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
to: numChannels=&#039;&#039;&#039;&#039;&#039;&amp;quot;8&amp;quot;&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
EXAMPLE farmlands.xml in plaintext:&lt;br /&gt;
&lt;br /&gt;
{{CollapsibleCode|heading=farmlands.xml|code=&amp;lt;pre&amp;gt;&amp;lt;?xml version=&amp;quot;1.0&amp;quot; encoding=&amp;quot;utf-8&amp;quot; standalone=&amp;quot;no&amp;quot; ?&amp;gt;&lt;br /&gt;
&amp;lt;map xmlns:xsi=&amp;quot;http://www.w3.org/2001/XMLSchema-instance&amp;quot; xsi:noNamespaceSchemaLocation=&amp;quot;../../../../shared/xml/schema/farmlands.xsd&amp;quot;&amp;gt;&lt;br /&gt;
		&amp;lt;farmlands densityMapFilename=&amp;quot;mapUS/data/infoLayer_farmlands.png&amp;quot; numChannels=&amp;quot;8&amp;quot; pricePerHa=&amp;quot;28541&amp;quot;&amp;gt;&lt;br /&gt;
        &amp;lt;farmland id=&amp;quot;1&amp;quot;  priceScale=&amp;quot;1&amp;quot; npcName=&amp;quot;FORESTER&amp;quot; defaultFarmProperty=&amp;quot;false&amp;quot;/&amp;gt;&lt;br /&gt;
        &amp;lt;farmland id=&amp;quot;2&amp;quot;  priceScale=&amp;quot;1&amp;quot; npcName=&amp;quot;ANIMAL_DEALER&amp;quot; defaultFarmProperty=&amp;quot;false&amp;quot;/&amp;gt;&lt;br /&gt;
        &amp;lt;farmland id=&amp;quot;3&amp;quot;  priceScale=&amp;quot;1&amp;quot; npcName=&amp;quot;FARMER&amp;quot; defaultFarmProperty=&amp;quot;false&amp;quot;/&amp;gt;&lt;br /&gt;
        &amp;lt;farmland id=&amp;quot;4&amp;quot;  priceScale=&amp;quot;1&amp;quot; npcName=&amp;quot;FARMER&amp;quot; defaultFarmProperty=&amp;quot;false&amp;quot;/&amp;gt;&lt;br /&gt;
        &amp;lt;farmland id=&amp;quot;5&amp;quot;  priceScale=&amp;quot;1&amp;quot; npcName=&amp;quot;ANIMAL_DEALER&amp;quot; defaultFarmProperty=&amp;quot;false&amp;quot;/&amp;gt;&lt;br /&gt;
        &amp;lt;farmland id=&amp;quot;6&amp;quot;  priceScale=&amp;quot;1&amp;quot; npcName=&amp;quot;ANIMAL_DEALER&amp;quot; defaultFarmProperty=&amp;quot;false&amp;quot;/&amp;gt;&lt;br /&gt;
        &amp;lt;farmland id=&amp;quot;7&amp;quot;  priceScale=&amp;quot;1&amp;quot; npcName=&amp;quot;GRANDPA&amp;quot; defaultFarmProperty=&amp;quot;false&amp;quot;/&amp;gt;&lt;br /&gt;
        &amp;lt;farmland id=&amp;quot;8&amp;quot;  priceScale=&amp;quot;1&amp;quot; npcName=&amp;quot;FARMER&amp;quot; defaultFarmProperty=&amp;quot;false&amp;quot;/&amp;gt;&lt;br /&gt;
        &amp;lt;farmland id=&amp;quot;9&amp;quot;  priceScale=&amp;quot;1&amp;quot; defaultFarmProperty=&amp;quot;false&amp;quot;/&amp;gt;&lt;br /&gt;
        &amp;lt;farmland id=&amp;quot;10&amp;quot; priceScale=&amp;quot;1&amp;quot; defaultFarmProperty=&amp;quot;false&amp;quot;/&amp;gt;&lt;br /&gt;
		&amp;lt;farmland id=&amp;quot;11&amp;quot; priceScale=&amp;quot;1&amp;quot; npcName=&amp;quot;GRANDPA&amp;quot; defaultFarmProperty=&amp;quot;false&amp;quot;/&amp;gt;&lt;br /&gt;
        &amp;lt;farmland id=&amp;quot;12&amp;quot; priceScale=&amp;quot;1&amp;quot; npcName=&amp;quot;HELPER&amp;quot; defaultFarmProperty=&amp;quot;false&amp;quot;/&amp;gt;&lt;br /&gt;
        &amp;lt;farmland id=&amp;quot;13&amp;quot; priceScale=&amp;quot;1&amp;quot; npcName=&amp;quot;HELPER&amp;quot; defaultFarmProperty=&amp;quot;false&amp;quot;/&amp;gt;&lt;br /&gt;
		&amp;lt;farmland id=&amp;quot;14&amp;quot; priceScale=&amp;quot;1&amp;quot; npcName=&amp;quot;HELPER&amp;quot; defaultFarmProperty=&amp;quot;false&amp;quot;/&amp;gt;&lt;br /&gt;
		&amp;lt;farmland id=&amp;quot;15&amp;quot; priceScale=&amp;quot;1&amp;quot; npcName=&amp;quot;GRANDPA&amp;quot; defaultFarmProperty=&amp;quot;false&amp;quot;/&amp;gt;&lt;br /&gt;
		&amp;lt;farmland id=&amp;quot;16&amp;quot; priceScale=&amp;quot;1&amp;quot; npcName=&amp;quot;FARMER&amp;quot; defaultFarmProperty=&amp;quot;false&amp;quot;/&amp;gt;&lt;br /&gt;
        &amp;lt;farmland id=&amp;quot;17&amp;quot; priceScale=&amp;quot;1&amp;quot; npcName=&amp;quot;GRANDPA&amp;quot; defaultFarmProperty=&amp;quot;false&amp;quot; /&amp;gt;&lt;br /&gt;
        &amp;lt;farmland id=&amp;quot;18&amp;quot; priceScale=&amp;quot;1&amp;quot; npcName=&amp;quot;HELPER&amp;quot; defaultFarmProperty=&amp;quot;false&amp;quot;/&amp;gt;&lt;br /&gt;
        &amp;lt;farmland id=&amp;quot;19&amp;quot; priceScale=&amp;quot;1&amp;quot; npcName=&amp;quot;HELPER&amp;quot; defaultFarmProperty=&amp;quot;false&amp;quot;/&amp;gt;&lt;br /&gt;
		&amp;lt;farmland id=&amp;quot;20&amp;quot; priceScale=&amp;quot;1&amp;quot; npcName=&amp;quot;HELPER&amp;quot; defaultFarmProperty=&amp;quot;false&amp;quot;/&amp;gt;&lt;br /&gt;
		&amp;lt;farmland id=&amp;quot;21&amp;quot; priceScale=&amp;quot;1&amp;quot; npcName=&amp;quot;ANIMAL_DEALER&amp;quot; defaultFarmProperty=&amp;quot;false&amp;quot;/&amp;gt;&lt;br /&gt;
        &amp;lt;farmland id=&amp;quot;22&amp;quot; priceScale=&amp;quot;1&amp;quot; npcName=&amp;quot;FARMER&amp;quot; defaultFarmProperty=&amp;quot;false&amp;quot;/&amp;gt;&lt;br /&gt;
        &amp;lt;farmland id=&amp;quot;23&amp;quot; priceScale=&amp;quot;1&amp;quot; npcName=&amp;quot;HELPER&amp;quot; defaultFarmProperty=&amp;quot;false&amp;quot;/&amp;gt;&lt;br /&gt;
        &amp;lt;farmland id=&amp;quot;24&amp;quot; priceScale=&amp;quot;1&amp;quot; npcName=&amp;quot;GRANDPA&amp;quot; defaultFarmProperty=&amp;quot;false&amp;quot;/&amp;gt;&lt;br /&gt;
        &amp;lt;farmland id=&amp;quot;25&amp;quot; priceScale=&amp;quot;1&amp;quot; npcName=&amp;quot;ANIMAL_DEALER&amp;quot; defaultFarmProperty=&amp;quot;false&amp;quot;/&amp;gt;&lt;br /&gt;
        &amp;lt;farmland id=&amp;quot;26&amp;quot; priceScale=&amp;quot;1&amp;quot; npcName=&amp;quot;FARMER&amp;quot; defaultFarmProperty=&amp;quot;false&amp;quot;/&amp;gt;&lt;br /&gt;
        &amp;lt;farmland id=&amp;quot;27&amp;quot; priceScale=&amp;quot;1&amp;quot; npcName=&amp;quot;GRANDPA&amp;quot; defaultFarmProperty=&amp;quot;false&amp;quot;/&amp;gt;&lt;br /&gt;
        &amp;lt;farmland id=&amp;quot;28&amp;quot; priceScale=&amp;quot;1&amp;quot; npcName=&amp;quot;GRANDPA&amp;quot; defaultFarmProperty=&amp;quot;false&amp;quot;/&amp;gt;&lt;br /&gt;
        &amp;lt;farmland id=&amp;quot;29&amp;quot; priceScale=&amp;quot;1&amp;quot; npcName=&amp;quot;GRANDPA&amp;quot; defaultFarmProperty=&amp;quot;false&amp;quot;/&amp;gt;&lt;br /&gt;
        &amp;lt;farmland id=&amp;quot;30&amp;quot; priceScale=&amp;quot;1&amp;quot; npcName=&amp;quot;FARMER&amp;quot; defaultFarmProperty=&amp;quot;false&amp;quot;/&amp;gt;&lt;br /&gt;
        &amp;lt;farmland id=&amp;quot;31&amp;quot; priceScale=&amp;quot;1&amp;quot; npcName=&amp;quot;GRANDPA&amp;quot; defaultFarmProperty=&amp;quot;false&amp;quot;/&amp;gt;&lt;br /&gt;
        &amp;lt;farmland id=&amp;quot;32&amp;quot; priceScale=&amp;quot;1&amp;quot; npcName=&amp;quot;GRANDPA&amp;quot; defaultFarmProperty=&amp;quot;false&amp;quot;/&amp;gt;&lt;br /&gt;
		&amp;lt;farmland id=&amp;quot;33&amp;quot; priceScale=&amp;quot;1&amp;quot; npcName=&amp;quot;FARMER&amp;quot; defaultFarmProperty=&amp;quot;false&amp;quot;/&amp;gt;&lt;br /&gt;
        &amp;lt;farmland id=&amp;quot;34&amp;quot; priceScale=&amp;quot;1&amp;quot; npcName=&amp;quot;FARMER&amp;quot; /&amp;gt;&lt;br /&gt;
        &amp;lt;farmland id=&amp;quot;35&amp;quot; priceScale=&amp;quot;1&amp;quot; npcName=&amp;quot;GRANDPA&amp;quot; /&amp;gt;&lt;br /&gt;
        &amp;lt;farmland id=&amp;quot;36&amp;quot; priceScale=&amp;quot;1&amp;quot; npcName=&amp;quot;ANIMAL_DEALER&amp;quot; /&amp;gt;&lt;br /&gt;
        &amp;lt;farmland id=&amp;quot;37&amp;quot; priceScale=&amp;quot;1&amp;quot; npcName=&amp;quot;GRANDPA&amp;quot; /&amp;gt;&lt;br /&gt;
        &amp;lt;farmland id=&amp;quot;38&amp;quot; priceScale=&amp;quot;1&amp;quot; npcName=&amp;quot;FARMER&amp;quot; /&amp;gt;&lt;br /&gt;
        &amp;lt;farmland id=&amp;quot;39&amp;quot; priceScale=&amp;quot;1&amp;quot; npcName=&amp;quot;HELPER&amp;quot; /&amp;gt;&lt;br /&gt;
        &amp;lt;farmland id=&amp;quot;40&amp;quot; priceScale=&amp;quot;1&amp;quot; npcName=&amp;quot;HELPER&amp;quot; /&amp;gt;&lt;br /&gt;
        &amp;lt;farmland id=&amp;quot;41&amp;quot; priceScale=&amp;quot;1&amp;quot; npcName=&amp;quot;GRANDPA&amp;quot; /&amp;gt;&lt;br /&gt;
        &amp;lt;farmland id=&amp;quot;42&amp;quot; priceScale=&amp;quot;1&amp;quot; npcName=&amp;quot;ANIMAL_DEALER&amp;quot; /&amp;gt;&lt;br /&gt;
		&amp;lt;farmland id=&amp;quot;43&amp;quot; priceScale=&amp;quot;1&amp;quot; /&amp;gt;&lt;br /&gt;
        &amp;lt;farmland id=&amp;quot;44&amp;quot; priceScale=&amp;quot;1&amp;quot; npcName=&amp;quot;FARMER&amp;quot; /&amp;gt;&lt;br /&gt;
        &amp;lt;farmland id=&amp;quot;45&amp;quot; priceScale=&amp;quot;1&amp;quot; npcName=&amp;quot;GRANDPA&amp;quot;/&amp;gt;&lt;br /&gt;
        &amp;lt;farmland id=&amp;quot;46&amp;quot; priceScale=&amp;quot;1&amp;quot; npcName=&amp;quot;GRANDPA&amp;quot;/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
        &amp;lt;farmland id=&amp;quot;47&amp;quot; priceScale=&amp;quot;1&amp;quot; npcName=&amp;quot;HELPER&amp;quot; /&amp;gt;&lt;br /&gt;
        &amp;lt;farmland id=&amp;quot;48&amp;quot; priceScale=&amp;quot;1&amp;quot; npcName=&amp;quot;ANIMAL_DEALER&amp;quot; /&amp;gt;&lt;br /&gt;
        &amp;lt;farmland id=&amp;quot;49&amp;quot; priceScale=&amp;quot;1&amp;quot; npcName=&amp;quot;ANIMAL_DEALER&amp;quot; /&amp;gt;&lt;br /&gt;
        &amp;lt;farmland id=&amp;quot;50&amp;quot; priceScale=&amp;quot;1&amp;quot; npcName=&amp;quot;GRANDPA&amp;quot; /&amp;gt;&lt;br /&gt;
        &amp;lt;farmland id=&amp;quot;51&amp;quot; priceScale=&amp;quot;1&amp;quot; npcName=&amp;quot;FARMER&amp;quot; /&amp;gt;&lt;br /&gt;
        &amp;lt;farmland id=&amp;quot;52&amp;quot; priceScale=&amp;quot;1&amp;quot; npcName=&amp;quot;GRANDPA&amp;quot; /&amp;gt;&lt;br /&gt;
        &amp;lt;farmland id=&amp;quot;53&amp;quot; priceScale=&amp;quot;1&amp;quot; npcName=&amp;quot;GRANDPA&amp;quot; /&amp;gt;&lt;br /&gt;
        &amp;lt;farmland id=&amp;quot;54&amp;quot; priceScale=&amp;quot;1&amp;quot; npcName=&amp;quot;ANIMAL_DEALER&amp;quot; /&amp;gt;&lt;br /&gt;
        &amp;lt;farmland id=&amp;quot;55&amp;quot; priceScale=&amp;quot;1&amp;quot; npcName=&amp;quot;ANIMAL_DEALER&amp;quot; /&amp;gt;&lt;br /&gt;
        &amp;lt;farmland id=&amp;quot;56&amp;quot; priceScale=&amp;quot;1&amp;quot; npcName=&amp;quot;ANIMAL_DEALER&amp;quot; /&amp;gt;&lt;br /&gt;
        &amp;lt;farmland id=&amp;quot;57&amp;quot; priceScale=&amp;quot;1&amp;quot; npcName=&amp;quot;GRANDPA&amp;quot; /&amp;gt;&lt;br /&gt;
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		&amp;lt;farmland id=&amp;quot;124&amp;quot; priceScale=&amp;quot;1&amp;quot; npcName=&amp;quot;FORESTER&amp;quot; /&amp;gt;&lt;br /&gt;
		&amp;lt;farmland id=&amp;quot;125&amp;quot; priceScale=&amp;quot;1&amp;quot; npcName=&amp;quot;FORESTER&amp;quot; /&amp;gt;&lt;br /&gt;
		&amp;lt;farmland id=&amp;quot;126&amp;quot; priceScale=&amp;quot;1&amp;quot; npcName=&amp;quot;FORESTER&amp;quot; /&amp;gt;&lt;br /&gt;
		&amp;lt;farmland id=&amp;quot;127&amp;quot; priceScale=&amp;quot;1&amp;quot; npcName=&amp;quot;FORESTER&amp;quot; /&amp;gt;&lt;br /&gt;
		&amp;lt;farmland id=&amp;quot;128&amp;quot; priceScale=&amp;quot;1&amp;quot; npcName=&amp;quot;FORESTER&amp;quot; /&amp;gt;&lt;br /&gt;
		&amp;lt;farmland id=&amp;quot;129&amp;quot; priceScale=&amp;quot;1&amp;quot; npcName=&amp;quot;FORESTER&amp;quot; /&amp;gt;&lt;br /&gt;
		&amp;lt;farmland id=&amp;quot;130&amp;quot; priceScale=&amp;quot;1&amp;quot; npcName=&amp;quot;FORESTER&amp;quot; /&amp;gt;&lt;br /&gt;
		&amp;lt;farmland id=&amp;quot;131&amp;quot; priceScale=&amp;quot;1&amp;quot; npcName=&amp;quot;FORESTER&amp;quot; /&amp;gt;&lt;br /&gt;
		&amp;lt;farmland id=&amp;quot;132&amp;quot; priceScale=&amp;quot;1&amp;quot; npcName=&amp;quot;FORESTER&amp;quot; /&amp;gt;&lt;br /&gt;
		&amp;lt;farmland id=&amp;quot;133&amp;quot; priceScale=&amp;quot;1&amp;quot; npcName=&amp;quot;FORESTER&amp;quot; /&amp;gt;&lt;br /&gt;
		&amp;lt;farmland id=&amp;quot;134&amp;quot; priceScale=&amp;quot;1&amp;quot; npcName=&amp;quot;FORESTER&amp;quot; /&amp;gt;&lt;br /&gt;
		&amp;lt;farmland id=&amp;quot;135&amp;quot; priceScale=&amp;quot;1&amp;quot; npcName=&amp;quot;FORESTER&amp;quot; /&amp;gt;&lt;br /&gt;
		&amp;lt;farmland id=&amp;quot;136&amp;quot; priceScale=&amp;quot;1&amp;quot; npcName=&amp;quot;FORESTER&amp;quot; /&amp;gt;&lt;br /&gt;
		&amp;lt;farmland id=&amp;quot;137&amp;quot; priceScale=&amp;quot;1&amp;quot; npcName=&amp;quot;FORESTER&amp;quot; /&amp;gt;&lt;br /&gt;
		&amp;lt;farmland id=&amp;quot;138&amp;quot; priceScale=&amp;quot;1&amp;quot; npcName=&amp;quot;FORESTER&amp;quot; /&amp;gt;&lt;br /&gt;
		&amp;lt;farmland id=&amp;quot;139&amp;quot; priceScale=&amp;quot;1&amp;quot; npcName=&amp;quot;FORESTER&amp;quot; /&amp;gt;&lt;br /&gt;
		&amp;lt;farmland id=&amp;quot;140&amp;quot; priceScale=&amp;quot;1&amp;quot; npcName=&amp;quot;FORESTER&amp;quot; /&amp;gt;&lt;br /&gt;
		&amp;lt;farmland id=&amp;quot;141&amp;quot; priceScale=&amp;quot;1&amp;quot; npcName=&amp;quot;FORESTER&amp;quot; /&amp;gt;&lt;br /&gt;
		&amp;lt;farmland id=&amp;quot;142&amp;quot; priceScale=&amp;quot;1&amp;quot; npcName=&amp;quot;FORESTER&amp;quot; /&amp;gt;&lt;br /&gt;
		&amp;lt;farmland id=&amp;quot;143&amp;quot; priceScale=&amp;quot;1&amp;quot; npcName=&amp;quot;FORESTER&amp;quot; /&amp;gt;&lt;br /&gt;
		&amp;lt;farmland id=&amp;quot;144&amp;quot; priceScale=&amp;quot;1&amp;quot; npcName=&amp;quot;FORESTER&amp;quot; /&amp;gt;&lt;br /&gt;
		&amp;lt;farmland id=&amp;quot;145&amp;quot; priceScale=&amp;quot;1&amp;quot; npcName=&amp;quot;FORESTER&amp;quot; /&amp;gt;&lt;br /&gt;
		&amp;lt;farmland id=&amp;quot;146&amp;quot; priceScale=&amp;quot;1&amp;quot; npcName=&amp;quot;FORESTER&amp;quot; /&amp;gt;&lt;br /&gt;
		&amp;lt;farmland id=&amp;quot;147&amp;quot; priceScale=&amp;quot;1&amp;quot; npcName=&amp;quot;FORESTER&amp;quot; /&amp;gt;&lt;br /&gt;
		&amp;lt;farmland id=&amp;quot;148&amp;quot; priceScale=&amp;quot;1&amp;quot; npcName=&amp;quot;FORESTER&amp;quot; /&amp;gt;&lt;br /&gt;
		&amp;lt;farmland id=&amp;quot;149&amp;quot; priceScale=&amp;quot;1&amp;quot; npcName=&amp;quot;FORESTER&amp;quot; /&amp;gt;&lt;br /&gt;
		&amp;lt;farmland id=&amp;quot;150&amp;quot; priceScale=&amp;quot;1&amp;quot; npcName=&amp;quot;FORESTER&amp;quot; /&amp;gt;&lt;br /&gt;
		&amp;lt;farmland id=&amp;quot;151&amp;quot; priceScale=&amp;quot;1&amp;quot; npcName=&amp;quot;FORESTER&amp;quot; /&amp;gt;&lt;br /&gt;
		&amp;lt;farmland id=&amp;quot;152&amp;quot; priceScale=&amp;quot;1&amp;quot; npcName=&amp;quot;FORESTER&amp;quot; /&amp;gt;&lt;br /&gt;
		&amp;lt;farmland id=&amp;quot;153&amp;quot; priceScale=&amp;quot;1&amp;quot; npcName=&amp;quot;FORESTER&amp;quot; /&amp;gt;&lt;br /&gt;
		&amp;lt;farmland id=&amp;quot;154&amp;quot; priceScale=&amp;quot;1&amp;quot; npcName=&amp;quot;FORESTER&amp;quot; /&amp;gt;&lt;br /&gt;
		&amp;lt;farmland id=&amp;quot;155&amp;quot; priceScale=&amp;quot;1&amp;quot; npcName=&amp;quot;FORESTER&amp;quot; /&amp;gt;&lt;br /&gt;
		&amp;lt;farmland id=&amp;quot;156&amp;quot; priceScale=&amp;quot;1&amp;quot; npcName=&amp;quot;FORESTER&amp;quot; /&amp;gt;&lt;br /&gt;
		&amp;lt;farmland id=&amp;quot;157&amp;quot; priceScale=&amp;quot;1&amp;quot; npcName=&amp;quot;FORESTER&amp;quot; /&amp;gt;&lt;br /&gt;
		&amp;lt;farmland id=&amp;quot;158&amp;quot; priceScale=&amp;quot;1&amp;quot; npcName=&amp;quot;FORESTER&amp;quot; /&amp;gt;&lt;br /&gt;
		&amp;lt;farmland id=&amp;quot;159&amp;quot; priceScale=&amp;quot;1&amp;quot; npcName=&amp;quot;FORESTER&amp;quot; /&amp;gt;&lt;br /&gt;
		&amp;lt;farmland id=&amp;quot;160&amp;quot; priceScale=&amp;quot;1&amp;quot; npcName=&amp;quot;FORESTER&amp;quot; /&amp;gt;&lt;br /&gt;
		&amp;lt;farmland id=&amp;quot;161&amp;quot; priceScale=&amp;quot;1&amp;quot; npcName=&amp;quot;FORESTER&amp;quot; /&amp;gt;&lt;br /&gt;
		&amp;lt;farmland id=&amp;quot;162&amp;quot; priceScale=&amp;quot;1&amp;quot; npcName=&amp;quot;FORESTER&amp;quot; /&amp;gt;&lt;br /&gt;
		&amp;lt;farmland id=&amp;quot;163&amp;quot; priceScale=&amp;quot;1&amp;quot; npcName=&amp;quot;FORESTER&amp;quot; /&amp;gt;&lt;br /&gt;
		&amp;lt;farmland id=&amp;quot;164&amp;quot; priceScale=&amp;quot;1&amp;quot; npcName=&amp;quot;FORESTER&amp;quot; /&amp;gt;&lt;br /&gt;
		&amp;lt;farmland id=&amp;quot;165&amp;quot; priceScale=&amp;quot;1&amp;quot; npcName=&amp;quot;FORESTER&amp;quot; /&amp;gt;&lt;br /&gt;
		&amp;lt;farmland id=&amp;quot;166&amp;quot; priceScale=&amp;quot;1&amp;quot; npcName=&amp;quot;FORESTER&amp;quot; /&amp;gt;&lt;br /&gt;
		&amp;lt;farmland id=&amp;quot;167&amp;quot; priceScale=&amp;quot;1&amp;quot; npcName=&amp;quot;FORESTER&amp;quot; /&amp;gt;&lt;br /&gt;
		&amp;lt;farmland id=&amp;quot;168&amp;quot; priceScale=&amp;quot;1&amp;quot; npcName=&amp;quot;FORESTER&amp;quot; /&amp;gt;&lt;br /&gt;
		&amp;lt;farmland id=&amp;quot;169&amp;quot; priceScale=&amp;quot;1&amp;quot; npcName=&amp;quot;FORESTER&amp;quot; /&amp;gt;&lt;br /&gt;
		&amp;lt;farmland id=&amp;quot;170&amp;quot; priceScale=&amp;quot;1&amp;quot; npcName=&amp;quot;FORESTER&amp;quot; /&amp;gt;&lt;br /&gt;
		&amp;lt;farmland id=&amp;quot;171&amp;quot; priceScale=&amp;quot;1&amp;quot; npcName=&amp;quot;FORESTER&amp;quot; /&amp;gt;&lt;br /&gt;
		&amp;lt;farmland id=&amp;quot;172&amp;quot; priceScale=&amp;quot;1&amp;quot; npcName=&amp;quot;FORESTER&amp;quot; /&amp;gt;&lt;br /&gt;
		&amp;lt;farmland id=&amp;quot;173&amp;quot; priceScale=&amp;quot;1&amp;quot; npcName=&amp;quot;FORESTER&amp;quot; /&amp;gt;&lt;br /&gt;
		&amp;lt;farmland id=&amp;quot;174&amp;quot; priceScale=&amp;quot;1&amp;quot; npcName=&amp;quot;FORESTER&amp;quot; /&amp;gt;&lt;br /&gt;
		&amp;lt;farmland id=&amp;quot;175&amp;quot; priceScale=&amp;quot;1&amp;quot; npcName=&amp;quot;FORESTER&amp;quot; /&amp;gt;&lt;br /&gt;
		&amp;lt;farmland id=&amp;quot;176&amp;quot; priceScale=&amp;quot;1&amp;quot; npcName=&amp;quot;FORESTER&amp;quot; /&amp;gt;&lt;br /&gt;
		&amp;lt;farmland id=&amp;quot;177&amp;quot; priceScale=&amp;quot;1&amp;quot; npcName=&amp;quot;FORESTER&amp;quot; /&amp;gt;&lt;br /&gt;
		&amp;lt;farmland id=&amp;quot;178&amp;quot; priceScale=&amp;quot;1&amp;quot; npcName=&amp;quot;FORESTER&amp;quot; /&amp;gt;&lt;br /&gt;
		&amp;lt;farmland id=&amp;quot;179&amp;quot; priceScale=&amp;quot;1&amp;quot; npcName=&amp;quot;FORESTER&amp;quot; /&amp;gt;&lt;br /&gt;
		&amp;lt;farmland id=&amp;quot;180&amp;quot; priceScale=&amp;quot;1&amp;quot; npcName=&amp;quot;FORESTER&amp;quot; /&amp;gt;&lt;br /&gt;
		&amp;lt;farmland id=&amp;quot;181&amp;quot; priceScale=&amp;quot;1&amp;quot; npcName=&amp;quot;FORESTER&amp;quot; /&amp;gt;&lt;br /&gt;
		&amp;lt;farmland id=&amp;quot;182&amp;quot; priceScale=&amp;quot;1&amp;quot; npcName=&amp;quot;FORESTER&amp;quot; /&amp;gt;&lt;br /&gt;
		&amp;lt;farmland id=&amp;quot;183&amp;quot; priceScale=&amp;quot;1&amp;quot; npcName=&amp;quot;FORESTER&amp;quot; /&amp;gt;&lt;br /&gt;
		&amp;lt;farmland id=&amp;quot;184&amp;quot; priceScale=&amp;quot;1&amp;quot; npcName=&amp;quot;FORESTER&amp;quot; /&amp;gt;&lt;br /&gt;
		&amp;lt;farmland id=&amp;quot;185&amp;quot; priceScale=&amp;quot;1&amp;quot; npcName=&amp;quot;FORESTER&amp;quot; /&amp;gt;&lt;br /&gt;
		&amp;lt;farmland id=&amp;quot;186&amp;quot; priceScale=&amp;quot;1&amp;quot; npcName=&amp;quot;FORESTER&amp;quot; /&amp;gt;&lt;br /&gt;
		&amp;lt;farmland id=&amp;quot;187&amp;quot; priceScale=&amp;quot;1&amp;quot; npcName=&amp;quot;FORESTER&amp;quot; /&amp;gt;&lt;br /&gt;
		&amp;lt;farmland id=&amp;quot;188&amp;quot; priceScale=&amp;quot;1&amp;quot; npcName=&amp;quot;FORESTER&amp;quot; /&amp;gt;&lt;br /&gt;
		&amp;lt;farmland id=&amp;quot;189&amp;quot; priceScale=&amp;quot;1&amp;quot; npcName=&amp;quot;FORESTER&amp;quot; /&amp;gt;&lt;br /&gt;
		&amp;lt;farmland id=&amp;quot;190&amp;quot; priceScale=&amp;quot;1&amp;quot; npcName=&amp;quot;FORESTER&amp;quot; /&amp;gt;&lt;br /&gt;
		&amp;lt;farmland id=&amp;quot;191&amp;quot; priceScale=&amp;quot;1&amp;quot; npcName=&amp;quot;FORESTER&amp;quot; /&amp;gt;&lt;br /&gt;
		&amp;lt;farmland id=&amp;quot;192&amp;quot; priceScale=&amp;quot;1&amp;quot; npcName=&amp;quot;FORESTER&amp;quot; /&amp;gt;&lt;br /&gt;
		&amp;lt;farmland id=&amp;quot;193&amp;quot; priceScale=&amp;quot;1&amp;quot; npcName=&amp;quot;FORESTER&amp;quot; /&amp;gt;&lt;br /&gt;
		&amp;lt;farmland id=&amp;quot;194&amp;quot; priceScale=&amp;quot;1&amp;quot; npcName=&amp;quot;FORESTER&amp;quot; /&amp;gt;&lt;br /&gt;
		&amp;lt;farmland id=&amp;quot;195&amp;quot; priceScale=&amp;quot;1&amp;quot; npcName=&amp;quot;FORESTER&amp;quot; /&amp;gt;&lt;br /&gt;
		&amp;lt;farmland id=&amp;quot;196&amp;quot; priceScale=&amp;quot;1&amp;quot; npcName=&amp;quot;FORESTER&amp;quot; /&amp;gt;&lt;br /&gt;
		&amp;lt;farmland id=&amp;quot;197&amp;quot; priceScale=&amp;quot;1&amp;quot; npcName=&amp;quot;FORESTER&amp;quot; /&amp;gt;&lt;br /&gt;
		&amp;lt;farmland id=&amp;quot;198&amp;quot; priceScale=&amp;quot;1&amp;quot; npcName=&amp;quot;FORESTER&amp;quot; /&amp;gt;&lt;br /&gt;
		&amp;lt;farmland id=&amp;quot;199&amp;quot; priceScale=&amp;quot;1&amp;quot; npcName=&amp;quot;FORESTER&amp;quot; /&amp;gt;&lt;br /&gt;
		&amp;lt;farmland id=&amp;quot;200&amp;quot; priceScale=&amp;quot;1&amp;quot; npcName=&amp;quot;FORESTER&amp;quot; /&amp;gt;&lt;br /&gt;
		&amp;lt;farmland id=&amp;quot;201&amp;quot; priceScale=&amp;quot;1&amp;quot; npcName=&amp;quot;FORESTER&amp;quot; /&amp;gt;&lt;br /&gt;
		&amp;lt;farmland id=&amp;quot;202&amp;quot; priceScale=&amp;quot;1&amp;quot; npcName=&amp;quot;FORESTER&amp;quot; /&amp;gt;&lt;br /&gt;
		&amp;lt;farmland id=&amp;quot;203&amp;quot; priceScale=&amp;quot;1&amp;quot; npcName=&amp;quot;FORESTER&amp;quot; /&amp;gt;&lt;br /&gt;
		&amp;lt;farmland id=&amp;quot;204&amp;quot; priceScale=&amp;quot;1&amp;quot; npcName=&amp;quot;FORESTER&amp;quot; /&amp;gt;&lt;br /&gt;
		&amp;lt;farmland id=&amp;quot;205&amp;quot; priceScale=&amp;quot;1&amp;quot; npcName=&amp;quot;FORESTER&amp;quot; /&amp;gt;&lt;br /&gt;
		&amp;lt;farmland id=&amp;quot;206&amp;quot; priceScale=&amp;quot;1&amp;quot; npcName=&amp;quot;FORESTER&amp;quot; /&amp;gt;&lt;br /&gt;
		&amp;lt;farmland id=&amp;quot;207&amp;quot; priceScale=&amp;quot;1&amp;quot; npcName=&amp;quot;FORESTER&amp;quot; /&amp;gt;&lt;br /&gt;
		&amp;lt;farmland id=&amp;quot;208&amp;quot; priceScale=&amp;quot;1&amp;quot; npcName=&amp;quot;FORESTER&amp;quot; /&amp;gt;&lt;br /&gt;
		&amp;lt;farmland id=&amp;quot;209&amp;quot; priceScale=&amp;quot;1&amp;quot; npcName=&amp;quot;FORESTER&amp;quot; /&amp;gt;&lt;br /&gt;
		&amp;lt;farmland id=&amp;quot;210&amp;quot; priceScale=&amp;quot;1&amp;quot; npcName=&amp;quot;FORESTER&amp;quot; /&amp;gt;&lt;br /&gt;
		&amp;lt;farmland id=&amp;quot;211&amp;quot; priceScale=&amp;quot;1&amp;quot; npcName=&amp;quot;FORESTER&amp;quot; /&amp;gt;&lt;br /&gt;
		&amp;lt;farmland id=&amp;quot;212&amp;quot; priceScale=&amp;quot;1&amp;quot; npcName=&amp;quot;FORESTER&amp;quot; /&amp;gt;&lt;br /&gt;
		&amp;lt;farmland id=&amp;quot;213&amp;quot; priceScale=&amp;quot;1&amp;quot; npcName=&amp;quot;FORESTER&amp;quot; /&amp;gt;&lt;br /&gt;
		&amp;lt;farmland id=&amp;quot;214&amp;quot; priceScale=&amp;quot;1&amp;quot; npcName=&amp;quot;FORESTER&amp;quot; /&amp;gt;&lt;br /&gt;
		&amp;lt;farmland id=&amp;quot;215&amp;quot; priceScale=&amp;quot;1&amp;quot; npcName=&amp;quot;FORESTER&amp;quot; /&amp;gt;&lt;br /&gt;
		&amp;lt;farmland id=&amp;quot;216&amp;quot; priceScale=&amp;quot;1&amp;quot; npcName=&amp;quot;FORESTER&amp;quot; /&amp;gt;&lt;br /&gt;
		&amp;lt;farmland id=&amp;quot;217&amp;quot; priceScale=&amp;quot;1&amp;quot; npcName=&amp;quot;FORESTER&amp;quot; /&amp;gt;&lt;br /&gt;
		&amp;lt;farmland id=&amp;quot;218&amp;quot; priceScale=&amp;quot;1&amp;quot; npcName=&amp;quot;FORESTER&amp;quot; /&amp;gt;&lt;br /&gt;
		&amp;lt;farmland id=&amp;quot;219&amp;quot; priceScale=&amp;quot;1&amp;quot; npcName=&amp;quot;FORESTER&amp;quot; /&amp;gt;&lt;br /&gt;
		&amp;lt;farmland id=&amp;quot;220&amp;quot; priceScale=&amp;quot;1&amp;quot; npcName=&amp;quot;FORESTER&amp;quot; /&amp;gt;&lt;br /&gt;
		&amp;lt;farmland id=&amp;quot;221&amp;quot; priceScale=&amp;quot;1&amp;quot; npcName=&amp;quot;FORESTER&amp;quot; /&amp;gt;&lt;br /&gt;
		&amp;lt;farmland id=&amp;quot;222&amp;quot; priceScale=&amp;quot;1&amp;quot; npcName=&amp;quot;FORESTER&amp;quot; /&amp;gt;&lt;br /&gt;
		&amp;lt;farmland id=&amp;quot;223&amp;quot; priceScale=&amp;quot;1&amp;quot; npcName=&amp;quot;FORESTER&amp;quot; /&amp;gt;&lt;br /&gt;
		&amp;lt;farmland id=&amp;quot;224&amp;quot; priceScale=&amp;quot;1&amp;quot; npcName=&amp;quot;FORESTER&amp;quot; /&amp;gt;&lt;br /&gt;
		&amp;lt;farmland id=&amp;quot;225&amp;quot; priceScale=&amp;quot;1&amp;quot; npcName=&amp;quot;FORESTER&amp;quot; /&amp;gt;&lt;br /&gt;
		&amp;lt;farmland id=&amp;quot;226&amp;quot; priceScale=&amp;quot;1&amp;quot; npcName=&amp;quot;FORESTER&amp;quot; /&amp;gt;&lt;br /&gt;
		&amp;lt;farmland id=&amp;quot;227&amp;quot; priceScale=&amp;quot;1&amp;quot; npcName=&amp;quot;FORESTER&amp;quot; /&amp;gt;&lt;br /&gt;
		&amp;lt;farmland id=&amp;quot;228&amp;quot; priceScale=&amp;quot;1&amp;quot; npcName=&amp;quot;FORESTER&amp;quot; /&amp;gt;&lt;br /&gt;
		&amp;lt;farmland id=&amp;quot;229&amp;quot; priceScale=&amp;quot;1&amp;quot; npcName=&amp;quot;FORESTER&amp;quot; /&amp;gt;&lt;br /&gt;
		&amp;lt;farmland id=&amp;quot;230&amp;quot; priceScale=&amp;quot;1&amp;quot; npcName=&amp;quot;FORESTER&amp;quot; /&amp;gt;&lt;br /&gt;
		&amp;lt;farmland id=&amp;quot;231&amp;quot; priceScale=&amp;quot;1&amp;quot; npcName=&amp;quot;FORESTER&amp;quot; /&amp;gt;&lt;br /&gt;
		&amp;lt;farmland id=&amp;quot;232&amp;quot; priceScale=&amp;quot;1&amp;quot; npcName=&amp;quot;FORESTER&amp;quot; /&amp;gt;&lt;br /&gt;
		&amp;lt;farmland id=&amp;quot;233&amp;quot; priceScale=&amp;quot;1&amp;quot; npcName=&amp;quot;FORESTER&amp;quot; /&amp;gt;&lt;br /&gt;
		&amp;lt;farmland id=&amp;quot;234&amp;quot; priceScale=&amp;quot;1&amp;quot; npcName=&amp;quot;FORESTER&amp;quot; /&amp;gt;&lt;br /&gt;
		&amp;lt;farmland id=&amp;quot;235&amp;quot; priceScale=&amp;quot;1&amp;quot; npcName=&amp;quot;FORESTER&amp;quot; /&amp;gt;&lt;br /&gt;
		&amp;lt;farmland id=&amp;quot;236&amp;quot; priceScale=&amp;quot;1&amp;quot; npcName=&amp;quot;FORESTER&amp;quot; /&amp;gt;&lt;br /&gt;
		&amp;lt;farmland id=&amp;quot;237&amp;quot; priceScale=&amp;quot;1&amp;quot; npcName=&amp;quot;FORESTER&amp;quot; /&amp;gt;&lt;br /&gt;
		&amp;lt;farmland id=&amp;quot;238&amp;quot; priceScale=&amp;quot;1&amp;quot; npcName=&amp;quot;FORESTER&amp;quot; /&amp;gt;&lt;br /&gt;
		&amp;lt;farmland id=&amp;quot;239&amp;quot; priceScale=&amp;quot;1&amp;quot; npcName=&amp;quot;FORESTER&amp;quot; /&amp;gt;&lt;br /&gt;
		&amp;lt;farmland id=&amp;quot;240&amp;quot; priceScale=&amp;quot;1&amp;quot; npcName=&amp;quot;FORESTER&amp;quot; /&amp;gt;&lt;br /&gt;
		&amp;lt;farmland id=&amp;quot;241&amp;quot; priceScale=&amp;quot;1&amp;quot; npcName=&amp;quot;FORESTER&amp;quot; /&amp;gt;&lt;br /&gt;
		&amp;lt;farmland id=&amp;quot;242&amp;quot; priceScale=&amp;quot;1&amp;quot; npcName=&amp;quot;FORESTER&amp;quot; /&amp;gt;&lt;br /&gt;
		&amp;lt;farmland id=&amp;quot;243&amp;quot; priceScale=&amp;quot;1&amp;quot; npcName=&amp;quot;FORESTER&amp;quot; /&amp;gt;&lt;br /&gt;
		&amp;lt;farmland id=&amp;quot;244&amp;quot; priceScale=&amp;quot;1&amp;quot; npcName=&amp;quot;FORESTER&amp;quot; /&amp;gt;&lt;br /&gt;
		&amp;lt;farmland id=&amp;quot;245&amp;quot; priceScale=&amp;quot;1&amp;quot; npcName=&amp;quot;FORESTER&amp;quot; /&amp;gt;&lt;br /&gt;
		&amp;lt;farmland id=&amp;quot;246&amp;quot; priceScale=&amp;quot;1&amp;quot; npcName=&amp;quot;FORESTER&amp;quot; /&amp;gt;&lt;br /&gt;
		&amp;lt;farmland id=&amp;quot;247&amp;quot; priceScale=&amp;quot;1&amp;quot; npcName=&amp;quot;FORESTER&amp;quot; /&amp;gt;&lt;br /&gt;
		&amp;lt;farmland id=&amp;quot;248&amp;quot; priceScale=&amp;quot;1&amp;quot; npcName=&amp;quot;FORESTER&amp;quot; /&amp;gt;&lt;br /&gt;
		&amp;lt;farmland id=&amp;quot;249&amp;quot; priceScale=&amp;quot;1&amp;quot; npcName=&amp;quot;FORESTER&amp;quot; /&amp;gt; --&amp;gt;&lt;br /&gt;
		&amp;lt;farmland id=&amp;quot;250&amp;quot; priceScale=&amp;quot;1&amp;quot; npcName=&amp;quot;FORESTER&amp;quot; defaultFarmProperty=&amp;quot;false&amp;quot;/&amp;gt;&lt;br /&gt;
        &amp;lt;farmland id=&amp;quot;251&amp;quot; priceScale=&amp;quot;1&amp;quot; npcName=&amp;quot;FORESTER&amp;quot; defaultFarmProperty=&amp;quot;false&amp;quot;/&amp;gt;&lt;br /&gt;
		&amp;lt;farmland id=&amp;quot;252&amp;quot; priceScale=&amp;quot;1&amp;quot; npcName=&amp;quot;FORESTER&amp;quot; defaultFarmProperty=&amp;quot;false&amp;quot;/&amp;gt; &lt;br /&gt;
		&amp;lt;farmland id=&amp;quot;253&amp;quot; priceScale=&amp;quot;1&amp;quot; npcName=&amp;quot;FORESTER&amp;quot; defaultFarmProperty=&amp;quot;false&amp;quot; /&amp;gt; &lt;br /&gt;
		&amp;lt;farmland id=&amp;quot;254&amp;quot; priceScale=&amp;quot;1&amp;quot; npcName=&amp;quot;GRANDPA&amp;quot; defaultFarmProperty=&amp;quot;false&amp;quot;/&amp;gt; &lt;br /&gt;
		&amp;lt;farmland id=&amp;quot;255&amp;quot; priceScale=&amp;quot;.00001&amp;quot; npcName=&amp;quot;FORESTER&amp;quot; defaultFarmProperty=&amp;quot;true&amp;quot;/&amp;gt;&lt;br /&gt;
		&lt;br /&gt;
		&amp;lt;/farmlands&amp;gt;&lt;br /&gt;
&amp;lt;/map&amp;gt;&amp;lt;/pre&amp;gt;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
farmlands.xml briefly explained:&lt;br /&gt;
&lt;br /&gt;
this line: &amp;lt;farmlands densityMapFilename=&amp;quot;mapUS/data/infoLayer_farmlands.png&amp;quot; is referencing your farmlands.png or .grle-as written upon saving in GE- said image that represents and defines your farmlands and farmland boundaries within the game itself. this png is is the &amp;quot;outside Giants Editor&amp;quot; visual respresenation of the farmlands info layer mask. conveniently you can manipulate this is with common freeware graphics editors such as Paint.net (PdN), Gimp, and Photoshop. &lt;br /&gt;
[[File:Infolayerfarmlands in i3d.png|thumb|edit this line from a .grle extension and change to .png extension. ]]&lt;br /&gt;
if editing in a 3rd party editing software, be sure to save as a png. &#039;&#039;&#039;&#039;&#039;Important&#039;&#039;&#039;&#039;&#039;: if you edit and keep the farmlands image as a .png, you &#039;&#039;&#039;&#039;&#039;MUST&#039;&#039;&#039;&#039;&#039; change the file extention in the map.i3d from infoLayer_farmlands.grle to .png as seen in the attachment.  &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
more info to come soon&lt;br /&gt;
&lt;br /&gt;
[[File:Numchannels-farmlandsxml.png|thumb|&amp;lt;farmlands densityMapFilename=&amp;quot;mapUS/data/infoLayer_farmlands.png&amp;quot; numChannels=&amp;quot;6&amp;quot; pricePerHa=&amp;quot;28541&amp;quot;&amp;gt;]]&lt;/div&gt;</summary>
		<author><name>XPModder</name></author>
	</entry>
	<entry>
		<id>https://fswiki.xpmodder.com/mw/index.php?title=MediaWiki:Citizen.css&amp;diff=161</id>
		<title>MediaWiki:Citizen.css</title>
		<link rel="alternate" type="text/html" href="https://fswiki.xpmodder.com/mw/index.php?title=MediaWiki:Citizen.css&amp;diff=161"/>
		<updated>2025-01-28T15:56:57Z</updated>

		<summary type="html">&lt;p&gt;XPModder: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;/* All CSS here will be loaded for users of the Citizen skin */&lt;br /&gt;
.mw-ui-icon-wikimedia-edit.citizen-editsection-icon::before{&lt;br /&gt;
	background-image: url(/mw/load.php?modules=skins.citizen.icons&amp;amp;image=wikiText&amp;amp;format=original&amp;amp;lang=en-gb&amp;amp;skin=citizen&amp;amp;version=16c4x);&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.mw-ui-icon-wikimedia-edit.mw-editsection-visualeditor::before{&lt;br /&gt;
	background-image: url(/mw/load.php?modules=skins.citizen.icons&amp;amp;image=edit&amp;amp;format=original&amp;amp;lang=en-gb&amp;amp;skin=citizen&amp;amp;version=16c4x);&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
mark{&lt;br /&gt;
	background-color: #a0c214;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
:root{&lt;br /&gt;
	--font-family-citizen-base: Nunito,sans-serif;&lt;br /&gt;
	--font-weight-normal: 400;&lt;br /&gt;
    --font-weight-medium: calc(var(--font-weight-normal) + 300);&lt;br /&gt;
    --font-weight-semi-bold: calc(var(--font-weight-normal) + 600);&lt;br /&gt;
    --font-weight-bold: calc(var(--font-weight-normal) + 900);&lt;br /&gt;
}&lt;/div&gt;</summary>
		<author><name>XPModder</name></author>
	</entry>
	<entry>
		<id>https://fswiki.xpmodder.com/mw/index.php?title=Rough_Procedural_Placement_Forest_Guide_by_Chubacca&amp;diff=160</id>
		<title>Rough Procedural Placement Forest Guide by Chubacca</title>
		<link rel="alternate" type="text/html" href="https://fswiki.xpmodder.com/mw/index.php?title=Rough_Procedural_Placement_Forest_Guide_by_Chubacca&amp;diff=160"/>
		<updated>2025-01-28T15:51:50Z</updated>

		<summary type="html">&lt;p&gt;XPModder: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This guide outlines how to place forests using the Procedural Placement tool. Follow these steps carefully to ensure success. Note that it can be a bit tricky to figure out and setup, make sure to use a test map first, and you have a decent knowledge of the Editor.&lt;br /&gt;
&lt;br /&gt;
== Step 1: Verify Map.i3d Setup/Coding ==&lt;br /&gt;
Ensure your map.i3d file contains the following section. This will ensure you have the *basic* scripts needed:&lt;br /&gt;
{{CollapsibleCode|code=&amp;lt;pre&amp;gt;&amp;lt;ProceduralPlacement&amp;gt;&lt;br /&gt;
    &amp;lt;Types&amp;gt;&lt;br /&gt;
      &amp;lt;Type name=&amp;quot;defaultFoliage&amp;quot;&amp;gt;&lt;br /&gt;
        &amp;lt;Distance to=&amp;quot;defaultFoliage&amp;quot; min=&amp;quot;0&amp;quot; /&amp;gt;&lt;br /&gt;
        &amp;lt;Distance to=&amp;quot;defaultReference&amp;quot; min=&amp;quot;0&amp;quot; /&amp;gt;&lt;br /&gt;
        &amp;lt;Distance to=&amp;quot;parentTrees&amp;quot; min=&amp;quot;0&amp;quot; /&amp;gt;&lt;br /&gt;
      &amp;lt;/Type&amp;gt;&lt;br /&gt;
      &amp;lt;Type name=&amp;quot;defaultReference&amp;quot;&amp;gt;&lt;br /&gt;
        &amp;lt;Distance to=&amp;quot;defaultFoliage&amp;quot; min=&amp;quot;0&amp;quot; /&amp;gt;&lt;br /&gt;
        &amp;lt;Distance to=&amp;quot;defaultReference&amp;quot; min=&amp;quot;4&amp;quot; /&amp;gt;&lt;br /&gt;
        &amp;lt;Distance to=&amp;quot;mediumTree&amp;quot; min=&amp;quot;5&amp;quot; /&amp;gt;&lt;br /&gt;
        &amp;lt;Distance to=&amp;quot;parentTrees&amp;quot; min=&amp;quot;6&amp;quot; /&amp;gt;&lt;br /&gt;
        &amp;lt;Distance to=&amp;quot;smallTrees&amp;quot; min=&amp;quot;3&amp;quot; /&amp;gt;&lt;br /&gt;
      &amp;lt;/Type&amp;gt;&lt;br /&gt;
      &amp;lt;Type name=&amp;quot;defaultTexture&amp;quot;&amp;gt;&lt;br /&gt;
        &amp;lt;Distance to=&amp;quot;defaultTexture&amp;quot; min=&amp;quot;0&amp;quot; /&amp;gt;&lt;br /&gt;
      &amp;lt;/Type&amp;gt;&lt;br /&gt;
      &amp;lt;Type name=&amp;quot;mediumTree&amp;quot;&amp;gt;&lt;br /&gt;
        &amp;lt;Distance to=&amp;quot;defaultReference&amp;quot; min=&amp;quot;5&amp;quot; /&amp;gt;&lt;br /&gt;
        &amp;lt;Distance to=&amp;quot;mediumTree&amp;quot; min=&amp;quot;6&amp;quot; /&amp;gt;&lt;br /&gt;
        &amp;lt;Distance to=&amp;quot;parentTrees&amp;quot; min=&amp;quot;7&amp;quot; /&amp;gt;&lt;br /&gt;
        &amp;lt;Distance to=&amp;quot;smallTrees&amp;quot; min=&amp;quot;4&amp;quot; /&amp;gt;&lt;br /&gt;
      &amp;lt;/Type&amp;gt;&lt;br /&gt;
      &amp;lt;Type name=&amp;quot;parentTrees&amp;quot;&amp;gt;&lt;br /&gt;
        &amp;lt;Distance to=&amp;quot;defaultFoliage&amp;quot; min=&amp;quot;0&amp;quot; /&amp;gt;&lt;br /&gt;
        &amp;lt;Distance to=&amp;quot;defaultReference&amp;quot; min=&amp;quot;6&amp;quot; /&amp;gt;&lt;br /&gt;
        &amp;lt;Distance to=&amp;quot;mediumTree&amp;quot; min=&amp;quot;7&amp;quot; /&amp;gt;&lt;br /&gt;
        &amp;lt;Distance to=&amp;quot;parentTrees&amp;quot; min=&amp;quot;20&amp;quot; /&amp;gt;&lt;br /&gt;
        &amp;lt;Distance to=&amp;quot;smallTrees&amp;quot; min=&amp;quot;4&amp;quot; /&amp;gt;&lt;br /&gt;
      &amp;lt;/Type&amp;gt;&lt;br /&gt;
      &amp;lt;Type name=&amp;quot;smallTrees&amp;quot;&amp;gt;&lt;br /&gt;
        &amp;lt;Distance to=&amp;quot;defaultReference&amp;quot; min=&amp;quot;3&amp;quot; /&amp;gt;&lt;br /&gt;
        &amp;lt;Distance to=&amp;quot;mediumTree&amp;quot; min=&amp;quot;4&amp;quot; /&amp;gt;&lt;br /&gt;
        &amp;lt;Distance to=&amp;quot;parentTrees&amp;quot; min=&amp;quot;4&amp;quot; /&amp;gt;&lt;br /&gt;
        &amp;lt;Distance to=&amp;quot;smallTrees&amp;quot; min=&amp;quot;2&amp;quot; /&amp;gt;&lt;br /&gt;
      &amp;lt;/Type&amp;gt;&lt;br /&gt;
    &amp;lt;/Types&amp;gt;&lt;br /&gt;
    &amp;lt;Objects&amp;gt;&lt;br /&gt;
      &amp;lt;Object type=&amp;quot;terrainFoliage&amp;quot; name=&amp;quot;F_AcreDetail&amp;quot; foliageTypeName=&amp;quot;terrainDetail&amp;quot; channels=&amp;quot;2&amp;quot; ppType=&amp;quot;defaultFoliage&amp;quot; /&amp;gt;&lt;br /&gt;
      &amp;lt;Object type=&amp;quot;terrainFoliage&amp;quot; name=&amp;quot;F_GrassSmall&amp;quot; foliageTypeName=&amp;quot;decoFoliage&amp;quot; channels=&amp;quot;289&amp;quot; ppType=&amp;quot;defaultFoliage&amp;quot; /&amp;gt;&lt;br /&gt;
      &amp;lt;Object type=&amp;quot;terrainFoliage&amp;quot; name=&amp;quot;F_GrassMedium&amp;quot; foliageTypeName=&amp;quot;decoFoliage&amp;quot; channels=&amp;quot;321&amp;quot; ppType=&amp;quot;defaultFoliage&amp;quot; /&amp;gt;&lt;br /&gt;
      &amp;lt;Object type=&amp;quot;terrainFoliage&amp;quot; name=&amp;quot;F_Meadow&amp;quot; foliageTypeName=&amp;quot;meadow&amp;quot; channels=&amp;quot;131&amp;quot; ppType=&amp;quot;defaultFoliage&amp;quot; /&amp;gt;&lt;br /&gt;
      &amp;lt;Object type=&amp;quot;terrainFoliage&amp;quot; name=&amp;quot;F_DecoFSmall&amp;quot; foliageTypeName=&amp;quot;decoFoliage&amp;quot; channels=&amp;quot;33&amp;quot; ppType=&amp;quot;defaultFoliage&amp;quot; /&amp;gt;&lt;br /&gt;
      &amp;lt;Object type=&amp;quot;terrainFoliage&amp;quot; name=&amp;quot;F_DecoFSmallRumex&amp;quot; foliageTypeName=&amp;quot;decoFoliage&amp;quot; channels=&amp;quot;65&amp;quot; ppType=&amp;quot;defaultFoliage&amp;quot; /&amp;gt;&lt;br /&gt;
      &amp;lt;Object type=&amp;quot;terrainFoliage&amp;quot; name=&amp;quot;F_DecoChaero&amp;quot; foliageTypeName=&amp;quot;decoFoliage&amp;quot; channels=&amp;quot;129&amp;quot; ppType=&amp;quot;defaultFoliage&amp;quot; /&amp;gt;&lt;br /&gt;
      &amp;lt;Object type=&amp;quot;terrainFoliage&amp;quot; name=&amp;quot;F_DecoCheno&amp;quot; foliageTypeName=&amp;quot;decoFoliage&amp;quot; channels=&amp;quot;161&amp;quot; ppType=&amp;quot;defaultFoliage&amp;quot; /&amp;gt;&lt;br /&gt;
      &amp;lt;Object type=&amp;quot;terrainFoliage&amp;quot; name=&amp;quot;F_DecoCirsium&amp;quot; foliageTypeName=&amp;quot;decoFoliage&amp;quot; channels=&amp;quot;193&amp;quot; ppType=&amp;quot;defaultFoliage&amp;quot; /&amp;gt;&lt;br /&gt;
      &amp;lt;Object type=&amp;quot;terrainFoliage&amp;quot; name=&amp;quot;F_DecoRumex&amp;quot; foliageTypeName=&amp;quot;decoFoliage&amp;quot; channels=&amp;quot;257&amp;quot; ppType=&amp;quot;defaultFoliage&amp;quot; /&amp;gt;&lt;br /&gt;
      &amp;lt;Object type=&amp;quot;terrainFoliage&amp;quot; name=&amp;quot;F_BushSmall&amp;quot; foliageTypeName=&amp;quot;decoBush&amp;quot; channels=&amp;quot;1&amp;quot; ppType=&amp;quot;defaultFoliage&amp;quot; /&amp;gt;&lt;br /&gt;
      &amp;lt;Object type=&amp;quot;terrainFoliage&amp;quot; name=&amp;quot;ForestDryBranch&amp;quot; foliageTypeName=&amp;quot;forestPlants&amp;quot; channels=&amp;quot;36&amp;quot; ppType=&amp;quot;defaultFoliage&amp;quot; /&amp;gt;&lt;br /&gt;
      &amp;lt;Object type=&amp;quot;terrainFoliage&amp;quot; name=&amp;quot;ForestClover&amp;quot; foliageTypeName=&amp;quot;forestPlants&amp;quot; channels=&amp;quot;68&amp;quot; ppType=&amp;quot;defaultFoliage&amp;quot; /&amp;gt;&lt;br /&gt;
      &amp;lt;Object type=&amp;quot;terrainFoliage&amp;quot; name=&amp;quot;ForestStarFlower&amp;quot; foliageTypeName=&amp;quot;forestPlants&amp;quot; channels=&amp;quot;100&amp;quot; ppType=&amp;quot;defaultFoliage&amp;quot; /&amp;gt;&lt;br /&gt;
      &amp;lt;Object type=&amp;quot;terrainFoliage&amp;quot; name=&amp;quot;ForestBunchBerry&amp;quot; foliageTypeName=&amp;quot;forestPlants&amp;quot; channels=&amp;quot;132&amp;quot; ppType=&amp;quot;defaultFoliage&amp;quot; /&amp;gt;&lt;br /&gt;
      &amp;lt;Object type=&amp;quot;terrainFoliage&amp;quot; name=&amp;quot;ForestSalmonBerry&amp;quot; foliageTypeName=&amp;quot;forestPlants&amp;quot; channels=&amp;quot;164&amp;quot; ppType=&amp;quot;defaultFoliage&amp;quot; /&amp;gt;&lt;br /&gt;
      &amp;lt;Object type=&amp;quot;terrainFoliage&amp;quot; name=&amp;quot;ForestStarryFalse&amp;quot; foliageTypeName=&amp;quot;forestPlants&amp;quot; channels=&amp;quot;196&amp;quot; ppType=&amp;quot;defaultFoliage&amp;quot; /&amp;gt;&lt;br /&gt;
      &amp;lt;Object type=&amp;quot;terrainFoliage&amp;quot; name=&amp;quot;ForestSwordFern&amp;quot; foliageTypeName=&amp;quot;forestPlants&amp;quot; channels=&amp;quot;228&amp;quot; ppType=&amp;quot;defaultFoliage&amp;quot; /&amp;gt;&lt;br /&gt;
      &amp;lt;Object type=&amp;quot;terrainFoliage&amp;quot; name=&amp;quot;ForestDeerFern&amp;quot; foliageTypeName=&amp;quot;forestPlants&amp;quot; channels=&amp;quot;260&amp;quot; ppType=&amp;quot;defaultFoliage&amp;quot; /&amp;gt;&lt;br /&gt;
      &amp;lt;Object type=&amp;quot;terrainFoliage&amp;quot; name=&amp;quot;ForestGrass&amp;quot; foliageTypeName=&amp;quot;forestPlants&amp;quot; channels=&amp;quot;292&amp;quot; ppType=&amp;quot;defaultFoliage&amp;quot; /&amp;gt;&lt;br /&gt;
      &amp;lt;Object type=&amp;quot;terrainFoliage&amp;quot; name=&amp;quot;BushCommon01&amp;quot; foliageTypeName=&amp;quot;decoBushUS&amp;quot; channels=&amp;quot;34&amp;quot; ppType=&amp;quot;defaultFoliage&amp;quot; /&amp;gt;&lt;br /&gt;
      &amp;lt;Object type=&amp;quot;terrainFoliage&amp;quot; name=&amp;quot;BushCommon02&amp;quot; foliageTypeName=&amp;quot;decoBushUS&amp;quot; channels=&amp;quot;66&amp;quot; ppType=&amp;quot;defaultFoliage&amp;quot; /&amp;gt;&lt;br /&gt;
      &amp;lt;Object type=&amp;quot;terrainFoliage&amp;quot; name=&amp;quot;BushCommon03&amp;quot; foliageTypeName=&amp;quot;decoBushUS&amp;quot; channels=&amp;quot;98&amp;quot; ppType=&amp;quot;defaultFoliage&amp;quot; /&amp;gt;&lt;br /&gt;
      &amp;lt;Object type=&amp;quot;terrainFoliage&amp;quot; name=&amp;quot;BushDynamite01&amp;quot; foliageTypeName=&amp;quot;decoBushUS&amp;quot; channels=&amp;quot;130&amp;quot; ppType=&amp;quot;defaultFoliage&amp;quot; /&amp;gt;&lt;br /&gt;
      &amp;lt;Object type=&amp;quot;terrainFoliage&amp;quot; name=&amp;quot;BushDynamite02&amp;quot; foliageTypeName=&amp;quot;decoBushUS&amp;quot; channels=&amp;quot;162&amp;quot; ppType=&amp;quot;defaultFoliage&amp;quot; /&amp;gt;&lt;br /&gt;
      &amp;lt;Object type=&amp;quot;terrainFoliage&amp;quot; name=&amp;quot;BushDynamite03&amp;quot; foliageTypeName=&amp;quot;decoBushUS&amp;quot; channels=&amp;quot;194&amp;quot; ppType=&amp;quot;defaultFoliage&amp;quot; /&amp;gt;&lt;br /&gt;
      &amp;lt;Object type=&amp;quot;terrainFoliage&amp;quot; name=&amp;quot;BushPaw01&amp;quot; foliageTypeName=&amp;quot;decoBushUS&amp;quot; channels=&amp;quot;226&amp;quot; ppType=&amp;quot;defaultFoliage&amp;quot; /&amp;gt;&lt;br /&gt;
      &amp;lt;Object type=&amp;quot;terrainFoliage&amp;quot; name=&amp;quot;BushPaw02&amp;quot; foliageTypeName=&amp;quot;decoBushUS&amp;quot; channels=&amp;quot;258&amp;quot; ppType=&amp;quot;defaultFoliage&amp;quot; /&amp;gt;&lt;br /&gt;
      &amp;lt;Object type=&amp;quot;terrainFoliage&amp;quot; name=&amp;quot;BushPaw03&amp;quot; foliageTypeName=&amp;quot;decoBushUS&amp;quot; channels=&amp;quot;290&amp;quot; ppType=&amp;quot;defaultFoliage&amp;quot; /&amp;gt;&lt;br /&gt;
      &amp;lt;Object type=&amp;quot;terrainFoliage&amp;quot; name=&amp;quot;BushWaterElm01&amp;quot; foliageTypeName=&amp;quot;decoBushUS&amp;quot; channels=&amp;quot;322&amp;quot; ppType=&amp;quot;defaultFoliage&amp;quot; /&amp;gt;&lt;br /&gt;
      &amp;lt;Object type=&amp;quot;terrainFoliage&amp;quot; name=&amp;quot;BushWaterElm02&amp;quot; foliageTypeName=&amp;quot;decoBushUS&amp;quot; channels=&amp;quot;354&amp;quot; ppType=&amp;quot;defaultFoliage&amp;quot; /&amp;gt;&lt;br /&gt;
      &amp;lt;Object type=&amp;quot;terrainFoliage&amp;quot; name=&amp;quot;BushWaterElm03&amp;quot; foliageTypeName=&amp;quot;decoBushUS&amp;quot; channels=&amp;quot;386&amp;quot; ppType=&amp;quot;defaultFoliage&amp;quot; /&amp;gt;&lt;br /&gt;
      &amp;lt;Object type=&amp;quot;terrainFoliage&amp;quot; name=&amp;quot;BushSumac&amp;quot; foliageTypeName=&amp;quot;decoBushUS&amp;quot; channels=&amp;quot;418&amp;quot; ppType=&amp;quot;defaultFoliage&amp;quot; /&amp;gt;&lt;br /&gt;
      &amp;lt;Object type=&amp;quot;terrainFoliage&amp;quot; name=&amp;quot;BushHazel01&amp;quot; foliageTypeName=&amp;quot;decoBushUS&amp;quot; channels=&amp;quot;450&amp;quot; ppType=&amp;quot;defaultFoliage&amp;quot; /&amp;gt;&lt;br /&gt;
      &amp;lt;Object type=&amp;quot;terrainFoliage&amp;quot; name=&amp;quot;BushHazel02&amp;quot; foliageTypeName=&amp;quot;decoBushUS&amp;quot; channels=&amp;quot;482&amp;quot; ppType=&amp;quot;defaultFoliage&amp;quot; /&amp;gt;&lt;br /&gt;
    &amp;lt;/Objects&amp;gt;&lt;br /&gt;
    &amp;lt;Rules&amp;gt;&lt;br /&gt;
      &amp;lt;Rule name=&amp;quot;GEN_Roads&amp;quot; isMainRule=&amp;quot;true&amp;quot; objectMinDistance=&amp;quot;0&amp;quot; slopeStart=&amp;quot;0&amp;quot; slopeEnd=&amp;quot;90&amp;quot; &amp;gt;&lt;br /&gt;
        &amp;lt;Script name=&amp;quot;createRoadMaskUS.lua&amp;quot; &amp;gt;&lt;br /&gt;
          &amp;lt;Arg name=&amp;quot;includeChildren&amp;quot; type=&amp;quot;boolean&amp;quot; value=&amp;quot;false&amp;quot; /&amp;gt;&lt;br /&gt;
          &amp;lt;Arg name=&amp;quot;excludeChildren&amp;quot; type=&amp;quot;boolean&amp;quot; value=&amp;quot;false&amp;quot; /&amp;gt;&lt;br /&gt;
          &amp;lt;Arg name=&amp;quot;nodesInclude&amp;quot; type=&amp;quot;nodes&amp;quot; value=&amp;quot;@184486&amp;gt;0{{!}};&amp;quot; /&amp;gt;&lt;br /&gt;
          &amp;lt;Arg name=&amp;quot;nodesExclude&amp;quot; type=&amp;quot;nodes&amp;quot; value=&amp;quot;5857;&amp;quot; /&amp;gt;&lt;br /&gt;
        &amp;lt;/Script&amp;gt;&lt;br /&gt;
      &amp;lt;/Rule&amp;gt;&lt;br /&gt;
      &amp;lt;Rule name=&amp;quot;T_Asphalt&amp;quot; isMainRule=&amp;quot;true&amp;quot; objectMinDistance=&amp;quot;0&amp;quot; slopeStart=&amp;quot;0&amp;quot; slopeEnd=&amp;quot;90&amp;quot; &amp;gt;&lt;br /&gt;
        &amp;lt;Script name=&amp;quot;scatterInMask.lua&amp;quot; &amp;gt;&lt;br /&gt;
          &amp;lt;Arg name=&amp;quot;mask&amp;quot; type=&amp;quot;mask&amp;quot; value=&amp;quot;GEN_Roads&amp;quot; /&amp;gt;&lt;br /&gt;
        &amp;lt;/Script&amp;gt;&lt;br /&gt;
        &amp;lt;Object id=&amp;quot;1&amp;quot; childRule=&amp;quot;&amp;quot; objectName=&amp;quot;ASPHALT&amp;quot; childMinCount=&amp;quot;1&amp;quot; childMaxCount=&amp;quot;10&amp;quot; childMinRadius=&amp;quot;0&amp;quot; childMaxRadius=&amp;quot;20&amp;quot; probability=&amp;quot;1&amp;quot; /&amp;gt;&lt;br /&gt;
      &amp;lt;/Rule&amp;gt;&lt;br /&gt;
      &amp;lt;Rule name=&amp;quot;T_Forest01&amp;quot; isMainRule=&amp;quot;true&amp;quot; objectMinDistance=&amp;quot;0&amp;quot; slopeStart=&amp;quot;0&amp;quot; slopeEnd=&amp;quot;90&amp;quot; &amp;gt;&lt;br /&gt;
        &amp;lt;Script name=&amp;quot;scatterInMask.lua&amp;quot; &amp;gt;&lt;br /&gt;
          &amp;lt;Arg name=&amp;quot;mask&amp;quot; type=&amp;quot;mask&amp;quot; value=&amp;quot;PG_Forest&amp;quot; /&amp;gt;&lt;br /&gt;
        &amp;lt;/Script&amp;gt;&lt;br /&gt;
        &amp;lt;Object id=&amp;quot;1&amp;quot; childRule=&amp;quot;&amp;quot; objectName=&amp;quot;FOREST_GROUND&amp;quot; childMinCount=&amp;quot;1&amp;quot; childMaxCount=&amp;quot;10&amp;quot; childMinRadius=&amp;quot;0&amp;quot; childMaxRadius=&amp;quot;20&amp;quot; probability=&amp;quot;2&amp;quot; /&amp;gt;&lt;br /&gt;
        &amp;lt;Object id=&amp;quot;2&amp;quot; childRule=&amp;quot;&amp;quot; objectName=&amp;quot;FOREST_GRASS&amp;quot; childMinCount=&amp;quot;1&amp;quot; childMaxCount=&amp;quot;10&amp;quot; childMinRadius=&amp;quot;0&amp;quot; childMaxRadius=&amp;quot;20&amp;quot; probability=&amp;quot;3&amp;quot; /&amp;gt;&lt;br /&gt;
        &amp;lt;Object id=&amp;quot;3&amp;quot; childRule=&amp;quot;&amp;quot; objectName=&amp;quot;FOREST_ROOTS&amp;quot; childMinCount=&amp;quot;1&amp;quot; childMaxCount=&amp;quot;10&amp;quot; childMinRadius=&amp;quot;0&amp;quot; childMaxRadius=&amp;quot;20&amp;quot; probability=&amp;quot;1&amp;quot; /&amp;gt;&lt;br /&gt;
      &amp;lt;/Rule&amp;gt;&lt;br /&gt;
      &amp;lt;Rule name=&amp;quot;T_Forest02&amp;quot; isMainRule=&amp;quot;true&amp;quot; objectMinDistance=&amp;quot;0&amp;quot; slopeStart=&amp;quot;0&amp;quot; slopeEnd=&amp;quot;90&amp;quot; &amp;gt;&lt;br /&gt;
        &amp;lt;Script name=&amp;quot;scatterInPerlinNoise.lua&amp;quot; &amp;gt;&lt;br /&gt;
          &amp;lt;Arg name=&amp;quot;seed&amp;quot; type=&amp;quot;int&amp;quot; value=&amp;quot;44&amp;quot; /&amp;gt;&lt;br /&gt;
          &amp;lt;Arg name=&amp;quot;clampThreshold&amp;quot; type=&amp;quot;int&amp;quot; value=&amp;quot;127&amp;quot; /&amp;gt;&lt;br /&gt;
          &amp;lt;Arg name=&amp;quot;frequency&amp;quot; type=&amp;quot;float&amp;quot; value=&amp;quot;0.154000&amp;quot; /&amp;gt;&lt;br /&gt;
          &amp;lt;Arg name=&amp;quot;clamped&amp;quot; type=&amp;quot;boolean&amp;quot; value=&amp;quot;true&amp;quot; /&amp;gt;&lt;br /&gt;
          &amp;lt;Arg name=&amp;quot;mask&amp;quot; type=&amp;quot;mask&amp;quot; value=&amp;quot;PG_Forest&amp;quot; /&amp;gt;&lt;br /&gt;
        &amp;lt;/Script&amp;gt;&lt;br /&gt;
        &amp;lt;Object id=&amp;quot;1&amp;quot; childRule=&amp;quot;&amp;quot; objectName=&amp;quot;FOREST_LEAVES&amp;quot; childMinCount=&amp;quot;1&amp;quot; childMaxCount=&amp;quot;10&amp;quot; childMinRadius=&amp;quot;0&amp;quot; childMaxRadius=&amp;quot;20&amp;quot; probability=&amp;quot;1&amp;quot; /&amp;gt;&lt;br /&gt;
        &amp;lt;Object id=&amp;quot;2&amp;quot; childRule=&amp;quot;&amp;quot; objectName=&amp;quot;FOREST_NEEDELS&amp;quot; childMinCount=&amp;quot;1&amp;quot; childMaxCount=&amp;quot;10&amp;quot; childMinRadius=&amp;quot;0&amp;quot; childMaxRadius=&amp;quot;20&amp;quot; probability=&amp;quot;1&amp;quot; /&amp;gt;&lt;br /&gt;
      &amp;lt;/Rule&amp;gt;&lt;br /&gt;
      &amp;lt;Rule name=&amp;quot;F_ForestGrass&amp;quot; isMainRule=&amp;quot;true&amp;quot; objectMinDistance=&amp;quot;0&amp;quot; slopeStart=&amp;quot;0&amp;quot; slopeEnd=&amp;quot;90&amp;quot; &amp;gt;&lt;br /&gt;
        &amp;lt;Script name=&amp;quot;scatterInPerlinNoise.lua&amp;quot; &amp;gt;&lt;br /&gt;
          &amp;lt;Arg name=&amp;quot;seed&amp;quot; type=&amp;quot;int&amp;quot; value=&amp;quot;2377&amp;quot; /&amp;gt;&lt;br /&gt;
          &amp;lt;Arg name=&amp;quot;clampThreshold&amp;quot; type=&amp;quot;int&amp;quot; value=&amp;quot;128&amp;quot; /&amp;gt;&lt;br /&gt;
          &amp;lt;Arg name=&amp;quot;frequency&amp;quot; type=&amp;quot;float&amp;quot; value=&amp;quot;0.400000&amp;quot; /&amp;gt;&lt;br /&gt;
          &amp;lt;Arg name=&amp;quot;clamped&amp;quot; type=&amp;quot;boolean&amp;quot; value=&amp;quot;true&amp;quot; /&amp;gt;&lt;br /&gt;
          &amp;lt;Arg name=&amp;quot;mask&amp;quot; type=&amp;quot;mask&amp;quot; value=&amp;quot;PG_Forest&amp;quot; /&amp;gt;&lt;br /&gt;
        &amp;lt;/Script&amp;gt;&lt;br /&gt;
        &amp;lt;Object id=&amp;quot;1&amp;quot; childRule=&amp;quot;&amp;quot; objectName=&amp;quot;ForestGrass&amp;quot; childMinCount=&amp;quot;1&amp;quot; childMaxCount=&amp;quot;10&amp;quot; childMinRadius=&amp;quot;0&amp;quot; childMaxRadius=&amp;quot;20&amp;quot; probability=&amp;quot;4&amp;quot; /&amp;gt;&lt;br /&gt;
        &amp;lt;Object id=&amp;quot;2&amp;quot; childRule=&amp;quot;&amp;quot; objectName=&amp;quot;F_GrassSmall&amp;quot; childMinCount=&amp;quot;1&amp;quot; childMaxCount=&amp;quot;10&amp;quot; childMinRadius=&amp;quot;0&amp;quot; childMaxRadius=&amp;quot;20&amp;quot; probability=&amp;quot;2&amp;quot; /&amp;gt;&lt;br /&gt;
        &amp;lt;Object id=&amp;quot;3&amp;quot; childRule=&amp;quot;&amp;quot; objectName=&amp;quot;F_GrassMedium&amp;quot; childMinCount=&amp;quot;1&amp;quot; childMaxCount=&amp;quot;10&amp;quot; childMinRadius=&amp;quot;0&amp;quot; childMaxRadius=&amp;quot;20&amp;quot; probability=&amp;quot;1&amp;quot; /&amp;gt;&lt;br /&gt;
        &amp;lt;Object id=&amp;quot;4&amp;quot; childRule=&amp;quot;&amp;quot; objectName=&amp;quot;F_DecoFSmall&amp;quot; childMinCount=&amp;quot;1&amp;quot; childMaxCount=&amp;quot;10&amp;quot; childMinRadius=&amp;quot;0&amp;quot; childMaxRadius=&amp;quot;20&amp;quot; probability=&amp;quot;3&amp;quot; /&amp;gt;&lt;br /&gt;
      &amp;lt;/Rule&amp;gt;&lt;br /&gt;
      &amp;lt;Rule name=&amp;quot;F_ForestPatches&amp;quot; isMainRule=&amp;quot;true&amp;quot; objectMinDistance=&amp;quot;0&amp;quot; slopeStart=&amp;quot;0&amp;quot; slopeEnd=&amp;quot;90&amp;quot; &amp;gt;&lt;br /&gt;
        &amp;lt;Script name=&amp;quot;scatterInPerlinNoise.lua&amp;quot; &amp;gt;&lt;br /&gt;
          &amp;lt;Arg name=&amp;quot;seed&amp;quot; type=&amp;quot;int&amp;quot; value=&amp;quot;1549&amp;quot; /&amp;gt;&lt;br /&gt;
          &amp;lt;Arg name=&amp;quot;clampThreshold&amp;quot; type=&amp;quot;int&amp;quot; value=&amp;quot;100&amp;quot; /&amp;gt;&lt;br /&gt;
          &amp;lt;Arg name=&amp;quot;frequency&amp;quot; type=&amp;quot;float&amp;quot; value=&amp;quot;0.500000&amp;quot; /&amp;gt;&lt;br /&gt;
          &amp;lt;Arg name=&amp;quot;clamped&amp;quot; type=&amp;quot;boolean&amp;quot; value=&amp;quot;true&amp;quot; /&amp;gt;&lt;br /&gt;
          &amp;lt;Arg name=&amp;quot;mask&amp;quot; type=&amp;quot;mask&amp;quot; value=&amp;quot;PG_Forest&amp;quot; /&amp;gt;&lt;br /&gt;
        &amp;lt;/Script&amp;gt;&lt;br /&gt;
        &amp;lt;Object id=&amp;quot;6&amp;quot; childRule=&amp;quot;&amp;quot; objectName=&amp;quot;ForestClover&amp;quot; childMinCount=&amp;quot;1&amp;quot; childMaxCount=&amp;quot;10&amp;quot; childMinRadius=&amp;quot;0&amp;quot; childMaxRadius=&amp;quot;20&amp;quot; probability=&amp;quot;1&amp;quot; /&amp;gt;&lt;br /&gt;
      &amp;lt;/Rule&amp;gt;&lt;br /&gt;
      &amp;lt;Rule name=&amp;quot;F_ForestClutter&amp;quot; isMainRule=&amp;quot;true&amp;quot; objectMinDistance=&amp;quot;0&amp;quot; slopeStart=&amp;quot;0&amp;quot; slopeEnd=&amp;quot;90&amp;quot; &amp;gt;&lt;br /&gt;
        &amp;lt;Script name=&amp;quot;scatterInPerlinNoise.lua&amp;quot; &amp;gt;&lt;br /&gt;
          &amp;lt;Arg name=&amp;quot;seed&amp;quot; type=&amp;quot;int&amp;quot; value=&amp;quot;478&amp;quot; /&amp;gt;&lt;br /&gt;
          &amp;lt;Arg name=&amp;quot;clampThreshold&amp;quot; type=&amp;quot;int&amp;quot; value=&amp;quot;121&amp;quot; /&amp;gt;&lt;br /&gt;
          &amp;lt;Arg name=&amp;quot;frequency&amp;quot; type=&amp;quot;float&amp;quot; value=&amp;quot;0.180000&amp;quot; /&amp;gt;&lt;br /&gt;
          &amp;lt;Arg name=&amp;quot;clamped&amp;quot; type=&amp;quot;boolean&amp;quot; value=&amp;quot;true&amp;quot; /&amp;gt;&lt;br /&gt;
          &amp;lt;Arg name=&amp;quot;mask&amp;quot; type=&amp;quot;mask&amp;quot; value=&amp;quot;PG_Forest&amp;quot; /&amp;gt;&lt;br /&gt;
        &amp;lt;/Script&amp;gt;&lt;br /&gt;
        &amp;lt;Object id=&amp;quot;6&amp;quot; childRule=&amp;quot;&amp;quot; objectName=&amp;quot;ForestBunchBerry&amp;quot; childMinCount=&amp;quot;1&amp;quot; childMaxCount=&amp;quot;10&amp;quot; childMinRadius=&amp;quot;0&amp;quot; childMaxRadius=&amp;quot;20&amp;quot; probability=&amp;quot;4&amp;quot; /&amp;gt;&lt;br /&gt;
        &amp;lt;Object id=&amp;quot;7&amp;quot; childRule=&amp;quot;&amp;quot; objectName=&amp;quot;ForestStarFlower&amp;quot; childMinCount=&amp;quot;1&amp;quot; childMaxCount=&amp;quot;10&amp;quot; childMinRadius=&amp;quot;0&amp;quot; childMaxRadius=&amp;quot;20&amp;quot; probability=&amp;quot;1&amp;quot; /&amp;gt;&lt;br /&gt;
        &amp;lt;Object id=&amp;quot;8&amp;quot; childRule=&amp;quot;&amp;quot; objectName=&amp;quot;ForestSalmonBerry&amp;quot; childMinCount=&amp;quot;1&amp;quot; childMaxCount=&amp;quot;10&amp;quot; childMinRadius=&amp;quot;0&amp;quot; childMaxRadius=&amp;quot;20&amp;quot; probability=&amp;quot;1&amp;quot; /&amp;gt;&lt;br /&gt;
        &amp;lt;Object id=&amp;quot;9&amp;quot; childRule=&amp;quot;&amp;quot; objectName=&amp;quot;ForestStarryFalse&amp;quot; childMinCount=&amp;quot;1&amp;quot; childMaxCount=&amp;quot;10&amp;quot; childMinRadius=&amp;quot;0&amp;quot; childMaxRadius=&amp;quot;20&amp;quot; probability=&amp;quot;1&amp;quot; /&amp;gt;&lt;br /&gt;
        &amp;lt;Object id=&amp;quot;10&amp;quot; childRule=&amp;quot;&amp;quot; objectName=&amp;quot;ForestSwordFern&amp;quot; childMinCount=&amp;quot;1&amp;quot; childMaxCount=&amp;quot;10&amp;quot; childMinRadius=&amp;quot;0&amp;quot; childMaxRadius=&amp;quot;20&amp;quot; probability=&amp;quot;1&amp;quot; /&amp;gt;&lt;br /&gt;
        &amp;lt;Object id=&amp;quot;11&amp;quot; childRule=&amp;quot;&amp;quot; objectName=&amp;quot;ForestDeerFern&amp;quot; childMinCount=&amp;quot;1&amp;quot; childMaxCount=&amp;quot;10&amp;quot; childMinRadius=&amp;quot;0&amp;quot; childMaxRadius=&amp;quot;20&amp;quot; probability=&amp;quot;2&amp;quot; /&amp;gt;&lt;br /&gt;
      &amp;lt;/Rule&amp;gt;&lt;br /&gt;
      &amp;lt;Rule name=&amp;quot;F_ForestBushes&amp;quot; isMainRule=&amp;quot;true&amp;quot; objectMinDistance=&amp;quot;0&amp;quot; slopeStart=&amp;quot;0&amp;quot; slopeEnd=&amp;quot;90&amp;quot; &amp;gt;&lt;br /&gt;
        &amp;lt;Script name=&amp;quot;scatterInPerlinNoise.lua&amp;quot; &amp;gt;&lt;br /&gt;
          &amp;lt;Arg name=&amp;quot;seed&amp;quot; type=&amp;quot;int&amp;quot; value=&amp;quot;9784&amp;quot; /&amp;gt;&lt;br /&gt;
          &amp;lt;Arg name=&amp;quot;clampThreshold&amp;quot; type=&amp;quot;int&amp;quot; value=&amp;quot;100&amp;quot; /&amp;gt;&lt;br /&gt;
          &amp;lt;Arg name=&amp;quot;frequency&amp;quot; type=&amp;quot;float&amp;quot; value=&amp;quot;0.540000&amp;quot; /&amp;gt;&lt;br /&gt;
          &amp;lt;Arg name=&amp;quot;clamped&amp;quot; type=&amp;quot;boolean&amp;quot; value=&amp;quot;true&amp;quot; /&amp;gt;&lt;br /&gt;
          &amp;lt;Arg name=&amp;quot;mask&amp;quot; type=&amp;quot;mask&amp;quot; value=&amp;quot;PG_Forest&amp;quot; /&amp;gt;&lt;br /&gt;
        &amp;lt;/Script&amp;gt;&lt;br /&gt;
        &amp;lt;Object id=&amp;quot;1&amp;quot; childRule=&amp;quot;&amp;quot; objectName=&amp;quot;BushCommon01&amp;quot; childMinCount=&amp;quot;1&amp;quot; childMaxCount=&amp;quot;10&amp;quot; childMinRadius=&amp;quot;0&amp;quot; childMaxRadius=&amp;quot;20&amp;quot; probability=&amp;quot;2&amp;quot; /&amp;gt;&lt;br /&gt;
        &amp;lt;Object id=&amp;quot;2&amp;quot; childRule=&amp;quot;&amp;quot; objectName=&amp;quot;BushCommon02&amp;quot; childMinCount=&amp;quot;1&amp;quot; childMaxCount=&amp;quot;10&amp;quot; childMinRadius=&amp;quot;0&amp;quot; childMaxRadius=&amp;quot;20&amp;quot; probability=&amp;quot;2&amp;quot; /&amp;gt;&lt;br /&gt;
        &amp;lt;Object id=&amp;quot;3&amp;quot; childRule=&amp;quot;&amp;quot; objectName=&amp;quot;BushCommon03&amp;quot; childMinCount=&amp;quot;1&amp;quot; childMaxCount=&amp;quot;10&amp;quot; childMinRadius=&amp;quot;0&amp;quot; childMaxRadius=&amp;quot;20&amp;quot; probability=&amp;quot;1&amp;quot; /&amp;gt;&lt;br /&gt;
        &amp;lt;Object id=&amp;quot;7&amp;quot; childRule=&amp;quot;&amp;quot; objectName=&amp;quot;BushPaw01&amp;quot; childMinCount=&amp;quot;1&amp;quot; childMaxCount=&amp;quot;10&amp;quot; childMinRadius=&amp;quot;0&amp;quot; childMaxRadius=&amp;quot;20&amp;quot; probability=&amp;quot;2&amp;quot; /&amp;gt;&lt;br /&gt;
        &amp;lt;Object id=&amp;quot;8&amp;quot; childRule=&amp;quot;&amp;quot; objectName=&amp;quot;BushPaw02&amp;quot; childMinCount=&amp;quot;1&amp;quot; childMaxCount=&amp;quot;10&amp;quot; childMinRadius=&amp;quot;0&amp;quot; childMaxRadius=&amp;quot;20&amp;quot; probability=&amp;quot;2&amp;quot; /&amp;gt;&lt;br /&gt;
        &amp;lt;Object id=&amp;quot;9&amp;quot; childRule=&amp;quot;&amp;quot; objectName=&amp;quot;BushPaw03&amp;quot; childMinCount=&amp;quot;1&amp;quot; childMaxCount=&amp;quot;10&amp;quot; childMinRadius=&amp;quot;0&amp;quot; childMaxRadius=&amp;quot;20&amp;quot; probability=&amp;quot;1&amp;quot; /&amp;gt;&lt;br /&gt;
        &amp;lt;Object id=&amp;quot;10&amp;quot; childRule=&amp;quot;&amp;quot; objectName=&amp;quot;BushWaterElm01&amp;quot; childMinCount=&amp;quot;1&amp;quot; childMaxCount=&amp;quot;10&amp;quot; childMinRadius=&amp;quot;0&amp;quot; childMaxRadius=&amp;quot;20&amp;quot; probability=&amp;quot;2&amp;quot; /&amp;gt;&lt;br /&gt;
        &amp;lt;Object id=&amp;quot;11&amp;quot; childRule=&amp;quot;&amp;quot; objectName=&amp;quot;BushWaterElm02&amp;quot; childMinCount=&amp;quot;1&amp;quot; childMaxCount=&amp;quot;10&amp;quot; childMinRadius=&amp;quot;0&amp;quot; childMaxRadius=&amp;quot;20&amp;quot; probability=&amp;quot;2&amp;quot; /&amp;gt;&lt;br /&gt;
        &amp;lt;Object id=&amp;quot;12&amp;quot; childRule=&amp;quot;&amp;quot; objectName=&amp;quot;BushWaterElm03&amp;quot; childMinCount=&amp;quot;1&amp;quot; childMaxCount=&amp;quot;10&amp;quot; childMinRadius=&amp;quot;0&amp;quot; childMaxRadius=&amp;quot;20&amp;quot; probability=&amp;quot;1&amp;quot; /&amp;gt;&lt;br /&gt;
        &amp;lt;Object id=&amp;quot;13&amp;quot; childRule=&amp;quot;&amp;quot; objectName=&amp;quot;BushHazel01&amp;quot; childMinCount=&amp;quot;1&amp;quot; childMaxCount=&amp;quot;10&amp;quot; childMinRadius=&amp;quot;0&amp;quot; childMaxRadius=&amp;quot;20&amp;quot; probability=&amp;quot;2&amp;quot; /&amp;gt;&lt;br /&gt;
      &amp;lt;/Rule&amp;gt;&lt;br /&gt;
    &amp;lt;/Rules&amp;gt;&lt;br /&gt;
&amp;lt;/ProceduralPlacement&amp;gt;&amp;lt;/pre&amp;gt;|heading=Below Scenes:}}&lt;br /&gt;
Go to your map folder and ensure you have a &#039;&#039;&#039;folder&#039;&#039;&#039; within data named &#039;&#039;&#039;masks&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
== Step 2: Overview of the Procedural Placement Window ==&lt;br /&gt;
&lt;br /&gt;
# &#039;&#039;&#039;Open the Procedural Placement window&#039;&#039;&#039; (Windows &amp;gt; Procedural Placement).&lt;br /&gt;
## If it asks you to select a file for a BLOCKMASK, go to the previously mentioned &#039;&#039;&#039;masks&#039;&#039;&#039; folder and name it BLOCKMASK. This will create a BLOCKMASK.png.&lt;br /&gt;
# &#039;&#039;&#039;Masks Tab (1st tab):&#039;&#039;&#039;&lt;br /&gt;
## Create masks for placement later.&lt;br /&gt;
## Select &#039;&#039;&#039;Add Mask&#039;&#039;&#039; and double-click the empty field under &#039;&#039;&#039;Filename&#039;&#039;&#039;. Name it (e.g., Forest1).&lt;br /&gt;
## To the left, name it again (e.g., Forest1) for the Layers applied on the map.&lt;br /&gt;
## Apply changes and save the map to retain these settings.&lt;br /&gt;
## Ensure the resolution matches your map (e.g., 2048x2048 for base maps).&lt;br /&gt;
# &#039;&#039;&#039;Scripts Tab (2nd tab):&#039;&#039;&#039;&lt;br /&gt;
## Displays the scripts included in your map.i3d.&lt;br /&gt;
## Advanced users can modify scripts, but they are not required initially.&lt;br /&gt;
# &#039;&#039;&#039;Distance Matrix (3rd tab):&#039;&#039;&#039;&lt;br /&gt;
## Avoid modifying this tab.&lt;br /&gt;
# &#039;&#039;&#039;Objects Tab (4th tab):&#039;&#039;&#039;&lt;br /&gt;
## Add foliage and objects for Procedural Placement.&lt;br /&gt;
## For objects:&lt;br /&gt;
### Click &#039;&#039;&#039;Add i3d reference&#039;&#039;&#039;.&lt;br /&gt;
### Select the desired i3d file (e.g., pinusSylvestris\_stage05.i3d).&lt;br /&gt;
### Name the tree (e.g., pinusSylvestris\_stage05) and choose the appropriate type (e.g., ParentTree). This is to help PP use the correct distances setup in the Distance Matrix.&lt;br /&gt;
## Save after every addition.&lt;br /&gt;
# &#039;&#039;&#039;Rules Tab (5th tab):&#039;&#039;&#039;&lt;br /&gt;
## Configure and manage Procedural Placement rules.&lt;br /&gt;
## Rules are read top-down:&lt;br /&gt;
### Add textures first, followed by foliage and objects.&lt;br /&gt;
### Use the &#039;&#039;&#039;ScatterInMask&#039;&#039;&#039; script for the FIRST rule you use.&lt;br /&gt;
### Use &#039;&#039;&#039;scatterInPerlinNoise&#039;&#039;&#039; for subsequent rules.&lt;br /&gt;
## Select the appropriate mask for each rule (e.g., Forest1).&lt;br /&gt;
## Add textures, foliage, and objects with adjustable probabilities and scales.&lt;br /&gt;
## Place Objects runs the script, do *not* use now, only when all steps are completed.&lt;br /&gt;
&lt;br /&gt;
== Step 3: Set Up Your Objects and Rules ==&lt;br /&gt;
&lt;br /&gt;
# Verify i3d paths for all objects.&lt;br /&gt;
# Name rules using a consistent format (e.g., T_whatever for textures, F_ whatever for foliage and objects).&lt;br /&gt;
# Keep textures, foliages and objects on separate rules!&lt;br /&gt;
# Arrange rules in the following order:&lt;br /&gt;
## Textures (placed first).&lt;br /&gt;
## Foliage and objects (placed below textures).&lt;br /&gt;
# Use at least three textures to avoid default placement issues.&lt;br /&gt;
# Save your map after every modification.&lt;br /&gt;
&lt;br /&gt;
== Step 4: Place Down Your Forest ==&lt;br /&gt;
&lt;br /&gt;
# Select the &#039;&#039;&#039;Procedural Placement terrain tool&#039;&#039;&#039; (next to the Foliage tool).&lt;br /&gt;
# Choose the correct layer (e.g., Forest1) in the Procedural Placement Area menu.&lt;br /&gt;
# Paint the desired area for the forest. (Save your map to keep the mask in case of a crash during PP).&lt;br /&gt;
# In the Procedural Placement window:&lt;br /&gt;
## Go to the &#039;&#039;&#039;Rules&#039;&#039;&#039; tab.&lt;br /&gt;
## Verify rule order and scripts.&lt;br /&gt;
## Ensure textures are placed first, followed by foliage and objects.&lt;br /&gt;
## You can have many rules running on the same mask to create a more diverse Forest.&lt;br /&gt;
## Click &#039;&#039;&#039;Place Objects&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; If the editor crashes, review your setup and try again.&lt;br /&gt;
&lt;br /&gt;
== Step 5: Finalize the Placement ==&lt;br /&gt;
&lt;br /&gt;
# Rename the Procedural Group in the Scenegraph (e.g., Forest1). This prevents PP from using it again for future generations.&lt;br /&gt;
# Save your map.&lt;br /&gt;
# Restart the editor before placing additional forests to prevent issues; this resets PP memory.&lt;br /&gt;
&lt;br /&gt;
== Additional Notes ==&lt;br /&gt;
&lt;br /&gt;
* Re-run placements immediately if unsatisfied, perhaps changing textures in rules, or foliage, etc.&lt;br /&gt;
* Test new setups on a separate map to avoid corruption. (Make a copy of current map to keep all settings!)&lt;br /&gt;
* Create multiple masks for different forests. Forest1, Forest2, Forest3, etc.&lt;br /&gt;
* Avoid reusing masks unless rules are identical. This &#039;&#039;&#039;will&#039;&#039;&#039; affect previously placed things within that mask.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Thanks to Gamerdesigns and StrauntMaunt for testing and findings!&#039;&#039;&#039;&lt;/div&gt;</summary>
		<author><name>XPModder</name></author>
	</entry>
	<entry>
		<id>https://fswiki.xpmodder.com/mw/index.php?title=Rough_Procedural_Placement_Forest_Guide_by_Chubacca&amp;diff=159</id>
		<title>Rough Procedural Placement Forest Guide by Chubacca</title>
		<link rel="alternate" type="text/html" href="https://fswiki.xpmodder.com/mw/index.php?title=Rough_Procedural_Placement_Forest_Guide_by_Chubacca&amp;diff=159"/>
		<updated>2025-01-28T15:50:20Z</updated>

		<summary type="html">&lt;p&gt;XPModder: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This guide outlines how to place forests using the Procedural Placement tool. Follow these steps carefully to ensure success. Note that it can be a bit tricky to figure out and setup, make sure to use a test map first, and you have a decent knowledge of the Editor.&lt;br /&gt;
&lt;br /&gt;
== Step 1: Verify Map.i3d Setup/Coding ==&lt;br /&gt;
Ensure your map.i3d file contains the following section. This will ensure you have the *basic* scripts needed:&lt;br /&gt;
{{CollapsibleCode|code=&amp;lt;ProceduralPlacement&amp;gt;&lt;br /&gt;
    &amp;lt;Types&amp;gt;&lt;br /&gt;
      &amp;lt;Type name=&amp;quot;defaultFoliage&amp;quot;&amp;gt;&lt;br /&gt;
        &amp;lt;Distance to=&amp;quot;defaultFoliage&amp;quot; min=&amp;quot;0&amp;quot; /&amp;gt;&lt;br /&gt;
        &amp;lt;Distance to=&amp;quot;defaultReference&amp;quot; min=&amp;quot;0&amp;quot; /&amp;gt;&lt;br /&gt;
        &amp;lt;Distance to=&amp;quot;parentTrees&amp;quot; min=&amp;quot;0&amp;quot; /&amp;gt;&lt;br /&gt;
      &amp;lt;/Type&amp;gt;&lt;br /&gt;
      &amp;lt;Type name=&amp;quot;defaultReference&amp;quot;&amp;gt;&lt;br /&gt;
        &amp;lt;Distance to=&amp;quot;defaultFoliage&amp;quot; min=&amp;quot;0&amp;quot; /&amp;gt;&lt;br /&gt;
        &amp;lt;Distance to=&amp;quot;defaultReference&amp;quot; min=&amp;quot;4&amp;quot; /&amp;gt;&lt;br /&gt;
        &amp;lt;Distance to=&amp;quot;mediumTree&amp;quot; min=&amp;quot;5&amp;quot; /&amp;gt;&lt;br /&gt;
        &amp;lt;Distance to=&amp;quot;parentTrees&amp;quot; min=&amp;quot;6&amp;quot; /&amp;gt;&lt;br /&gt;
        &amp;lt;Distance to=&amp;quot;smallTrees&amp;quot; min=&amp;quot;3&amp;quot; /&amp;gt;&lt;br /&gt;
      &amp;lt;/Type&amp;gt;&lt;br /&gt;
      &amp;lt;Type name=&amp;quot;defaultTexture&amp;quot;&amp;gt;&lt;br /&gt;
        &amp;lt;Distance to=&amp;quot;defaultTexture&amp;quot; min=&amp;quot;0&amp;quot; /&amp;gt;&lt;br /&gt;
      &amp;lt;/Type&amp;gt;&lt;br /&gt;
      &amp;lt;Type name=&amp;quot;mediumTree&amp;quot;&amp;gt;&lt;br /&gt;
        &amp;lt;Distance to=&amp;quot;defaultReference&amp;quot; min=&amp;quot;5&amp;quot; /&amp;gt;&lt;br /&gt;
        &amp;lt;Distance to=&amp;quot;mediumTree&amp;quot; min=&amp;quot;6&amp;quot; /&amp;gt;&lt;br /&gt;
        &amp;lt;Distance to=&amp;quot;parentTrees&amp;quot; min=&amp;quot;7&amp;quot; /&amp;gt;&lt;br /&gt;
        &amp;lt;Distance to=&amp;quot;smallTrees&amp;quot; min=&amp;quot;4&amp;quot; /&amp;gt;&lt;br /&gt;
      &amp;lt;/Type&amp;gt;&lt;br /&gt;
      &amp;lt;Type name=&amp;quot;parentTrees&amp;quot;&amp;gt;&lt;br /&gt;
        &amp;lt;Distance to=&amp;quot;defaultFoliage&amp;quot; min=&amp;quot;0&amp;quot; /&amp;gt;&lt;br /&gt;
        &amp;lt;Distance to=&amp;quot;defaultReference&amp;quot; min=&amp;quot;6&amp;quot; /&amp;gt;&lt;br /&gt;
        &amp;lt;Distance to=&amp;quot;mediumTree&amp;quot; min=&amp;quot;7&amp;quot; /&amp;gt;&lt;br /&gt;
        &amp;lt;Distance to=&amp;quot;parentTrees&amp;quot; min=&amp;quot;20&amp;quot; /&amp;gt;&lt;br /&gt;
        &amp;lt;Distance to=&amp;quot;smallTrees&amp;quot; min=&amp;quot;4&amp;quot; /&amp;gt;&lt;br /&gt;
      &amp;lt;/Type&amp;gt;&lt;br /&gt;
      &amp;lt;Type name=&amp;quot;smallTrees&amp;quot;&amp;gt;&lt;br /&gt;
        &amp;lt;Distance to=&amp;quot;defaultReference&amp;quot; min=&amp;quot;3&amp;quot; /&amp;gt;&lt;br /&gt;
        &amp;lt;Distance to=&amp;quot;mediumTree&amp;quot; min=&amp;quot;4&amp;quot; /&amp;gt;&lt;br /&gt;
        &amp;lt;Distance to=&amp;quot;parentTrees&amp;quot; min=&amp;quot;4&amp;quot; /&amp;gt;&lt;br /&gt;
        &amp;lt;Distance to=&amp;quot;smallTrees&amp;quot; min=&amp;quot;2&amp;quot; /&amp;gt;&lt;br /&gt;
      &amp;lt;/Type&amp;gt;&lt;br /&gt;
    &amp;lt;/Types&amp;gt;&lt;br /&gt;
    &amp;lt;Objects&amp;gt;&lt;br /&gt;
      &amp;lt;Object type=&amp;quot;terrainFoliage&amp;quot; name=&amp;quot;F_AcreDetail&amp;quot; foliageTypeName=&amp;quot;terrainDetail&amp;quot; channels=&amp;quot;2&amp;quot; ppType=&amp;quot;defaultFoliage&amp;quot; /&amp;gt;&lt;br /&gt;
      &amp;lt;Object type=&amp;quot;terrainFoliage&amp;quot; name=&amp;quot;F_GrassSmall&amp;quot; foliageTypeName=&amp;quot;decoFoliage&amp;quot; channels=&amp;quot;289&amp;quot; ppType=&amp;quot;defaultFoliage&amp;quot; /&amp;gt;&lt;br /&gt;
      &amp;lt;Object type=&amp;quot;terrainFoliage&amp;quot; name=&amp;quot;F_GrassMedium&amp;quot; foliageTypeName=&amp;quot;decoFoliage&amp;quot; channels=&amp;quot;321&amp;quot; ppType=&amp;quot;defaultFoliage&amp;quot; /&amp;gt;&lt;br /&gt;
      &amp;lt;Object type=&amp;quot;terrainFoliage&amp;quot; name=&amp;quot;F_Meadow&amp;quot; foliageTypeName=&amp;quot;meadow&amp;quot; channels=&amp;quot;131&amp;quot; ppType=&amp;quot;defaultFoliage&amp;quot; /&amp;gt;&lt;br /&gt;
      &amp;lt;Object type=&amp;quot;terrainFoliage&amp;quot; name=&amp;quot;F_DecoFSmall&amp;quot; foliageTypeName=&amp;quot;decoFoliage&amp;quot; channels=&amp;quot;33&amp;quot; ppType=&amp;quot;defaultFoliage&amp;quot; /&amp;gt;&lt;br /&gt;
      &amp;lt;Object type=&amp;quot;terrainFoliage&amp;quot; name=&amp;quot;F_DecoFSmallRumex&amp;quot; foliageTypeName=&amp;quot;decoFoliage&amp;quot; channels=&amp;quot;65&amp;quot; ppType=&amp;quot;defaultFoliage&amp;quot; /&amp;gt;&lt;br /&gt;
      &amp;lt;Object type=&amp;quot;terrainFoliage&amp;quot; name=&amp;quot;F_DecoChaero&amp;quot; foliageTypeName=&amp;quot;decoFoliage&amp;quot; channels=&amp;quot;129&amp;quot; ppType=&amp;quot;defaultFoliage&amp;quot; /&amp;gt;&lt;br /&gt;
      &amp;lt;Object type=&amp;quot;terrainFoliage&amp;quot; name=&amp;quot;F_DecoCheno&amp;quot; foliageTypeName=&amp;quot;decoFoliage&amp;quot; channels=&amp;quot;161&amp;quot; ppType=&amp;quot;defaultFoliage&amp;quot; /&amp;gt;&lt;br /&gt;
      &amp;lt;Object type=&amp;quot;terrainFoliage&amp;quot; name=&amp;quot;F_DecoCirsium&amp;quot; foliageTypeName=&amp;quot;decoFoliage&amp;quot; channels=&amp;quot;193&amp;quot; ppType=&amp;quot;defaultFoliage&amp;quot; /&amp;gt;&lt;br /&gt;
      &amp;lt;Object type=&amp;quot;terrainFoliage&amp;quot; name=&amp;quot;F_DecoRumex&amp;quot; foliageTypeName=&amp;quot;decoFoliage&amp;quot; channels=&amp;quot;257&amp;quot; ppType=&amp;quot;defaultFoliage&amp;quot; /&amp;gt;&lt;br /&gt;
      &amp;lt;Object type=&amp;quot;terrainFoliage&amp;quot; name=&amp;quot;F_BushSmall&amp;quot; foliageTypeName=&amp;quot;decoBush&amp;quot; channels=&amp;quot;1&amp;quot; ppType=&amp;quot;defaultFoliage&amp;quot; /&amp;gt;&lt;br /&gt;
      &amp;lt;Object type=&amp;quot;terrainFoliage&amp;quot; name=&amp;quot;ForestDryBranch&amp;quot; foliageTypeName=&amp;quot;forestPlants&amp;quot; channels=&amp;quot;36&amp;quot; ppType=&amp;quot;defaultFoliage&amp;quot; /&amp;gt;&lt;br /&gt;
      &amp;lt;Object type=&amp;quot;terrainFoliage&amp;quot; name=&amp;quot;ForestClover&amp;quot; foliageTypeName=&amp;quot;forestPlants&amp;quot; channels=&amp;quot;68&amp;quot; ppType=&amp;quot;defaultFoliage&amp;quot; /&amp;gt;&lt;br /&gt;
      &amp;lt;Object type=&amp;quot;terrainFoliage&amp;quot; name=&amp;quot;ForestStarFlower&amp;quot; foliageTypeName=&amp;quot;forestPlants&amp;quot; channels=&amp;quot;100&amp;quot; ppType=&amp;quot;defaultFoliage&amp;quot; /&amp;gt;&lt;br /&gt;
      &amp;lt;Object type=&amp;quot;terrainFoliage&amp;quot; name=&amp;quot;ForestBunchBerry&amp;quot; foliageTypeName=&amp;quot;forestPlants&amp;quot; channels=&amp;quot;132&amp;quot; ppType=&amp;quot;defaultFoliage&amp;quot; /&amp;gt;&lt;br /&gt;
      &amp;lt;Object type=&amp;quot;terrainFoliage&amp;quot; name=&amp;quot;ForestSalmonBerry&amp;quot; foliageTypeName=&amp;quot;forestPlants&amp;quot; channels=&amp;quot;164&amp;quot; ppType=&amp;quot;defaultFoliage&amp;quot; /&amp;gt;&lt;br /&gt;
      &amp;lt;Object type=&amp;quot;terrainFoliage&amp;quot; name=&amp;quot;ForestStarryFalse&amp;quot; foliageTypeName=&amp;quot;forestPlants&amp;quot; channels=&amp;quot;196&amp;quot; ppType=&amp;quot;defaultFoliage&amp;quot; /&amp;gt;&lt;br /&gt;
      &amp;lt;Object type=&amp;quot;terrainFoliage&amp;quot; name=&amp;quot;ForestSwordFern&amp;quot; foliageTypeName=&amp;quot;forestPlants&amp;quot; channels=&amp;quot;228&amp;quot; ppType=&amp;quot;defaultFoliage&amp;quot; /&amp;gt;&lt;br /&gt;
      &amp;lt;Object type=&amp;quot;terrainFoliage&amp;quot; name=&amp;quot;ForestDeerFern&amp;quot; foliageTypeName=&amp;quot;forestPlants&amp;quot; channels=&amp;quot;260&amp;quot; ppType=&amp;quot;defaultFoliage&amp;quot; /&amp;gt;&lt;br /&gt;
      &amp;lt;Object type=&amp;quot;terrainFoliage&amp;quot; name=&amp;quot;ForestGrass&amp;quot; foliageTypeName=&amp;quot;forestPlants&amp;quot; channels=&amp;quot;292&amp;quot; ppType=&amp;quot;defaultFoliage&amp;quot; /&amp;gt;&lt;br /&gt;
      &amp;lt;Object type=&amp;quot;terrainFoliage&amp;quot; name=&amp;quot;BushCommon01&amp;quot; foliageTypeName=&amp;quot;decoBushUS&amp;quot; channels=&amp;quot;34&amp;quot; ppType=&amp;quot;defaultFoliage&amp;quot; /&amp;gt;&lt;br /&gt;
      &amp;lt;Object type=&amp;quot;terrainFoliage&amp;quot; name=&amp;quot;BushCommon02&amp;quot; foliageTypeName=&amp;quot;decoBushUS&amp;quot; channels=&amp;quot;66&amp;quot; ppType=&amp;quot;defaultFoliage&amp;quot; /&amp;gt;&lt;br /&gt;
      &amp;lt;Object type=&amp;quot;terrainFoliage&amp;quot; name=&amp;quot;BushCommon03&amp;quot; foliageTypeName=&amp;quot;decoBushUS&amp;quot; channels=&amp;quot;98&amp;quot; ppType=&amp;quot;defaultFoliage&amp;quot; /&amp;gt;&lt;br /&gt;
      &amp;lt;Object type=&amp;quot;terrainFoliage&amp;quot; name=&amp;quot;BushDynamite01&amp;quot; foliageTypeName=&amp;quot;decoBushUS&amp;quot; channels=&amp;quot;130&amp;quot; ppType=&amp;quot;defaultFoliage&amp;quot; /&amp;gt;&lt;br /&gt;
      &amp;lt;Object type=&amp;quot;terrainFoliage&amp;quot; name=&amp;quot;BushDynamite02&amp;quot; foliageTypeName=&amp;quot;decoBushUS&amp;quot; channels=&amp;quot;162&amp;quot; ppType=&amp;quot;defaultFoliage&amp;quot; /&amp;gt;&lt;br /&gt;
      &amp;lt;Object type=&amp;quot;terrainFoliage&amp;quot; name=&amp;quot;BushDynamite03&amp;quot; foliageTypeName=&amp;quot;decoBushUS&amp;quot; channels=&amp;quot;194&amp;quot; ppType=&amp;quot;defaultFoliage&amp;quot; /&amp;gt;&lt;br /&gt;
      &amp;lt;Object type=&amp;quot;terrainFoliage&amp;quot; name=&amp;quot;BushPaw01&amp;quot; foliageTypeName=&amp;quot;decoBushUS&amp;quot; channels=&amp;quot;226&amp;quot; ppType=&amp;quot;defaultFoliage&amp;quot; /&amp;gt;&lt;br /&gt;
      &amp;lt;Object type=&amp;quot;terrainFoliage&amp;quot; name=&amp;quot;BushPaw02&amp;quot; foliageTypeName=&amp;quot;decoBushUS&amp;quot; channels=&amp;quot;258&amp;quot; ppType=&amp;quot;defaultFoliage&amp;quot; /&amp;gt;&lt;br /&gt;
      &amp;lt;Object type=&amp;quot;terrainFoliage&amp;quot; name=&amp;quot;BushPaw03&amp;quot; foliageTypeName=&amp;quot;decoBushUS&amp;quot; channels=&amp;quot;290&amp;quot; ppType=&amp;quot;defaultFoliage&amp;quot; /&amp;gt;&lt;br /&gt;
      &amp;lt;Object type=&amp;quot;terrainFoliage&amp;quot; name=&amp;quot;BushWaterElm01&amp;quot; foliageTypeName=&amp;quot;decoBushUS&amp;quot; channels=&amp;quot;322&amp;quot; ppType=&amp;quot;defaultFoliage&amp;quot; /&amp;gt;&lt;br /&gt;
      &amp;lt;Object type=&amp;quot;terrainFoliage&amp;quot; name=&amp;quot;BushWaterElm02&amp;quot; foliageTypeName=&amp;quot;decoBushUS&amp;quot; channels=&amp;quot;354&amp;quot; ppType=&amp;quot;defaultFoliage&amp;quot; /&amp;gt;&lt;br /&gt;
      &amp;lt;Object type=&amp;quot;terrainFoliage&amp;quot; name=&amp;quot;BushWaterElm03&amp;quot; foliageTypeName=&amp;quot;decoBushUS&amp;quot; channels=&amp;quot;386&amp;quot; ppType=&amp;quot;defaultFoliage&amp;quot; /&amp;gt;&lt;br /&gt;
      &amp;lt;Object type=&amp;quot;terrainFoliage&amp;quot; name=&amp;quot;BushSumac&amp;quot; foliageTypeName=&amp;quot;decoBushUS&amp;quot; channels=&amp;quot;418&amp;quot; ppType=&amp;quot;defaultFoliage&amp;quot; /&amp;gt;&lt;br /&gt;
      &amp;lt;Object type=&amp;quot;terrainFoliage&amp;quot; name=&amp;quot;BushHazel01&amp;quot; foliageTypeName=&amp;quot;decoBushUS&amp;quot; channels=&amp;quot;450&amp;quot; ppType=&amp;quot;defaultFoliage&amp;quot; /&amp;gt;&lt;br /&gt;
      &amp;lt;Object type=&amp;quot;terrainFoliage&amp;quot; name=&amp;quot;BushHazel02&amp;quot; foliageTypeName=&amp;quot;decoBushUS&amp;quot; channels=&amp;quot;482&amp;quot; ppType=&amp;quot;defaultFoliage&amp;quot; /&amp;gt;&lt;br /&gt;
    &amp;lt;/Objects&amp;gt;&lt;br /&gt;
    &amp;lt;Rules&amp;gt;&lt;br /&gt;
      &amp;lt;Rule name=&amp;quot;GEN_Roads&amp;quot; isMainRule=&amp;quot;true&amp;quot; objectMinDistance=&amp;quot;0&amp;quot; slopeStart=&amp;quot;0&amp;quot; slopeEnd=&amp;quot;90&amp;quot; &amp;gt;&lt;br /&gt;
        &amp;lt;Script name=&amp;quot;createRoadMaskUS.lua&amp;quot; &amp;gt;&lt;br /&gt;
          &amp;lt;Arg name=&amp;quot;includeChildren&amp;quot; type=&amp;quot;boolean&amp;quot; value=&amp;quot;false&amp;quot; /&amp;gt;&lt;br /&gt;
          &amp;lt;Arg name=&amp;quot;excludeChildren&amp;quot; type=&amp;quot;boolean&amp;quot; value=&amp;quot;false&amp;quot; /&amp;gt;&lt;br /&gt;
          &amp;lt;Arg name=&amp;quot;nodesInclude&amp;quot; type=&amp;quot;nodes&amp;quot; value=&amp;quot;@184486&amp;gt;0{{!}};&amp;quot; /&amp;gt;&lt;br /&gt;
          &amp;lt;Arg name=&amp;quot;nodesExclude&amp;quot; type=&amp;quot;nodes&amp;quot; value=&amp;quot;5857;&amp;quot; /&amp;gt;&lt;br /&gt;
        &amp;lt;/Script&amp;gt;&lt;br /&gt;
      &amp;lt;/Rule&amp;gt;&lt;br /&gt;
      &amp;lt;Rule name=&amp;quot;T_Asphalt&amp;quot; isMainRule=&amp;quot;true&amp;quot; objectMinDistance=&amp;quot;0&amp;quot; slopeStart=&amp;quot;0&amp;quot; slopeEnd=&amp;quot;90&amp;quot; &amp;gt;&lt;br /&gt;
        &amp;lt;Script name=&amp;quot;scatterInMask.lua&amp;quot; &amp;gt;&lt;br /&gt;
          &amp;lt;Arg name=&amp;quot;mask&amp;quot; type=&amp;quot;mask&amp;quot; value=&amp;quot;GEN_Roads&amp;quot; /&amp;gt;&lt;br /&gt;
        &amp;lt;/Script&amp;gt;&lt;br /&gt;
        &amp;lt;Object id=&amp;quot;1&amp;quot; childRule=&amp;quot;&amp;quot; objectName=&amp;quot;ASPHALT&amp;quot; childMinCount=&amp;quot;1&amp;quot; childMaxCount=&amp;quot;10&amp;quot; childMinRadius=&amp;quot;0&amp;quot; childMaxRadius=&amp;quot;20&amp;quot; probability=&amp;quot;1&amp;quot; /&amp;gt;&lt;br /&gt;
      &amp;lt;/Rule&amp;gt;&lt;br /&gt;
      &amp;lt;Rule name=&amp;quot;T_Forest01&amp;quot; isMainRule=&amp;quot;true&amp;quot; objectMinDistance=&amp;quot;0&amp;quot; slopeStart=&amp;quot;0&amp;quot; slopeEnd=&amp;quot;90&amp;quot; &amp;gt;&lt;br /&gt;
        &amp;lt;Script name=&amp;quot;scatterInMask.lua&amp;quot; &amp;gt;&lt;br /&gt;
          &amp;lt;Arg name=&amp;quot;mask&amp;quot; type=&amp;quot;mask&amp;quot; value=&amp;quot;PG_Forest&amp;quot; /&amp;gt;&lt;br /&gt;
        &amp;lt;/Script&amp;gt;&lt;br /&gt;
        &amp;lt;Object id=&amp;quot;1&amp;quot; childRule=&amp;quot;&amp;quot; objectName=&amp;quot;FOREST_GROUND&amp;quot; childMinCount=&amp;quot;1&amp;quot; childMaxCount=&amp;quot;10&amp;quot; childMinRadius=&amp;quot;0&amp;quot; childMaxRadius=&amp;quot;20&amp;quot; probability=&amp;quot;2&amp;quot; /&amp;gt;&lt;br /&gt;
        &amp;lt;Object id=&amp;quot;2&amp;quot; childRule=&amp;quot;&amp;quot; objectName=&amp;quot;FOREST_GRASS&amp;quot; childMinCount=&amp;quot;1&amp;quot; childMaxCount=&amp;quot;10&amp;quot; childMinRadius=&amp;quot;0&amp;quot; childMaxRadius=&amp;quot;20&amp;quot; probability=&amp;quot;3&amp;quot; /&amp;gt;&lt;br /&gt;
        &amp;lt;Object id=&amp;quot;3&amp;quot; childRule=&amp;quot;&amp;quot; objectName=&amp;quot;FOREST_ROOTS&amp;quot; childMinCount=&amp;quot;1&amp;quot; childMaxCount=&amp;quot;10&amp;quot; childMinRadius=&amp;quot;0&amp;quot; childMaxRadius=&amp;quot;20&amp;quot; probability=&amp;quot;1&amp;quot; /&amp;gt;&lt;br /&gt;
      &amp;lt;/Rule&amp;gt;&lt;br /&gt;
      &amp;lt;Rule name=&amp;quot;T_Forest02&amp;quot; isMainRule=&amp;quot;true&amp;quot; objectMinDistance=&amp;quot;0&amp;quot; slopeStart=&amp;quot;0&amp;quot; slopeEnd=&amp;quot;90&amp;quot; &amp;gt;&lt;br /&gt;
        &amp;lt;Script name=&amp;quot;scatterInPerlinNoise.lua&amp;quot; &amp;gt;&lt;br /&gt;
          &amp;lt;Arg name=&amp;quot;seed&amp;quot; type=&amp;quot;int&amp;quot; value=&amp;quot;44&amp;quot; /&amp;gt;&lt;br /&gt;
          &amp;lt;Arg name=&amp;quot;clampThreshold&amp;quot; type=&amp;quot;int&amp;quot; value=&amp;quot;127&amp;quot; /&amp;gt;&lt;br /&gt;
          &amp;lt;Arg name=&amp;quot;frequency&amp;quot; type=&amp;quot;float&amp;quot; value=&amp;quot;0.154000&amp;quot; /&amp;gt;&lt;br /&gt;
          &amp;lt;Arg name=&amp;quot;clamped&amp;quot; type=&amp;quot;boolean&amp;quot; value=&amp;quot;true&amp;quot; /&amp;gt;&lt;br /&gt;
          &amp;lt;Arg name=&amp;quot;mask&amp;quot; type=&amp;quot;mask&amp;quot; value=&amp;quot;PG_Forest&amp;quot; /&amp;gt;&lt;br /&gt;
        &amp;lt;/Script&amp;gt;&lt;br /&gt;
        &amp;lt;Object id=&amp;quot;1&amp;quot; childRule=&amp;quot;&amp;quot; objectName=&amp;quot;FOREST_LEAVES&amp;quot; childMinCount=&amp;quot;1&amp;quot; childMaxCount=&amp;quot;10&amp;quot; childMinRadius=&amp;quot;0&amp;quot; childMaxRadius=&amp;quot;20&amp;quot; probability=&amp;quot;1&amp;quot; /&amp;gt;&lt;br /&gt;
        &amp;lt;Object id=&amp;quot;2&amp;quot; childRule=&amp;quot;&amp;quot; objectName=&amp;quot;FOREST_NEEDELS&amp;quot; childMinCount=&amp;quot;1&amp;quot; childMaxCount=&amp;quot;10&amp;quot; childMinRadius=&amp;quot;0&amp;quot; childMaxRadius=&amp;quot;20&amp;quot; probability=&amp;quot;1&amp;quot; /&amp;gt;&lt;br /&gt;
      &amp;lt;/Rule&amp;gt;&lt;br /&gt;
      &amp;lt;Rule name=&amp;quot;F_ForestGrass&amp;quot; isMainRule=&amp;quot;true&amp;quot; objectMinDistance=&amp;quot;0&amp;quot; slopeStart=&amp;quot;0&amp;quot; slopeEnd=&amp;quot;90&amp;quot; &amp;gt;&lt;br /&gt;
        &amp;lt;Script name=&amp;quot;scatterInPerlinNoise.lua&amp;quot; &amp;gt;&lt;br /&gt;
          &amp;lt;Arg name=&amp;quot;seed&amp;quot; type=&amp;quot;int&amp;quot; value=&amp;quot;2377&amp;quot; /&amp;gt;&lt;br /&gt;
          &amp;lt;Arg name=&amp;quot;clampThreshold&amp;quot; type=&amp;quot;int&amp;quot; value=&amp;quot;128&amp;quot; /&amp;gt;&lt;br /&gt;
          &amp;lt;Arg name=&amp;quot;frequency&amp;quot; type=&amp;quot;float&amp;quot; value=&amp;quot;0.400000&amp;quot; /&amp;gt;&lt;br /&gt;
          &amp;lt;Arg name=&amp;quot;clamped&amp;quot; type=&amp;quot;boolean&amp;quot; value=&amp;quot;true&amp;quot; /&amp;gt;&lt;br /&gt;
          &amp;lt;Arg name=&amp;quot;mask&amp;quot; type=&amp;quot;mask&amp;quot; value=&amp;quot;PG_Forest&amp;quot; /&amp;gt;&lt;br /&gt;
        &amp;lt;/Script&amp;gt;&lt;br /&gt;
        &amp;lt;Object id=&amp;quot;1&amp;quot; childRule=&amp;quot;&amp;quot; objectName=&amp;quot;ForestGrass&amp;quot; childMinCount=&amp;quot;1&amp;quot; childMaxCount=&amp;quot;10&amp;quot; childMinRadius=&amp;quot;0&amp;quot; childMaxRadius=&amp;quot;20&amp;quot; probability=&amp;quot;4&amp;quot; /&amp;gt;&lt;br /&gt;
        &amp;lt;Object id=&amp;quot;2&amp;quot; childRule=&amp;quot;&amp;quot; objectName=&amp;quot;F_GrassSmall&amp;quot; childMinCount=&amp;quot;1&amp;quot; childMaxCount=&amp;quot;10&amp;quot; childMinRadius=&amp;quot;0&amp;quot; childMaxRadius=&amp;quot;20&amp;quot; probability=&amp;quot;2&amp;quot; /&amp;gt;&lt;br /&gt;
        &amp;lt;Object id=&amp;quot;3&amp;quot; childRule=&amp;quot;&amp;quot; objectName=&amp;quot;F_GrassMedium&amp;quot; childMinCount=&amp;quot;1&amp;quot; childMaxCount=&amp;quot;10&amp;quot; childMinRadius=&amp;quot;0&amp;quot; childMaxRadius=&amp;quot;20&amp;quot; probability=&amp;quot;1&amp;quot; /&amp;gt;&lt;br /&gt;
        &amp;lt;Object id=&amp;quot;4&amp;quot; childRule=&amp;quot;&amp;quot; objectName=&amp;quot;F_DecoFSmall&amp;quot; childMinCount=&amp;quot;1&amp;quot; childMaxCount=&amp;quot;10&amp;quot; childMinRadius=&amp;quot;0&amp;quot; childMaxRadius=&amp;quot;20&amp;quot; probability=&amp;quot;3&amp;quot; /&amp;gt;&lt;br /&gt;
      &amp;lt;/Rule&amp;gt;&lt;br /&gt;
      &amp;lt;Rule name=&amp;quot;F_ForestPatches&amp;quot; isMainRule=&amp;quot;true&amp;quot; objectMinDistance=&amp;quot;0&amp;quot; slopeStart=&amp;quot;0&amp;quot; slopeEnd=&amp;quot;90&amp;quot; &amp;gt;&lt;br /&gt;
        &amp;lt;Script name=&amp;quot;scatterInPerlinNoise.lua&amp;quot; &amp;gt;&lt;br /&gt;
          &amp;lt;Arg name=&amp;quot;seed&amp;quot; type=&amp;quot;int&amp;quot; value=&amp;quot;1549&amp;quot; /&amp;gt;&lt;br /&gt;
          &amp;lt;Arg name=&amp;quot;clampThreshold&amp;quot; type=&amp;quot;int&amp;quot; value=&amp;quot;100&amp;quot; /&amp;gt;&lt;br /&gt;
          &amp;lt;Arg name=&amp;quot;frequency&amp;quot; type=&amp;quot;float&amp;quot; value=&amp;quot;0.500000&amp;quot; /&amp;gt;&lt;br /&gt;
          &amp;lt;Arg name=&amp;quot;clamped&amp;quot; type=&amp;quot;boolean&amp;quot; value=&amp;quot;true&amp;quot; /&amp;gt;&lt;br /&gt;
          &amp;lt;Arg name=&amp;quot;mask&amp;quot; type=&amp;quot;mask&amp;quot; value=&amp;quot;PG_Forest&amp;quot; /&amp;gt;&lt;br /&gt;
        &amp;lt;/Script&amp;gt;&lt;br /&gt;
        &amp;lt;Object id=&amp;quot;6&amp;quot; childRule=&amp;quot;&amp;quot; objectName=&amp;quot;ForestClover&amp;quot; childMinCount=&amp;quot;1&amp;quot; childMaxCount=&amp;quot;10&amp;quot; childMinRadius=&amp;quot;0&amp;quot; childMaxRadius=&amp;quot;20&amp;quot; probability=&amp;quot;1&amp;quot; /&amp;gt;&lt;br /&gt;
      &amp;lt;/Rule&amp;gt;&lt;br /&gt;
      &amp;lt;Rule name=&amp;quot;F_ForestClutter&amp;quot; isMainRule=&amp;quot;true&amp;quot; objectMinDistance=&amp;quot;0&amp;quot; slopeStart=&amp;quot;0&amp;quot; slopeEnd=&amp;quot;90&amp;quot; &amp;gt;&lt;br /&gt;
        &amp;lt;Script name=&amp;quot;scatterInPerlinNoise.lua&amp;quot; &amp;gt;&lt;br /&gt;
          &amp;lt;Arg name=&amp;quot;seed&amp;quot; type=&amp;quot;int&amp;quot; value=&amp;quot;478&amp;quot; /&amp;gt;&lt;br /&gt;
          &amp;lt;Arg name=&amp;quot;clampThreshold&amp;quot; type=&amp;quot;int&amp;quot; value=&amp;quot;121&amp;quot; /&amp;gt;&lt;br /&gt;
          &amp;lt;Arg name=&amp;quot;frequency&amp;quot; type=&amp;quot;float&amp;quot; value=&amp;quot;0.180000&amp;quot; /&amp;gt;&lt;br /&gt;
          &amp;lt;Arg name=&amp;quot;clamped&amp;quot; type=&amp;quot;boolean&amp;quot; value=&amp;quot;true&amp;quot; /&amp;gt;&lt;br /&gt;
          &amp;lt;Arg name=&amp;quot;mask&amp;quot; type=&amp;quot;mask&amp;quot; value=&amp;quot;PG_Forest&amp;quot; /&amp;gt;&lt;br /&gt;
        &amp;lt;/Script&amp;gt;&lt;br /&gt;
        &amp;lt;Object id=&amp;quot;6&amp;quot; childRule=&amp;quot;&amp;quot; objectName=&amp;quot;ForestBunchBerry&amp;quot; childMinCount=&amp;quot;1&amp;quot; childMaxCount=&amp;quot;10&amp;quot; childMinRadius=&amp;quot;0&amp;quot; childMaxRadius=&amp;quot;20&amp;quot; probability=&amp;quot;4&amp;quot; /&amp;gt;&lt;br /&gt;
        &amp;lt;Object id=&amp;quot;7&amp;quot; childRule=&amp;quot;&amp;quot; objectName=&amp;quot;ForestStarFlower&amp;quot; childMinCount=&amp;quot;1&amp;quot; childMaxCount=&amp;quot;10&amp;quot; childMinRadius=&amp;quot;0&amp;quot; childMaxRadius=&amp;quot;20&amp;quot; probability=&amp;quot;1&amp;quot; /&amp;gt;&lt;br /&gt;
        &amp;lt;Object id=&amp;quot;8&amp;quot; childRule=&amp;quot;&amp;quot; objectName=&amp;quot;ForestSalmonBerry&amp;quot; childMinCount=&amp;quot;1&amp;quot; childMaxCount=&amp;quot;10&amp;quot; childMinRadius=&amp;quot;0&amp;quot; childMaxRadius=&amp;quot;20&amp;quot; probability=&amp;quot;1&amp;quot; /&amp;gt;&lt;br /&gt;
        &amp;lt;Object id=&amp;quot;9&amp;quot; childRule=&amp;quot;&amp;quot; objectName=&amp;quot;ForestStarryFalse&amp;quot; childMinCount=&amp;quot;1&amp;quot; childMaxCount=&amp;quot;10&amp;quot; childMinRadius=&amp;quot;0&amp;quot; childMaxRadius=&amp;quot;20&amp;quot; probability=&amp;quot;1&amp;quot; /&amp;gt;&lt;br /&gt;
        &amp;lt;Object id=&amp;quot;10&amp;quot; childRule=&amp;quot;&amp;quot; objectName=&amp;quot;ForestSwordFern&amp;quot; childMinCount=&amp;quot;1&amp;quot; childMaxCount=&amp;quot;10&amp;quot; childMinRadius=&amp;quot;0&amp;quot; childMaxRadius=&amp;quot;20&amp;quot; probability=&amp;quot;1&amp;quot; /&amp;gt;&lt;br /&gt;
        &amp;lt;Object id=&amp;quot;11&amp;quot; childRule=&amp;quot;&amp;quot; objectName=&amp;quot;ForestDeerFern&amp;quot; childMinCount=&amp;quot;1&amp;quot; childMaxCount=&amp;quot;10&amp;quot; childMinRadius=&amp;quot;0&amp;quot; childMaxRadius=&amp;quot;20&amp;quot; probability=&amp;quot;2&amp;quot; /&amp;gt;&lt;br /&gt;
      &amp;lt;/Rule&amp;gt;&lt;br /&gt;
      &amp;lt;Rule name=&amp;quot;F_ForestBushes&amp;quot; isMainRule=&amp;quot;true&amp;quot; objectMinDistance=&amp;quot;0&amp;quot; slopeStart=&amp;quot;0&amp;quot; slopeEnd=&amp;quot;90&amp;quot; &amp;gt;&lt;br /&gt;
        &amp;lt;Script name=&amp;quot;scatterInPerlinNoise.lua&amp;quot; &amp;gt;&lt;br /&gt;
          &amp;lt;Arg name=&amp;quot;seed&amp;quot; type=&amp;quot;int&amp;quot; value=&amp;quot;9784&amp;quot; /&amp;gt;&lt;br /&gt;
          &amp;lt;Arg name=&amp;quot;clampThreshold&amp;quot; type=&amp;quot;int&amp;quot; value=&amp;quot;100&amp;quot; /&amp;gt;&lt;br /&gt;
          &amp;lt;Arg name=&amp;quot;frequency&amp;quot; type=&amp;quot;float&amp;quot; value=&amp;quot;0.540000&amp;quot; /&amp;gt;&lt;br /&gt;
          &amp;lt;Arg name=&amp;quot;clamped&amp;quot; type=&amp;quot;boolean&amp;quot; value=&amp;quot;true&amp;quot; /&amp;gt;&lt;br /&gt;
          &amp;lt;Arg name=&amp;quot;mask&amp;quot; type=&amp;quot;mask&amp;quot; value=&amp;quot;PG_Forest&amp;quot; /&amp;gt;&lt;br /&gt;
        &amp;lt;/Script&amp;gt;&lt;br /&gt;
        &amp;lt;Object id=&amp;quot;1&amp;quot; childRule=&amp;quot;&amp;quot; objectName=&amp;quot;BushCommon01&amp;quot; childMinCount=&amp;quot;1&amp;quot; childMaxCount=&amp;quot;10&amp;quot; childMinRadius=&amp;quot;0&amp;quot; childMaxRadius=&amp;quot;20&amp;quot; probability=&amp;quot;2&amp;quot; /&amp;gt;&lt;br /&gt;
        &amp;lt;Object id=&amp;quot;2&amp;quot; childRule=&amp;quot;&amp;quot; objectName=&amp;quot;BushCommon02&amp;quot; childMinCount=&amp;quot;1&amp;quot; childMaxCount=&amp;quot;10&amp;quot; childMinRadius=&amp;quot;0&amp;quot; childMaxRadius=&amp;quot;20&amp;quot; probability=&amp;quot;2&amp;quot; /&amp;gt;&lt;br /&gt;
        &amp;lt;Object id=&amp;quot;3&amp;quot; childRule=&amp;quot;&amp;quot; objectName=&amp;quot;BushCommon03&amp;quot; childMinCount=&amp;quot;1&amp;quot; childMaxCount=&amp;quot;10&amp;quot; childMinRadius=&amp;quot;0&amp;quot; childMaxRadius=&amp;quot;20&amp;quot; probability=&amp;quot;1&amp;quot; /&amp;gt;&lt;br /&gt;
        &amp;lt;Object id=&amp;quot;7&amp;quot; childRule=&amp;quot;&amp;quot; objectName=&amp;quot;BushPaw01&amp;quot; childMinCount=&amp;quot;1&amp;quot; childMaxCount=&amp;quot;10&amp;quot; childMinRadius=&amp;quot;0&amp;quot; childMaxRadius=&amp;quot;20&amp;quot; probability=&amp;quot;2&amp;quot; /&amp;gt;&lt;br /&gt;
        &amp;lt;Object id=&amp;quot;8&amp;quot; childRule=&amp;quot;&amp;quot; objectName=&amp;quot;BushPaw02&amp;quot; childMinCount=&amp;quot;1&amp;quot; childMaxCount=&amp;quot;10&amp;quot; childMinRadius=&amp;quot;0&amp;quot; childMaxRadius=&amp;quot;20&amp;quot; probability=&amp;quot;2&amp;quot; /&amp;gt;&lt;br /&gt;
        &amp;lt;Object id=&amp;quot;9&amp;quot; childRule=&amp;quot;&amp;quot; objectName=&amp;quot;BushPaw03&amp;quot; childMinCount=&amp;quot;1&amp;quot; childMaxCount=&amp;quot;10&amp;quot; childMinRadius=&amp;quot;0&amp;quot; childMaxRadius=&amp;quot;20&amp;quot; probability=&amp;quot;1&amp;quot; /&amp;gt;&lt;br /&gt;
        &amp;lt;Object id=&amp;quot;10&amp;quot; childRule=&amp;quot;&amp;quot; objectName=&amp;quot;BushWaterElm01&amp;quot; childMinCount=&amp;quot;1&amp;quot; childMaxCount=&amp;quot;10&amp;quot; childMinRadius=&amp;quot;0&amp;quot; childMaxRadius=&amp;quot;20&amp;quot; probability=&amp;quot;2&amp;quot; /&amp;gt;&lt;br /&gt;
        &amp;lt;Object id=&amp;quot;11&amp;quot; childRule=&amp;quot;&amp;quot; objectName=&amp;quot;BushWaterElm02&amp;quot; childMinCount=&amp;quot;1&amp;quot; childMaxCount=&amp;quot;10&amp;quot; childMinRadius=&amp;quot;0&amp;quot; childMaxRadius=&amp;quot;20&amp;quot; probability=&amp;quot;2&amp;quot; /&amp;gt;&lt;br /&gt;
        &amp;lt;Object id=&amp;quot;12&amp;quot; childRule=&amp;quot;&amp;quot; objectName=&amp;quot;BushWaterElm03&amp;quot; childMinCount=&amp;quot;1&amp;quot; childMaxCount=&amp;quot;10&amp;quot; childMinRadius=&amp;quot;0&amp;quot; childMaxRadius=&amp;quot;20&amp;quot; probability=&amp;quot;1&amp;quot; /&amp;gt;&lt;br /&gt;
        &amp;lt;Object id=&amp;quot;13&amp;quot; childRule=&amp;quot;&amp;quot; objectName=&amp;quot;BushHazel01&amp;quot; childMinCount=&amp;quot;1&amp;quot; childMaxCount=&amp;quot;10&amp;quot; childMinRadius=&amp;quot;0&amp;quot; childMaxRadius=&amp;quot;20&amp;quot; probability=&amp;quot;2&amp;quot; /&amp;gt;&lt;br /&gt;
      &amp;lt;/Rule&amp;gt;&lt;br /&gt;
    &amp;lt;/Rules&amp;gt;&lt;br /&gt;
&amp;lt;/ProceduralPlacement&amp;gt;|heading=Below Scenes:}}&lt;br /&gt;
Go to your map folder and ensure you have a &#039;&#039;&#039;folder&#039;&#039;&#039; within data named &#039;&#039;&#039;masks&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
== Step 2: Overview of the Procedural Placement Window ==&lt;br /&gt;
&lt;br /&gt;
# &#039;&#039;&#039;Open the Procedural Placement window&#039;&#039;&#039; (Windows &amp;gt; Procedural Placement).&lt;br /&gt;
## If it asks you to select a file for a BLOCKMASK, go to the previously mentioned &#039;&#039;&#039;masks&#039;&#039;&#039; folder and name it BLOCKMASK. This will create a BLOCKMASK.png.&lt;br /&gt;
# &#039;&#039;&#039;Masks Tab (1st tab):&#039;&#039;&#039;&lt;br /&gt;
## Create masks for placement later.&lt;br /&gt;
## Select &#039;&#039;&#039;Add Mask&#039;&#039;&#039; and double-click the empty field under &#039;&#039;&#039;Filename&#039;&#039;&#039;. Name it (e.g., Forest1).&lt;br /&gt;
## To the left, name it again (e.g., Forest1) for the Layers applied on the map.&lt;br /&gt;
## Apply changes and save the map to retain these settings.&lt;br /&gt;
## Ensure the resolution matches your map (e.g., 2048x2048 for base maps).&lt;br /&gt;
# &#039;&#039;&#039;Scripts Tab (2nd tab):&#039;&#039;&#039;&lt;br /&gt;
## Displays the scripts included in your map.i3d.&lt;br /&gt;
## Advanced users can modify scripts, but they are not required initially.&lt;br /&gt;
# &#039;&#039;&#039;Distance Matrix (3rd tab):&#039;&#039;&#039;&lt;br /&gt;
## Avoid modifying this tab.&lt;br /&gt;
# &#039;&#039;&#039;Objects Tab (4th tab):&#039;&#039;&#039;&lt;br /&gt;
## Add foliage and objects for Procedural Placement.&lt;br /&gt;
## For objects:&lt;br /&gt;
### Click &#039;&#039;&#039;Add i3d reference&#039;&#039;&#039;.&lt;br /&gt;
### Select the desired i3d file (e.g., pinusSylvestris\_stage05.i3d).&lt;br /&gt;
### Name the tree (e.g., pinusSylvestris\_stage05) and choose the appropriate type (e.g., ParentTree). This is to help PP use the correct distances setup in the Distance Matrix.&lt;br /&gt;
## Save after every addition.&lt;br /&gt;
# &#039;&#039;&#039;Rules Tab (5th tab):&#039;&#039;&#039;&lt;br /&gt;
## Configure and manage Procedural Placement rules.&lt;br /&gt;
## Rules are read top-down:&lt;br /&gt;
### Add textures first, followed by foliage and objects.&lt;br /&gt;
### Use the &#039;&#039;&#039;ScatterInMask&#039;&#039;&#039; script for the FIRST rule you use.&lt;br /&gt;
### Use &#039;&#039;&#039;scatterInPerlinNoise&#039;&#039;&#039; for subsequent rules.&lt;br /&gt;
## Select the appropriate mask for each rule (e.g., Forest1).&lt;br /&gt;
## Add textures, foliage, and objects with adjustable probabilities and scales.&lt;br /&gt;
## Place Objects runs the script, do *not* use now, only when all steps are completed.&lt;br /&gt;
&lt;br /&gt;
== Step 3: Set Up Your Objects and Rules ==&lt;br /&gt;
&lt;br /&gt;
# Verify i3d paths for all objects.&lt;br /&gt;
# Name rules using a consistent format (e.g., T_whatever for textures, F_ whatever for foliage and objects).&lt;br /&gt;
# Keep textures, foliages and objects on separate rules!&lt;br /&gt;
# Arrange rules in the following order:&lt;br /&gt;
## Textures (placed first).&lt;br /&gt;
## Foliage and objects (placed below textures).&lt;br /&gt;
# Use at least three textures to avoid default placement issues.&lt;br /&gt;
# Save your map after every modification.&lt;br /&gt;
&lt;br /&gt;
== Step 4: Place Down Your Forest ==&lt;br /&gt;
&lt;br /&gt;
# Select the &#039;&#039;&#039;Procedural Placement terrain tool&#039;&#039;&#039; (next to the Foliage tool).&lt;br /&gt;
# Choose the correct layer (e.g., Forest1) in the Procedural Placement Area menu.&lt;br /&gt;
# Paint the desired area for the forest. (Save your map to keep the mask in case of a crash during PP).&lt;br /&gt;
# In the Procedural Placement window:&lt;br /&gt;
## Go to the &#039;&#039;&#039;Rules&#039;&#039;&#039; tab.&lt;br /&gt;
## Verify rule order and scripts.&lt;br /&gt;
## Ensure textures are placed first, followed by foliage and objects.&lt;br /&gt;
## You can have many rules running on the same mask to create a more diverse Forest.&lt;br /&gt;
## Click &#039;&#039;&#039;Place Objects&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; If the editor crashes, review your setup and try again.&lt;br /&gt;
&lt;br /&gt;
== Step 5: Finalize the Placement ==&lt;br /&gt;
&lt;br /&gt;
# Rename the Procedural Group in the Scenegraph (e.g., Forest1). This prevents PP from using it again for future generations.&lt;br /&gt;
# Save your map.&lt;br /&gt;
# Restart the editor before placing additional forests to prevent issues; this resets PP memory.&lt;br /&gt;
&lt;br /&gt;
== Additional Notes ==&lt;br /&gt;
&lt;br /&gt;
* Re-run placements immediately if unsatisfied, perhaps changing textures in rules, or foliage, etc.&lt;br /&gt;
* Test new setups on a separate map to avoid corruption. (Make a copy of current map to keep all settings!)&lt;br /&gt;
* Create multiple masks for different forests. Forest1, Forest2, Forest3, etc.&lt;br /&gt;
* Avoid reusing masks unless rules are identical. This &#039;&#039;&#039;will&#039;&#039;&#039; affect previously placed things within that mask.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Thanks to Gamerdesigns and StrauntMaunt for testing and findings!&#039;&#039;&#039;&lt;/div&gt;</summary>
		<author><name>XPModder</name></author>
	</entry>
	<entry>
		<id>https://fswiki.xpmodder.com/mw/index.php?title=Rough_Procedural_Placement_Forest_Guide_by_Chubacca&amp;diff=158</id>
		<title>Rough Procedural Placement Forest Guide by Chubacca</title>
		<link rel="alternate" type="text/html" href="https://fswiki.xpmodder.com/mw/index.php?title=Rough_Procedural_Placement_Forest_Guide_by_Chubacca&amp;diff=158"/>
		<updated>2025-01-28T15:49:39Z</updated>

		<summary type="html">&lt;p&gt;XPModder: Created page with &amp;quot;This guide outlines how to place forests using the Procedural Placement tool. Follow these steps carefully to ensure success. Note that it can be a bit tricky to figure out and setup, make sure to use a test map first, and you have a decent knowledge of the Editor.  == Step 1: Verify Map.i3d Setup/Coding == Ensure your map.i3d file contains the following section. This will ensure you have the *basic* scripts needed: {{CollapsibleCode|code=&amp;lt;ProceduralPlacement&amp;gt;     &amp;lt;Types...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This guide outlines how to place forests using the Procedural Placement tool. Follow these steps carefully to ensure success. Note that it can be a bit tricky to figure out and setup, make sure to use a test map first, and you have a decent knowledge of the Editor.&lt;br /&gt;
&lt;br /&gt;
== Step 1: Verify Map.i3d Setup/Coding ==&lt;br /&gt;
Ensure your map.i3d file contains the following section. This will ensure you have the *basic* scripts needed:&lt;br /&gt;
{{CollapsibleCode|code=&amp;lt;ProceduralPlacement&amp;gt;&lt;br /&gt;
    &amp;lt;Types&amp;gt;&lt;br /&gt;
      &amp;lt;Type name=&amp;quot;defaultFoliage&amp;quot;&amp;gt;&lt;br /&gt;
        &amp;lt;Distance to=&amp;quot;defaultFoliage&amp;quot; min=&amp;quot;0&amp;quot; /&amp;gt;&lt;br /&gt;
        &amp;lt;Distance to=&amp;quot;defaultReference&amp;quot; min=&amp;quot;0&amp;quot; /&amp;gt;&lt;br /&gt;
        &amp;lt;Distance to=&amp;quot;parentTrees&amp;quot; min=&amp;quot;0&amp;quot; /&amp;gt;&lt;br /&gt;
      &amp;lt;/Type&amp;gt;&lt;br /&gt;
      &amp;lt;Type name=&amp;quot;defaultReference&amp;quot;&amp;gt;&lt;br /&gt;
        &amp;lt;Distance to=&amp;quot;defaultFoliage&amp;quot; min=&amp;quot;0&amp;quot; /&amp;gt;&lt;br /&gt;
        &amp;lt;Distance to=&amp;quot;defaultReference&amp;quot; min=&amp;quot;4&amp;quot; /&amp;gt;&lt;br /&gt;
        &amp;lt;Distance to=&amp;quot;mediumTree&amp;quot; min=&amp;quot;5&amp;quot; /&amp;gt;&lt;br /&gt;
        &amp;lt;Distance to=&amp;quot;parentTrees&amp;quot; min=&amp;quot;6&amp;quot; /&amp;gt;&lt;br /&gt;
        &amp;lt;Distance to=&amp;quot;smallTrees&amp;quot; min=&amp;quot;3&amp;quot; /&amp;gt;&lt;br /&gt;
      &amp;lt;/Type&amp;gt;&lt;br /&gt;
      &amp;lt;Type name=&amp;quot;defaultTexture&amp;quot;&amp;gt;&lt;br /&gt;
        &amp;lt;Distance to=&amp;quot;defaultTexture&amp;quot; min=&amp;quot;0&amp;quot; /&amp;gt;&lt;br /&gt;
      &amp;lt;/Type&amp;gt;&lt;br /&gt;
      &amp;lt;Type name=&amp;quot;mediumTree&amp;quot;&amp;gt;&lt;br /&gt;
        &amp;lt;Distance to=&amp;quot;defaultReference&amp;quot; min=&amp;quot;5&amp;quot; /&amp;gt;&lt;br /&gt;
        &amp;lt;Distance to=&amp;quot;mediumTree&amp;quot; min=&amp;quot;6&amp;quot; /&amp;gt;&lt;br /&gt;
        &amp;lt;Distance to=&amp;quot;parentTrees&amp;quot; min=&amp;quot;7&amp;quot; /&amp;gt;&lt;br /&gt;
        &amp;lt;Distance to=&amp;quot;smallTrees&amp;quot; min=&amp;quot;4&amp;quot; /&amp;gt;&lt;br /&gt;
      &amp;lt;/Type&amp;gt;&lt;br /&gt;
      &amp;lt;Type name=&amp;quot;parentTrees&amp;quot;&amp;gt;&lt;br /&gt;
        &amp;lt;Distance to=&amp;quot;defaultFoliage&amp;quot; min=&amp;quot;0&amp;quot; /&amp;gt;&lt;br /&gt;
        &amp;lt;Distance to=&amp;quot;defaultReference&amp;quot; min=&amp;quot;6&amp;quot; /&amp;gt;&lt;br /&gt;
        &amp;lt;Distance to=&amp;quot;mediumTree&amp;quot; min=&amp;quot;7&amp;quot; /&amp;gt;&lt;br /&gt;
        &amp;lt;Distance to=&amp;quot;parentTrees&amp;quot; min=&amp;quot;20&amp;quot; /&amp;gt;&lt;br /&gt;
        &amp;lt;Distance to=&amp;quot;smallTrees&amp;quot; min=&amp;quot;4&amp;quot; /&amp;gt;&lt;br /&gt;
      &amp;lt;/Type&amp;gt;&lt;br /&gt;
      &amp;lt;Type name=&amp;quot;smallTrees&amp;quot;&amp;gt;&lt;br /&gt;
        &amp;lt;Distance to=&amp;quot;defaultReference&amp;quot; min=&amp;quot;3&amp;quot; /&amp;gt;&lt;br /&gt;
        &amp;lt;Distance to=&amp;quot;mediumTree&amp;quot; min=&amp;quot;4&amp;quot; /&amp;gt;&lt;br /&gt;
        &amp;lt;Distance to=&amp;quot;parentTrees&amp;quot; min=&amp;quot;4&amp;quot; /&amp;gt;&lt;br /&gt;
        &amp;lt;Distance to=&amp;quot;smallTrees&amp;quot; min=&amp;quot;2&amp;quot; /&amp;gt;&lt;br /&gt;
      &amp;lt;/Type&amp;gt;&lt;br /&gt;
    &amp;lt;/Types&amp;gt;&lt;br /&gt;
    &amp;lt;Objects&amp;gt;&lt;br /&gt;
      &amp;lt;Object type=&amp;quot;terrainFoliage&amp;quot; name=&amp;quot;F_AcreDetail&amp;quot; foliageTypeName=&amp;quot;terrainDetail&amp;quot; channels=&amp;quot;2&amp;quot; ppType=&amp;quot;defaultFoliage&amp;quot; /&amp;gt;&lt;br /&gt;
      &amp;lt;Object type=&amp;quot;terrainFoliage&amp;quot; name=&amp;quot;F_GrassSmall&amp;quot; foliageTypeName=&amp;quot;decoFoliage&amp;quot; channels=&amp;quot;289&amp;quot; ppType=&amp;quot;defaultFoliage&amp;quot; /&amp;gt;&lt;br /&gt;
      &amp;lt;Object type=&amp;quot;terrainFoliage&amp;quot; name=&amp;quot;F_GrassMedium&amp;quot; foliageTypeName=&amp;quot;decoFoliage&amp;quot; channels=&amp;quot;321&amp;quot; ppType=&amp;quot;defaultFoliage&amp;quot; /&amp;gt;&lt;br /&gt;
      &amp;lt;Object type=&amp;quot;terrainFoliage&amp;quot; name=&amp;quot;F_Meadow&amp;quot; foliageTypeName=&amp;quot;meadow&amp;quot; channels=&amp;quot;131&amp;quot; ppType=&amp;quot;defaultFoliage&amp;quot; /&amp;gt;&lt;br /&gt;
      &amp;lt;Object type=&amp;quot;terrainFoliage&amp;quot; name=&amp;quot;F_DecoFSmall&amp;quot; foliageTypeName=&amp;quot;decoFoliage&amp;quot; channels=&amp;quot;33&amp;quot; ppType=&amp;quot;defaultFoliage&amp;quot; /&amp;gt;&lt;br /&gt;
      &amp;lt;Object type=&amp;quot;terrainFoliage&amp;quot; name=&amp;quot;F_DecoFSmallRumex&amp;quot; foliageTypeName=&amp;quot;decoFoliage&amp;quot; channels=&amp;quot;65&amp;quot; ppType=&amp;quot;defaultFoliage&amp;quot; /&amp;gt;&lt;br /&gt;
      &amp;lt;Object type=&amp;quot;terrainFoliage&amp;quot; name=&amp;quot;F_DecoChaero&amp;quot; foliageTypeName=&amp;quot;decoFoliage&amp;quot; channels=&amp;quot;129&amp;quot; ppType=&amp;quot;defaultFoliage&amp;quot; /&amp;gt;&lt;br /&gt;
      &amp;lt;Object type=&amp;quot;terrainFoliage&amp;quot; name=&amp;quot;F_DecoCheno&amp;quot; foliageTypeName=&amp;quot;decoFoliage&amp;quot; channels=&amp;quot;161&amp;quot; ppType=&amp;quot;defaultFoliage&amp;quot; /&amp;gt;&lt;br /&gt;
      &amp;lt;Object type=&amp;quot;terrainFoliage&amp;quot; name=&amp;quot;F_DecoCirsium&amp;quot; foliageTypeName=&amp;quot;decoFoliage&amp;quot; channels=&amp;quot;193&amp;quot; ppType=&amp;quot;defaultFoliage&amp;quot; /&amp;gt;&lt;br /&gt;
      &amp;lt;Object type=&amp;quot;terrainFoliage&amp;quot; name=&amp;quot;F_DecoRumex&amp;quot; foliageTypeName=&amp;quot;decoFoliage&amp;quot; channels=&amp;quot;257&amp;quot; ppType=&amp;quot;defaultFoliage&amp;quot; /&amp;gt;&lt;br /&gt;
      &amp;lt;Object type=&amp;quot;terrainFoliage&amp;quot; name=&amp;quot;F_BushSmall&amp;quot; foliageTypeName=&amp;quot;decoBush&amp;quot; channels=&amp;quot;1&amp;quot; ppType=&amp;quot;defaultFoliage&amp;quot; /&amp;gt;&lt;br /&gt;
      &amp;lt;Object type=&amp;quot;terrainFoliage&amp;quot; name=&amp;quot;ForestDryBranch&amp;quot; foliageTypeName=&amp;quot;forestPlants&amp;quot; channels=&amp;quot;36&amp;quot; ppType=&amp;quot;defaultFoliage&amp;quot; /&amp;gt;&lt;br /&gt;
      &amp;lt;Object type=&amp;quot;terrainFoliage&amp;quot; name=&amp;quot;ForestClover&amp;quot; foliageTypeName=&amp;quot;forestPlants&amp;quot; channels=&amp;quot;68&amp;quot; ppType=&amp;quot;defaultFoliage&amp;quot; /&amp;gt;&lt;br /&gt;
      &amp;lt;Object type=&amp;quot;terrainFoliage&amp;quot; name=&amp;quot;ForestStarFlower&amp;quot; foliageTypeName=&amp;quot;forestPlants&amp;quot; channels=&amp;quot;100&amp;quot; ppType=&amp;quot;defaultFoliage&amp;quot; /&amp;gt;&lt;br /&gt;
      &amp;lt;Object type=&amp;quot;terrainFoliage&amp;quot; name=&amp;quot;ForestBunchBerry&amp;quot; foliageTypeName=&amp;quot;forestPlants&amp;quot; channels=&amp;quot;132&amp;quot; ppType=&amp;quot;defaultFoliage&amp;quot; /&amp;gt;&lt;br /&gt;
      &amp;lt;Object type=&amp;quot;terrainFoliage&amp;quot; name=&amp;quot;ForestSalmonBerry&amp;quot; foliageTypeName=&amp;quot;forestPlants&amp;quot; channels=&amp;quot;164&amp;quot; ppType=&amp;quot;defaultFoliage&amp;quot; /&amp;gt;&lt;br /&gt;
      &amp;lt;Object type=&amp;quot;terrainFoliage&amp;quot; name=&amp;quot;ForestStarryFalse&amp;quot; foliageTypeName=&amp;quot;forestPlants&amp;quot; channels=&amp;quot;196&amp;quot; ppType=&amp;quot;defaultFoliage&amp;quot; /&amp;gt;&lt;br /&gt;
      &amp;lt;Object type=&amp;quot;terrainFoliage&amp;quot; name=&amp;quot;ForestSwordFern&amp;quot; foliageTypeName=&amp;quot;forestPlants&amp;quot; channels=&amp;quot;228&amp;quot; ppType=&amp;quot;defaultFoliage&amp;quot; /&amp;gt;&lt;br /&gt;
      &amp;lt;Object type=&amp;quot;terrainFoliage&amp;quot; name=&amp;quot;ForestDeerFern&amp;quot; foliageTypeName=&amp;quot;forestPlants&amp;quot; channels=&amp;quot;260&amp;quot; ppType=&amp;quot;defaultFoliage&amp;quot; /&amp;gt;&lt;br /&gt;
      &amp;lt;Object type=&amp;quot;terrainFoliage&amp;quot; name=&amp;quot;ForestGrass&amp;quot; foliageTypeName=&amp;quot;forestPlants&amp;quot; channels=&amp;quot;292&amp;quot; ppType=&amp;quot;defaultFoliage&amp;quot; /&amp;gt;&lt;br /&gt;
      &amp;lt;Object type=&amp;quot;terrainFoliage&amp;quot; name=&amp;quot;BushCommon01&amp;quot; foliageTypeName=&amp;quot;decoBushUS&amp;quot; channels=&amp;quot;34&amp;quot; ppType=&amp;quot;defaultFoliage&amp;quot; /&amp;gt;&lt;br /&gt;
      &amp;lt;Object type=&amp;quot;terrainFoliage&amp;quot; name=&amp;quot;BushCommon02&amp;quot; foliageTypeName=&amp;quot;decoBushUS&amp;quot; channels=&amp;quot;66&amp;quot; ppType=&amp;quot;defaultFoliage&amp;quot; /&amp;gt;&lt;br /&gt;
      &amp;lt;Object type=&amp;quot;terrainFoliage&amp;quot; name=&amp;quot;BushCommon03&amp;quot; foliageTypeName=&amp;quot;decoBushUS&amp;quot; channels=&amp;quot;98&amp;quot; ppType=&amp;quot;defaultFoliage&amp;quot; /&amp;gt;&lt;br /&gt;
      &amp;lt;Object type=&amp;quot;terrainFoliage&amp;quot; name=&amp;quot;BushDynamite01&amp;quot; foliageTypeName=&amp;quot;decoBushUS&amp;quot; channels=&amp;quot;130&amp;quot; ppType=&amp;quot;defaultFoliage&amp;quot; /&amp;gt;&lt;br /&gt;
      &amp;lt;Object type=&amp;quot;terrainFoliage&amp;quot; name=&amp;quot;BushDynamite02&amp;quot; foliageTypeName=&amp;quot;decoBushUS&amp;quot; channels=&amp;quot;162&amp;quot; ppType=&amp;quot;defaultFoliage&amp;quot; /&amp;gt;&lt;br /&gt;
      &amp;lt;Object type=&amp;quot;terrainFoliage&amp;quot; name=&amp;quot;BushDynamite03&amp;quot; foliageTypeName=&amp;quot;decoBushUS&amp;quot; channels=&amp;quot;194&amp;quot; ppType=&amp;quot;defaultFoliage&amp;quot; /&amp;gt;&lt;br /&gt;
      &amp;lt;Object type=&amp;quot;terrainFoliage&amp;quot; name=&amp;quot;BushPaw01&amp;quot; foliageTypeName=&amp;quot;decoBushUS&amp;quot; channels=&amp;quot;226&amp;quot; ppType=&amp;quot;defaultFoliage&amp;quot; /&amp;gt;&lt;br /&gt;
      &amp;lt;Object type=&amp;quot;terrainFoliage&amp;quot; name=&amp;quot;BushPaw02&amp;quot; foliageTypeName=&amp;quot;decoBushUS&amp;quot; channels=&amp;quot;258&amp;quot; ppType=&amp;quot;defaultFoliage&amp;quot; /&amp;gt;&lt;br /&gt;
      &amp;lt;Object type=&amp;quot;terrainFoliage&amp;quot; name=&amp;quot;BushPaw03&amp;quot; foliageTypeName=&amp;quot;decoBushUS&amp;quot; channels=&amp;quot;290&amp;quot; ppType=&amp;quot;defaultFoliage&amp;quot; /&amp;gt;&lt;br /&gt;
      &amp;lt;Object type=&amp;quot;terrainFoliage&amp;quot; name=&amp;quot;BushWaterElm01&amp;quot; foliageTypeName=&amp;quot;decoBushUS&amp;quot; channels=&amp;quot;322&amp;quot; ppType=&amp;quot;defaultFoliage&amp;quot; /&amp;gt;&lt;br /&gt;
      &amp;lt;Object type=&amp;quot;terrainFoliage&amp;quot; name=&amp;quot;BushWaterElm02&amp;quot; foliageTypeName=&amp;quot;decoBushUS&amp;quot; channels=&amp;quot;354&amp;quot; ppType=&amp;quot;defaultFoliage&amp;quot; /&amp;gt;&lt;br /&gt;
      &amp;lt;Object type=&amp;quot;terrainFoliage&amp;quot; name=&amp;quot;BushWaterElm03&amp;quot; foliageTypeName=&amp;quot;decoBushUS&amp;quot; channels=&amp;quot;386&amp;quot; ppType=&amp;quot;defaultFoliage&amp;quot; /&amp;gt;&lt;br /&gt;
      &amp;lt;Object type=&amp;quot;terrainFoliage&amp;quot; name=&amp;quot;BushSumac&amp;quot; foliageTypeName=&amp;quot;decoBushUS&amp;quot; channels=&amp;quot;418&amp;quot; ppType=&amp;quot;defaultFoliage&amp;quot; /&amp;gt;&lt;br /&gt;
      &amp;lt;Object type=&amp;quot;terrainFoliage&amp;quot; name=&amp;quot;BushHazel01&amp;quot; foliageTypeName=&amp;quot;decoBushUS&amp;quot; channels=&amp;quot;450&amp;quot; ppType=&amp;quot;defaultFoliage&amp;quot; /&amp;gt;&lt;br /&gt;
      &amp;lt;Object type=&amp;quot;terrainFoliage&amp;quot; name=&amp;quot;BushHazel02&amp;quot; foliageTypeName=&amp;quot;decoBushUS&amp;quot; channels=&amp;quot;482&amp;quot; ppType=&amp;quot;defaultFoliage&amp;quot; /&amp;gt;&lt;br /&gt;
    &amp;lt;/Objects&amp;gt;&lt;br /&gt;
    &amp;lt;Rules&amp;gt;&lt;br /&gt;
      &amp;lt;Rule name=&amp;quot;GEN_Roads&amp;quot; isMainRule=&amp;quot;true&amp;quot; objectMinDistance=&amp;quot;0&amp;quot; slopeStart=&amp;quot;0&amp;quot; slopeEnd=&amp;quot;90&amp;quot; &amp;gt;&lt;br /&gt;
        &amp;lt;Script name=&amp;quot;createRoadMaskUS.lua&amp;quot; &amp;gt;&lt;br /&gt;
          &amp;lt;Arg name=&amp;quot;includeChildren&amp;quot; type=&amp;quot;boolean&amp;quot; value=&amp;quot;false&amp;quot; /&amp;gt;&lt;br /&gt;
          &amp;lt;Arg name=&amp;quot;excludeChildren&amp;quot; type=&amp;quot;boolean&amp;quot; value=&amp;quot;false&amp;quot; /&amp;gt;&lt;br /&gt;
          &amp;lt;Arg name=&amp;quot;nodesInclude&amp;quot; type=&amp;quot;nodes&amp;quot; value=&amp;quot;@184486&amp;gt;0{{!}};&amp;quot; /&amp;gt;&lt;br /&gt;
          &amp;lt;Arg name=&amp;quot;nodesExclude&amp;quot; type=&amp;quot;nodes&amp;quot; value=&amp;quot;5857;&amp;quot; /&amp;gt;&lt;br /&gt;
        &amp;lt;/Script&amp;gt;&lt;br /&gt;
      &amp;lt;/Rule&amp;gt;&lt;br /&gt;
      &amp;lt;Rule name=&amp;quot;T_Asphalt&amp;quot; isMainRule=&amp;quot;true&amp;quot; objectMinDistance=&amp;quot;0&amp;quot; slopeStart=&amp;quot;0&amp;quot; slopeEnd=&amp;quot;90&amp;quot; &amp;gt;&lt;br /&gt;
        &amp;lt;Script name=&amp;quot;scatterInMask.lua&amp;quot; &amp;gt;&lt;br /&gt;
          &amp;lt;Arg name=&amp;quot;mask&amp;quot; type=&amp;quot;mask&amp;quot; value=&amp;quot;GEN_Roads&amp;quot; /&amp;gt;&lt;br /&gt;
        &amp;lt;/Script&amp;gt;&lt;br /&gt;
        &amp;lt;Object id=&amp;quot;1&amp;quot; childRule=&amp;quot;&amp;quot; objectName=&amp;quot;ASPHALT&amp;quot; childMinCount=&amp;quot;1&amp;quot; childMaxCount=&amp;quot;10&amp;quot; childMinRadius=&amp;quot;0&amp;quot; childMaxRadius=&amp;quot;20&amp;quot; probability=&amp;quot;1&amp;quot; /&amp;gt;&lt;br /&gt;
      &amp;lt;/Rule&amp;gt;&lt;br /&gt;
      &amp;lt;Rule name=&amp;quot;T_Forest01&amp;quot; isMainRule=&amp;quot;true&amp;quot; objectMinDistance=&amp;quot;0&amp;quot; slopeStart=&amp;quot;0&amp;quot; slopeEnd=&amp;quot;90&amp;quot; &amp;gt;&lt;br /&gt;
        &amp;lt;Script name=&amp;quot;scatterInMask.lua&amp;quot; &amp;gt;&lt;br /&gt;
          &amp;lt;Arg name=&amp;quot;mask&amp;quot; type=&amp;quot;mask&amp;quot; value=&amp;quot;PG_Forest&amp;quot; /&amp;gt;&lt;br /&gt;
        &amp;lt;/Script&amp;gt;&lt;br /&gt;
        &amp;lt;Object id=&amp;quot;1&amp;quot; childRule=&amp;quot;&amp;quot; objectName=&amp;quot;FOREST_GROUND&amp;quot; childMinCount=&amp;quot;1&amp;quot; childMaxCount=&amp;quot;10&amp;quot; childMinRadius=&amp;quot;0&amp;quot; childMaxRadius=&amp;quot;20&amp;quot; probability=&amp;quot;2&amp;quot; /&amp;gt;&lt;br /&gt;
        &amp;lt;Object id=&amp;quot;2&amp;quot; childRule=&amp;quot;&amp;quot; objectName=&amp;quot;FOREST_GRASS&amp;quot; childMinCount=&amp;quot;1&amp;quot; childMaxCount=&amp;quot;10&amp;quot; childMinRadius=&amp;quot;0&amp;quot; childMaxRadius=&amp;quot;20&amp;quot; probability=&amp;quot;3&amp;quot; /&amp;gt;&lt;br /&gt;
        &amp;lt;Object id=&amp;quot;3&amp;quot; childRule=&amp;quot;&amp;quot; objectName=&amp;quot;FOREST_ROOTS&amp;quot; childMinCount=&amp;quot;1&amp;quot; childMaxCount=&amp;quot;10&amp;quot; childMinRadius=&amp;quot;0&amp;quot; childMaxRadius=&amp;quot;20&amp;quot; probability=&amp;quot;1&amp;quot; /&amp;gt;&lt;br /&gt;
      &amp;lt;/Rule&amp;gt;&lt;br /&gt;
      &amp;lt;Rule name=&amp;quot;T_Forest02&amp;quot; isMainRule=&amp;quot;true&amp;quot; objectMinDistance=&amp;quot;0&amp;quot; slopeStart=&amp;quot;0&amp;quot; slopeEnd=&amp;quot;90&amp;quot; &amp;gt;&lt;br /&gt;
        &amp;lt;Script name=&amp;quot;scatterInPerlinNoise.lua&amp;quot; &amp;gt;&lt;br /&gt;
          &amp;lt;Arg name=&amp;quot;seed&amp;quot; type=&amp;quot;int&amp;quot; value=&amp;quot;44&amp;quot; /&amp;gt;&lt;br /&gt;
          &amp;lt;Arg name=&amp;quot;clampThreshold&amp;quot; type=&amp;quot;int&amp;quot; value=&amp;quot;127&amp;quot; /&amp;gt;&lt;br /&gt;
          &amp;lt;Arg name=&amp;quot;frequency&amp;quot; type=&amp;quot;float&amp;quot; value=&amp;quot;0.154000&amp;quot; /&amp;gt;&lt;br /&gt;
          &amp;lt;Arg name=&amp;quot;clamped&amp;quot; type=&amp;quot;boolean&amp;quot; value=&amp;quot;true&amp;quot; /&amp;gt;&lt;br /&gt;
          &amp;lt;Arg name=&amp;quot;mask&amp;quot; type=&amp;quot;mask&amp;quot; value=&amp;quot;PG_Forest&amp;quot; /&amp;gt;&lt;br /&gt;
        &amp;lt;/Script&amp;gt;&lt;br /&gt;
        &amp;lt;Object id=&amp;quot;1&amp;quot; childRule=&amp;quot;&amp;quot; objectName=&amp;quot;FOREST_LEAVES&amp;quot; childMinCount=&amp;quot;1&amp;quot; childMaxCount=&amp;quot;10&amp;quot; childMinRadius=&amp;quot;0&amp;quot; childMaxRadius=&amp;quot;20&amp;quot; probability=&amp;quot;1&amp;quot; /&amp;gt;&lt;br /&gt;
        &amp;lt;Object id=&amp;quot;2&amp;quot; childRule=&amp;quot;&amp;quot; objectName=&amp;quot;FOREST_NEEDELS&amp;quot; childMinCount=&amp;quot;1&amp;quot; childMaxCount=&amp;quot;10&amp;quot; childMinRadius=&amp;quot;0&amp;quot; childMaxRadius=&amp;quot;20&amp;quot; probability=&amp;quot;1&amp;quot; /&amp;gt;&lt;br /&gt;
      &amp;lt;/Rule&amp;gt;&lt;br /&gt;
      &amp;lt;Rule name=&amp;quot;F_ForestGrass&amp;quot; isMainRule=&amp;quot;true&amp;quot; objectMinDistance=&amp;quot;0&amp;quot; slopeStart=&amp;quot;0&amp;quot; slopeEnd=&amp;quot;90&amp;quot; &amp;gt;&lt;br /&gt;
        &amp;lt;Script name=&amp;quot;scatterInPerlinNoise.lua&amp;quot; &amp;gt;&lt;br /&gt;
          &amp;lt;Arg name=&amp;quot;seed&amp;quot; type=&amp;quot;int&amp;quot; value=&amp;quot;2377&amp;quot; /&amp;gt;&lt;br /&gt;
          &amp;lt;Arg name=&amp;quot;clampThreshold&amp;quot; type=&amp;quot;int&amp;quot; value=&amp;quot;128&amp;quot; /&amp;gt;&lt;br /&gt;
          &amp;lt;Arg name=&amp;quot;frequency&amp;quot; type=&amp;quot;float&amp;quot; value=&amp;quot;0.400000&amp;quot; /&amp;gt;&lt;br /&gt;
          &amp;lt;Arg name=&amp;quot;clamped&amp;quot; type=&amp;quot;boolean&amp;quot; value=&amp;quot;true&amp;quot; /&amp;gt;&lt;br /&gt;
          &amp;lt;Arg name=&amp;quot;mask&amp;quot; type=&amp;quot;mask&amp;quot; value=&amp;quot;PG_Forest&amp;quot; /&amp;gt;&lt;br /&gt;
        &amp;lt;/Script&amp;gt;&lt;br /&gt;
        &amp;lt;Object id=&amp;quot;1&amp;quot; childRule=&amp;quot;&amp;quot; objectName=&amp;quot;ForestGrass&amp;quot; childMinCount=&amp;quot;1&amp;quot; childMaxCount=&amp;quot;10&amp;quot; childMinRadius=&amp;quot;0&amp;quot; childMaxRadius=&amp;quot;20&amp;quot; probability=&amp;quot;4&amp;quot; /&amp;gt;&lt;br /&gt;
        &amp;lt;Object id=&amp;quot;2&amp;quot; childRule=&amp;quot;&amp;quot; objectName=&amp;quot;F_GrassSmall&amp;quot; childMinCount=&amp;quot;1&amp;quot; childMaxCount=&amp;quot;10&amp;quot; childMinRadius=&amp;quot;0&amp;quot; childMaxRadius=&amp;quot;20&amp;quot; probability=&amp;quot;2&amp;quot; /&amp;gt;&lt;br /&gt;
        &amp;lt;Object id=&amp;quot;3&amp;quot; childRule=&amp;quot;&amp;quot; objectName=&amp;quot;F_GrassMedium&amp;quot; childMinCount=&amp;quot;1&amp;quot; childMaxCount=&amp;quot;10&amp;quot; childMinRadius=&amp;quot;0&amp;quot; childMaxRadius=&amp;quot;20&amp;quot; probability=&amp;quot;1&amp;quot; /&amp;gt;&lt;br /&gt;
        &amp;lt;Object id=&amp;quot;4&amp;quot; childRule=&amp;quot;&amp;quot; objectName=&amp;quot;F_DecoFSmall&amp;quot; childMinCount=&amp;quot;1&amp;quot; childMaxCount=&amp;quot;10&amp;quot; childMinRadius=&amp;quot;0&amp;quot; childMaxRadius=&amp;quot;20&amp;quot; probability=&amp;quot;3&amp;quot; /&amp;gt;&lt;br /&gt;
      &amp;lt;/Rule&amp;gt;&lt;br /&gt;
      &amp;lt;Rule name=&amp;quot;F_ForestPatches&amp;quot; isMainRule=&amp;quot;true&amp;quot; objectMinDistance=&amp;quot;0&amp;quot; slopeStart=&amp;quot;0&amp;quot; slopeEnd=&amp;quot;90&amp;quot; &amp;gt;&lt;br /&gt;
        &amp;lt;Script name=&amp;quot;scatterInPerlinNoise.lua&amp;quot; &amp;gt;&lt;br /&gt;
          &amp;lt;Arg name=&amp;quot;seed&amp;quot; type=&amp;quot;int&amp;quot; value=&amp;quot;1549&amp;quot; /&amp;gt;&lt;br /&gt;
          &amp;lt;Arg name=&amp;quot;clampThreshold&amp;quot; type=&amp;quot;int&amp;quot; value=&amp;quot;100&amp;quot; /&amp;gt;&lt;br /&gt;
          &amp;lt;Arg name=&amp;quot;frequency&amp;quot; type=&amp;quot;float&amp;quot; value=&amp;quot;0.500000&amp;quot; /&amp;gt;&lt;br /&gt;
          &amp;lt;Arg name=&amp;quot;clamped&amp;quot; type=&amp;quot;boolean&amp;quot; value=&amp;quot;true&amp;quot; /&amp;gt;&lt;br /&gt;
          &amp;lt;Arg name=&amp;quot;mask&amp;quot; type=&amp;quot;mask&amp;quot; value=&amp;quot;PG_Forest&amp;quot; /&amp;gt;&lt;br /&gt;
        &amp;lt;/Script&amp;gt;&lt;br /&gt;
        &amp;lt;Object id=&amp;quot;6&amp;quot; childRule=&amp;quot;&amp;quot; objectName=&amp;quot;ForestClover&amp;quot; childMinCount=&amp;quot;1&amp;quot; childMaxCount=&amp;quot;10&amp;quot; childMinRadius=&amp;quot;0&amp;quot; childMaxRadius=&amp;quot;20&amp;quot; probability=&amp;quot;1&amp;quot; /&amp;gt;&lt;br /&gt;
      &amp;lt;/Rule&amp;gt;&lt;br /&gt;
      &amp;lt;Rule name=&amp;quot;F_ForestClutter&amp;quot; isMainRule=&amp;quot;true&amp;quot; objectMinDistance=&amp;quot;0&amp;quot; slopeStart=&amp;quot;0&amp;quot; slopeEnd=&amp;quot;90&amp;quot; &amp;gt;&lt;br /&gt;
        &amp;lt;Script name=&amp;quot;scatterInPerlinNoise.lua&amp;quot; &amp;gt;&lt;br /&gt;
          &amp;lt;Arg name=&amp;quot;seed&amp;quot; type=&amp;quot;int&amp;quot; value=&amp;quot;478&amp;quot; /&amp;gt;&lt;br /&gt;
          &amp;lt;Arg name=&amp;quot;clampThreshold&amp;quot; type=&amp;quot;int&amp;quot; value=&amp;quot;121&amp;quot; /&amp;gt;&lt;br /&gt;
          &amp;lt;Arg name=&amp;quot;frequency&amp;quot; type=&amp;quot;float&amp;quot; value=&amp;quot;0.180000&amp;quot; /&amp;gt;&lt;br /&gt;
          &amp;lt;Arg name=&amp;quot;clamped&amp;quot; type=&amp;quot;boolean&amp;quot; value=&amp;quot;true&amp;quot; /&amp;gt;&lt;br /&gt;
          &amp;lt;Arg name=&amp;quot;mask&amp;quot; type=&amp;quot;mask&amp;quot; value=&amp;quot;PG_Forest&amp;quot; /&amp;gt;&lt;br /&gt;
        &amp;lt;/Script&amp;gt;&lt;br /&gt;
        &amp;lt;Object id=&amp;quot;6&amp;quot; childRule=&amp;quot;&amp;quot; objectName=&amp;quot;ForestBunchBerry&amp;quot; childMinCount=&amp;quot;1&amp;quot; childMaxCount=&amp;quot;10&amp;quot; childMinRadius=&amp;quot;0&amp;quot; childMaxRadius=&amp;quot;20&amp;quot; probability=&amp;quot;4&amp;quot; /&amp;gt;&lt;br /&gt;
        &amp;lt;Object id=&amp;quot;7&amp;quot; childRule=&amp;quot;&amp;quot; objectName=&amp;quot;ForestStarFlower&amp;quot; childMinCount=&amp;quot;1&amp;quot; childMaxCount=&amp;quot;10&amp;quot; childMinRadius=&amp;quot;0&amp;quot; childMaxRadius=&amp;quot;20&amp;quot; probability=&amp;quot;1&amp;quot; /&amp;gt;&lt;br /&gt;
        &amp;lt;Object id=&amp;quot;8&amp;quot; childRule=&amp;quot;&amp;quot; objectName=&amp;quot;ForestSalmonBerry&amp;quot; childMinCount=&amp;quot;1&amp;quot; childMaxCount=&amp;quot;10&amp;quot; childMinRadius=&amp;quot;0&amp;quot; childMaxRadius=&amp;quot;20&amp;quot; probability=&amp;quot;1&amp;quot; /&amp;gt;&lt;br /&gt;
        &amp;lt;Object id=&amp;quot;9&amp;quot; childRule=&amp;quot;&amp;quot; objectName=&amp;quot;ForestStarryFalse&amp;quot; childMinCount=&amp;quot;1&amp;quot; childMaxCount=&amp;quot;10&amp;quot; childMinRadius=&amp;quot;0&amp;quot; childMaxRadius=&amp;quot;20&amp;quot; probability=&amp;quot;1&amp;quot; /&amp;gt;&lt;br /&gt;
        &amp;lt;Object id=&amp;quot;10&amp;quot; childRule=&amp;quot;&amp;quot; objectName=&amp;quot;ForestSwordFern&amp;quot; childMinCount=&amp;quot;1&amp;quot; childMaxCount=&amp;quot;10&amp;quot; childMinRadius=&amp;quot;0&amp;quot; childMaxRadius=&amp;quot;20&amp;quot; probability=&amp;quot;1&amp;quot; /&amp;gt;&lt;br /&gt;
        &amp;lt;Object id=&amp;quot;11&amp;quot; childRule=&amp;quot;&amp;quot; objectName=&amp;quot;ForestDeerFern&amp;quot; childMinCount=&amp;quot;1&amp;quot; childMaxCount=&amp;quot;10&amp;quot; childMinRadius=&amp;quot;0&amp;quot; childMaxRadius=&amp;quot;20&amp;quot; probability=&amp;quot;2&amp;quot; /&amp;gt;&lt;br /&gt;
      &amp;lt;/Rule&amp;gt;&lt;br /&gt;
      &amp;lt;Rule name=&amp;quot;F_ForestBushes&amp;quot; isMainRule=&amp;quot;true&amp;quot; objectMinDistance=&amp;quot;0&amp;quot; slopeStart=&amp;quot;0&amp;quot; slopeEnd=&amp;quot;90&amp;quot; &amp;gt;&lt;br /&gt;
        &amp;lt;Script name=&amp;quot;scatterInPerlinNoise.lua&amp;quot; &amp;gt;&lt;br /&gt;
          &amp;lt;Arg name=&amp;quot;seed&amp;quot; type=&amp;quot;int&amp;quot; value=&amp;quot;9784&amp;quot; /&amp;gt;&lt;br /&gt;
          &amp;lt;Arg name=&amp;quot;clampThreshold&amp;quot; type=&amp;quot;int&amp;quot; value=&amp;quot;100&amp;quot; /&amp;gt;&lt;br /&gt;
          &amp;lt;Arg name=&amp;quot;frequency&amp;quot; type=&amp;quot;float&amp;quot; value=&amp;quot;0.540000&amp;quot; /&amp;gt;&lt;br /&gt;
          &amp;lt;Arg name=&amp;quot;clamped&amp;quot; type=&amp;quot;boolean&amp;quot; value=&amp;quot;true&amp;quot; /&amp;gt;&lt;br /&gt;
          &amp;lt;Arg name=&amp;quot;mask&amp;quot; type=&amp;quot;mask&amp;quot; value=&amp;quot;PG_Forest&amp;quot; /&amp;gt;&lt;br /&gt;
        &amp;lt;/Script&amp;gt;&lt;br /&gt;
        &amp;lt;Object id=&amp;quot;1&amp;quot; childRule=&amp;quot;&amp;quot; objectName=&amp;quot;BushCommon01&amp;quot; childMinCount=&amp;quot;1&amp;quot; childMaxCount=&amp;quot;10&amp;quot; childMinRadius=&amp;quot;0&amp;quot; childMaxRadius=&amp;quot;20&amp;quot; probability=&amp;quot;2&amp;quot; /&amp;gt;&lt;br /&gt;
        &amp;lt;Object id=&amp;quot;2&amp;quot; childRule=&amp;quot;&amp;quot; objectName=&amp;quot;BushCommon02&amp;quot; childMinCount=&amp;quot;1&amp;quot; childMaxCount=&amp;quot;10&amp;quot; childMinRadius=&amp;quot;0&amp;quot; childMaxRadius=&amp;quot;20&amp;quot; probability=&amp;quot;2&amp;quot; /&amp;gt;&lt;br /&gt;
        &amp;lt;Object id=&amp;quot;3&amp;quot; childRule=&amp;quot;&amp;quot; objectName=&amp;quot;BushCommon03&amp;quot; childMinCount=&amp;quot;1&amp;quot; childMaxCount=&amp;quot;10&amp;quot; childMinRadius=&amp;quot;0&amp;quot; childMaxRadius=&amp;quot;20&amp;quot; probability=&amp;quot;1&amp;quot; /&amp;gt;&lt;br /&gt;
        &amp;lt;Object id=&amp;quot;7&amp;quot; childRule=&amp;quot;&amp;quot; objectName=&amp;quot;BushPaw01&amp;quot; childMinCount=&amp;quot;1&amp;quot; childMaxCount=&amp;quot;10&amp;quot; childMinRadius=&amp;quot;0&amp;quot; childMaxRadius=&amp;quot;20&amp;quot; probability=&amp;quot;2&amp;quot; /&amp;gt;&lt;br /&gt;
        &amp;lt;Object id=&amp;quot;8&amp;quot; childRule=&amp;quot;&amp;quot; objectName=&amp;quot;BushPaw02&amp;quot; childMinCount=&amp;quot;1&amp;quot; childMaxCount=&amp;quot;10&amp;quot; childMinRadius=&amp;quot;0&amp;quot; childMaxRadius=&amp;quot;20&amp;quot; probability=&amp;quot;2&amp;quot; /&amp;gt;&lt;br /&gt;
        &amp;lt;Object id=&amp;quot;9&amp;quot; childRule=&amp;quot;&amp;quot; objectName=&amp;quot;BushPaw03&amp;quot; childMinCount=&amp;quot;1&amp;quot; childMaxCount=&amp;quot;10&amp;quot; childMinRadius=&amp;quot;0&amp;quot; childMaxRadius=&amp;quot;20&amp;quot; probability=&amp;quot;1&amp;quot; /&amp;gt;&lt;br /&gt;
        &amp;lt;Object id=&amp;quot;10&amp;quot; childRule=&amp;quot;&amp;quot; objectName=&amp;quot;BushWaterElm01&amp;quot; childMinCount=&amp;quot;1&amp;quot; childMaxCount=&amp;quot;10&amp;quot; childMinRadius=&amp;quot;0&amp;quot; childMaxRadius=&amp;quot;20&amp;quot; probability=&amp;quot;2&amp;quot; /&amp;gt;&lt;br /&gt;
        &amp;lt;Object id=&amp;quot;11&amp;quot; childRule=&amp;quot;&amp;quot; objectName=&amp;quot;BushWaterElm02&amp;quot; childMinCount=&amp;quot;1&amp;quot; childMaxCount=&amp;quot;10&amp;quot; childMinRadius=&amp;quot;0&amp;quot; childMaxRadius=&amp;quot;20&amp;quot; probability=&amp;quot;2&amp;quot; /&amp;gt;&lt;br /&gt;
        &amp;lt;Object id=&amp;quot;12&amp;quot; childRule=&amp;quot;&amp;quot; objectName=&amp;quot;BushWaterElm03&amp;quot; childMinCount=&amp;quot;1&amp;quot; childMaxCount=&amp;quot;10&amp;quot; childMinRadius=&amp;quot;0&amp;quot; childMaxRadius=&amp;quot;20&amp;quot; probability=&amp;quot;1&amp;quot; /&amp;gt;&lt;br /&gt;
        &amp;lt;Object id=&amp;quot;13&amp;quot; childRule=&amp;quot;&amp;quot; objectName=&amp;quot;BushHazel01&amp;quot; childMinCount=&amp;quot;1&amp;quot; childMaxCount=&amp;quot;10&amp;quot; childMinRadius=&amp;quot;0&amp;quot; childMaxRadius=&amp;quot;20&amp;quot; probability=&amp;quot;2&amp;quot; /&amp;gt;&lt;br /&gt;
      &amp;lt;/Rule&amp;gt;&lt;br /&gt;
    &amp;lt;/Rules&amp;gt;&lt;br /&gt;
  &amp;lt;/ProceduralPlacement&amp;gt;|heading=Below Scenes:}}&lt;br /&gt;
Go to your map folder and ensure you have a &#039;&#039;&#039;folder&#039;&#039;&#039; within data named &#039;&#039;&#039;masks&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
== Step 2: Overview of the Procedural Placement Window ==&lt;br /&gt;
&lt;br /&gt;
# &#039;&#039;&#039;Open the Procedural Placement window&#039;&#039;&#039; (Windows &amp;gt; Procedural Placement).&lt;br /&gt;
## If it asks you to select a file for a BLOCKMASK, go to the previously mentioned &#039;&#039;&#039;masks&#039;&#039;&#039; folder and name it BLOCKMASK. This will create a BLOCKMASK.png.&lt;br /&gt;
# &#039;&#039;&#039;Masks Tab (1st tab):&#039;&#039;&#039;&lt;br /&gt;
## Create masks for placement later.&lt;br /&gt;
## Select &#039;&#039;&#039;Add Mask&#039;&#039;&#039; and double-click the empty field under &#039;&#039;&#039;Filename&#039;&#039;&#039;. Name it (e.g., Forest1).&lt;br /&gt;
## To the left, name it again (e.g., Forest1) for the Layers applied on the map.&lt;br /&gt;
## Apply changes and save the map to retain these settings.&lt;br /&gt;
## Ensure the resolution matches your map (e.g., 2048x2048 for base maps).&lt;br /&gt;
# &#039;&#039;&#039;Scripts Tab (2nd tab):&#039;&#039;&#039;&lt;br /&gt;
## Displays the scripts included in your map.i3d.&lt;br /&gt;
## Advanced users can modify scripts, but they are not required initially.&lt;br /&gt;
# &#039;&#039;&#039;Distance Matrix (3rd tab):&#039;&#039;&#039;&lt;br /&gt;
## Avoid modifying this tab.&lt;br /&gt;
# &#039;&#039;&#039;Objects Tab (4th tab):&#039;&#039;&#039;&lt;br /&gt;
## Add foliage and objects for Procedural Placement.&lt;br /&gt;
## For objects:&lt;br /&gt;
### Click &#039;&#039;&#039;Add i3d reference&#039;&#039;&#039;.&lt;br /&gt;
### Select the desired i3d file (e.g., pinusSylvestris\_stage05.i3d).&lt;br /&gt;
### Name the tree (e.g., pinusSylvestris\_stage05) and choose the appropriate type (e.g., ParentTree). This is to help PP use the correct distances setup in the Distance Matrix.&lt;br /&gt;
## Save after every addition.&lt;br /&gt;
# &#039;&#039;&#039;Rules Tab (5th tab):&#039;&#039;&#039;&lt;br /&gt;
## Configure and manage Procedural Placement rules.&lt;br /&gt;
## Rules are read top-down:&lt;br /&gt;
### Add textures first, followed by foliage and objects.&lt;br /&gt;
### Use the &#039;&#039;&#039;ScatterInMask&#039;&#039;&#039; script for the FIRST rule you use.&lt;br /&gt;
### Use &#039;&#039;&#039;scatterInPerlinNoise&#039;&#039;&#039; for subsequent rules.&lt;br /&gt;
## Select the appropriate mask for each rule (e.g., Forest1).&lt;br /&gt;
## Add textures, foliage, and objects with adjustable probabilities and scales.&lt;br /&gt;
## Place Objects runs the script, do *not* use now, only when all steps are completed.&lt;br /&gt;
&lt;br /&gt;
== Step 3: Set Up Your Objects and Rules ==&lt;br /&gt;
&lt;br /&gt;
# Verify i3d paths for all objects.&lt;br /&gt;
# Name rules using a consistent format (e.g., T_whatever for textures, F_ whatever for foliage and objects).&lt;br /&gt;
# Keep textures, foliages and objects on separate rules!&lt;br /&gt;
# Arrange rules in the following order:&lt;br /&gt;
## Textures (placed first).&lt;br /&gt;
## Foliage and objects (placed below textures).&lt;br /&gt;
# Use at least three textures to avoid default placement issues.&lt;br /&gt;
# Save your map after every modification.&lt;br /&gt;
&lt;br /&gt;
== Step 4: Place Down Your Forest ==&lt;br /&gt;
&lt;br /&gt;
# Select the &#039;&#039;&#039;Procedural Placement terrain tool&#039;&#039;&#039; (next to the Foliage tool).&lt;br /&gt;
# Choose the correct layer (e.g., Forest1) in the Procedural Placement Area menu.&lt;br /&gt;
# Paint the desired area for the forest. (Save your map to keep the mask in case of a crash during PP).&lt;br /&gt;
# In the Procedural Placement window:&lt;br /&gt;
## Go to the &#039;&#039;&#039;Rules&#039;&#039;&#039; tab.&lt;br /&gt;
## Verify rule order and scripts.&lt;br /&gt;
## Ensure textures are placed first, followed by foliage and objects.&lt;br /&gt;
## You can have many rules running on the same mask to create a more diverse Forest.&lt;br /&gt;
## Click &#039;&#039;&#039;Place Objects&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; If the editor crashes, review your setup and try again.&lt;br /&gt;
&lt;br /&gt;
== Step 5: Finalize the Placement ==&lt;br /&gt;
&lt;br /&gt;
# Rename the Procedural Group in the Scenegraph (e.g., Forest1). This prevents PP from using it again for future generations.&lt;br /&gt;
# Save your map.&lt;br /&gt;
# Restart the editor before placing additional forests to prevent issues; this resets PP memory.&lt;br /&gt;
&lt;br /&gt;
== Additional Notes ==&lt;br /&gt;
&lt;br /&gt;
* Re-run placements immediately if unsatisfied, perhaps changing textures in rules, or foliage, etc.&lt;br /&gt;
* Test new setups on a separate map to avoid corruption. (Make a copy of current map to keep all settings!)&lt;br /&gt;
* Create multiple masks for different forests. Forest1, Forest2, Forest3, etc.&lt;br /&gt;
* Avoid reusing masks unless rules are identical. This &#039;&#039;&#039;will&#039;&#039;&#039; affect previously placed things within that mask.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Thanks to Gamerdesigns and StrauntMaunt for testing and findings!&#039;&#039;&#039;&lt;/div&gt;</summary>
		<author><name>XPModder</name></author>
	</entry>
	<entry>
		<id>https://fswiki.xpmodder.com/mw/index.php?title=Spline-Road-Toolkit&amp;diff=157</id>
		<title>Spline-Road-Toolkit</title>
		<link rel="alternate" type="text/html" href="https://fswiki.xpmodder.com/mw/index.php?title=Spline-Road-Toolkit&amp;diff=157"/>
		<updated>2025-01-25T19:42:14Z</updated>

		<summary type="html">&lt;p&gt;XPModder: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{ExternalFileDownload|Spline-Road-Toolkit_v2.5}}&lt;br /&gt;
&lt;br /&gt;
This is a toolkit for Giants Editor 10 to create roads, intersections and road markings from splines without the need for 3D-Moddeling software like blender.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The toolkit is split into 4 separate scripts:&lt;br /&gt;
&lt;br /&gt;
*    SplineToRoad.lua&lt;br /&gt;
*    SplineToRoadMarkings.lua&lt;br /&gt;
*    SplineToRoadIntersection.lua&lt;br /&gt;
*    SplineTool.lua&lt;br /&gt;
&lt;br /&gt;
== Installation ==&lt;br /&gt;
To install this toolkit, extract the lua files to: %localappdata%/GIANTS Software/Giants Editor 10.0.x/scripts/&lt;br /&gt;
&lt;br /&gt;
Extract the textures folder into your map folder. There will already be a textures folder in your map, but dont worry, extracting this there should not overwrite any files. If you prefer, you can also directly extract the road folder that is inside the textures folder into your maps textures folder.&lt;br /&gt;
&lt;br /&gt;
Remember to add these textures to any map you want to use this tool on.&lt;br /&gt;
&lt;br /&gt;
You can also use your own custom road textures if you prefer. See the Usage section below for more info on that.&lt;br /&gt;
&lt;br /&gt;
Now the scripts are installed and ready to use!&lt;br /&gt;
&lt;br /&gt;
== A note on the textures ==&lt;br /&gt;
The included textures are one simple asphalt texture which everyone may freely use with a diffuse, normal and specular. As different maps and different modders may prefer a darker or lighter road, the included asphalt01 - asphalt07 diffuse textures are replacements for the regular asphalt diffuse and they can be used with the same normal and specular as the asphalt diffuse. These alternative textures are lighter then the admittedly very dark default, with the asphalt07 being the lightest.&lt;br /&gt;
&lt;br /&gt;
As stated above, you may use your own textures though.&lt;br /&gt;
&lt;br /&gt;
== Usage ==&lt;br /&gt;
Each of the three scripts will be accessible in Giants Editor (GE) via the Scripts -&amp;gt; User Scripts menu.&lt;br /&gt;
&lt;br /&gt;
=== SplineToRoad ===&lt;br /&gt;
This script is used to create the roads themselves.&lt;br /&gt;
&lt;br /&gt;
The script uses a single spline to create a road.&lt;br /&gt;
&lt;br /&gt;
Place a spline where you want the road to be. The spline will be at the exact center of the road.&lt;br /&gt;
&lt;br /&gt;
When you click on the script in the menu, a small window will open with the settings for the script.&lt;br /&gt;
&lt;br /&gt;
These settings should be self-explanatory for the most part. The textures selected in the Material Settings will be used for the road itself. The lines do not use a texture.&lt;br /&gt;
&lt;br /&gt;
The Line color sliders correspond to Red, Green and Blue from left to right. The buttons &amp;quot;White&amp;quot; and &amp;quot;Yellow&amp;quot; provide an easy way to select pure a pure white or a yellow color, as these are the most commonly used colors for road markings.&lt;br /&gt;
&lt;br /&gt;
The settings &amp;quot;Widen at start of road&amp;quot; and &amp;quot;Widen at end of road&amp;quot; cause the road to become wider with an outward curve at the start or end respectively. This can be used for simple intersections, but does not offer much control over the shape.&lt;br /&gt;
&lt;br /&gt;
For more complex intersections and more control over the exact shape of the intersection, use the SplineToRoadIntersection script.&lt;br /&gt;
&lt;br /&gt;
The setting &amp;quot;Both Splines same direction&amp;quot;, when checked, results in both traffic splines going the same direction. This can be used to create highways with 2 lanes per direction.&lt;br /&gt;
&lt;br /&gt;
Should you wish to change the default textures, you can do so with the three file selectors in the Material Settings section. The top file selector sets the diffuse texture, the middle line sets the normal texture and the bottom line sets the specular texture.&lt;br /&gt;
&lt;br /&gt;
Once you have chosen the settings you wish to use, make sure you have selected your spline in the scenegraph and click the &amp;quot;Generate Road&amp;quot; button.&lt;br /&gt;
&lt;br /&gt;
The tool will now automatically generate a road based on your settings.&lt;br /&gt;
&lt;br /&gt;
The resulting road will be placed in a transform group named &amp;quot;roads&amp;quot; at the bottom of the scenegraph.&lt;br /&gt;
&lt;br /&gt;
You can now immediately select another spline in the scenegraph and click the &amp;quot;Generate Road&amp;quot; button again without having to close the tool.&lt;br /&gt;
&lt;br /&gt;
If you are not happy with a road you generated, you can just delete it, by deleting its transform group inside the &amp;quot;roads&amp;quot; transform group. You can then select the same spline that you used before again, change the settings in the tool and click &amp;quot;Generate Road&amp;quot; again to re-create the road with the new settings.&lt;br /&gt;
&lt;br /&gt;
Please Note: When using the &amp;quot;Create Water Puddle Surfaces&amp;quot; option, additional shapes will be created that will create water puddles during rain and wetness. You can see the effect by setting the wetness via the seasons visual control script. Please be aware that these shapes will need to be at terrain height, as this effect unfortunately does not work as a terrain decal. When using this option you may need to re-create the road after making changes to the terrain height.&lt;br /&gt;
&lt;br /&gt;
=== SplineToRoadMarkings ===&lt;br /&gt;
This tool is used to create road markings on their own.&lt;br /&gt;
&lt;br /&gt;
This is intended to be used in conjunction with the SplineToRoadIntersection tool to create the markings for an intersection, but can be used elsewhere too, if a few lines or a dashed line are needed.&lt;br /&gt;
&lt;br /&gt;
Place a spline where you want the road markings. Then click on the script in the menu.&lt;br /&gt;
&lt;br /&gt;
A small window will open with the settings for the script. These settings should be pretty self-explanatory.&lt;br /&gt;
&lt;br /&gt;
By default, when &amp;quot;Solid Line&amp;quot; is not checked, a dashed line is created.&lt;br /&gt;
&lt;br /&gt;
Like with the SplineToRoad tool the three sliders for line color represent Red, Green and Blue values respectively from left to right and the &amp;quot;White&amp;quot; and &amp;quot;Yellow&amp;quot; buttons provide easy access to predefined white and yellow colors respectively.&lt;br /&gt;
&lt;br /&gt;
Once you have chosen the settings you want to use, make sure you have one or more splines selected in the scenegraph and click the &amp;quot;Generate Markings&amp;quot; button.&lt;br /&gt;
&lt;br /&gt;
When you select multiple splines simultaneously and click the button, road markings with the same settings will be created for each selected spline.&lt;br /&gt;
&lt;br /&gt;
The finished road markings are placed in a transform group named &amp;quot;roadMarkings&amp;quot; at the bottom of the scenegraph.&lt;br /&gt;
&lt;br /&gt;
=== SplineToRoadIntersection ===&lt;br /&gt;
The SplineToRoadIntersection tool can be used to create complex road intersections.&lt;br /&gt;
&lt;br /&gt;
In contrast to the other two tools, this tool requires multiple splines to create a single intersection.&lt;br /&gt;
&lt;br /&gt;
A minimum of two splines are required, but for most intersections you will need 3 or 4 or even more splines.&lt;br /&gt;
&lt;br /&gt;
The splines for this tool define the outline of the intersection.&lt;br /&gt;
&lt;br /&gt;
Place splines along the outline of the intersection. These splines do not have to form a continuous outline. Gaps are allowed.&lt;br /&gt;
&lt;br /&gt;
The tool will bridge gaps by connecting the end of one spline to the closest starting point of another spline.&lt;br /&gt;
&lt;br /&gt;
The splines have to all run in counter-clockwise direction around the intersection!&lt;br /&gt;
&lt;br /&gt;
After you have placed the splines, click on the script in the menu and a small window will open with the scripts settings.&lt;br /&gt;
&lt;br /&gt;
In the Material Settings section, the top line allows selecting of a custom diffuse texture, the middle line selects the normal texture and the bottom line selects the specular texture.&lt;br /&gt;
&lt;br /&gt;
The UV Scale slider determines the scale of the texture on the intersection. When you use custom textures you may need to adjust this in order for the texture to properly fit the intersection.&lt;br /&gt;
&lt;br /&gt;
Be aware that a wrong setting here may cause a &amp;quot;UVs out of range&amp;quot; error! Should you see this error, delete the previously generated intersection and try again with a different UV Scale setting.&lt;br /&gt;
&lt;br /&gt;
The three sliders for line color represent Red, Green and Blue values respectively from left to right and the &amp;quot;White&amp;quot; and &amp;quot;Yellow&amp;quot; buttons provide easy access to predefined white and yellow colors respectively.&lt;br /&gt;
&lt;br /&gt;
Please Note: This tool cannot generate traffic splines or complex road markings. You will have to create traffic splines manually and for road markings you can use the SplineToRoadMarkings tool.&lt;br /&gt;
&lt;br /&gt;
Please Note: When using the &amp;quot;Create Water Puddle Surfaces&amp;quot; option, a additional shape will be created that will create water puddles during rain and wetness. You can see the effect by setting the wetness via the seasons visual control script. Please be aware that this shape will need to be at terrain height, as this effect unfortunately does not work as a terrain decal. When using this option you may need to re-create the intersection after making changes to the terrain height.&lt;br /&gt;
&lt;br /&gt;
To generate the intersection, make sure you have selected all of the splines for the outline of this intersection in the scenegraph and then click the &amp;quot;Generate intersection&amp;quot; button.&lt;br /&gt;
&lt;br /&gt;
The created intersection will be placed in a transform group named &amp;quot;intersections&amp;quot; at the bottom of the scenegraph.&lt;br /&gt;
&lt;br /&gt;
=== SplineTool ===&lt;br /&gt;
This is a tool for all sorts of spline related tasks. It can be used to get or set the exact coordinates for any spline control vertex (CV), to paint the terrain, terrainDetail, foliage, infoLayer or Procedural Placement masks around a spline and to align a spline to the terrain.&lt;br /&gt;
&lt;br /&gt;
== FAQ and known issues ==&lt;br /&gt;
&lt;br /&gt;
==== I am getting &amp;quot;i3d contains non-binary indexed triangle sets&amp;quot; warnings ====&lt;br /&gt;
These warnings are normal and are expected for both the SplineToRoad and SplineToRoadIntersection tools. These warnings should only appear once for any given road or intersection, when the road or intersection is generated. When you have saved the map and reload it or load it ingame these warnings should not reappear.&lt;br /&gt;
&lt;br /&gt;
If they reappear, even after closing and re-opening Giants Editor and without using the script again, go to File -&amp;gt; Save as... and select Binary i3d next to the filename in the save file dialog.&lt;br /&gt;
&lt;br /&gt;
==== I clicked the button, but I cant see anything new ====&lt;br /&gt;
Wait a few seconds as it can take a moment for Giants Editor to update properly. In the scenegraph you may have to select a few different items before the new ones show up.&lt;br /&gt;
&lt;br /&gt;
Should you still not see anything after a little while, try zooming in very close to the terrain as that can help to update it. Finally also check the console for any potential errors or messages from the script.&lt;br /&gt;
&lt;br /&gt;
==== I want my roads to look snowy and frozen in the winter. How do I add the shader for this? ====&lt;br /&gt;
You dont have to. The scripts automatically add the basegame shader to all roads and intersections you create with them.&lt;br /&gt;
&lt;br /&gt;
When you use the season toolkit and add snow, you should see your roads and intersections gettings a bit snowy. Note that in my experience Giants Editor can be a bit annoying and not properly update the view when you do this, so try zooming in very close to the road to update the visuals. Ingame this issue should not happen.&lt;br /&gt;
&lt;br /&gt;
==== My intersections look weird with a custom texture ====&lt;br /&gt;
If you are using a custom road texture that has a &amp;quot;border&amp;quot; for the road on the texture, this texture is not suitable for use with the intersection tool. As intersections can take almost any arbitrary form it is effectively impossible to generate UVs that would allow for the use of such a texture. Use a texture that is only asphalt/road surface without a &amp;quot;border&amp;quot; instead.&lt;br /&gt;
&lt;br /&gt;
Alternatively you could export the intersection shape as obj, import it in blender and UV map it in blender and then export it to i3d and import it into your map again.&lt;br /&gt;
&lt;br /&gt;
==== The intersection was created wrong. The road is outside the intersection and there is nothing inside it ====&lt;br /&gt;
This may be caused by a particularly complex or weird shape for a intersection. This should be extremely rare.&lt;br /&gt;
&lt;br /&gt;
If this happens, try deviding the intersection into two or more pieces and generating each piece individually.&lt;br /&gt;
&lt;br /&gt;
If the road connections to the intersection are very far drawn out, this can also cause this. Try making the road connections that are part of the intersection shorter and bridge any potential gaps with the road tool.&lt;br /&gt;
&lt;br /&gt;
==== The lines on the intersection are generated outside the intersection, next to the asphalt and not on it ====&lt;br /&gt;
When this happens, you probably got the direction of your spline wrong. Make sure they go in a counter clockwise fashion around the intersection.&lt;br /&gt;
&lt;br /&gt;
If they currently do not, change the direction of the spline so they do, delete the wrong intersection and re-create it with the tool.&lt;br /&gt;
&lt;br /&gt;
==== Terrain Decals, Roads disappearing after changes to the terrain ====&lt;br /&gt;
All the roads, lines and intersections created by these tools use the &amp;quot;terrain decal&amp;quot; functionality in FS 25.&lt;br /&gt;
&lt;br /&gt;
This means that the roads, lines and intersections act like a texture on the terrain itself, so for the most part this means that if you make small adjustments to the terrain you will not need to change anything about the roads, lines or intersections as they should still be on the terrain.&lt;br /&gt;
&lt;br /&gt;
If you make bigger terrain changes (like changing the height of the terrain by more then 20 meters at a road), this can however cause the roads, lines and/or intersections to disappear as the terrain ends up out of range from the actual shapes that are placed underneath the terrain.&lt;br /&gt;
&lt;br /&gt;
To fix this you can either manually move the shapes (eg by moving the &amp;quot;roadPieces&amp;quot; transform group of a road) closer to the new terrain, or you can delete the old road and generate a new one. You can use the old spline again even if it is underground now. The height of the spline does not matter. The script always reads the height of the terrain itself.&lt;br /&gt;
&lt;br /&gt;
==== Do I have to keep the splines used to generate the roads/lines/intersections? ====&lt;br /&gt;
No. These splines are only needed to generate the parts. When you are happy with the generated pieces you can delete the spline.&lt;br /&gt;
&lt;br /&gt;
If I were you, I may keep all these splines around until the map is finished, just in case you want to make an adjustment or recreate a piece later.&lt;br /&gt;
&lt;br /&gt;
When you are sure you will not need them again, you can delete them.&lt;/div&gt;</summary>
		<author><name>XPModder</name></author>
	</entry>
	<entry>
		<id>https://fswiki.xpmodder.com/mw/index.php?title=Spline-Road-Toolkit&amp;diff=156</id>
		<title>Spline-Road-Toolkit</title>
		<link rel="alternate" type="text/html" href="https://fswiki.xpmodder.com/mw/index.php?title=Spline-Road-Toolkit&amp;diff=156"/>
		<updated>2025-01-25T19:41:57Z</updated>

		<summary type="html">&lt;p&gt;XPModder: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{ExternalFileDownload|Spline-Road-Toolkit_v2.5}}&lt;br /&gt;
&lt;br /&gt;
This is a toolkit for Giants Editor 10 to create roads, intersections and road markings from splines without the need for 3D-Moddeling software like blender.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The toolkit is split into 4 separate scripts:&lt;br /&gt;
&lt;br /&gt;
*    SplineToRoad.lua&lt;br /&gt;
*    SplineToRoadMarkings.lua&lt;br /&gt;
*    SplineToRoadIntersection.lua&lt;br /&gt;
*    SplineTool.lua&lt;br /&gt;
&lt;br /&gt;
== Installation ==&lt;br /&gt;
To install this toolkit, extract the lua files to: %localappdata%/GIANTS Software/Giants Editor 10.0.x/scripts/&lt;br /&gt;
&lt;br /&gt;
Extract the textures folder into your map folder. There will already be a textures folder in your map, but dont worry, extracting this there should not overwrite any files. If you prefer, you can also directly extract the road folder that is inside the textures folder into your maps textures folder.&lt;br /&gt;
&lt;br /&gt;
Remember to add these textures to any map you want to use this tool on.&lt;br /&gt;
&lt;br /&gt;
You can also use your own custom road textures if you prefer. See the Usage section below for more info on that.&lt;br /&gt;
&lt;br /&gt;
Now the scripts are installed and ready to use!&lt;br /&gt;
&lt;br /&gt;
== A note on the textures ==&lt;br /&gt;
The included textures are one simple asphalt texture which everyone may freely use with a diffuse, normal and specular. As different maps and different modders may prefer a darker or lighter road, the included asphalt01 - asphalt07 diffuse textures are replacements for the regular asphalt diffuse and they can be used with the same normal and specular as the asphalt diffuse. These alternative textures are lighter then the admittedly very dark default, with the asphalt07 being the lightest.&lt;br /&gt;
&lt;br /&gt;
As stated above, you may use your own textures though.&lt;br /&gt;
&lt;br /&gt;
== Usage ==&lt;br /&gt;
Each of the three scripts will be accessible in Giants Editor (GE) via the Scripts -&amp;gt; User Scripts menu.&lt;br /&gt;
&lt;br /&gt;
=== SplineToRoad ===&lt;br /&gt;
This script is used to create the roads themselves.&lt;br /&gt;
&lt;br /&gt;
The script uses a single spline to create a road.&lt;br /&gt;
&lt;br /&gt;
Place a spline where you want the road to be. The spline will be at the exact center of the road.&lt;br /&gt;
&lt;br /&gt;
When you click on the script in the menu, a small window will open with the settings for the script.&lt;br /&gt;
&lt;br /&gt;
These settings should be self-explanatory for the most part. The textures selected in the Material Settings will be used for the road itself. The lines do not use a texture.&lt;br /&gt;
&lt;br /&gt;
The Line color sliders correspond to Red, Green and Blue from left to right. The buttons &amp;quot;White&amp;quot; and &amp;quot;Yellow&amp;quot; provide an easy way to select pure a pure white or a yellow color, as these are the most commonly used colors for road markings.&lt;br /&gt;
&lt;br /&gt;
The settings &amp;quot;Widen at start of road&amp;quot; and &amp;quot;Widen at end of road&amp;quot; cause the road to become wider with an outward curve at the start or end respectively. This can be used for simple intersections, but does not offer much control over the shape.&lt;br /&gt;
&lt;br /&gt;
For more complex intersections and more control over the exact shape of the intersection, use the SplineToRoadIntersection script.&lt;br /&gt;
&lt;br /&gt;
The setting &amp;quot;Both Splines same direction&amp;quot;, when checked, results in both traffic splines going the same direction. This can be used to create highways with 2 lanes per direction.&lt;br /&gt;
&lt;br /&gt;
Should you wish to change the default textures, you can do so with the three file selectors in the Material Settings section. The top file selector sets the diffuse texture, the middle line sets the normal texture and the bottom line sets the specular texture.&lt;br /&gt;
&lt;br /&gt;
Once you have chosen the settings you wish to use, make sure you have selected your spline in the scenegraph and click the &amp;quot;Generate Road&amp;quot; button.&lt;br /&gt;
&lt;br /&gt;
The tool will now automatically generate a road based on your settings.&lt;br /&gt;
&lt;br /&gt;
The resulting road will be placed in a transform group named &amp;quot;roads&amp;quot; at the bottom of the scenegraph.&lt;br /&gt;
&lt;br /&gt;
You can now immediately select another spline in the scenegraph and click the &amp;quot;Generate Road&amp;quot; button again without having to close the tool.&lt;br /&gt;
&lt;br /&gt;
If you are not happy with a road you generated, you can just delete it, by deleting its transform group inside the &amp;quot;roads&amp;quot; transform group. You can then select the same spline that you used before again, change the settings in the tool and click &amp;quot;Generate Road&amp;quot; again to re-create the road with the new settings.&lt;br /&gt;
&lt;br /&gt;
Please Note: When using the &amp;quot;Create Water Puddle Surfaces&amp;quot; option, additional shapes will be created that will create water puddles during rain and wetness. You can see the effect by setting the wetness via the seasons visual control script. Please be aware that these shapes will need to be at terrain height, as this effect unfortunately does not work as a terrain decal. When using this option you may need to re-create the road after making changes to the terrain height.&lt;br /&gt;
&lt;br /&gt;
=== SplineToRoadMarkings ===&lt;br /&gt;
This tool is used to create road markings on their own.&lt;br /&gt;
&lt;br /&gt;
This is intended to be used in conjunction with the SplineToRoadIntersection tool to create the markings for an intersection, but can be used elsewhere too, if a few lines or a dashed line are needed.&lt;br /&gt;
&lt;br /&gt;
Place a spline where you want the road markings. Then click on the script in the menu.&lt;br /&gt;
&lt;br /&gt;
A small window will open with the settings for the script. These settings should be pretty self-explanatory.&lt;br /&gt;
&lt;br /&gt;
By default, when &amp;quot;Solid Line&amp;quot; is not checked, a dashed line is created.&lt;br /&gt;
&lt;br /&gt;
Like with the SplineToRoad tool the three sliders for line color represent Red, Green and Blue values respectively from left to right and the &amp;quot;White&amp;quot; and &amp;quot;Yellow&amp;quot; buttons provide easy access to predefined white and yellow colors respectively.&lt;br /&gt;
&lt;br /&gt;
Once you have chosen the settings you want to use, make sure you have one or more splines selected in the scenegraph and click the &amp;quot;Generate Markings&amp;quot; button.&lt;br /&gt;
&lt;br /&gt;
When you select multiple splines simultaneously and click the button, road markings with the same settings will be created for each selected spline.&lt;br /&gt;
&lt;br /&gt;
The finished road markings are placed in a transform group named &amp;quot;roadMarkings&amp;quot; at the bottom of the scenegraph.&lt;br /&gt;
&lt;br /&gt;
=== SplineToRoadIntersection ===&lt;br /&gt;
The SplineToRoadIntersection tool can be used to create complex road intersections.&lt;br /&gt;
&lt;br /&gt;
In contrast to the other two tools, this tool requires multiple splines to create a single intersection.&lt;br /&gt;
&lt;br /&gt;
A minimum of two splines are required, but for most intersections you will need 3 or 4 or even more splines.&lt;br /&gt;
&lt;br /&gt;
The splines for this tool define the outline of the intersection.&lt;br /&gt;
&lt;br /&gt;
Place splines along the outline of the intersection. These splines do not have to form a continuous outline. Gaps are allowed.&lt;br /&gt;
&lt;br /&gt;
The tool will bridge gaps by connecting the end of one spline to the closest starting point of another spline.&lt;br /&gt;
&lt;br /&gt;
The splines have to all run in counter-clockwise direction around the intersection!&lt;br /&gt;
&lt;br /&gt;
After you have placed the splines, click on the script in the menu and a small window will open with the scripts settings.&lt;br /&gt;
&lt;br /&gt;
In the Material Settings section, the top line allows selecting of a custom diffuse texture, the middle line selects the normal texture and the bottom line selects the specular texture.&lt;br /&gt;
&lt;br /&gt;
The UV Scale slider determines the scale of the texture on the intersection. When you use custom textures you may need to adjust this in order for the texture to properly fit the intersection.&lt;br /&gt;
&lt;br /&gt;
Be aware that a wrong setting here may cause a &amp;quot;UVs out of range&amp;quot; error! Should you see this error, delete the previously generated intersection and try again with a different UV Scale setting.&lt;br /&gt;
&lt;br /&gt;
The three sliders for line color represent Red, Green and Blue values respectively from left to right and the &amp;quot;White&amp;quot; and &amp;quot;Yellow&amp;quot; buttons provide easy access to predefined white and yellow colors respectively.&lt;br /&gt;
&lt;br /&gt;
Please Note: This tool cannot generate traffic splines or complex road markings. You will have to create traffic splines manually and for road markings you can use the SplineToRoadMarkings tool.&lt;br /&gt;
&lt;br /&gt;
Please Note: When using the &amp;quot;Create Water Puddle Surfaces&amp;quot; option, a additional shape will be created that will create water puddles during rain and wetness. You can see the effect by setting the wetness via the seasons visual control script. Please be aware that this shape will need to be at terrain height, as this effect unfortunately does not work as a terrain decal. When using this option you may need to re-create the intersection after making changes to the terrain height.&lt;br /&gt;
&lt;br /&gt;
To generate the intersection, make sure you have selected all of the splines for the outline of this intersection in the scenegraph and then click the &amp;quot;Generate intersection&amp;quot; button.&lt;br /&gt;
&lt;br /&gt;
The created intersection will be placed in a transform group named &amp;quot;intersections&amp;quot; at the bottom of the scenegraph.&lt;br /&gt;
&lt;br /&gt;
=== SplineTool ===&lt;br /&gt;
This is a tool for all sorts of spline related tasks. It can be used to get or set the exact coordinates for any spline control vertex (CV), to paint the terrain, terrainDetail, foliage, infoLayer or Procedural Placement masks around a spline and to align a spline to the terrain.&lt;br /&gt;
&lt;br /&gt;
== FAQ and known issues ==&lt;br /&gt;
&lt;br /&gt;
==== I am getting &amp;quot;i3d contains non-binary indexed triangle sets&amp;quot; warnings ====&lt;br /&gt;
These warnings are normal and are expected for both the SplineToRoad and SplineToRoadIntersection tools. These warnings should only appear once for any given road or intersection, when the road or intersection is generated. When you have saved the map and reload it or load it ingame these warnings should not reappear.&lt;br /&gt;
&lt;br /&gt;
If they reappear, even after closing and re-opening Giants Editor and without using the script again, go to File -&amp;gt; Save as... and select Binary i3d next to the filename in the save file dialog.&lt;br /&gt;
&lt;br /&gt;
==== I clicked the button, but I cant see anything new ====&lt;br /&gt;
Wait a few seconds as it can take a moment for Giants Editor to update properly. In the scenegraph you may have to select a few different items before the new ones show up.&lt;br /&gt;
&lt;br /&gt;
Should you still not see anything after a little while, try zooming in very close to the terrain as that can help to update it. Finally also check the console for any potential errors or messages from the script.&lt;br /&gt;
&lt;br /&gt;
==== I want my roads to look snowy and frozen in the winter. How do I add the shader for this? ====&lt;br /&gt;
You dont have to. The scripts automatically add the basegame shader to all roads and intersections you create with them.&lt;br /&gt;
&lt;br /&gt;
When you use the season toolkit and add snow, you should see your roads and intersections gettings a bit snowy. Note that in my experience Giants Editor can be a bit annoying and not properly update the view when you do this, so try zooming in very close to the road to update the visuals. Ingame this issue should not happen.&lt;br /&gt;
&lt;br /&gt;
==== My intersections look weird with a custom texture ====&lt;br /&gt;
If you are using a custom road texture that has a &amp;quot;border&amp;quot; for the road on the texture, this texture is not suitable for use with the intersection tool. As intersections can take almost any arbitrary form it is effectively impossible to generate UVs that would allow for the use of such a texture. Use a texture that is only asphalt/road surface without a &amp;quot;border&amp;quot; instead.&lt;br /&gt;
&lt;br /&gt;
Alternatively you could export the intersection shape as obj, import it in blender and UV map it in blender and then export it to i3d and import it into your map again.&lt;br /&gt;
&lt;br /&gt;
==== The intersection was created wrong. The road is outside the intersection and there is nothing inside it ====&lt;br /&gt;
This may be caused by a particularly complex or weird shape for a intersection. This should be extremely rare.&lt;br /&gt;
&lt;br /&gt;
If this happens, try deviding the intersection into two or more pieces and generating each piece individually.&lt;br /&gt;
&lt;br /&gt;
If the road connections to the intersection are very far drawn out, this can also cause this. Try making the road connections that are part of the intersection shorter and bridge any potential gaps with the road tool.&lt;br /&gt;
&lt;br /&gt;
==== The lines on the intersection are generated outside the intersection, next to the asphalt and not on it ====&lt;br /&gt;
When this happens, you probably got the direction of your spline wrong. Make sure they go in a counter clockwise fashion around the intersection.&lt;br /&gt;
&lt;br /&gt;
If they currently do not, change the direction of the spline so they do, delete the wrong intersection and re-create it with the tool.&lt;br /&gt;
&lt;br /&gt;
==== Terrain Decals, Roads disappearing after changes to the terrain ====&lt;br /&gt;
All the roads, lines and intersections created by these tools use the &amp;quot;terrain decal&amp;quot; functionality in FS 25.&lt;br /&gt;
&lt;br /&gt;
This means that the roads, lines and intersections act like a texture on the terrain itself, so for the most part this means that if you make small adjustments to the terrain you will not need to change anything about the roads, lines or intersections as they should still be on the terrain.&lt;br /&gt;
&lt;br /&gt;
If you make bigger terrain changes (like changing the height of the terrain by more then 20 meters at a road), this can however cause the roads, lines and/or intersections to disappear as the terrain ends up out of range from the actual shapes that are placed underneath the terrain.&lt;br /&gt;
&lt;br /&gt;
To fix this you can either manually move the shapes (eg by moving the &amp;quot;roadPieces&amp;quot; transform group of a road) closer to the new terrain, or you can delete the old road and generate a new one. You can use the old spline again even if it is underground now. The height of the spline does not matter. The script always reads the height of the terrain itself.&lt;br /&gt;
&lt;br /&gt;
==== Do I have to keep the splines used to generate the roads/lines/intersections? ====&lt;br /&gt;
No. These splines are only needed to generate the parts. When you are happy with the generated pieces you can delete the spline.&lt;br /&gt;
&lt;br /&gt;
If I were you, I may keep all these splines around until the map is finished, just in case you want to make an adjustment or recreate a piece later.&lt;br /&gt;
&lt;br /&gt;
When you are sure you will not need them again, you can delete them.&lt;/div&gt;</summary>
		<author><name>XPModder</name></author>
	</entry>
	<entry>
		<id>https://fswiki.xpmodder.com/mw/index.php?title=Spline-Road-Toolkit&amp;diff=155</id>
		<title>Spline-Road-Toolkit</title>
		<link rel="alternate" type="text/html" href="https://fswiki.xpmodder.com/mw/index.php?title=Spline-Road-Toolkit&amp;diff=155"/>
		<updated>2025-01-25T19:41:37Z</updated>

		<summary type="html">&lt;p&gt;XPModder: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{ExternalFileDownload|Spline-Road-Toolkit_v2.5}}&lt;br /&gt;
&lt;br /&gt;
This is a toolkit for Giants Editor 10 to create roads, intersections and road markings from splines without the need for 3D-Moddeling software like blender.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The toolkit is split into 4 separate scripts:&lt;br /&gt;
&lt;br /&gt;
*    SplineToRoad.lua&lt;br /&gt;
*    SplineToRoadMarkings.lua&lt;br /&gt;
*    SplineToRoadIntersection.lua&lt;br /&gt;
* SplineTool.lua&lt;br /&gt;
&lt;br /&gt;
== Installation ==&lt;br /&gt;
To install this toolkit, extract the lua files to: %localappdata%/GIANTS Software/Giants Editor 10.0.x/scripts/&lt;br /&gt;
&lt;br /&gt;
Extract the textures folder into your map folder. There will already be a textures folder in your map, but dont worry, extracting this there should not overwrite any files. If you prefer, you can also directly extract the road folder that is inside the textures folder into your maps textures folder.&lt;br /&gt;
&lt;br /&gt;
Remember to add these textures to any map you want to use this tool on.&lt;br /&gt;
&lt;br /&gt;
You can also use your own custom road textures if you prefer. See the Usage section below for more info on that.&lt;br /&gt;
&lt;br /&gt;
Now the scripts are installed and ready to use!&lt;br /&gt;
&lt;br /&gt;
== A note on the textures ==&lt;br /&gt;
The included textures are one simple asphalt texture which everyone may freely use with a diffuse, normal and specular. As different maps and different modders may prefer a darker or lighter road, the included asphalt01 - asphalt07 diffuse textures are replacements for the regular asphalt diffuse and they can be used with the same normal and specular as the asphalt diffuse. These alternative textures are lighter then the admittedly very dark default, with the asphalt07 being the lightest.&lt;br /&gt;
&lt;br /&gt;
As stated above, you may use your own textures though.&lt;br /&gt;
&lt;br /&gt;
== Usage ==&lt;br /&gt;
Each of the three scripts will be accessible in Giants Editor (GE) via the Scripts -&amp;gt; User Scripts menu.&lt;br /&gt;
&lt;br /&gt;
=== SplineToRoad ===&lt;br /&gt;
This script is used to create the roads themselves.&lt;br /&gt;
&lt;br /&gt;
The script uses a single spline to create a road.&lt;br /&gt;
&lt;br /&gt;
Place a spline where you want the road to be. The spline will be at the exact center of the road.&lt;br /&gt;
&lt;br /&gt;
When you click on the script in the menu, a small window will open with the settings for the script.&lt;br /&gt;
&lt;br /&gt;
These settings should be self-explanatory for the most part. The textures selected in the Material Settings will be used for the road itself. The lines do not use a texture.&lt;br /&gt;
&lt;br /&gt;
The Line color sliders correspond to Red, Green and Blue from left to right. The buttons &amp;quot;White&amp;quot; and &amp;quot;Yellow&amp;quot; provide an easy way to select pure a pure white or a yellow color, as these are the most commonly used colors for road markings.&lt;br /&gt;
&lt;br /&gt;
The settings &amp;quot;Widen at start of road&amp;quot; and &amp;quot;Widen at end of road&amp;quot; cause the road to become wider with an outward curve at the start or end respectively. This can be used for simple intersections, but does not offer much control over the shape.&lt;br /&gt;
&lt;br /&gt;
For more complex intersections and more control over the exact shape of the intersection, use the SplineToRoadIntersection script.&lt;br /&gt;
&lt;br /&gt;
The setting &amp;quot;Both Splines same direction&amp;quot;, when checked, results in both traffic splines going the same direction. This can be used to create highways with 2 lanes per direction.&lt;br /&gt;
&lt;br /&gt;
Should you wish to change the default textures, you can do so with the three file selectors in the Material Settings section. The top file selector sets the diffuse texture, the middle line sets the normal texture and the bottom line sets the specular texture.&lt;br /&gt;
&lt;br /&gt;
Once you have chosen the settings you wish to use, make sure you have selected your spline in the scenegraph and click the &amp;quot;Generate Road&amp;quot; button.&lt;br /&gt;
&lt;br /&gt;
The tool will now automatically generate a road based on your settings.&lt;br /&gt;
&lt;br /&gt;
The resulting road will be placed in a transform group named &amp;quot;roads&amp;quot; at the bottom of the scenegraph.&lt;br /&gt;
&lt;br /&gt;
You can now immediately select another spline in the scenegraph and click the &amp;quot;Generate Road&amp;quot; button again without having to close the tool.&lt;br /&gt;
&lt;br /&gt;
If you are not happy with a road you generated, you can just delete it, by deleting its transform group inside the &amp;quot;roads&amp;quot; transform group. You can then select the same spline that you used before again, change the settings in the tool and click &amp;quot;Generate Road&amp;quot; again to re-create the road with the new settings.&lt;br /&gt;
&lt;br /&gt;
Please Note: When using the &amp;quot;Create Water Puddle Surfaces&amp;quot; option, additional shapes will be created that will create water puddles during rain and wetness. You can see the effect by setting the wetness via the seasons visual control script. Please be aware that these shapes will need to be at terrain height, as this effect unfortunately does not work as a terrain decal. When using this option you may need to re-create the road after making changes to the terrain height.&lt;br /&gt;
&lt;br /&gt;
=== SplineToRoadMarkings ===&lt;br /&gt;
This tool is used to create road markings on their own.&lt;br /&gt;
&lt;br /&gt;
This is intended to be used in conjunction with the SplineToRoadIntersection tool to create the markings for an intersection, but can be used elsewhere too, if a few lines or a dashed line are needed.&lt;br /&gt;
&lt;br /&gt;
Place a spline where you want the road markings. Then click on the script in the menu.&lt;br /&gt;
&lt;br /&gt;
A small window will open with the settings for the script. These settings should be pretty self-explanatory.&lt;br /&gt;
&lt;br /&gt;
By default, when &amp;quot;Solid Line&amp;quot; is not checked, a dashed line is created.&lt;br /&gt;
&lt;br /&gt;
Like with the SplineToRoad tool the three sliders for line color represent Red, Green and Blue values respectively from left to right and the &amp;quot;White&amp;quot; and &amp;quot;Yellow&amp;quot; buttons provide easy access to predefined white and yellow colors respectively.&lt;br /&gt;
&lt;br /&gt;
Once you have chosen the settings you want to use, make sure you have one or more splines selected in the scenegraph and click the &amp;quot;Generate Markings&amp;quot; button.&lt;br /&gt;
&lt;br /&gt;
When you select multiple splines simultaneously and click the button, road markings with the same settings will be created for each selected spline.&lt;br /&gt;
&lt;br /&gt;
The finished road markings are placed in a transform group named &amp;quot;roadMarkings&amp;quot; at the bottom of the scenegraph.&lt;br /&gt;
&lt;br /&gt;
=== SplineToRoadIntersection ===&lt;br /&gt;
The SplineToRoadIntersection tool can be used to create complex road intersections.&lt;br /&gt;
&lt;br /&gt;
In contrast to the other two tools, this tool requires multiple splines to create a single intersection.&lt;br /&gt;
&lt;br /&gt;
A minimum of two splines are required, but for most intersections you will need 3 or 4 or even more splines.&lt;br /&gt;
&lt;br /&gt;
The splines for this tool define the outline of the intersection.&lt;br /&gt;
&lt;br /&gt;
Place splines along the outline of the intersection. These splines do not have to form a continuous outline. Gaps are allowed.&lt;br /&gt;
&lt;br /&gt;
The tool will bridge gaps by connecting the end of one spline to the closest starting point of another spline.&lt;br /&gt;
&lt;br /&gt;
The splines have to all run in counter-clockwise direction around the intersection!&lt;br /&gt;
&lt;br /&gt;
After you have placed the splines, click on the script in the menu and a small window will open with the scripts settings.&lt;br /&gt;
&lt;br /&gt;
In the Material Settings section, the top line allows selecting of a custom diffuse texture, the middle line selects the normal texture and the bottom line selects the specular texture.&lt;br /&gt;
&lt;br /&gt;
The UV Scale slider determines the scale of the texture on the intersection. When you use custom textures you may need to adjust this in order for the texture to properly fit the intersection.&lt;br /&gt;
&lt;br /&gt;
Be aware that a wrong setting here may cause a &amp;quot;UVs out of range&amp;quot; error! Should you see this error, delete the previously generated intersection and try again with a different UV Scale setting.&lt;br /&gt;
&lt;br /&gt;
The three sliders for line color represent Red, Green and Blue values respectively from left to right and the &amp;quot;White&amp;quot; and &amp;quot;Yellow&amp;quot; buttons provide easy access to predefined white and yellow colors respectively.&lt;br /&gt;
&lt;br /&gt;
Please Note: This tool cannot generate traffic splines or complex road markings. You will have to create traffic splines manually and for road markings you can use the SplineToRoadMarkings tool.&lt;br /&gt;
&lt;br /&gt;
Please Note: When using the &amp;quot;Create Water Puddle Surfaces&amp;quot; option, a additional shape will be created that will create water puddles during rain and wetness. You can see the effect by setting the wetness via the seasons visual control script. Please be aware that this shape will need to be at terrain height, as this effect unfortunately does not work as a terrain decal. When using this option you may need to re-create the intersection after making changes to the terrain height.&lt;br /&gt;
&lt;br /&gt;
To generate the intersection, make sure you have selected all of the splines for the outline of this intersection in the scenegraph and then click the &amp;quot;Generate intersection&amp;quot; button.&lt;br /&gt;
&lt;br /&gt;
The created intersection will be placed in a transform group named &amp;quot;intersections&amp;quot; at the bottom of the scenegraph.&lt;br /&gt;
&lt;br /&gt;
=== SplineTool ===&lt;br /&gt;
This is a tool for all sorts of spline related tasks. It can be used to get or set the exact coordinates for any spline control vertex (CV), to paint the terrain, terrainDetail, foliage, infoLayer or Procedural Placement masks around a spline and to align a spline to the terrain.&lt;br /&gt;
&lt;br /&gt;
== FAQ and known issues ==&lt;br /&gt;
&lt;br /&gt;
==== I am getting &amp;quot;i3d contains non-binary indexed triangle sets&amp;quot; warnings ====&lt;br /&gt;
These warnings are normal and are expected for both the SplineToRoad and SplineToRoadIntersection tools. These warnings should only appear once for any given road or intersection, when the road or intersection is generated. When you have saved the map and reload it or load it ingame these warnings should not reappear.&lt;br /&gt;
&lt;br /&gt;
If they reappear, even after closing and re-opening Giants Editor and without using the script again, go to File -&amp;gt; Save as... and select Binary i3d next to the filename in the save file dialog.&lt;br /&gt;
&lt;br /&gt;
==== I clicked the button, but I cant see anything new ====&lt;br /&gt;
Wait a few seconds as it can take a moment for Giants Editor to update properly. In the scenegraph you may have to select a few different items before the new ones show up.&lt;br /&gt;
&lt;br /&gt;
Should you still not see anything after a little while, try zooming in very close to the terrain as that can help to update it. Finally also check the console for any potential errors or messages from the script.&lt;br /&gt;
&lt;br /&gt;
==== I want my roads to look snowy and frozen in the winter. How do I add the shader for this? ====&lt;br /&gt;
You dont have to. The scripts automatically add the basegame shader to all roads and intersections you create with them.&lt;br /&gt;
&lt;br /&gt;
When you use the season toolkit and add snow, you should see your roads and intersections gettings a bit snowy. Note that in my experience Giants Editor can be a bit annoying and not properly update the view when you do this, so try zooming in very close to the road to update the visuals. Ingame this issue should not happen.&lt;br /&gt;
&lt;br /&gt;
==== My intersections look weird with a custom texture ====&lt;br /&gt;
If you are using a custom road texture that has a &amp;quot;border&amp;quot; for the road on the texture, this texture is not suitable for use with the intersection tool. As intersections can take almost any arbitrary form it is effectively impossible to generate UVs that would allow for the use of such a texture. Use a texture that is only asphalt/road surface without a &amp;quot;border&amp;quot; instead.&lt;br /&gt;
&lt;br /&gt;
Alternatively you could export the intersection shape as obj, import it in blender and UV map it in blender and then export it to i3d and import it into your map again.&lt;br /&gt;
&lt;br /&gt;
==== The intersection was created wrong. The road is outside the intersection and there is nothing inside it ====&lt;br /&gt;
This may be caused by a particularly complex or weird shape for a intersection. This should be extremely rare.&lt;br /&gt;
&lt;br /&gt;
If this happens, try deviding the intersection into two or more pieces and generating each piece individually.&lt;br /&gt;
&lt;br /&gt;
If the road connections to the intersection are very far drawn out, this can also cause this. Try making the road connections that are part of the intersection shorter and bridge any potential gaps with the road tool.&lt;br /&gt;
&lt;br /&gt;
==== The lines on the intersection are generated outside the intersection, next to the asphalt and not on it ====&lt;br /&gt;
When this happens, you probably got the direction of your spline wrong. Make sure they go in a counter clockwise fashion around the intersection.&lt;br /&gt;
&lt;br /&gt;
If they currently do not, change the direction of the spline so they do, delete the wrong intersection and re-create it with the tool.&lt;br /&gt;
&lt;br /&gt;
==== Terrain Decals, Roads disappearing after changes to the terrain ====&lt;br /&gt;
All the roads, lines and intersections created by these tools use the &amp;quot;terrain decal&amp;quot; functionality in FS 25.&lt;br /&gt;
&lt;br /&gt;
This means that the roads, lines and intersections act like a texture on the terrain itself, so for the most part this means that if you make small adjustments to the terrain you will not need to change anything about the roads, lines or intersections as they should still be on the terrain.&lt;br /&gt;
&lt;br /&gt;
If you make bigger terrain changes (like changing the height of the terrain by more then 20 meters at a road), this can however cause the roads, lines and/or intersections to disappear as the terrain ends up out of range from the actual shapes that are placed underneath the terrain.&lt;br /&gt;
&lt;br /&gt;
To fix this you can either manually move the shapes (eg by moving the &amp;quot;roadPieces&amp;quot; transform group of a road) closer to the new terrain, or you can delete the old road and generate a new one. You can use the old spline again even if it is underground now. The height of the spline does not matter. The script always reads the height of the terrain itself.&lt;br /&gt;
&lt;br /&gt;
==== Do I have to keep the splines used to generate the roads/lines/intersections? ====&lt;br /&gt;
No. These splines are only needed to generate the parts. When you are happy with the generated pieces you can delete the spline.&lt;br /&gt;
&lt;br /&gt;
If I were you, I may keep all these splines around until the map is finished, just in case you want to make an adjustment or recreate a piece later.&lt;br /&gt;
&lt;br /&gt;
When you are sure you will not need them again, you can delete them.&lt;/div&gt;</summary>
		<author><name>XPModder</name></author>
	</entry>
	<entry>
		<id>https://fswiki.xpmodder.com/mw/index.php?title=Spline-Road-Toolkit&amp;diff=154</id>
		<title>Spline-Road-Toolkit</title>
		<link rel="alternate" type="text/html" href="https://fswiki.xpmodder.com/mw/index.php?title=Spline-Road-Toolkit&amp;diff=154"/>
		<updated>2025-01-25T12:13:11Z</updated>

		<summary type="html">&lt;p&gt;XPModder: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{ExternalFileDownload|Spline-Road-Toolkit v2.0}}&lt;br /&gt;
&lt;br /&gt;
This is a toolkit for Giants Editor 10 to create roads, intersections and road markings from splines without the need for 3D-Moddeling software like blender.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The toolkit is split into 4 separate scripts:&lt;br /&gt;
&lt;br /&gt;
*    SplineToRoad.lua&lt;br /&gt;
*    SplineToRoadMarkings.lua&lt;br /&gt;
*    SplineToRoadIntersection.lua&lt;br /&gt;
* SplineTool.lua&lt;br /&gt;
&lt;br /&gt;
== Installation ==&lt;br /&gt;
To install this toolkit, extract the lua files to: %localappdata%/GIANTS Software/Giants Editor 10.0.x/scripts/&lt;br /&gt;
&lt;br /&gt;
Extract the textures folder into your map folder. There will already be a textures folder in your map, but dont worry, extracting this there should not overwrite any files. If you prefer, you can also directly extract the road folder that is inside the textures folder into your maps textures folder.&lt;br /&gt;
&lt;br /&gt;
Remember to add these textures to any map you want to use this tool on.&lt;br /&gt;
&lt;br /&gt;
You can also use your own custom road textures if you prefer. See the Usage section below for more info on that.&lt;br /&gt;
&lt;br /&gt;
Now the scripts are installed and ready to use!&lt;br /&gt;
&lt;br /&gt;
== A note on the textures ==&lt;br /&gt;
The included textures are one simple asphalt texture which everyone may freely use with a diffuse, normal and specular. As different maps and different modders may prefer a darker or lighter road, the included asphalt01 - asphalt07 diffuse textures are replacements for the regular asphalt diffuse and they can be used with the same normal and specular as the asphalt diffuse. These alternative textures are lighter then the admittedly very dark default, with the asphalt07 being the lightest.&lt;br /&gt;
&lt;br /&gt;
As stated above, you may use your own textures though.&lt;br /&gt;
&lt;br /&gt;
== Usage ==&lt;br /&gt;
Each of the three scripts will be accessible in Giants Editor (GE) via the Scripts -&amp;gt; User Scripts menu.&lt;br /&gt;
&lt;br /&gt;
=== SplineToRoad ===&lt;br /&gt;
This script is used to create the roads themselves.&lt;br /&gt;
&lt;br /&gt;
The script uses a single spline to create a road.&lt;br /&gt;
&lt;br /&gt;
Place a spline where you want the road to be. The spline will be at the exact center of the road.&lt;br /&gt;
&lt;br /&gt;
When you click on the script in the menu, a small window will open with the settings for the script.&lt;br /&gt;
&lt;br /&gt;
These settings should be self-explanatory for the most part. The textures selected in the Material Settings will be used for the road itself. The lines do not use a texture.&lt;br /&gt;
&lt;br /&gt;
The Line color sliders correspond to Red, Green and Blue from left to right. The buttons &amp;quot;White&amp;quot; and &amp;quot;Yellow&amp;quot; provide an easy way to select pure a pure white or a yellow color, as these are the most commonly used colors for road markings.&lt;br /&gt;
&lt;br /&gt;
The settings &amp;quot;Widen at start of road&amp;quot; and &amp;quot;Widen at end of road&amp;quot; cause the road to become wider with an outward curve at the start or end respectively. This can be used for simple intersections, but does not offer much control over the shape.&lt;br /&gt;
&lt;br /&gt;
For more complex intersections and more control over the exact shape of the intersection, use the SplineToRoadIntersection script.&lt;br /&gt;
&lt;br /&gt;
The setting &amp;quot;Both Splines same direction&amp;quot;, when checked, results in both traffic splines going the same direction. This can be used to create highways with 2 lanes per direction.&lt;br /&gt;
&lt;br /&gt;
Should you wish to change the default textures, you can do so with the three file selectors in the Material Settings section. The top file selector sets the diffuse texture, the middle line sets the normal texture and the bottom line sets the specular texture.&lt;br /&gt;
&lt;br /&gt;
Once you have chosen the settings you wish to use, make sure you have selected your spline in the scenegraph and click the &amp;quot;Generate Road&amp;quot; button.&lt;br /&gt;
&lt;br /&gt;
The tool will now automatically generate a road based on your settings.&lt;br /&gt;
&lt;br /&gt;
The resulting road will be placed in a transform group named &amp;quot;roads&amp;quot; at the bottom of the scenegraph.&lt;br /&gt;
&lt;br /&gt;
You can now immediately select another spline in the scenegraph and click the &amp;quot;Generate Road&amp;quot; button again without having to close the tool.&lt;br /&gt;
&lt;br /&gt;
If you are not happy with a road you generated, you can just delete it, by deleting its transform group inside the &amp;quot;roads&amp;quot; transform group. You can then select the same spline that you used before again, change the settings in the tool and click &amp;quot;Generate Road&amp;quot; again to re-create the road with the new settings.&lt;br /&gt;
&lt;br /&gt;
Please Note: When using the &amp;quot;Create Water Puddle Surfaces&amp;quot; option, additional shapes will be created that will create water puddles during rain and wetness. You can see the effect by setting the wetness via the seasons visual control script. Please be aware that these shapes will need to be at terrain height, as this effect unfortunately does not work as a terrain decal. When using this option you may need to re-create the road after making changes to the terrain height.&lt;br /&gt;
&lt;br /&gt;
=== SplineToRoadMarkings ===&lt;br /&gt;
This tool is used to create road markings on their own.&lt;br /&gt;
&lt;br /&gt;
This is intended to be used in conjunction with the SplineToRoadIntersection tool to create the markings for an intersection, but can be used elsewhere too, if a few lines or a dashed line are needed.&lt;br /&gt;
&lt;br /&gt;
Place a spline where you want the road markings. Then click on the script in the menu.&lt;br /&gt;
&lt;br /&gt;
A small window will open with the settings for the script. These settings should be pretty self-explanatory.&lt;br /&gt;
&lt;br /&gt;
By default, when &amp;quot;Solid Line&amp;quot; is not checked, a dashed line is created.&lt;br /&gt;
&lt;br /&gt;
Like with the SplineToRoad tool the three sliders for line color represent Red, Green and Blue values respectively from left to right and the &amp;quot;White&amp;quot; and &amp;quot;Yellow&amp;quot; buttons provide easy access to predefined white and yellow colors respectively.&lt;br /&gt;
&lt;br /&gt;
Once you have chosen the settings you want to use, make sure you have one or more splines selected in the scenegraph and click the &amp;quot;Generate Markings&amp;quot; button.&lt;br /&gt;
&lt;br /&gt;
When you select multiple splines simultaneously and click the button, road markings with the same settings will be created for each selected spline.&lt;br /&gt;
&lt;br /&gt;
The finished road markings are placed in a transform group named &amp;quot;roadMarkings&amp;quot; at the bottom of the scenegraph.&lt;br /&gt;
&lt;br /&gt;
=== SplineToRoadIntersection ===&lt;br /&gt;
The SplineToRoadIntersection tool can be used to create complex road intersections.&lt;br /&gt;
&lt;br /&gt;
In contrast to the other two tools, this tool requires multiple splines to create a single intersection.&lt;br /&gt;
&lt;br /&gt;
A minimum of two splines are required, but for most intersections you will need 3 or 4 or even more splines.&lt;br /&gt;
&lt;br /&gt;
The splines for this tool define the outline of the intersection.&lt;br /&gt;
&lt;br /&gt;
Place splines along the outline of the intersection. These splines do not have to form a continuous outline. Gaps are allowed.&lt;br /&gt;
&lt;br /&gt;
The tool will bridge gaps by connecting the end of one spline to the closest starting point of another spline.&lt;br /&gt;
&lt;br /&gt;
The splines have to all run in counter-clockwise direction around the intersection!&lt;br /&gt;
&lt;br /&gt;
After you have placed the splines, click on the script in the menu and a small window will open with the scripts settings.&lt;br /&gt;
&lt;br /&gt;
In the Material Settings section, the top line allows selecting of a custom diffuse texture, the middle line selects the normal texture and the bottom line selects the specular texture.&lt;br /&gt;
&lt;br /&gt;
The UV Scale slider determines the scale of the texture on the intersection. When you use custom textures you may need to adjust this in order for the texture to properly fit the intersection.&lt;br /&gt;
&lt;br /&gt;
Be aware that a wrong setting here may cause a &amp;quot;UVs out of range&amp;quot; error! Should you see this error, delete the previously generated intersection and try again with a different UV Scale setting.&lt;br /&gt;
&lt;br /&gt;
The three sliders for line color represent Red, Green and Blue values respectively from left to right and the &amp;quot;White&amp;quot; and &amp;quot;Yellow&amp;quot; buttons provide easy access to predefined white and yellow colors respectively.&lt;br /&gt;
&lt;br /&gt;
Please Note: This tool cannot generate traffic splines or complex road markings. You will have to create traffic splines manually and for road markings you can use the SplineToRoadMarkings tool.&lt;br /&gt;
&lt;br /&gt;
Please Note: When using the &amp;quot;Create Water Puddle Surfaces&amp;quot; option, a additional shape will be created that will create water puddles during rain and wetness. You can see the effect by setting the wetness via the seasons visual control script. Please be aware that this shape will need to be at terrain height, as this effect unfortunately does not work as a terrain decal. When using this option you may need to re-create the intersection after making changes to the terrain height.&lt;br /&gt;
&lt;br /&gt;
To generate the intersection, make sure you have selected all of the splines for the outline of this intersection in the scenegraph and then click the &amp;quot;Generate intersection&amp;quot; button.&lt;br /&gt;
&lt;br /&gt;
The created intersection will be placed in a transform group named &amp;quot;intersections&amp;quot; at the bottom of the scenegraph.&lt;br /&gt;
&lt;br /&gt;
=== SplineTool ===&lt;br /&gt;
This is a tool for all sorts of spline related tasks. It can be used to get or set the exact coordinates for any spline control vertex (CV), to paint the terrain, terrainDetail, foliage, infoLayer or Procedural Placement masks around a spline and to align a spline to the terrain.&lt;br /&gt;
&lt;br /&gt;
== FAQ and known issues ==&lt;br /&gt;
&lt;br /&gt;
==== I am getting &amp;quot;i3d contains non-binary indexed triangle sets&amp;quot; warnings ====&lt;br /&gt;
These warnings are normal and are expected for both the SplineToRoad and SplineToRoadIntersection tools. These warnings should only appear once for any given road or intersection, when the road or intersection is generated. When you have saved the map and reload it or load it ingame these warnings should not reappear.&lt;br /&gt;
&lt;br /&gt;
If they reappear, even after closing and re-opening Giants Editor and without using the script again, go to File -&amp;gt; Save as... and select Binary i3d next to the filename in the save file dialog.&lt;br /&gt;
&lt;br /&gt;
==== I clicked the button, but I cant see anything new ====&lt;br /&gt;
Wait a few seconds as it can take a moment for Giants Editor to update properly. In the scenegraph you may have to select a few different items before the new ones show up.&lt;br /&gt;
&lt;br /&gt;
Should you still not see anything after a little while, try zooming in very close to the terrain as that can help to update it. Finally also check the console for any potential errors or messages from the script.&lt;br /&gt;
&lt;br /&gt;
==== I want my roads to look snowy and frozen in the winter. How do I add the shader for this? ====&lt;br /&gt;
You dont have to. The scripts automatically add the basegame shader to all roads and intersections you create with them.&lt;br /&gt;
&lt;br /&gt;
When you use the season toolkit and add snow, you should see your roads and intersections gettings a bit snowy. Note that in my experience Giants Editor can be a bit annoying and not properly update the view when you do this, so try zooming in very close to the road to update the visuals. Ingame this issue should not happen.&lt;br /&gt;
&lt;br /&gt;
==== My intersections look weird with a custom texture ====&lt;br /&gt;
If you are using a custom road texture that has a &amp;quot;border&amp;quot; for the road on the texture, this texture is not suitable for use with the intersection tool. As intersections can take almost any arbitrary form it is effectively impossible to generate UVs that would allow for the use of such a texture. Use a texture that is only asphalt/road surface without a &amp;quot;border&amp;quot; instead.&lt;br /&gt;
&lt;br /&gt;
Alternatively you could export the intersection shape as obj, import it in blender and UV map it in blender and then export it to i3d and import it into your map again.&lt;br /&gt;
&lt;br /&gt;
==== The intersection was created wrong. The road is outside the intersection and there is nothing inside it ====&lt;br /&gt;
This may be caused by a particularly complex or weird shape for a intersection. This should be extremely rare.&lt;br /&gt;
&lt;br /&gt;
If this happens, try deviding the intersection into two or more pieces and generating each piece individually.&lt;br /&gt;
&lt;br /&gt;
If the road connections to the intersection are very far drawn out, this can also cause this. Try making the road connections that are part of the intersection shorter and bridge any potential gaps with the road tool.&lt;br /&gt;
&lt;br /&gt;
==== The lines on the intersection are generated outside the intersection, next to the asphalt and not on it ====&lt;br /&gt;
When this happens, you probably got the direction of your spline wrong. Make sure they go in a counter clockwise fashion around the intersection.&lt;br /&gt;
&lt;br /&gt;
If they currently do not, change the direction of the spline so they do, delete the wrong intersection and re-create it with the tool.&lt;br /&gt;
&lt;br /&gt;
==== Terrain Decals, Roads disappearing after changes to the terrain ====&lt;br /&gt;
All the roads, lines and intersections created by these tools use the &amp;quot;terrain decal&amp;quot; functionality in FS 25.&lt;br /&gt;
&lt;br /&gt;
This means that the roads, lines and intersections act like a texture on the terrain itself, so for the most part this means that if you make small adjustments to the terrain you will not need to change anything about the roads, lines or intersections as they should still be on the terrain.&lt;br /&gt;
&lt;br /&gt;
If you make bigger terrain changes (like changing the height of the terrain by more then 20 meters at a road), this can however cause the roads, lines and/or intersections to disappear as the terrain ends up out of range from the actual shapes that are placed underneath the terrain.&lt;br /&gt;
&lt;br /&gt;
To fix this you can either manually move the shapes (eg by moving the &amp;quot;roadPieces&amp;quot; transform group of a road) closer to the new terrain, or you can delete the old road and generate a new one. You can use the old spline again even if it is underground now. The height of the spline does not matter. The script always reads the height of the terrain itself.&lt;br /&gt;
&lt;br /&gt;
==== Do I have to keep the splines used to generate the roads/lines/intersections? ====&lt;br /&gt;
No. These splines are only needed to generate the parts. When you are happy with the generated pieces you can delete the spline.&lt;br /&gt;
&lt;br /&gt;
If I were you, I may keep all these splines around until the map is finished, just in case you want to make an adjustment or recreate a piece later.&lt;br /&gt;
&lt;br /&gt;
When you are sure you will not need them again, you can delete them.&lt;/div&gt;</summary>
		<author><name>XPModder</name></author>
	</entry>
	<entry>
		<id>https://fswiki.xpmodder.com/mw/index.php?title=Template:ExternalFileDownload&amp;diff=153</id>
		<title>Template:ExternalFileDownload</title>
		<link rel="alternate" type="text/html" href="https://fswiki.xpmodder.com/mw/index.php?title=Template:ExternalFileDownload&amp;diff=153"/>
		<updated>2025-01-25T12:12:49Z</updated>

		<summary type="html">&lt;p&gt;XPModder: &lt;/p&gt;
&lt;hr /&gt;
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  {{{class|}}}&amp;quot; role=&amp;quot;button&amp;quot; aria-disabled=&amp;quot;false&amp;quot;&amp;gt;&amp;lt;span class=&amp;quot;ui-button-text&amp;quot;&amp;gt;&amp;lt;i class=&amp;quot;fa-solid fa-download&amp;quot;&amp;gt;&amp;lt;/i&amp;gt;&amp;amp;nbsp;&amp;amp;nbsp;{{{1|No file specified!}}}&amp;lt;/span&amp;gt;&amp;lt;/span&amp;gt;]&amp;lt;/span&amp;gt;&amp;lt;/includeonly&amp;gt;&lt;br /&gt;
&amp;lt;noinclude&amp;gt;&lt;br /&gt;
Test: {{ExternalFileDownload|Spline-Road-Toolkit v2.0.zip}}&lt;br /&gt;
===Template Data===&lt;br /&gt;
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&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>XPModder</name></author>
	</entry>
	<entry>
		<id>https://fswiki.xpmodder.com/mw/index.php?title=Template:ExternalFileDownload&amp;diff=152</id>
		<title>Template:ExternalFileDownload</title>
		<link rel="alternate" type="text/html" href="https://fswiki.xpmodder.com/mw/index.php?title=Template:ExternalFileDownload&amp;diff=152"/>
		<updated>2025-01-25T12:12:12Z</updated>

		<summary type="html">&lt;p&gt;XPModder: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;includeonly&amp;gt;&lt;br /&gt;
&amp;lt;templatestyles src=&amp;quot;Template:ExternalFileDownload/styles.css&amp;quot;/&amp;gt;&lt;br /&gt;
&amp;lt;span class=&amp;quot;ui-button-container&amp;quot;&amp;gt;[//fswiki.xpmodder.com/externalFiles/{{urlencode:{{{1|404.html}}}}} &amp;lt;span class=&amp;quot;submit ui-button ui-widget ui-state-default ui-corner-all&lt;br /&gt;
  {{{class|}}}&amp;quot; role=&amp;quot;button&amp;quot; aria-disabled=&amp;quot;false&amp;quot;&amp;gt;&amp;lt;span class=&amp;quot;ui-button-text&amp;quot;&amp;gt;&amp;lt;i class=&amp;quot;fa-solid fa-download&amp;quot;&amp;gt;&amp;lt;/i&amp;gt;&amp;amp;nbsp;&amp;amp;nbsp;{{{1|No file specified!}}}&amp;lt;/span&amp;gt;&amp;lt;/span&amp;gt;]&amp;lt;/span&amp;gt;&lt;br /&gt;
&amp;lt;/includeonly&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;noinclude&amp;gt;&lt;br /&gt;
Test: {{ExternalFileDownload|Spline-Road-Toolkit v2.0.zip}}&lt;br /&gt;
===Template Data===&lt;br /&gt;
&amp;lt;templatedata&amp;gt;{&lt;br /&gt;
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		<author><name>XPModder</name></author>
	</entry>
	<entry>
		<id>https://fswiki.xpmodder.com/mw/index.php?title=Spline-Road-Toolkit&amp;diff=151</id>
		<title>Spline-Road-Toolkit</title>
		<link rel="alternate" type="text/html" href="https://fswiki.xpmodder.com/mw/index.php?title=Spline-Road-Toolkit&amp;diff=151"/>
		<updated>2025-01-25T12:09:40Z</updated>

		<summary type="html">&lt;p&gt;XPModder: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
This is a toolkit for Giants Editor 10 to create roads, intersections and road markings from splines without the need for 3D-Moddeling software like blender.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The toolkit is split into 4 separate scripts:&lt;br /&gt;
&lt;br /&gt;
*    SplineToRoad.lua&lt;br /&gt;
*    SplineToRoadMarkings.lua&lt;br /&gt;
*    SplineToRoadIntersection.lua&lt;br /&gt;
* SplineTool.lua&lt;br /&gt;
&lt;br /&gt;
== Installation ==&lt;br /&gt;
To install this toolkit, extract the lua files to: %localappdata%/GIANTS Software/Giants Editor 10.0.x/scripts/&lt;br /&gt;
&lt;br /&gt;
Extract the textures folder into your map folder. There will already be a textures folder in your map, but dont worry, extracting this there should not overwrite any files. If you prefer, you can also directly extract the road folder that is inside the textures folder into your maps textures folder.&lt;br /&gt;
&lt;br /&gt;
Remember to add these textures to any map you want to use this tool on.&lt;br /&gt;
&lt;br /&gt;
You can also use your own custom road textures if you prefer. See the Usage section below for more info on that.&lt;br /&gt;
&lt;br /&gt;
Now the scripts are installed and ready to use!&lt;br /&gt;
&lt;br /&gt;
== A note on the textures ==&lt;br /&gt;
The included textures are one simple asphalt texture which everyone may freely use with a diffuse, normal and specular. As different maps and different modders may prefer a darker or lighter road, the included asphalt01 - asphalt07 diffuse textures are replacements for the regular asphalt diffuse and they can be used with the same normal and specular as the asphalt diffuse. These alternative textures are lighter then the admittedly very dark default, with the asphalt07 being the lightest.&lt;br /&gt;
&lt;br /&gt;
As stated above, you may use your own textures though.&lt;br /&gt;
&lt;br /&gt;
== Usage ==&lt;br /&gt;
Each of the three scripts will be accessible in Giants Editor (GE) via the Scripts -&amp;gt; User Scripts menu.&lt;br /&gt;
&lt;br /&gt;
=== SplineToRoad ===&lt;br /&gt;
This script is used to create the roads themselves.&lt;br /&gt;
&lt;br /&gt;
The script uses a single spline to create a road.&lt;br /&gt;
&lt;br /&gt;
Place a spline where you want the road to be. The spline will be at the exact center of the road.&lt;br /&gt;
&lt;br /&gt;
When you click on the script in the menu, a small window will open with the settings for the script.&lt;br /&gt;
&lt;br /&gt;
These settings should be self-explanatory for the most part. The textures selected in the Material Settings will be used for the road itself. The lines do not use a texture.&lt;br /&gt;
&lt;br /&gt;
The Line color sliders correspond to Red, Green and Blue from left to right. The buttons &amp;quot;White&amp;quot; and &amp;quot;Yellow&amp;quot; provide an easy way to select pure a pure white or a yellow color, as these are the most commonly used colors for road markings.&lt;br /&gt;
&lt;br /&gt;
The settings &amp;quot;Widen at start of road&amp;quot; and &amp;quot;Widen at end of road&amp;quot; cause the road to become wider with an outward curve at the start or end respectively. This can be used for simple intersections, but does not offer much control over the shape.&lt;br /&gt;
&lt;br /&gt;
For more complex intersections and more control over the exact shape of the intersection, use the SplineToRoadIntersection script.&lt;br /&gt;
&lt;br /&gt;
The setting &amp;quot;Both Splines same direction&amp;quot;, when checked, results in both traffic splines going the same direction. This can be used to create highways with 2 lanes per direction.&lt;br /&gt;
&lt;br /&gt;
Should you wish to change the default textures, you can do so with the three file selectors in the Material Settings section. The top file selector sets the diffuse texture, the middle line sets the normal texture and the bottom line sets the specular texture.&lt;br /&gt;
&lt;br /&gt;
Once you have chosen the settings you wish to use, make sure you have selected your spline in the scenegraph and click the &amp;quot;Generate Road&amp;quot; button.&lt;br /&gt;
&lt;br /&gt;
The tool will now automatically generate a road based on your settings.&lt;br /&gt;
&lt;br /&gt;
The resulting road will be placed in a transform group named &amp;quot;roads&amp;quot; at the bottom of the scenegraph.&lt;br /&gt;
&lt;br /&gt;
You can now immediately select another spline in the scenegraph and click the &amp;quot;Generate Road&amp;quot; button again without having to close the tool.&lt;br /&gt;
&lt;br /&gt;
If you are not happy with a road you generated, you can just delete it, by deleting its transform group inside the &amp;quot;roads&amp;quot; transform group. You can then select the same spline that you used before again, change the settings in the tool and click &amp;quot;Generate Road&amp;quot; again to re-create the road with the new settings.&lt;br /&gt;
&lt;br /&gt;
Please Note: When using the &amp;quot;Create Water Puddle Surfaces&amp;quot; option, additional shapes will be created that will create water puddles during rain and wetness. You can see the effect by setting the wetness via the seasons visual control script. Please be aware that these shapes will need to be at terrain height, as this effect unfortunately does not work as a terrain decal. When using this option you may need to re-create the road after making changes to the terrain height.&lt;br /&gt;
&lt;br /&gt;
=== SplineToRoadMarkings ===&lt;br /&gt;
This tool is used to create road markings on their own.&lt;br /&gt;
&lt;br /&gt;
This is intended to be used in conjunction with the SplineToRoadIntersection tool to create the markings for an intersection, but can be used elsewhere too, if a few lines or a dashed line are needed.&lt;br /&gt;
&lt;br /&gt;
Place a spline where you want the road markings. Then click on the script in the menu.&lt;br /&gt;
&lt;br /&gt;
A small window will open with the settings for the script. These settings should be pretty self-explanatory.&lt;br /&gt;
&lt;br /&gt;
By default, when &amp;quot;Solid Line&amp;quot; is not checked, a dashed line is created.&lt;br /&gt;
&lt;br /&gt;
Like with the SplineToRoad tool the three sliders for line color represent Red, Green and Blue values respectively from left to right and the &amp;quot;White&amp;quot; and &amp;quot;Yellow&amp;quot; buttons provide easy access to predefined white and yellow colors respectively.&lt;br /&gt;
&lt;br /&gt;
Once you have chosen the settings you want to use, make sure you have one or more splines selected in the scenegraph and click the &amp;quot;Generate Markings&amp;quot; button.&lt;br /&gt;
&lt;br /&gt;
When you select multiple splines simultaneously and click the button, road markings with the same settings will be created for each selected spline.&lt;br /&gt;
&lt;br /&gt;
The finished road markings are placed in a transform group named &amp;quot;roadMarkings&amp;quot; at the bottom of the scenegraph.&lt;br /&gt;
&lt;br /&gt;
=== SplineToRoadIntersection ===&lt;br /&gt;
The SplineToRoadIntersection tool can be used to create complex road intersections.&lt;br /&gt;
&lt;br /&gt;
In contrast to the other two tools, this tool requires multiple splines to create a single intersection.&lt;br /&gt;
&lt;br /&gt;
A minimum of two splines are required, but for most intersections you will need 3 or 4 or even more splines.&lt;br /&gt;
&lt;br /&gt;
The splines for this tool define the outline of the intersection.&lt;br /&gt;
&lt;br /&gt;
Place splines along the outline of the intersection. These splines do not have to form a continuous outline. Gaps are allowed.&lt;br /&gt;
&lt;br /&gt;
The tool will bridge gaps by connecting the end of one spline to the closest starting point of another spline.&lt;br /&gt;
&lt;br /&gt;
The splines have to all run in counter-clockwise direction around the intersection!&lt;br /&gt;
&lt;br /&gt;
After you have placed the splines, click on the script in the menu and a small window will open with the scripts settings.&lt;br /&gt;
&lt;br /&gt;
In the Material Settings section, the top line allows selecting of a custom diffuse texture, the middle line selects the normal texture and the bottom line selects the specular texture.&lt;br /&gt;
&lt;br /&gt;
The UV Scale slider determines the scale of the texture on the intersection. When you use custom textures you may need to adjust this in order for the texture to properly fit the intersection.&lt;br /&gt;
&lt;br /&gt;
Be aware that a wrong setting here may cause a &amp;quot;UVs out of range&amp;quot; error! Should you see this error, delete the previously generated intersection and try again with a different UV Scale setting.&lt;br /&gt;
&lt;br /&gt;
The three sliders for line color represent Red, Green and Blue values respectively from left to right and the &amp;quot;White&amp;quot; and &amp;quot;Yellow&amp;quot; buttons provide easy access to predefined white and yellow colors respectively.&lt;br /&gt;
&lt;br /&gt;
Please Note: This tool cannot generate traffic splines or complex road markings. You will have to create traffic splines manually and for road markings you can use the SplineToRoadMarkings tool.&lt;br /&gt;
&lt;br /&gt;
Please Note: When using the &amp;quot;Create Water Puddle Surfaces&amp;quot; option, a additional shape will be created that will create water puddles during rain and wetness. You can see the effect by setting the wetness via the seasons visual control script. Please be aware that this shape will need to be at terrain height, as this effect unfortunately does not work as a terrain decal. When using this option you may need to re-create the intersection after making changes to the terrain height.&lt;br /&gt;
&lt;br /&gt;
To generate the intersection, make sure you have selected all of the splines for the outline of this intersection in the scenegraph and then click the &amp;quot;Generate intersection&amp;quot; button.&lt;br /&gt;
&lt;br /&gt;
The created intersection will be placed in a transform group named &amp;quot;intersections&amp;quot; at the bottom of the scenegraph.&lt;br /&gt;
&lt;br /&gt;
=== SplineTool ===&lt;br /&gt;
This is a tool for all sorts of spline related tasks. It can be used to get or set the exact coordinates for any spline control vertex (CV), to paint the terrain, terrainDetail, foliage, infoLayer or Procedural Placement masks around a spline and to align a spline to the terrain.&lt;br /&gt;
&lt;br /&gt;
== FAQ and known issues ==&lt;br /&gt;
&lt;br /&gt;
==== I am getting &amp;quot;i3d contains non-binary indexed triangle sets&amp;quot; warnings ====&lt;br /&gt;
These warnings are normal and are expected for both the SplineToRoad and SplineToRoadIntersection tools. These warnings should only appear once for any given road or intersection, when the road or intersection is generated. When you have saved the map and reload it or load it ingame these warnings should not reappear.&lt;br /&gt;
&lt;br /&gt;
If they reappear, even after closing and re-opening Giants Editor and without using the script again, go to File -&amp;gt; Save as... and select Binary i3d next to the filename in the save file dialog.&lt;br /&gt;
&lt;br /&gt;
==== I clicked the button, but I cant see anything new ====&lt;br /&gt;
Wait a few seconds as it can take a moment for Giants Editor to update properly. In the scenegraph you may have to select a few different items before the new ones show up.&lt;br /&gt;
&lt;br /&gt;
Should you still not see anything after a little while, try zooming in very close to the terrain as that can help to update it. Finally also check the console for any potential errors or messages from the script.&lt;br /&gt;
&lt;br /&gt;
==== I want my roads to look snowy and frozen in the winter. How do I add the shader for this? ====&lt;br /&gt;
You dont have to. The scripts automatically add the basegame shader to all roads and intersections you create with them.&lt;br /&gt;
&lt;br /&gt;
When you use the season toolkit and add snow, you should see your roads and intersections gettings a bit snowy. Note that in my experience Giants Editor can be a bit annoying and not properly update the view when you do this, so try zooming in very close to the road to update the visuals. Ingame this issue should not happen.&lt;br /&gt;
&lt;br /&gt;
==== My intersections look weird with a custom texture ====&lt;br /&gt;
If you are using a custom road texture that has a &amp;quot;border&amp;quot; for the road on the texture, this texture is not suitable for use with the intersection tool. As intersections can take almost any arbitrary form it is effectively impossible to generate UVs that would allow for the use of such a texture. Use a texture that is only asphalt/road surface without a &amp;quot;border&amp;quot; instead.&lt;br /&gt;
&lt;br /&gt;
Alternatively you could export the intersection shape as obj, import it in blender and UV map it in blender and then export it to i3d and import it into your map again.&lt;br /&gt;
&lt;br /&gt;
==== The intersection was created wrong. The road is outside the intersection and there is nothing inside it ====&lt;br /&gt;
This may be caused by a particularly complex or weird shape for a intersection. This should be extremely rare.&lt;br /&gt;
&lt;br /&gt;
If this happens, try deviding the intersection into two or more pieces and generating each piece individually.&lt;br /&gt;
&lt;br /&gt;
If the road connections to the intersection are very far drawn out, this can also cause this. Try making the road connections that are part of the intersection shorter and bridge any potential gaps with the road tool.&lt;br /&gt;
&lt;br /&gt;
==== The lines on the intersection are generated outside the intersection, next to the asphalt and not on it ====&lt;br /&gt;
When this happens, you probably got the direction of your spline wrong. Make sure they go in a counter clockwise fashion around the intersection.&lt;br /&gt;
&lt;br /&gt;
If they currently do not, change the direction of the spline so they do, delete the wrong intersection and re-create it with the tool.&lt;br /&gt;
&lt;br /&gt;
==== Terrain Decals, Roads disappearing after changes to the terrain ====&lt;br /&gt;
All the roads, lines and intersections created by these tools use the &amp;quot;terrain decal&amp;quot; functionality in FS 25.&lt;br /&gt;
&lt;br /&gt;
This means that the roads, lines and intersections act like a texture on the terrain itself, so for the most part this means that if you make small adjustments to the terrain you will not need to change anything about the roads, lines or intersections as they should still be on the terrain.&lt;br /&gt;
&lt;br /&gt;
If you make bigger terrain changes (like changing the height of the terrain by more then 20 meters at a road), this can however cause the roads, lines and/or intersections to disappear as the terrain ends up out of range from the actual shapes that are placed underneath the terrain.&lt;br /&gt;
&lt;br /&gt;
To fix this you can either manually move the shapes (eg by moving the &amp;quot;roadPieces&amp;quot; transform group of a road) closer to the new terrain, or you can delete the old road and generate a new one. You can use the old spline again even if it is underground now. The height of the spline does not matter. The script always reads the height of the terrain itself.&lt;br /&gt;
&lt;br /&gt;
==== Do I have to keep the splines used to generate the roads/lines/intersections? ====&lt;br /&gt;
No. These splines are only needed to generate the parts. When you are happy with the generated pieces you can delete the spline.&lt;br /&gt;
&lt;br /&gt;
If I were you, I may keep all these splines around until the map is finished, just in case you want to make an adjustment or recreate a piece later.&lt;br /&gt;
&lt;br /&gt;
When you are sure you will not need them again, you can delete them.&lt;/div&gt;</summary>
		<author><name>XPModder</name></author>
	</entry>
	<entry>
		<id>https://fswiki.xpmodder.com/mw/index.php?title=Template:ExternalFileDownload&amp;diff=150</id>
		<title>Template:ExternalFileDownload</title>
		<link rel="alternate" type="text/html" href="https://fswiki.xpmodder.com/mw/index.php?title=Template:ExternalFileDownload&amp;diff=150"/>
		<updated>2025-01-25T12:09:06Z</updated>

		<summary type="html">&lt;p&gt;XPModder: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;includeonly&amp;gt;&lt;br /&gt;
&amp;lt;templatestyles src=&amp;quot;Template:ExternalFileDownload/styles.css&amp;quot;/&amp;gt;&lt;br /&gt;
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&amp;lt;/includeonly&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;noinclude&amp;gt;&lt;br /&gt;
Test: {{ExternalFileDownload|Spline-Road-Toolkit v2.0.zip}}&lt;br /&gt;
===Template Data===&lt;br /&gt;
&amp;lt;templatedata&amp;gt;{&lt;br /&gt;
	&amp;quot;description&amp;quot;: &amp;quot;Displays a player head next to a player&#039;s username and italicizes the username.&amp;quot;,&lt;br /&gt;
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			&amp;quot;type&amp;quot;: &amp;quot;string&amp;quot;,&lt;br /&gt;
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&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>XPModder</name></author>
	</entry>
	<entry>
		<id>https://fswiki.xpmodder.com/mw/index.php?title=Spline-Road-Toolkit&amp;diff=149</id>
		<title>Spline-Road-Toolkit</title>
		<link rel="alternate" type="text/html" href="https://fswiki.xpmodder.com/mw/index.php?title=Spline-Road-Toolkit&amp;diff=149"/>
		<updated>2025-01-25T12:05:49Z</updated>

		<summary type="html">&lt;p&gt;XPModder: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{ExternalFileDownload|Spline-Road-Toolkit v2.0}}&lt;br /&gt;
This is a toolkit for Giants Editor 10 to create roads, intersections and road markings from splines without the need for 3D-Moddeling software like blender.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The toolkit is split into 4 separate scripts:&lt;br /&gt;
&lt;br /&gt;
*    SplineToRoad.lua&lt;br /&gt;
*    SplineToRoadMarkings.lua&lt;br /&gt;
*    SplineToRoadIntersection.lua&lt;br /&gt;
* SplineTool.lua&lt;br /&gt;
&lt;br /&gt;
== Installation ==&lt;br /&gt;
To install this toolkit, extract the lua files to: %localappdata%/GIANTS Software/Giants Editor 10.0.x/scripts/&lt;br /&gt;
&lt;br /&gt;
Extract the textures folder into your map folder. There will already be a textures folder in your map, but dont worry, extracting this there should not overwrite any files. If you prefer, you can also directly extract the road folder that is inside the textures folder into your maps textures folder.&lt;br /&gt;
&lt;br /&gt;
Remember to add these textures to any map you want to use this tool on.&lt;br /&gt;
&lt;br /&gt;
You can also use your own custom road textures if you prefer. See the Usage section below for more info on that.&lt;br /&gt;
&lt;br /&gt;
Now the scripts are installed and ready to use!&lt;br /&gt;
&lt;br /&gt;
== A note on the textures ==&lt;br /&gt;
The included textures are one simple asphalt texture which everyone may freely use with a diffuse, normal and specular. As different maps and different modders may prefer a darker or lighter road, the included asphalt01 - asphalt07 diffuse textures are replacements for the regular asphalt diffuse and they can be used with the same normal and specular as the asphalt diffuse. These alternative textures are lighter then the admittedly very dark default, with the asphalt07 being the lightest.&lt;br /&gt;
&lt;br /&gt;
As stated above, you may use your own textures though.&lt;br /&gt;
&lt;br /&gt;
== Usage ==&lt;br /&gt;
Each of the three scripts will be accessible in Giants Editor (GE) via the Scripts -&amp;gt; User Scripts menu.&lt;br /&gt;
&lt;br /&gt;
=== SplineToRoad ===&lt;br /&gt;
This script is used to create the roads themselves.&lt;br /&gt;
&lt;br /&gt;
The script uses a single spline to create a road.&lt;br /&gt;
&lt;br /&gt;
Place a spline where you want the road to be. The spline will be at the exact center of the road.&lt;br /&gt;
&lt;br /&gt;
When you click on the script in the menu, a small window will open with the settings for the script.&lt;br /&gt;
&lt;br /&gt;
These settings should be self-explanatory for the most part. The textures selected in the Material Settings will be used for the road itself. The lines do not use a texture.&lt;br /&gt;
&lt;br /&gt;
The Line color sliders correspond to Red, Green and Blue from left to right. The buttons &amp;quot;White&amp;quot; and &amp;quot;Yellow&amp;quot; provide an easy way to select pure a pure white or a yellow color, as these are the most commonly used colors for road markings.&lt;br /&gt;
&lt;br /&gt;
The settings &amp;quot;Widen at start of road&amp;quot; and &amp;quot;Widen at end of road&amp;quot; cause the road to become wider with an outward curve at the start or end respectively. This can be used for simple intersections, but does not offer much control over the shape.&lt;br /&gt;
&lt;br /&gt;
For more complex intersections and more control over the exact shape of the intersection, use the SplineToRoadIntersection script.&lt;br /&gt;
&lt;br /&gt;
The setting &amp;quot;Both Splines same direction&amp;quot;, when checked, results in both traffic splines going the same direction. This can be used to create highways with 2 lanes per direction.&lt;br /&gt;
&lt;br /&gt;
Should you wish to change the default textures, you can do so with the three file selectors in the Material Settings section. The top file selector sets the diffuse texture, the middle line sets the normal texture and the bottom line sets the specular texture.&lt;br /&gt;
&lt;br /&gt;
Once you have chosen the settings you wish to use, make sure you have selected your spline in the scenegraph and click the &amp;quot;Generate Road&amp;quot; button.&lt;br /&gt;
&lt;br /&gt;
The tool will now automatically generate a road based on your settings.&lt;br /&gt;
&lt;br /&gt;
The resulting road will be placed in a transform group named &amp;quot;roads&amp;quot; at the bottom of the scenegraph.&lt;br /&gt;
&lt;br /&gt;
You can now immediately select another spline in the scenegraph and click the &amp;quot;Generate Road&amp;quot; button again without having to close the tool.&lt;br /&gt;
&lt;br /&gt;
If you are not happy with a road you generated, you can just delete it, by deleting its transform group inside the &amp;quot;roads&amp;quot; transform group. You can then select the same spline that you used before again, change the settings in the tool and click &amp;quot;Generate Road&amp;quot; again to re-create the road with the new settings.&lt;br /&gt;
&lt;br /&gt;
Please Note: When using the &amp;quot;Create Water Puddle Surfaces&amp;quot; option, additional shapes will be created that will create water puddles during rain and wetness. You can see the effect by setting the wetness via the seasons visual control script. Please be aware that these shapes will need to be at terrain height, as this effect unfortunately does not work as a terrain decal. When using this option you may need to re-create the road after making changes to the terrain height.&lt;br /&gt;
&lt;br /&gt;
=== SplineToRoadMarkings ===&lt;br /&gt;
This tool is used to create road markings on their own.&lt;br /&gt;
&lt;br /&gt;
This is intended to be used in conjunction with the SplineToRoadIntersection tool to create the markings for an intersection, but can be used elsewhere too, if a few lines or a dashed line are needed.&lt;br /&gt;
&lt;br /&gt;
Place a spline where you want the road markings. Then click on the script in the menu.&lt;br /&gt;
&lt;br /&gt;
A small window will open with the settings for the script. These settings should be pretty self-explanatory.&lt;br /&gt;
&lt;br /&gt;
By default, when &amp;quot;Solid Line&amp;quot; is not checked, a dashed line is created.&lt;br /&gt;
&lt;br /&gt;
Like with the SplineToRoad tool the three sliders for line color represent Red, Green and Blue values respectively from left to right and the &amp;quot;White&amp;quot; and &amp;quot;Yellow&amp;quot; buttons provide easy access to predefined white and yellow colors respectively.&lt;br /&gt;
&lt;br /&gt;
Once you have chosen the settings you want to use, make sure you have one or more splines selected in the scenegraph and click the &amp;quot;Generate Markings&amp;quot; button.&lt;br /&gt;
&lt;br /&gt;
When you select multiple splines simultaneously and click the button, road markings with the same settings will be created for each selected spline.&lt;br /&gt;
&lt;br /&gt;
The finished road markings are placed in a transform group named &amp;quot;roadMarkings&amp;quot; at the bottom of the scenegraph.&lt;br /&gt;
&lt;br /&gt;
=== SplineToRoadIntersection ===&lt;br /&gt;
The SplineToRoadIntersection tool can be used to create complex road intersections.&lt;br /&gt;
&lt;br /&gt;
In contrast to the other two tools, this tool requires multiple splines to create a single intersection.&lt;br /&gt;
&lt;br /&gt;
A minimum of two splines are required, but for most intersections you will need 3 or 4 or even more splines.&lt;br /&gt;
&lt;br /&gt;
The splines for this tool define the outline of the intersection.&lt;br /&gt;
&lt;br /&gt;
Place splines along the outline of the intersection. These splines do not have to form a continuous outline. Gaps are allowed.&lt;br /&gt;
&lt;br /&gt;
The tool will bridge gaps by connecting the end of one spline to the closest starting point of another spline.&lt;br /&gt;
&lt;br /&gt;
The splines have to all run in counter-clockwise direction around the intersection!&lt;br /&gt;
&lt;br /&gt;
After you have placed the splines, click on the script in the menu and a small window will open with the scripts settings.&lt;br /&gt;
&lt;br /&gt;
In the Material Settings section, the top line allows selecting of a custom diffuse texture, the middle line selects the normal texture and the bottom line selects the specular texture.&lt;br /&gt;
&lt;br /&gt;
The UV Scale slider determines the scale of the texture on the intersection. When you use custom textures you may need to adjust this in order for the texture to properly fit the intersection.&lt;br /&gt;
&lt;br /&gt;
Be aware that a wrong setting here may cause a &amp;quot;UVs out of range&amp;quot; error! Should you see this error, delete the previously generated intersection and try again with a different UV Scale setting.&lt;br /&gt;
&lt;br /&gt;
The three sliders for line color represent Red, Green and Blue values respectively from left to right and the &amp;quot;White&amp;quot; and &amp;quot;Yellow&amp;quot; buttons provide easy access to predefined white and yellow colors respectively.&lt;br /&gt;
&lt;br /&gt;
Please Note: This tool cannot generate traffic splines or complex road markings. You will have to create traffic splines manually and for road markings you can use the SplineToRoadMarkings tool.&lt;br /&gt;
&lt;br /&gt;
Please Note: When using the &amp;quot;Create Water Puddle Surfaces&amp;quot; option, a additional shape will be created that will create water puddles during rain and wetness. You can see the effect by setting the wetness via the seasons visual control script. Please be aware that this shape will need to be at terrain height, as this effect unfortunately does not work as a terrain decal. When using this option you may need to re-create the intersection after making changes to the terrain height.&lt;br /&gt;
&lt;br /&gt;
To generate the intersection, make sure you have selected all of the splines for the outline of this intersection in the scenegraph and then click the &amp;quot;Generate intersection&amp;quot; button.&lt;br /&gt;
&lt;br /&gt;
The created intersection will be placed in a transform group named &amp;quot;intersections&amp;quot; at the bottom of the scenegraph.&lt;br /&gt;
&lt;br /&gt;
=== SplineTool ===&lt;br /&gt;
This is a tool for all sorts of spline related tasks. It can be used to get or set the exact coordinates for any spline control vertex (CV), to paint the terrain, terrainDetail, foliage, infoLayer or Procedural Placement masks around a spline and to align a spline to the terrain.&lt;br /&gt;
&lt;br /&gt;
== FAQ and known issues ==&lt;br /&gt;
&lt;br /&gt;
==== I am getting &amp;quot;i3d contains non-binary indexed triangle sets&amp;quot; warnings ====&lt;br /&gt;
These warnings are normal and are expected for both the SplineToRoad and SplineToRoadIntersection tools. These warnings should only appear once for any given road or intersection, when the road or intersection is generated. When you have saved the map and reload it or load it ingame these warnings should not reappear.&lt;br /&gt;
&lt;br /&gt;
If they reappear, even after closing and re-opening Giants Editor and without using the script again, go to File -&amp;gt; Save as... and select Binary i3d next to the filename in the save file dialog.&lt;br /&gt;
&lt;br /&gt;
==== I clicked the button, but I cant see anything new ====&lt;br /&gt;
Wait a few seconds as it can take a moment for Giants Editor to update properly. In the scenegraph you may have to select a few different items before the new ones show up.&lt;br /&gt;
&lt;br /&gt;
Should you still not see anything after a little while, try zooming in very close to the terrain as that can help to update it. Finally also check the console for any potential errors or messages from the script.&lt;br /&gt;
&lt;br /&gt;
==== I want my roads to look snowy and frozen in the winter. How do I add the shader for this? ====&lt;br /&gt;
You dont have to. The scripts automatically add the basegame shader to all roads and intersections you create with them.&lt;br /&gt;
&lt;br /&gt;
When you use the season toolkit and add snow, you should see your roads and intersections gettings a bit snowy. Note that in my experience Giants Editor can be a bit annoying and not properly update the view when you do this, so try zooming in very close to the road to update the visuals. Ingame this issue should not happen.&lt;br /&gt;
&lt;br /&gt;
==== My intersections look weird with a custom texture ====&lt;br /&gt;
If you are using a custom road texture that has a &amp;quot;border&amp;quot; for the road on the texture, this texture is not suitable for use with the intersection tool. As intersections can take almost any arbitrary form it is effectively impossible to generate UVs that would allow for the use of such a texture. Use a texture that is only asphalt/road surface without a &amp;quot;border&amp;quot; instead.&lt;br /&gt;
&lt;br /&gt;
Alternatively you could export the intersection shape as obj, import it in blender and UV map it in blender and then export it to i3d and import it into your map again.&lt;br /&gt;
&lt;br /&gt;
==== The intersection was created wrong. The road is outside the intersection and there is nothing inside it ====&lt;br /&gt;
This may be caused by a particularly complex or weird shape for a intersection. This should be extremely rare.&lt;br /&gt;
&lt;br /&gt;
If this happens, try deviding the intersection into two or more pieces and generating each piece individually.&lt;br /&gt;
&lt;br /&gt;
If the road connections to the intersection are very far drawn out, this can also cause this. Try making the road connections that are part of the intersection shorter and bridge any potential gaps with the road tool.&lt;br /&gt;
&lt;br /&gt;
==== The lines on the intersection are generated outside the intersection, next to the asphalt and not on it ====&lt;br /&gt;
When this happens, you probably got the direction of your spline wrong. Make sure they go in a counter clockwise fashion around the intersection.&lt;br /&gt;
&lt;br /&gt;
If they currently do not, change the direction of the spline so they do, delete the wrong intersection and re-create it with the tool.&lt;br /&gt;
&lt;br /&gt;
==== Terrain Decals, Roads disappearing after changes to the terrain ====&lt;br /&gt;
All the roads, lines and intersections created by these tools use the &amp;quot;terrain decal&amp;quot; functionality in FS 25.&lt;br /&gt;
&lt;br /&gt;
This means that the roads, lines and intersections act like a texture on the terrain itself, so for the most part this means that if you make small adjustments to the terrain you will not need to change anything about the roads, lines or intersections as they should still be on the terrain.&lt;br /&gt;
&lt;br /&gt;
If you make bigger terrain changes (like changing the height of the terrain by more then 20 meters at a road), this can however cause the roads, lines and/or intersections to disappear as the terrain ends up out of range from the actual shapes that are placed underneath the terrain.&lt;br /&gt;
&lt;br /&gt;
To fix this you can either manually move the shapes (eg by moving the &amp;quot;roadPieces&amp;quot; transform group of a road) closer to the new terrain, or you can delete the old road and generate a new one. You can use the old spline again even if it is underground now. The height of the spline does not matter. The script always reads the height of the terrain itself.&lt;br /&gt;
&lt;br /&gt;
==== Do I have to keep the splines used to generate the roads/lines/intersections? ====&lt;br /&gt;
No. These splines are only needed to generate the parts. When you are happy with the generated pieces you can delete the spline.&lt;br /&gt;
&lt;br /&gt;
If I were you, I may keep all these splines around until the map is finished, just in case you want to make an adjustment or recreate a piece later.&lt;br /&gt;
&lt;br /&gt;
When you are sure you will not need them again, you can delete them.&lt;/div&gt;</summary>
		<author><name>XPModder</name></author>
	</entry>
	<entry>
		<id>https://fswiki.xpmodder.com/mw/index.php?title=Spline-Road-Toolkit&amp;diff=148</id>
		<title>Spline-Road-Toolkit</title>
		<link rel="alternate" type="text/html" href="https://fswiki.xpmodder.com/mw/index.php?title=Spline-Road-Toolkit&amp;diff=148"/>
		<updated>2025-01-25T12:04:41Z</updated>

		<summary type="html">&lt;p&gt;XPModder: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This is a toolkit for Giants Editor 10 to create roads, intersections and road markings from splines without the need for 3D-Moddeling software like blender.&lt;br /&gt;
&lt;br /&gt;
You can download it here: &lt;br /&gt;
{{ExternalFileDownload|Spline-Road-Toolkit v2.0}}&lt;br /&gt;
The toolkit is split into 4 separate scripts:&lt;br /&gt;
&lt;br /&gt;
*    SplineToRoad.lua&lt;br /&gt;
*    SplineToRoadMarkings.lua&lt;br /&gt;
*    SplineToRoadIntersection.lua&lt;br /&gt;
* SplineTool.lua&lt;br /&gt;
&lt;br /&gt;
== Installation ==&lt;br /&gt;
To install this toolkit, extract the lua files to: %localappdata%/GIANTS Software/Giants Editor 10.0.x/scripts/&lt;br /&gt;
&lt;br /&gt;
Extract the textures folder into your map folder. There will already be a textures folder in your map, but dont worry, extracting this there should not overwrite any files. If you prefer, you can also directly extract the road folder that is inside the textures folder into your maps textures folder.&lt;br /&gt;
&lt;br /&gt;
Remember to add these textures to any map you want to use this tool on.&lt;br /&gt;
&lt;br /&gt;
You can also use your own custom road textures if you prefer. See the Usage section below for more info on that.&lt;br /&gt;
&lt;br /&gt;
Now the scripts are installed and ready to use!&lt;br /&gt;
&lt;br /&gt;
== A note on the textures ==&lt;br /&gt;
The included textures are one simple asphalt texture which everyone may freely use with a diffuse, normal and specular. As different maps and different modders may prefer a darker or lighter road, the included asphalt01 - asphalt07 diffuse textures are replacements for the regular asphalt diffuse and they can be used with the same normal and specular as the asphalt diffuse. These alternative textures are lighter then the admittedly very dark default, with the asphalt07 being the lightest.&lt;br /&gt;
&lt;br /&gt;
As stated above, you may use your own textures though.&lt;br /&gt;
&lt;br /&gt;
== Usage ==&lt;br /&gt;
Each of the three scripts will be accessible in Giants Editor (GE) via the Scripts -&amp;gt; User Scripts menu.&lt;br /&gt;
&lt;br /&gt;
=== SplineToRoad ===&lt;br /&gt;
This script is used to create the roads themselves.&lt;br /&gt;
&lt;br /&gt;
The script uses a single spline to create a road.&lt;br /&gt;
&lt;br /&gt;
Place a spline where you want the road to be. The spline will be at the exact center of the road.&lt;br /&gt;
&lt;br /&gt;
When you click on the script in the menu, a small window will open with the settings for the script.&lt;br /&gt;
&lt;br /&gt;
These settings should be self-explanatory for the most part. The textures selected in the Material Settings will be used for the road itself. The lines do not use a texture.&lt;br /&gt;
&lt;br /&gt;
The Line color sliders correspond to Red, Green and Blue from left to right. The buttons &amp;quot;White&amp;quot; and &amp;quot;Yellow&amp;quot; provide an easy way to select pure a pure white or a yellow color, as these are the most commonly used colors for road markings.&lt;br /&gt;
&lt;br /&gt;
The settings &amp;quot;Widen at start of road&amp;quot; and &amp;quot;Widen at end of road&amp;quot; cause the road to become wider with an outward curve at the start or end respectively. This can be used for simple intersections, but does not offer much control over the shape.&lt;br /&gt;
&lt;br /&gt;
For more complex intersections and more control over the exact shape of the intersection, use the SplineToRoadIntersection script.&lt;br /&gt;
&lt;br /&gt;
The setting &amp;quot;Both Splines same direction&amp;quot;, when checked, results in both traffic splines going the same direction. This can be used to create highways with 2 lanes per direction.&lt;br /&gt;
&lt;br /&gt;
Should you wish to change the default textures, you can do so with the three file selectors in the Material Settings section. The top file selector sets the diffuse texture, the middle line sets the normal texture and the bottom line sets the specular texture.&lt;br /&gt;
&lt;br /&gt;
Once you have chosen the settings you wish to use, make sure you have selected your spline in the scenegraph and click the &amp;quot;Generate Road&amp;quot; button.&lt;br /&gt;
&lt;br /&gt;
The tool will now automatically generate a road based on your settings.&lt;br /&gt;
&lt;br /&gt;
The resulting road will be placed in a transform group named &amp;quot;roads&amp;quot; at the bottom of the scenegraph.&lt;br /&gt;
&lt;br /&gt;
You can now immediately select another spline in the scenegraph and click the &amp;quot;Generate Road&amp;quot; button again without having to close the tool.&lt;br /&gt;
&lt;br /&gt;
If you are not happy with a road you generated, you can just delete it, by deleting its transform group inside the &amp;quot;roads&amp;quot; transform group. You can then select the same spline that you used before again, change the settings in the tool and click &amp;quot;Generate Road&amp;quot; again to re-create the road with the new settings.&lt;br /&gt;
&lt;br /&gt;
Please Note: When using the &amp;quot;Create Water Puddle Surfaces&amp;quot; option, additional shapes will be created that will create water puddles during rain and wetness. You can see the effect by setting the wetness via the seasons visual control script. Please be aware that these shapes will need to be at terrain height, as this effect unfortunately does not work as a terrain decal. When using this option you may need to re-create the road after making changes to the terrain height.&lt;br /&gt;
&lt;br /&gt;
=== SplineToRoadMarkings ===&lt;br /&gt;
This tool is used to create road markings on their own.&lt;br /&gt;
&lt;br /&gt;
This is intended to be used in conjunction with the SplineToRoadIntersection tool to create the markings for an intersection, but can be used elsewhere too, if a few lines or a dashed line are needed.&lt;br /&gt;
&lt;br /&gt;
Place a spline where you want the road markings. Then click on the script in the menu.&lt;br /&gt;
&lt;br /&gt;
A small window will open with the settings for the script. These settings should be pretty self-explanatory.&lt;br /&gt;
&lt;br /&gt;
By default, when &amp;quot;Solid Line&amp;quot; is not checked, a dashed line is created.&lt;br /&gt;
&lt;br /&gt;
Like with the SplineToRoad tool the three sliders for line color represent Red, Green and Blue values respectively from left to right and the &amp;quot;White&amp;quot; and &amp;quot;Yellow&amp;quot; buttons provide easy access to predefined white and yellow colors respectively.&lt;br /&gt;
&lt;br /&gt;
Once you have chosen the settings you want to use, make sure you have one or more splines selected in the scenegraph and click the &amp;quot;Generate Markings&amp;quot; button.&lt;br /&gt;
&lt;br /&gt;
When you select multiple splines simultaneously and click the button, road markings with the same settings will be created for each selected spline.&lt;br /&gt;
&lt;br /&gt;
The finished road markings are placed in a transform group named &amp;quot;roadMarkings&amp;quot; at the bottom of the scenegraph.&lt;br /&gt;
&lt;br /&gt;
=== SplineToRoadIntersection ===&lt;br /&gt;
The SplineToRoadIntersection tool can be used to create complex road intersections.&lt;br /&gt;
&lt;br /&gt;
In contrast to the other two tools, this tool requires multiple splines to create a single intersection.&lt;br /&gt;
&lt;br /&gt;
A minimum of two splines are required, but for most intersections you will need 3 or 4 or even more splines.&lt;br /&gt;
&lt;br /&gt;
The splines for this tool define the outline of the intersection.&lt;br /&gt;
&lt;br /&gt;
Place splines along the outline of the intersection. These splines do not have to form a continuous outline. Gaps are allowed.&lt;br /&gt;
&lt;br /&gt;
The tool will bridge gaps by connecting the end of one spline to the closest starting point of another spline.&lt;br /&gt;
&lt;br /&gt;
The splines have to all run in counter-clockwise direction around the intersection!&lt;br /&gt;
&lt;br /&gt;
After you have placed the splines, click on the script in the menu and a small window will open with the scripts settings.&lt;br /&gt;
&lt;br /&gt;
In the Material Settings section, the top line allows selecting of a custom diffuse texture, the middle line selects the normal texture and the bottom line selects the specular texture.&lt;br /&gt;
&lt;br /&gt;
The UV Scale slider determines the scale of the texture on the intersection. When you use custom textures you may need to adjust this in order for the texture to properly fit the intersection.&lt;br /&gt;
&lt;br /&gt;
Be aware that a wrong setting here may cause a &amp;quot;UVs out of range&amp;quot; error! Should you see this error, delete the previously generated intersection and try again with a different UV Scale setting.&lt;br /&gt;
&lt;br /&gt;
The three sliders for line color represent Red, Green and Blue values respectively from left to right and the &amp;quot;White&amp;quot; and &amp;quot;Yellow&amp;quot; buttons provide easy access to predefined white and yellow colors respectively.&lt;br /&gt;
&lt;br /&gt;
Please Note: This tool cannot generate traffic splines or complex road markings. You will have to create traffic splines manually and for road markings you can use the SplineToRoadMarkings tool.&lt;br /&gt;
&lt;br /&gt;
Please Note: When using the &amp;quot;Create Water Puddle Surfaces&amp;quot; option, a additional shape will be created that will create water puddles during rain and wetness. You can see the effect by setting the wetness via the seasons visual control script. Please be aware that this shape will need to be at terrain height, as this effect unfortunately does not work as a terrain decal. When using this option you may need to re-create the intersection after making changes to the terrain height.&lt;br /&gt;
&lt;br /&gt;
To generate the intersection, make sure you have selected all of the splines for the outline of this intersection in the scenegraph and then click the &amp;quot;Generate intersection&amp;quot; button.&lt;br /&gt;
&lt;br /&gt;
The created intersection will be placed in a transform group named &amp;quot;intersections&amp;quot; at the bottom of the scenegraph.&lt;br /&gt;
&lt;br /&gt;
=== SplineTool ===&lt;br /&gt;
This is a tool for all sorts of spline related tasks. It can be used to get or set the exact coordinates for any spline control vertex (CV), to paint the terrain, terrainDetail, foliage, infoLayer or Procedural Placement masks around a spline and to align a spline to the terrain.&lt;br /&gt;
&lt;br /&gt;
== FAQ and known issues ==&lt;br /&gt;
&lt;br /&gt;
==== I am getting &amp;quot;i3d contains non-binary indexed triangle sets&amp;quot; warnings ====&lt;br /&gt;
These warnings are normal and are expected for both the SplineToRoad and SplineToRoadIntersection tools. These warnings should only appear once for any given road or intersection, when the road or intersection is generated. When you have saved the map and reload it or load it ingame these warnings should not reappear.&lt;br /&gt;
&lt;br /&gt;
If they reappear, even after closing and re-opening Giants Editor and without using the script again, go to File -&amp;gt; Save as... and select Binary i3d next to the filename in the save file dialog.&lt;br /&gt;
&lt;br /&gt;
==== I clicked the button, but I cant see anything new ====&lt;br /&gt;
Wait a few seconds as it can take a moment for Giants Editor to update properly. In the scenegraph you may have to select a few different items before the new ones show up.&lt;br /&gt;
&lt;br /&gt;
Should you still not see anything after a little while, try zooming in very close to the terrain as that can help to update it. Finally also check the console for any potential errors or messages from the script.&lt;br /&gt;
&lt;br /&gt;
==== I want my roads to look snowy and frozen in the winter. How do I add the shader for this? ====&lt;br /&gt;
You dont have to. The scripts automatically add the basegame shader to all roads and intersections you create with them.&lt;br /&gt;
&lt;br /&gt;
When you use the season toolkit and add snow, you should see your roads and intersections gettings a bit snowy. Note that in my experience Giants Editor can be a bit annoying and not properly update the view when you do this, so try zooming in very close to the road to update the visuals. Ingame this issue should not happen.&lt;br /&gt;
&lt;br /&gt;
==== My intersections look weird with a custom texture ====&lt;br /&gt;
If you are using a custom road texture that has a &amp;quot;border&amp;quot; for the road on the texture, this texture is not suitable for use with the intersection tool. As intersections can take almost any arbitrary form it is effectively impossible to generate UVs that would allow for the use of such a texture. Use a texture that is only asphalt/road surface without a &amp;quot;border&amp;quot; instead.&lt;br /&gt;
&lt;br /&gt;
Alternatively you could export the intersection shape as obj, import it in blender and UV map it in blender and then export it to i3d and import it into your map again.&lt;br /&gt;
&lt;br /&gt;
==== The intersection was created wrong. The road is outside the intersection and there is nothing inside it ====&lt;br /&gt;
This may be caused by a particularly complex or weird shape for a intersection. This should be extremely rare.&lt;br /&gt;
&lt;br /&gt;
If this happens, try deviding the intersection into two or more pieces and generating each piece individually.&lt;br /&gt;
&lt;br /&gt;
If the road connections to the intersection are very far drawn out, this can also cause this. Try making the road connections that are part of the intersection shorter and bridge any potential gaps with the road tool.&lt;br /&gt;
&lt;br /&gt;
==== The lines on the intersection are generated outside the intersection, next to the asphalt and not on it ====&lt;br /&gt;
When this happens, you probably got the direction of your spline wrong. Make sure they go in a counter clockwise fashion around the intersection.&lt;br /&gt;
&lt;br /&gt;
If they currently do not, change the direction of the spline so they do, delete the wrong intersection and re-create it with the tool.&lt;br /&gt;
&lt;br /&gt;
==== Terrain Decals, Roads disappearing after changes to the terrain ====&lt;br /&gt;
All the roads, lines and intersections created by these tools use the &amp;quot;terrain decal&amp;quot; functionality in FS 25.&lt;br /&gt;
&lt;br /&gt;
This means that the roads, lines and intersections act like a texture on the terrain itself, so for the most part this means that if you make small adjustments to the terrain you will not need to change anything about the roads, lines or intersections as they should still be on the terrain.&lt;br /&gt;
&lt;br /&gt;
If you make bigger terrain changes (like changing the height of the terrain by more then 20 meters at a road), this can however cause the roads, lines and/or intersections to disappear as the terrain ends up out of range from the actual shapes that are placed underneath the terrain.&lt;br /&gt;
&lt;br /&gt;
To fix this you can either manually move the shapes (eg by moving the &amp;quot;roadPieces&amp;quot; transform group of a road) closer to the new terrain, or you can delete the old road and generate a new one. You can use the old spline again even if it is underground now. The height of the spline does not matter. The script always reads the height of the terrain itself.&lt;br /&gt;
&lt;br /&gt;
==== Do I have to keep the splines used to generate the roads/lines/intersections? ====&lt;br /&gt;
No. These splines are only needed to generate the parts. When you are happy with the generated pieces you can delete the spline.&lt;br /&gt;
&lt;br /&gt;
If I were you, I may keep all these splines around until the map is finished, just in case you want to make an adjustment or recreate a piece later.&lt;br /&gt;
&lt;br /&gt;
When you are sure you will not need them again, you can delete them.&lt;/div&gt;</summary>
		<author><name>XPModder</name></author>
	</entry>
	<entry>
		<id>https://fswiki.xpmodder.com/mw/index.php?title=Spline-Road-Toolkit&amp;diff=147</id>
		<title>Spline-Road-Toolkit</title>
		<link rel="alternate" type="text/html" href="https://fswiki.xpmodder.com/mw/index.php?title=Spline-Road-Toolkit&amp;diff=147"/>
		<updated>2025-01-25T12:04:13Z</updated>

		<summary type="html">&lt;p&gt;XPModder: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This is a toolkit for Giants Editor 10 to create roads, intersections and road markings from splines without the need for 3D-Moddeling software like blender.&lt;br /&gt;
&lt;br /&gt;
You can download it here: &lt;br /&gt;
{{ExternalFileDownload|Spline-Road-Toolkit v2.0}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The toolkit is split into 4 separate scripts:&lt;br /&gt;
&lt;br /&gt;
*    SplineToRoad.lua&lt;br /&gt;
*    SplineToRoadMarkings.lua&lt;br /&gt;
*    SplineToRoadIntersection.lua&lt;br /&gt;
* SplineTool.lua&lt;br /&gt;
&lt;br /&gt;
== Installation ==&lt;br /&gt;
To install this toolkit, extract the lua files to: %localappdata%/GIANTS Software/Giants Editor 10.0.x/scripts/&lt;br /&gt;
&lt;br /&gt;
Extract the textures folder into your map folder. There will already be a textures folder in your map, but dont worry, extracting this there should not overwrite any files. If you prefer, you can also directly extract the road folder that is inside the textures folder into your maps textures folder.&lt;br /&gt;
&lt;br /&gt;
Remember to add these textures to any map you want to use this tool on.&lt;br /&gt;
&lt;br /&gt;
You can also use your own custom road textures if you prefer. See the Usage section below for more info on that.&lt;br /&gt;
&lt;br /&gt;
Now the scripts are installed and ready to use!&lt;br /&gt;
&lt;br /&gt;
== A note on the textures ==&lt;br /&gt;
The included textures are one simple asphalt texture which everyone may freely use with a diffuse, normal and specular. As different maps and different modders may prefer a darker or lighter road, the included asphalt01 - asphalt07 diffuse textures are replacements for the regular asphalt diffuse and they can be used with the same normal and specular as the asphalt diffuse. These alternative textures are lighter then the admittedly very dark default, with the asphalt07 being the lightest.&lt;br /&gt;
&lt;br /&gt;
As stated above, you may use your own textures though.&lt;br /&gt;
&lt;br /&gt;
== Usage ==&lt;br /&gt;
Each of the three scripts will be accessible in Giants Editor (GE) via the Scripts -&amp;gt; User Scripts menu.&lt;br /&gt;
&lt;br /&gt;
=== SplineToRoad ===&lt;br /&gt;
This script is used to create the roads themselves.&lt;br /&gt;
&lt;br /&gt;
The script uses a single spline to create a road.&lt;br /&gt;
&lt;br /&gt;
Place a spline where you want the road to be. The spline will be at the exact center of the road.&lt;br /&gt;
&lt;br /&gt;
When you click on the script in the menu, a small window will open with the settings for the script.&lt;br /&gt;
&lt;br /&gt;
These settings should be self-explanatory for the most part. The textures selected in the Material Settings will be used for the road itself. The lines do not use a texture.&lt;br /&gt;
&lt;br /&gt;
The Line color sliders correspond to Red, Green and Blue from left to right. The buttons &amp;quot;White&amp;quot; and &amp;quot;Yellow&amp;quot; provide an easy way to select pure a pure white or a yellow color, as these are the most commonly used colors for road markings.&lt;br /&gt;
&lt;br /&gt;
The settings &amp;quot;Widen at start of road&amp;quot; and &amp;quot;Widen at end of road&amp;quot; cause the road to become wider with an outward curve at the start or end respectively. This can be used for simple intersections, but does not offer much control over the shape.&lt;br /&gt;
&lt;br /&gt;
For more complex intersections and more control over the exact shape of the intersection, use the SplineToRoadIntersection script.&lt;br /&gt;
&lt;br /&gt;
The setting &amp;quot;Both Splines same direction&amp;quot;, when checked, results in both traffic splines going the same direction. This can be used to create highways with 2 lanes per direction.&lt;br /&gt;
&lt;br /&gt;
Should you wish to change the default textures, you can do so with the three file selectors in the Material Settings section. The top file selector sets the diffuse texture, the middle line sets the normal texture and the bottom line sets the specular texture.&lt;br /&gt;
&lt;br /&gt;
Once you have chosen the settings you wish to use, make sure you have selected your spline in the scenegraph and click the &amp;quot;Generate Road&amp;quot; button.&lt;br /&gt;
&lt;br /&gt;
The tool will now automatically generate a road based on your settings.&lt;br /&gt;
&lt;br /&gt;
The resulting road will be placed in a transform group named &amp;quot;roads&amp;quot; at the bottom of the scenegraph.&lt;br /&gt;
&lt;br /&gt;
You can now immediately select another spline in the scenegraph and click the &amp;quot;Generate Road&amp;quot; button again without having to close the tool.&lt;br /&gt;
&lt;br /&gt;
If you are not happy with a road you generated, you can just delete it, by deleting its transform group inside the &amp;quot;roads&amp;quot; transform group. You can then select the same spline that you used before again, change the settings in the tool and click &amp;quot;Generate Road&amp;quot; again to re-create the road with the new settings.&lt;br /&gt;
&lt;br /&gt;
Please Note: When using the &amp;quot;Create Water Puddle Surfaces&amp;quot; option, additional shapes will be created that will create water puddles during rain and wetness. You can see the effect by setting the wetness via the seasons visual control script. Please be aware that these shapes will need to be at terrain height, as this effect unfortunately does not work as a terrain decal. When using this option you may need to re-create the road after making changes to the terrain height.&lt;br /&gt;
&lt;br /&gt;
=== SplineToRoadMarkings ===&lt;br /&gt;
This tool is used to create road markings on their own.&lt;br /&gt;
&lt;br /&gt;
This is intended to be used in conjunction with the SplineToRoadIntersection tool to create the markings for an intersection, but can be used elsewhere too, if a few lines or a dashed line are needed.&lt;br /&gt;
&lt;br /&gt;
Place a spline where you want the road markings. Then click on the script in the menu.&lt;br /&gt;
&lt;br /&gt;
A small window will open with the settings for the script. These settings should be pretty self-explanatory.&lt;br /&gt;
&lt;br /&gt;
By default, when &amp;quot;Solid Line&amp;quot; is not checked, a dashed line is created.&lt;br /&gt;
&lt;br /&gt;
Like with the SplineToRoad tool the three sliders for line color represent Red, Green and Blue values respectively from left to right and the &amp;quot;White&amp;quot; and &amp;quot;Yellow&amp;quot; buttons provide easy access to predefined white and yellow colors respectively.&lt;br /&gt;
&lt;br /&gt;
Once you have chosen the settings you want to use, make sure you have one or more splines selected in the scenegraph and click the &amp;quot;Generate Markings&amp;quot; button.&lt;br /&gt;
&lt;br /&gt;
When you select multiple splines simultaneously and click the button, road markings with the same settings will be created for each selected spline.&lt;br /&gt;
&lt;br /&gt;
The finished road markings are placed in a transform group named &amp;quot;roadMarkings&amp;quot; at the bottom of the scenegraph.&lt;br /&gt;
&lt;br /&gt;
=== SplineToRoadIntersection ===&lt;br /&gt;
The SplineToRoadIntersection tool can be used to create complex road intersections.&lt;br /&gt;
&lt;br /&gt;
In contrast to the other two tools, this tool requires multiple splines to create a single intersection.&lt;br /&gt;
&lt;br /&gt;
A minimum of two splines are required, but for most intersections you will need 3 or 4 or even more splines.&lt;br /&gt;
&lt;br /&gt;
The splines for this tool define the outline of the intersection.&lt;br /&gt;
&lt;br /&gt;
Place splines along the outline of the intersection. These splines do not have to form a continuous outline. Gaps are allowed.&lt;br /&gt;
&lt;br /&gt;
The tool will bridge gaps by connecting the end of one spline to the closest starting point of another spline.&lt;br /&gt;
&lt;br /&gt;
The splines have to all run in counter-clockwise direction around the intersection!&lt;br /&gt;
&lt;br /&gt;
After you have placed the splines, click on the script in the menu and a small window will open with the scripts settings.&lt;br /&gt;
&lt;br /&gt;
In the Material Settings section, the top line allows selecting of a custom diffuse texture, the middle line selects the normal texture and the bottom line selects the specular texture.&lt;br /&gt;
&lt;br /&gt;
The UV Scale slider determines the scale of the texture on the intersection. When you use custom textures you may need to adjust this in order for the texture to properly fit the intersection.&lt;br /&gt;
&lt;br /&gt;
Be aware that a wrong setting here may cause a &amp;quot;UVs out of range&amp;quot; error! Should you see this error, delete the previously generated intersection and try again with a different UV Scale setting.&lt;br /&gt;
&lt;br /&gt;
The three sliders for line color represent Red, Green and Blue values respectively from left to right and the &amp;quot;White&amp;quot; and &amp;quot;Yellow&amp;quot; buttons provide easy access to predefined white and yellow colors respectively.&lt;br /&gt;
&lt;br /&gt;
Please Note: This tool cannot generate traffic splines or complex road markings. You will have to create traffic splines manually and for road markings you can use the SplineToRoadMarkings tool.&lt;br /&gt;
&lt;br /&gt;
Please Note: When using the &amp;quot;Create Water Puddle Surfaces&amp;quot; option, a additional shape will be created that will create water puddles during rain and wetness. You can see the effect by setting the wetness via the seasons visual control script. Please be aware that this shape will need to be at terrain height, as this effect unfortunately does not work as a terrain decal. When using this option you may need to re-create the intersection after making changes to the terrain height.&lt;br /&gt;
&lt;br /&gt;
To generate the intersection, make sure you have selected all of the splines for the outline of this intersection in the scenegraph and then click the &amp;quot;Generate intersection&amp;quot; button.&lt;br /&gt;
&lt;br /&gt;
The created intersection will be placed in a transform group named &amp;quot;intersections&amp;quot; at the bottom of the scenegraph.&lt;br /&gt;
&lt;br /&gt;
=== SplineTool ===&lt;br /&gt;
This is a tool for all sorts of spline related tasks. It can be used to get or set the exact coordinates for any spline control vertex (CV), to paint the terrain, terrainDetail, foliage, infoLayer or Procedural Placement masks around a spline and to align a spline to the terrain.&lt;br /&gt;
&lt;br /&gt;
== FAQ and known issues ==&lt;br /&gt;
&lt;br /&gt;
==== I am getting &amp;quot;i3d contains non-binary indexed triangle sets&amp;quot; warnings ====&lt;br /&gt;
These warnings are normal and are expected for both the SplineToRoad and SplineToRoadIntersection tools. These warnings should only appear once for any given road or intersection, when the road or intersection is generated. When you have saved the map and reload it or load it ingame these warnings should not reappear.&lt;br /&gt;
&lt;br /&gt;
If they reappear, even after closing and re-opening Giants Editor and without using the script again, go to File -&amp;gt; Save as... and select Binary i3d next to the filename in the save file dialog.&lt;br /&gt;
&lt;br /&gt;
==== I clicked the button, but I cant see anything new ====&lt;br /&gt;
Wait a few seconds as it can take a moment for Giants Editor to update properly. In the scenegraph you may have to select a few different items before the new ones show up.&lt;br /&gt;
&lt;br /&gt;
Should you still not see anything after a little while, try zooming in very close to the terrain as that can help to update it. Finally also check the console for any potential errors or messages from the script.&lt;br /&gt;
&lt;br /&gt;
==== I want my roads to look snowy and frozen in the winter. How do I add the shader for this? ====&lt;br /&gt;
You dont have to. The scripts automatically add the basegame shader to all roads and intersections you create with them.&lt;br /&gt;
&lt;br /&gt;
When you use the season toolkit and add snow, you should see your roads and intersections gettings a bit snowy. Note that in my experience Giants Editor can be a bit annoying and not properly update the view when you do this, so try zooming in very close to the road to update the visuals. Ingame this issue should not happen.&lt;br /&gt;
&lt;br /&gt;
==== My intersections look weird with a custom texture ====&lt;br /&gt;
If you are using a custom road texture that has a &amp;quot;border&amp;quot; for the road on the texture, this texture is not suitable for use with the intersection tool. As intersections can take almost any arbitrary form it is effectively impossible to generate UVs that would allow for the use of such a texture. Use a texture that is only asphalt/road surface without a &amp;quot;border&amp;quot; instead.&lt;br /&gt;
&lt;br /&gt;
Alternatively you could export the intersection shape as obj, import it in blender and UV map it in blender and then export it to i3d and import it into your map again.&lt;br /&gt;
&lt;br /&gt;
==== The intersection was created wrong. The road is outside the intersection and there is nothing inside it ====&lt;br /&gt;
This may be caused by a particularly complex or weird shape for a intersection. This should be extremely rare.&lt;br /&gt;
&lt;br /&gt;
If this happens, try deviding the intersection into two or more pieces and generating each piece individually.&lt;br /&gt;
&lt;br /&gt;
If the road connections to the intersection are very far drawn out, this can also cause this. Try making the road connections that are part of the intersection shorter and bridge any potential gaps with the road tool.&lt;br /&gt;
&lt;br /&gt;
==== The lines on the intersection are generated outside the intersection, next to the asphalt and not on it ====&lt;br /&gt;
When this happens, you probably got the direction of your spline wrong. Make sure they go in a counter clockwise fashion around the intersection.&lt;br /&gt;
&lt;br /&gt;
If they currently do not, change the direction of the spline so they do, delete the wrong intersection and re-create it with the tool.&lt;br /&gt;
&lt;br /&gt;
==== Terrain Decals, Roads disappearing after changes to the terrain ====&lt;br /&gt;
All the roads, lines and intersections created by these tools use the &amp;quot;terrain decal&amp;quot; functionality in FS 25.&lt;br /&gt;
&lt;br /&gt;
This means that the roads, lines and intersections act like a texture on the terrain itself, so for the most part this means that if you make small adjustments to the terrain you will not need to change anything about the roads, lines or intersections as they should still be on the terrain.&lt;br /&gt;
&lt;br /&gt;
If you make bigger terrain changes (like changing the height of the terrain by more then 20 meters at a road), this can however cause the roads, lines and/or intersections to disappear as the terrain ends up out of range from the actual shapes that are placed underneath the terrain.&lt;br /&gt;
&lt;br /&gt;
To fix this you can either manually move the shapes (eg by moving the &amp;quot;roadPieces&amp;quot; transform group of a road) closer to the new terrain, or you can delete the old road and generate a new one. You can use the old spline again even if it is underground now. The height of the spline does not matter. The script always reads the height of the terrain itself.&lt;br /&gt;
&lt;br /&gt;
==== Do I have to keep the splines used to generate the roads/lines/intersections? ====&lt;br /&gt;
No. These splines are only needed to generate the parts. When you are happy with the generated pieces you can delete the spline.&lt;br /&gt;
&lt;br /&gt;
If I were you, I may keep all these splines around until the map is finished, just in case you want to make an adjustment or recreate a piece later.&lt;br /&gt;
&lt;br /&gt;
When you are sure you will not need them again, you can delete them.&lt;/div&gt;</summary>
		<author><name>XPModder</name></author>
	</entry>
	<entry>
		<id>https://fswiki.xpmodder.com/mw/index.php?title=Template:ExternalFileDownload&amp;diff=146</id>
		<title>Template:ExternalFileDownload</title>
		<link rel="alternate" type="text/html" href="https://fswiki.xpmodder.com/mw/index.php?title=Template:ExternalFileDownload&amp;diff=146"/>
		<updated>2025-01-25T12:03:51Z</updated>

		<summary type="html">&lt;p&gt;XPModder: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;includeonly&amp;gt;&lt;br /&gt;
&amp;lt;templatestyles src=&amp;quot;Template:ExternalFileDownload/styles.css&amp;quot;/&amp;gt;&lt;br /&gt;
&amp;lt;span class=&amp;quot;ui-button-container&amp;quot;&amp;gt;[//fswiki.xpmodder.com/externalFiles/{{urlencode:{{{1|404.html}}}}} &amp;lt;span class=&amp;quot;submit ui-button ui-widget ui-state-default ui-corner-all&lt;br /&gt;
  {{{class|}}}&amp;quot; role=&amp;quot;button&amp;quot; aria-disabled=&amp;quot;false&amp;quot;&amp;gt;&amp;lt;span class=&amp;quot;ui-button-text&amp;quot;&amp;gt;&amp;lt;i class=&amp;quot;fa-solid fa-download&amp;quot;&amp;gt;&amp;lt;/i&amp;gt;&amp;amp;nbsp;&amp;amp;nbsp;{{{1|No file specified!}}}&amp;lt;/span&amp;gt;&amp;lt;/span&amp;gt;]&amp;lt;/span&amp;gt;&lt;br /&gt;
&amp;lt;/includeonly&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;noinclude&amp;gt;&lt;br /&gt;
Test: {{ExternalFileDownload|Spline-Road-Toolkit v2.0.zip}}&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>XPModder</name></author>
	</entry>
	<entry>
		<id>https://fswiki.xpmodder.com/mw/index.php?title=Spline-Road-Toolkit&amp;diff=145</id>
		<title>Spline-Road-Toolkit</title>
		<link rel="alternate" type="text/html" href="https://fswiki.xpmodder.com/mw/index.php?title=Spline-Road-Toolkit&amp;diff=145"/>
		<updated>2025-01-25T12:03:42Z</updated>

		<summary type="html">&lt;p&gt;XPModder: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This is a toolkit for Giants Editor 10 to create roads, intersections and road markings from splines without the need for 3D-Moddeling software like blender.&lt;br /&gt;
&lt;br /&gt;
You can download it here: &lt;br /&gt;
&lt;br /&gt;
{{ExternalFileDownload|Spline-Road-Toolkit v2.0}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The toolkit is split into 4 separate scripts:&lt;br /&gt;
&lt;br /&gt;
*    SplineToRoad.lua&lt;br /&gt;
*    SplineToRoadMarkings.lua&lt;br /&gt;
*    SplineToRoadIntersection.lua&lt;br /&gt;
* SplineTool.lua&lt;br /&gt;
&lt;br /&gt;
== Installation ==&lt;br /&gt;
To install this toolkit, extract the lua files to: %localappdata%/GIANTS Software/Giants Editor 10.0.x/scripts/&lt;br /&gt;
&lt;br /&gt;
Extract the textures folder into your map folder. There will already be a textures folder in your map, but dont worry, extracting this there should not overwrite any files. If you prefer, you can also directly extract the road folder that is inside the textures folder into your maps textures folder.&lt;br /&gt;
&lt;br /&gt;
Remember to add these textures to any map you want to use this tool on.&lt;br /&gt;
&lt;br /&gt;
You can also use your own custom road textures if you prefer. See the Usage section below for more info on that.&lt;br /&gt;
&lt;br /&gt;
Now the scripts are installed and ready to use!&lt;br /&gt;
&lt;br /&gt;
== A note on the textures ==&lt;br /&gt;
The included textures are one simple asphalt texture which everyone may freely use with a diffuse, normal and specular. As different maps and different modders may prefer a darker or lighter road, the included asphalt01 - asphalt07 diffuse textures are replacements for the regular asphalt diffuse and they can be used with the same normal and specular as the asphalt diffuse. These alternative textures are lighter then the admittedly very dark default, with the asphalt07 being the lightest.&lt;br /&gt;
&lt;br /&gt;
As stated above, you may use your own textures though.&lt;br /&gt;
&lt;br /&gt;
== Usage ==&lt;br /&gt;
Each of the three scripts will be accessible in Giants Editor (GE) via the Scripts -&amp;gt; User Scripts menu.&lt;br /&gt;
&lt;br /&gt;
=== SplineToRoad ===&lt;br /&gt;
This script is used to create the roads themselves.&lt;br /&gt;
&lt;br /&gt;
The script uses a single spline to create a road.&lt;br /&gt;
&lt;br /&gt;
Place a spline where you want the road to be. The spline will be at the exact center of the road.&lt;br /&gt;
&lt;br /&gt;
When you click on the script in the menu, a small window will open with the settings for the script.&lt;br /&gt;
&lt;br /&gt;
These settings should be self-explanatory for the most part. The textures selected in the Material Settings will be used for the road itself. The lines do not use a texture.&lt;br /&gt;
&lt;br /&gt;
The Line color sliders correspond to Red, Green and Blue from left to right. The buttons &amp;quot;White&amp;quot; and &amp;quot;Yellow&amp;quot; provide an easy way to select pure a pure white or a yellow color, as these are the most commonly used colors for road markings.&lt;br /&gt;
&lt;br /&gt;
The settings &amp;quot;Widen at start of road&amp;quot; and &amp;quot;Widen at end of road&amp;quot; cause the road to become wider with an outward curve at the start or end respectively. This can be used for simple intersections, but does not offer much control over the shape.&lt;br /&gt;
&lt;br /&gt;
For more complex intersections and more control over the exact shape of the intersection, use the SplineToRoadIntersection script.&lt;br /&gt;
&lt;br /&gt;
The setting &amp;quot;Both Splines same direction&amp;quot;, when checked, results in both traffic splines going the same direction. This can be used to create highways with 2 lanes per direction.&lt;br /&gt;
&lt;br /&gt;
Should you wish to change the default textures, you can do so with the three file selectors in the Material Settings section. The top file selector sets the diffuse texture, the middle line sets the normal texture and the bottom line sets the specular texture.&lt;br /&gt;
&lt;br /&gt;
Once you have chosen the settings you wish to use, make sure you have selected your spline in the scenegraph and click the &amp;quot;Generate Road&amp;quot; button.&lt;br /&gt;
&lt;br /&gt;
The tool will now automatically generate a road based on your settings.&lt;br /&gt;
&lt;br /&gt;
The resulting road will be placed in a transform group named &amp;quot;roads&amp;quot; at the bottom of the scenegraph.&lt;br /&gt;
&lt;br /&gt;
You can now immediately select another spline in the scenegraph and click the &amp;quot;Generate Road&amp;quot; button again without having to close the tool.&lt;br /&gt;
&lt;br /&gt;
If you are not happy with a road you generated, you can just delete it, by deleting its transform group inside the &amp;quot;roads&amp;quot; transform group. You can then select the same spline that you used before again, change the settings in the tool and click &amp;quot;Generate Road&amp;quot; again to re-create the road with the new settings.&lt;br /&gt;
&lt;br /&gt;
Please Note: When using the &amp;quot;Create Water Puddle Surfaces&amp;quot; option, additional shapes will be created that will create water puddles during rain and wetness. You can see the effect by setting the wetness via the seasons visual control script. Please be aware that these shapes will need to be at terrain height, as this effect unfortunately does not work as a terrain decal. When using this option you may need to re-create the road after making changes to the terrain height.&lt;br /&gt;
&lt;br /&gt;
=== SplineToRoadMarkings ===&lt;br /&gt;
This tool is used to create road markings on their own.&lt;br /&gt;
&lt;br /&gt;
This is intended to be used in conjunction with the SplineToRoadIntersection tool to create the markings for an intersection, but can be used elsewhere too, if a few lines or a dashed line are needed.&lt;br /&gt;
&lt;br /&gt;
Place a spline where you want the road markings. Then click on the script in the menu.&lt;br /&gt;
&lt;br /&gt;
A small window will open with the settings for the script. These settings should be pretty self-explanatory.&lt;br /&gt;
&lt;br /&gt;
By default, when &amp;quot;Solid Line&amp;quot; is not checked, a dashed line is created.&lt;br /&gt;
&lt;br /&gt;
Like with the SplineToRoad tool the three sliders for line color represent Red, Green and Blue values respectively from left to right and the &amp;quot;White&amp;quot; and &amp;quot;Yellow&amp;quot; buttons provide easy access to predefined white and yellow colors respectively.&lt;br /&gt;
&lt;br /&gt;
Once you have chosen the settings you want to use, make sure you have one or more splines selected in the scenegraph and click the &amp;quot;Generate Markings&amp;quot; button.&lt;br /&gt;
&lt;br /&gt;
When you select multiple splines simultaneously and click the button, road markings with the same settings will be created for each selected spline.&lt;br /&gt;
&lt;br /&gt;
The finished road markings are placed in a transform group named &amp;quot;roadMarkings&amp;quot; at the bottom of the scenegraph.&lt;br /&gt;
&lt;br /&gt;
=== SplineToRoadIntersection ===&lt;br /&gt;
The SplineToRoadIntersection tool can be used to create complex road intersections.&lt;br /&gt;
&lt;br /&gt;
In contrast to the other two tools, this tool requires multiple splines to create a single intersection.&lt;br /&gt;
&lt;br /&gt;
A minimum of two splines are required, but for most intersections you will need 3 or 4 or even more splines.&lt;br /&gt;
&lt;br /&gt;
The splines for this tool define the outline of the intersection.&lt;br /&gt;
&lt;br /&gt;
Place splines along the outline of the intersection. These splines do not have to form a continuous outline. Gaps are allowed.&lt;br /&gt;
&lt;br /&gt;
The tool will bridge gaps by connecting the end of one spline to the closest starting point of another spline.&lt;br /&gt;
&lt;br /&gt;
The splines have to all run in counter-clockwise direction around the intersection!&lt;br /&gt;
&lt;br /&gt;
After you have placed the splines, click on the script in the menu and a small window will open with the scripts settings.&lt;br /&gt;
&lt;br /&gt;
In the Material Settings section, the top line allows selecting of a custom diffuse texture, the middle line selects the normal texture and the bottom line selects the specular texture.&lt;br /&gt;
&lt;br /&gt;
The UV Scale slider determines the scale of the texture on the intersection. When you use custom textures you may need to adjust this in order for the texture to properly fit the intersection.&lt;br /&gt;
&lt;br /&gt;
Be aware that a wrong setting here may cause a &amp;quot;UVs out of range&amp;quot; error! Should you see this error, delete the previously generated intersection and try again with a different UV Scale setting.&lt;br /&gt;
&lt;br /&gt;
The three sliders for line color represent Red, Green and Blue values respectively from left to right and the &amp;quot;White&amp;quot; and &amp;quot;Yellow&amp;quot; buttons provide easy access to predefined white and yellow colors respectively.&lt;br /&gt;
&lt;br /&gt;
Please Note: This tool cannot generate traffic splines or complex road markings. You will have to create traffic splines manually and for road markings you can use the SplineToRoadMarkings tool.&lt;br /&gt;
&lt;br /&gt;
Please Note: When using the &amp;quot;Create Water Puddle Surfaces&amp;quot; option, a additional shape will be created that will create water puddles during rain and wetness. You can see the effect by setting the wetness via the seasons visual control script. Please be aware that this shape will need to be at terrain height, as this effect unfortunately does not work as a terrain decal. When using this option you may need to re-create the intersection after making changes to the terrain height.&lt;br /&gt;
&lt;br /&gt;
To generate the intersection, make sure you have selected all of the splines for the outline of this intersection in the scenegraph and then click the &amp;quot;Generate intersection&amp;quot; button.&lt;br /&gt;
&lt;br /&gt;
The created intersection will be placed in a transform group named &amp;quot;intersections&amp;quot; at the bottom of the scenegraph.&lt;br /&gt;
&lt;br /&gt;
=== SplineTool ===&lt;br /&gt;
This is a tool for all sorts of spline related tasks. It can be used to get or set the exact coordinates for any spline control vertex (CV), to paint the terrain, terrainDetail, foliage, infoLayer or Procedural Placement masks around a spline and to align a spline to the terrain.&lt;br /&gt;
&lt;br /&gt;
== FAQ and known issues ==&lt;br /&gt;
&lt;br /&gt;
==== I am getting &amp;quot;i3d contains non-binary indexed triangle sets&amp;quot; warnings ====&lt;br /&gt;
These warnings are normal and are expected for both the SplineToRoad and SplineToRoadIntersection tools. These warnings should only appear once for any given road or intersection, when the road or intersection is generated. When you have saved the map and reload it or load it ingame these warnings should not reappear.&lt;br /&gt;
&lt;br /&gt;
If they reappear, even after closing and re-opening Giants Editor and without using the script again, go to File -&amp;gt; Save as... and select Binary i3d next to the filename in the save file dialog.&lt;br /&gt;
&lt;br /&gt;
==== I clicked the button, but I cant see anything new ====&lt;br /&gt;
Wait a few seconds as it can take a moment for Giants Editor to update properly. In the scenegraph you may have to select a few different items before the new ones show up.&lt;br /&gt;
&lt;br /&gt;
Should you still not see anything after a little while, try zooming in very close to the terrain as that can help to update it. Finally also check the console for any potential errors or messages from the script.&lt;br /&gt;
&lt;br /&gt;
==== I want my roads to look snowy and frozen in the winter. How do I add the shader for this? ====&lt;br /&gt;
You dont have to. The scripts automatically add the basegame shader to all roads and intersections you create with them.&lt;br /&gt;
&lt;br /&gt;
When you use the season toolkit and add snow, you should see your roads and intersections gettings a bit snowy. Note that in my experience Giants Editor can be a bit annoying and not properly update the view when you do this, so try zooming in very close to the road to update the visuals. Ingame this issue should not happen.&lt;br /&gt;
&lt;br /&gt;
==== My intersections look weird with a custom texture ====&lt;br /&gt;
If you are using a custom road texture that has a &amp;quot;border&amp;quot; for the road on the texture, this texture is not suitable for use with the intersection tool. As intersections can take almost any arbitrary form it is effectively impossible to generate UVs that would allow for the use of such a texture. Use a texture that is only asphalt/road surface without a &amp;quot;border&amp;quot; instead.&lt;br /&gt;
&lt;br /&gt;
Alternatively you could export the intersection shape as obj, import it in blender and UV map it in blender and then export it to i3d and import it into your map again.&lt;br /&gt;
&lt;br /&gt;
==== The intersection was created wrong. The road is outside the intersection and there is nothing inside it ====&lt;br /&gt;
This may be caused by a particularly complex or weird shape for a intersection. This should be extremely rare.&lt;br /&gt;
&lt;br /&gt;
If this happens, try deviding the intersection into two or more pieces and generating each piece individually.&lt;br /&gt;
&lt;br /&gt;
If the road connections to the intersection are very far drawn out, this can also cause this. Try making the road connections that are part of the intersection shorter and bridge any potential gaps with the road tool.&lt;br /&gt;
&lt;br /&gt;
==== The lines on the intersection are generated outside the intersection, next to the asphalt and not on it ====&lt;br /&gt;
When this happens, you probably got the direction of your spline wrong. Make sure they go in a counter clockwise fashion around the intersection.&lt;br /&gt;
&lt;br /&gt;
If they currently do not, change the direction of the spline so they do, delete the wrong intersection and re-create it with the tool.&lt;br /&gt;
&lt;br /&gt;
==== Terrain Decals, Roads disappearing after changes to the terrain ====&lt;br /&gt;
All the roads, lines and intersections created by these tools use the &amp;quot;terrain decal&amp;quot; functionality in FS 25.&lt;br /&gt;
&lt;br /&gt;
This means that the roads, lines and intersections act like a texture on the terrain itself, so for the most part this means that if you make small adjustments to the terrain you will not need to change anything about the roads, lines or intersections as they should still be on the terrain.&lt;br /&gt;
&lt;br /&gt;
If you make bigger terrain changes (like changing the height of the terrain by more then 20 meters at a road), this can however cause the roads, lines and/or intersections to disappear as the terrain ends up out of range from the actual shapes that are placed underneath the terrain.&lt;br /&gt;
&lt;br /&gt;
To fix this you can either manually move the shapes (eg by moving the &amp;quot;roadPieces&amp;quot; transform group of a road) closer to the new terrain, or you can delete the old road and generate a new one. You can use the old spline again even if it is underground now. The height of the spline does not matter. The script always reads the height of the terrain itself.&lt;br /&gt;
&lt;br /&gt;
==== Do I have to keep the splines used to generate the roads/lines/intersections? ====&lt;br /&gt;
No. These splines are only needed to generate the parts. When you are happy with the generated pieces you can delete the spline.&lt;br /&gt;
&lt;br /&gt;
If I were you, I may keep all these splines around until the map is finished, just in case you want to make an adjustment or recreate a piece later.&lt;br /&gt;
&lt;br /&gt;
When you are sure you will not need them again, you can delete them.&lt;/div&gt;</summary>
		<author><name>XPModder</name></author>
	</entry>
	<entry>
		<id>https://fswiki.xpmodder.com/mw/index.php?title=Template:ExternalFileDownload/styles.css&amp;diff=144</id>
		<title>Template:ExternalFileDownload/styles.css</title>
		<link rel="alternate" type="text/html" href="https://fswiki.xpmodder.com/mw/index.php?title=Template:ExternalFileDownload/styles.css&amp;diff=144"/>
		<updated>2025-01-25T11:58:30Z</updated>

		<summary type="html">&lt;p&gt;XPModder: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;.ui-button.ui-corner-all, .ui-button.ui-corner-bottom, .ui-button.ui-corner-right, .ui-button.ui-corner-br {&lt;br /&gt;
  border-bottom-right-radius: 4px;&lt;br /&gt;
}&lt;br /&gt;
.ui-button.ui-corner-all, .ui-button.ui-corner-bottom, .ui-button.ui-corner-left, .ui-button.ui-corner-bl {&lt;br /&gt;
  border-bottom-left-radius: 4px;&lt;br /&gt;
}&lt;br /&gt;
.ui-button.ui-corner-all, .ui-button.ui-corner-top, .ui-button.ui-corner-right, .ui-button.ui-corner-tr {&lt;br /&gt;
  border-top-right-radius: 4px;&lt;br /&gt;
}&lt;br /&gt;
.ui-button.ui-corner-all, .ui-button.ui-corner-top, .ui-button.ui-corner-left, .ui-button.ui-corner-tl {&lt;br /&gt;
  border-top-left-radius: 4px;&lt;br /&gt;
}&lt;br /&gt;
body .ui-button {&lt;br /&gt;
  color: white;&lt;br /&gt;
  text-shadow: 0 -1px 1px #037;&lt;br /&gt;
  margin: 0.5em 0 0.5em 0.4em;&lt;br /&gt;
  border: 1px solid #aaa !important;&lt;br /&gt;
  border-color: #468 !important;&lt;br /&gt;
  background: #36b !important;&lt;br /&gt;
  background: linear-gradient(to bottom,#48e 0%,#36b 90%) !important;&lt;br /&gt;
  box-shadow: 0 1px 3px rgba(0,0,0,.35);&lt;br /&gt;
  cursor: pointer;&lt;br /&gt;
  font-size: 1em;&lt;br /&gt;
  line-height: 1.4em;&lt;br /&gt;
  width: auto;&lt;br /&gt;
  overflow: visible;&lt;br /&gt;
}&lt;br /&gt;
.ui-button, .ui-button:link, .ui-button:visited, .ui-button:hover, .ui-button:active {&lt;br /&gt;
  text-decoration: none;&lt;br /&gt;
}&lt;br /&gt;
.ui-button {&lt;br /&gt;
  display: inline-block;&lt;br /&gt;
  position: relative;&lt;br /&gt;
  padding: 0;&lt;br /&gt;
  line-height: normal;&lt;br /&gt;
  margin-right: .1em;&lt;br /&gt;
  cursor: pointer;&lt;br /&gt;
  vertical-align: middle;&lt;br /&gt;
  text-align: center;&lt;br /&gt;
  overflow: visible;&lt;br /&gt;
}&lt;br /&gt;
.ui-button .ui-button-text {&lt;br /&gt;
  padding: .4em 1em;&lt;br /&gt;
  display: block;&lt;br /&gt;
  line-height: normal;&lt;br /&gt;
}&lt;br /&gt;
.ui-button-container a:after{&lt;br /&gt;
	content: none;&lt;br /&gt;
	display: none;&lt;br /&gt;
}&lt;br /&gt;
body .ui-button:hover {&lt;br /&gt;
	background: linear-gradient(to bottom,#59e 0%,#36c 90%) !important;	&lt;br /&gt;
}&lt;/div&gt;</summary>
		<author><name>XPModder</name></author>
	</entry>
	<entry>
		<id>https://fswiki.xpmodder.com/mw/index.php?title=Template:ExternalFileDownload/styles.css&amp;diff=143</id>
		<title>Template:ExternalFileDownload/styles.css</title>
		<link rel="alternate" type="text/html" href="https://fswiki.xpmodder.com/mw/index.php?title=Template:ExternalFileDownload/styles.css&amp;diff=143"/>
		<updated>2025-01-25T11:46:46Z</updated>

		<summary type="html">&lt;p&gt;XPModder: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;.ui-button.ui-corner-all, .ui-button.ui-corner-bottom, .ui-button.ui-corner-right, .ui-button.ui-corner-br {&lt;br /&gt;
  border-bottom-right-radius: 4px;&lt;br /&gt;
}&lt;br /&gt;
.ui-button.ui-corner-all, .ui-button.ui-corner-bottom, .ui-button.ui-corner-left, .ui-button.ui-corner-bl {&lt;br /&gt;
  border-bottom-left-radius: 4px;&lt;br /&gt;
}&lt;br /&gt;
.ui-button.ui-corner-all, .ui-button.ui-corner-top, .ui-button.ui-corner-right, .ui-button.ui-corner-tr {&lt;br /&gt;
  border-top-right-radius: 4px;&lt;br /&gt;
}&lt;br /&gt;
.ui-button.ui-corner-all, .ui-button.ui-corner-top, .ui-button.ui-corner-left, .ui-button.ui-corner-tl {&lt;br /&gt;
  border-top-left-radius: 4px;&lt;br /&gt;
}&lt;br /&gt;
body .ui-button {&lt;br /&gt;
  color: white;&lt;br /&gt;
  text-shadow: 0 -1px 1px #037;&lt;br /&gt;
  margin: 0.5em 0 0.5em 0.4em;&lt;br /&gt;
  border: 1px solid #aaa !important;&lt;br /&gt;
  border-color: #468 !important;&lt;br /&gt;
  background: #36b !important;&lt;br /&gt;
  background: linear-gradient(to bottom,#48e 0%,#36b 90%) !important;&lt;br /&gt;
  box-shadow: 0 1px 3px rgba(0,0,0,.35);&lt;br /&gt;
  cursor: pointer;&lt;br /&gt;
  font-size: 1em;&lt;br /&gt;
  line-height: 1.4em;&lt;br /&gt;
  width: auto;&lt;br /&gt;
  overflow: visible;&lt;br /&gt;
}&lt;br /&gt;
.ui-button, .ui-button:link, .ui-button:visited, .ui-button:hover, .ui-button:active {&lt;br /&gt;
  text-decoration: none;&lt;br /&gt;
}&lt;br /&gt;
.ui-button {&lt;br /&gt;
  display: inline-block;&lt;br /&gt;
  position: relative;&lt;br /&gt;
  padding: 0;&lt;br /&gt;
  line-height: normal;&lt;br /&gt;
  margin-right: .1em;&lt;br /&gt;
  cursor: pointer;&lt;br /&gt;
  vertical-align: middle;&lt;br /&gt;
  text-align: center;&lt;br /&gt;
  overflow: visible;&lt;br /&gt;
}&lt;br /&gt;
.ui-button .ui-button-text {&lt;br /&gt;
  padding: .4em 1em;&lt;br /&gt;
  display: block;&lt;br /&gt;
  line-height: normal;&lt;br /&gt;
}&lt;br /&gt;
.ui-button-container a:after{&lt;br /&gt;
	content: none;&lt;br /&gt;
	display: none;&lt;br /&gt;
}&lt;/div&gt;</summary>
		<author><name>XPModder</name></author>
	</entry>
	<entry>
		<id>https://fswiki.xpmodder.com/mw/index.php?title=Template:ExternalFileDownload/styles.css&amp;diff=142</id>
		<title>Template:ExternalFileDownload/styles.css</title>
		<link rel="alternate" type="text/html" href="https://fswiki.xpmodder.com/mw/index.php?title=Template:ExternalFileDownload/styles.css&amp;diff=142"/>
		<updated>2025-01-25T11:45:39Z</updated>

		<summary type="html">&lt;p&gt;XPModder: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;.ui-button.ui-corner-all, .ui-button.ui-corner-bottom, .ui-button.ui-corner-right, .ui-button.ui-corner-br {&lt;br /&gt;
  border-bottom-right-radius: 4px;&lt;br /&gt;
}&lt;br /&gt;
.ui-button.ui-corner-all, .ui-button.ui-corner-bottom, .ui-button.ui-corner-left, .ui-button.ui-corner-bl {&lt;br /&gt;
  border-bottom-left-radius: 4px;&lt;br /&gt;
}&lt;br /&gt;
.ui-button.ui-corner-all, .ui-button.ui-corner-top, .ui-button.ui-corner-right, .ui-button.ui-corner-tr {&lt;br /&gt;
  border-top-right-radius: 4px;&lt;br /&gt;
}&lt;br /&gt;
.ui-button.ui-corner-all, .ui-button.ui-corner-top, .ui-button.ui-corner-left, .ui-button.ui-corner-tl {&lt;br /&gt;
  border-top-left-radius: 4px;&lt;br /&gt;
}&lt;br /&gt;
body .ui-button {&lt;br /&gt;
  color: white;&lt;br /&gt;
  text-shadow: 0 -1px 1px #037;&lt;br /&gt;
  margin: 0.5em 0 0.5em 0.4em;&lt;br /&gt;
  border: 1px solid #aaa !important;&lt;br /&gt;
  border-color: #468 !important;&lt;br /&gt;
  background: #36b !important;&lt;br /&gt;
  background: linear-gradient(to bottom,#48e 0%,#36b 90%) !important;&lt;br /&gt;
  box-shadow: 0 1px 3px rgba(0,0,0,.35);&lt;br /&gt;
  cursor: pointer;&lt;br /&gt;
  font-size: 1em;&lt;br /&gt;
  line-height: 1.4em;&lt;br /&gt;
  width: auto;&lt;br /&gt;
  overflow: visible;&lt;br /&gt;
}&lt;br /&gt;
.ui-button, .ui-button:link, .ui-button:visited, .ui-button:hover, .ui-button:active {&lt;br /&gt;
  text-decoration: none;&lt;br /&gt;
}&lt;br /&gt;
.ui-button {&lt;br /&gt;
  display: inline-block;&lt;br /&gt;
  position: relative;&lt;br /&gt;
  padding: 0;&lt;br /&gt;
  line-height: normal;&lt;br /&gt;
  margin-right: .1em;&lt;br /&gt;
  cursor: pointer;&lt;br /&gt;
  vertical-align: middle;&lt;br /&gt;
  text-align: center;&lt;br /&gt;
  overflow: visible;&lt;br /&gt;
}&lt;br /&gt;
.ui-button-text-only .ui-button-text {&lt;br /&gt;
  padding: .4em 1em;&lt;br /&gt;
}&lt;br /&gt;
.ui-button-container a:after{&lt;br /&gt;
	content: none;&lt;br /&gt;
	display: none;&lt;br /&gt;
}&lt;/div&gt;</summary>
		<author><name>XPModder</name></author>
	</entry>
	<entry>
		<id>https://fswiki.xpmodder.com/mw/index.php?title=Template:ExternalFileDownload/styles.css&amp;diff=141</id>
		<title>Template:ExternalFileDownload/styles.css</title>
		<link rel="alternate" type="text/html" href="https://fswiki.xpmodder.com/mw/index.php?title=Template:ExternalFileDownload/styles.css&amp;diff=141"/>
		<updated>2025-01-25T11:44:45Z</updated>

		<summary type="html">&lt;p&gt;XPModder: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;.ui-button.ui-corner-all, .ui-button.ui-corner-bottom, .ui-button.ui-corner-right, .ui-button.ui-corner-br {&lt;br /&gt;
  border-bottom-right-radius: 4px;&lt;br /&gt;
}&lt;br /&gt;
.ui-button.ui-corner-all, .ui-button.ui-corner-bottom, .ui-button.ui-corner-left, .ui-button.ui-corner-bl {&lt;br /&gt;
  border-bottom-left-radius: 4px;&lt;br /&gt;
}&lt;br /&gt;
.ui-button.ui-corner-all, .ui-button.ui-corner-top, .ui-button.ui-corner-right, .ui-button.ui-corner-tr {&lt;br /&gt;
  border-top-right-radius: 4px;&lt;br /&gt;
}&lt;br /&gt;
.ui-button.ui-corner-all, .ui-button.ui-corner-top, .ui-button.ui-corner-left, .ui-button.ui-corner-tl {&lt;br /&gt;
  border-top-left-radius: 4px;&lt;br /&gt;
}&lt;br /&gt;
body .ui-button {&lt;br /&gt;
  color: white;&lt;br /&gt;
  text-shadow: 0 -1px 1px #037;&lt;br /&gt;
  margin: 0.5em 0 0.5em 0.4em;&lt;br /&gt;
  border: 1px solid #aaa !important;&lt;br /&gt;
  border-color: #468 !important;&lt;br /&gt;
  background: #36b !important;&lt;br /&gt;
  background: linear-gradient(to bottom,#48e 0%,#36b 90%) !important;&lt;br /&gt;
  box-shadow: 0 1px 3px rgba(0,0,0,.35);&lt;br /&gt;
  cursor: pointer;&lt;br /&gt;
  font-size: 1em;&lt;br /&gt;
  line-height: 1.4em;&lt;br /&gt;
  width: auto;&lt;br /&gt;
  overflow: visible;&lt;br /&gt;
}&lt;br /&gt;
.ui-button, .ui-button:link, .ui-button:visited, .ui-button:hover, .ui-button:active {&lt;br /&gt;
  text-decoration: none;&lt;br /&gt;
}&lt;br /&gt;
.ui-button {&lt;br /&gt;
  display: inline-block;&lt;br /&gt;
  position: relative;&lt;br /&gt;
  padding: 0;&lt;br /&gt;
  line-height: normal;&lt;br /&gt;
  margin-right: .1em;&lt;br /&gt;
  cursor: pointer;&lt;br /&gt;
  vertical-align: middle;&lt;br /&gt;
  text-align: center;&lt;br /&gt;
  overflow: visible;&lt;br /&gt;
}&lt;br /&gt;
.ui-button-text-icon-primary .ui-button-text, .ui-button-text-icons .ui-button-text {&lt;br /&gt;
  padding: .4em 1em .4em 2.1em;&lt;br /&gt;
}&lt;br /&gt;
.ui-button-container a:after{&lt;br /&gt;
	content: none;&lt;br /&gt;
	display: none;&lt;br /&gt;
}&lt;/div&gt;</summary>
		<author><name>XPModder</name></author>
	</entry>
	<entry>
		<id>https://fswiki.xpmodder.com/mw/index.php?title=Template:ExternalFileDownload/styles.css&amp;diff=140</id>
		<title>Template:ExternalFileDownload/styles.css</title>
		<link rel="alternate" type="text/html" href="https://fswiki.xpmodder.com/mw/index.php?title=Template:ExternalFileDownload/styles.css&amp;diff=140"/>
		<updated>2025-01-25T11:43:53Z</updated>

		<summary type="html">&lt;p&gt;XPModder: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;.ui-button.ui-corner-all, .ui-button.ui-corner-bottom, .ui-button.ui-corner-right, .ui-button.ui-corner-br {&lt;br /&gt;
  border-bottom-right-radius: 4px;&lt;br /&gt;
}&lt;br /&gt;
.ui-button.ui-corner-all, .ui-button.ui-corner-bottom, .ui-button.ui-corner-left, .ui-button.ui-corner-bl {&lt;br /&gt;
  border-bottom-left-radius: 4px;&lt;br /&gt;
}&lt;br /&gt;
.ui-button.ui-corner-all, .ui-button.ui-corner-top, .ui-button.ui-corner-right, .ui-button.ui-corner-tr {&lt;br /&gt;
  border-top-right-radius: 4px;&lt;br /&gt;
}&lt;br /&gt;
.ui-button.ui-corner-all, .ui-button.ui-corner-top, .ui-button.ui-corner-left, .ui-button.ui-corner-tl {&lt;br /&gt;
  border-top-left-radius: 4px;&lt;br /&gt;
}&lt;br /&gt;
body .ui-button {&lt;br /&gt;
  color: white;&lt;br /&gt;
  text-shadow: 0 -1px 1px #037;&lt;br /&gt;
  margin: 0.5em 0 0.5em 0.4em;&lt;br /&gt;
  border: 1px solid #aaa !important;&lt;br /&gt;
  border-color: #468 !important;&lt;br /&gt;
  background: #36b !important;&lt;br /&gt;
  background: linear-gradient(to bottom,#48e 0%,#36b 90%) !important;&lt;br /&gt;
  box-shadow: 0 1px 3px rgba(0,0,0,.35);&lt;br /&gt;
  cursor: pointer;&lt;br /&gt;
  font-size: 1em;&lt;br /&gt;
  line-height: 1.4em;&lt;br /&gt;
  width: auto;&lt;br /&gt;
  overflow: visible;&lt;br /&gt;
}&lt;br /&gt;
.ui-button, .ui-button:link, .ui-button:visited, .ui-button:hover, .ui-button:active {&lt;br /&gt;
  text-decoration: none;&lt;br /&gt;
}&lt;br /&gt;
.ui-button {&lt;br /&gt;
  display: inline-block;&lt;br /&gt;
  position: relative;&lt;br /&gt;
  padding: 0;&lt;br /&gt;
  line-height: normal;&lt;br /&gt;
  margin-right: .1em;&lt;br /&gt;
  cursor: pointer;&lt;br /&gt;
  vertical-align: middle;&lt;br /&gt;
  text-align: center;&lt;br /&gt;
  overflow: visible;&lt;br /&gt;
}&lt;br /&gt;
.ui-button-text-icon-primary .ui-button-text, .ui-button-text-icons .ui-button-text {&lt;br /&gt;
  padding: .4em 1em .4em 2.1em;&lt;br /&gt;
}&lt;br /&gt;
.ui-button-container a:after{&lt;br /&gt;
	content: none;&lt;br /&gt;
}&lt;/div&gt;</summary>
		<author><name>XPModder</name></author>
	</entry>
	<entry>
		<id>https://fswiki.xpmodder.com/mw/index.php?title=Template:ExternalFileDownload&amp;diff=139</id>
		<title>Template:ExternalFileDownload</title>
		<link rel="alternate" type="text/html" href="https://fswiki.xpmodder.com/mw/index.php?title=Template:ExternalFileDownload&amp;diff=139"/>
		<updated>2025-01-25T11:41:50Z</updated>

		<summary type="html">&lt;p&gt;XPModder: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;includeonly&amp;gt;&lt;br /&gt;
&amp;lt;templatestyles src=&amp;quot;Template:ExternalFileDownload/styles.css&amp;quot;/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span class=&amp;quot;ui-button-container&amp;quot;&amp;gt;[//fswiki.xpmodder.com/externalFiles/{{urlencode:{{{1|404.html}}}}} &amp;lt;span class=&amp;quot;submit ui-button ui-widget ui-state-default ui-corner-all&lt;br /&gt;
  {{{class|}}}&amp;quot; role=&amp;quot;button&amp;quot; aria-disabled=&amp;quot;false&amp;quot;&amp;gt;&amp;lt;span class=&amp;quot;ui-button-text&amp;quot;&amp;gt;&amp;lt;i class=&amp;quot;fa-solid fa-download&amp;quot;&amp;gt;&amp;lt;/i&amp;gt;&amp;amp;nbsp;&amp;amp;nbsp;{{{1|No file specified!}}}&amp;lt;/span&amp;gt;&amp;lt;/span&amp;gt;]&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/includeonly&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;noinclude&amp;gt;&lt;br /&gt;
Test: {{ExternalFileDownload|Spline-Road-Toolkit v2.0.zip}}&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>XPModder</name></author>
	</entry>
	<entry>
		<id>https://fswiki.xpmodder.com/mw/index.php?title=Template:ExternalFileDownload&amp;diff=138</id>
		<title>Template:ExternalFileDownload</title>
		<link rel="alternate" type="text/html" href="https://fswiki.xpmodder.com/mw/index.php?title=Template:ExternalFileDownload&amp;diff=138"/>
		<updated>2025-01-25T11:39:27Z</updated>

		<summary type="html">&lt;p&gt;XPModder: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;includeonly&amp;gt;&lt;br /&gt;
&amp;lt;templatestyles src=&amp;quot;Template:ExternalFileDownload/styles.css&amp;quot;/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[//fswiki.xpmodder.com/externalFiles/{{urlencode:{{{1|404.html}}}}} &amp;lt;span class=&amp;quot;submit ui-button ui-widget ui-state-default ui-corner-all&lt;br /&gt;
  {{{class|}}}&amp;quot; role=&amp;quot;button&amp;quot; aria-disabled=&amp;quot;false&amp;quot;&amp;gt;&amp;lt;span class=&amp;quot;ui-button-text&amp;quot;&amp;gt;&amp;lt;i class=&amp;quot;fa-solid fa-download&amp;quot;&amp;gt;&amp;lt;/i&amp;gt;&amp;amp;nbsp;&amp;amp;nbsp;{{{1|No file specified!}}}&amp;lt;/span&amp;gt;&amp;lt;/span&amp;gt;]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/includeonly&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;noinclude&amp;gt;&lt;br /&gt;
Test: {{ExternalFileDownload|Spline-Road-Toolkit v2.0.zip}}&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>XPModder</name></author>
	</entry>
	<entry>
		<id>https://fswiki.xpmodder.com/mw/index.php?title=Template:ExternalFileDownload&amp;diff=137</id>
		<title>Template:ExternalFileDownload</title>
		<link rel="alternate" type="text/html" href="https://fswiki.xpmodder.com/mw/index.php?title=Template:ExternalFileDownload&amp;diff=137"/>
		<updated>2025-01-25T11:33:30Z</updated>

		<summary type="html">&lt;p&gt;XPModder: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;includeonly&amp;gt;&lt;br /&gt;
&amp;lt;templatestyles src=&amp;quot;Template:ExternalFileDownload/styles.css&amp;quot;/&amp;gt;&lt;br /&gt;
[//fswiki.xpmodder.com/externalFiles/{{urlencode:{{{1|404.html}}}}} &amp;lt;span class=&amp;quot;submit ui-button ui-widget ui-state-default ui-corner-all&lt;br /&gt;
  {{{class|}}}&amp;quot; role=&amp;quot;button&amp;quot; aria-disabled=&amp;quot;false&amp;quot;&amp;gt;{{#if:{{{4|{{{iconPrimary|}}}}}}&lt;br /&gt;
      |&amp;lt;span class=&amp;quot;ui-button-icon-primary ui-icon {{{4|{{{iconPrimary}}}}}}&amp;quot;&amp;gt;&amp;amp;nbsp;&amp;lt;/span&amp;gt;&lt;br /&gt;
    }}&amp;lt;span class=&amp;quot;ui-button-text&amp;quot;&amp;gt;{{{1|No file specified!}}}&amp;lt;/span&amp;gt;{{#if:{{{5|{{{iconSecondary|}}}}}}&lt;br /&gt;
      |&amp;lt;span class=&amp;quot;ui-button-icon-secondary ui-icon {{{5|{{{iconSecondary|}}}}}}&amp;quot;&amp;gt;&amp;amp;nbsp;&amp;lt;/span&amp;gt;&lt;br /&gt;
    }}&amp;lt;/span&amp;gt;]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[//fswiki.xpmodder.com/externalFiles/{{urlencode:{{{1|404.html}}}}} {{{1|No file specified!}}}]&lt;br /&gt;
&amp;lt;/includeonly&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;noinclude&amp;gt;&lt;br /&gt;
Test: {{ExternalFileDownload|Spline-Road-Toolkit v2.0.zip}}&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>XPModder</name></author>
	</entry>
	<entry>
		<id>https://fswiki.xpmodder.com/mw/index.php?title=Template:ExternalFileDownload&amp;diff=136</id>
		<title>Template:ExternalFileDownload</title>
		<link rel="alternate" type="text/html" href="https://fswiki.xpmodder.com/mw/index.php?title=Template:ExternalFileDownload&amp;diff=136"/>
		<updated>2025-01-25T11:29:37Z</updated>

		<summary type="html">&lt;p&gt;XPModder: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;includeonly&amp;gt;&lt;br /&gt;
&amp;lt;templatestyles src=&amp;quot;Template:ExternalFileDownload/styles.css&amp;quot;/&amp;gt;&lt;br /&gt;
[//fswiki.xpmodder.com/externalFiles/{{urlencode:{{{1|404.html}}}}} &amp;lt;span class=&amp;quot;submit ui-button ui-widget ui-state-default ui-corner-all {{Clickable button/iconclass&lt;br /&gt;
    |{{{4|{{{iconPrimary|}}}}}}&lt;br /&gt;
    |{{{5|{{{iconSecondary|}}}}}}&lt;br /&gt;
    |{{{2|{{{text|&amp;lt;noinclude&amp;gt;x&amp;lt;/noinclude&amp;gt;}}}}}}&lt;br /&gt;
  }} {{{class|}}}&amp;quot; role=&amp;quot;button&amp;quot; aria-disabled=&amp;quot;false&amp;quot;&amp;gt;&amp;lt;!-- // --&amp;gt;{{#if:{{{4|{{{iconPrimary|}}}}}}&lt;br /&gt;
  |&amp;lt;span class=&amp;quot;ui-button-icon-primary ui-icon {{{4|{{{iconPrimary}}}}}}&amp;quot;&amp;gt;&amp;amp;nbsp;&amp;lt;/span&amp;gt;&lt;br /&gt;
  }}&amp;lt;span class=&amp;quot;ui-button-text&amp;quot;&amp;gt;{{{1|No file specified!}}}&amp;lt;/span&amp;gt;{{#if:{{{5|{{{iconSecondary|}}}}}}&lt;br /&gt;
  |&amp;lt;span class=&amp;quot;ui-button-icon-secondary ui-icon {{{5|{{{iconSecondary|}}}}}}&amp;quot;&amp;gt;&amp;amp;nbsp;&amp;lt;/span&amp;gt;&lt;br /&gt;
  }}&amp;lt;/span&amp;gt;]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[//fswiki.xpmodder.com/externalFiles/{{urlencode:{{{1|404.html}}}}} {{{1|No file specified!}}}]&lt;br /&gt;
&amp;lt;/includeonly&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;noinclude&amp;gt;&lt;br /&gt;
Test: {{ExternalFileDownload|Spline-Road-Toolkit v2.0.zip|target=https://fswiki.xpmodder.com/externalFiles/Spline-Road-Toolkit v2.0.zip|text=Some text}}&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>XPModder</name></author>
	</entry>
	<entry>
		<id>https://fswiki.xpmodder.com/mw/index.php?title=Template:ExternalFileDownload&amp;diff=135</id>
		<title>Template:ExternalFileDownload</title>
		<link rel="alternate" type="text/html" href="https://fswiki.xpmodder.com/mw/index.php?title=Template:ExternalFileDownload&amp;diff=135"/>
		<updated>2025-01-25T11:26:37Z</updated>

		<summary type="html">&lt;p&gt;XPModder: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;includeonly&amp;gt;&lt;br /&gt;
&amp;lt;templatestyles src=&amp;quot;Template:ExternalFileDownload/styles.css&amp;quot;/&amp;gt;&lt;br /&gt;
  [{{{1|{{{target|//parameter_target_is_empty.de}}}}}} &amp;lt;span class=&amp;quot;submit ui-button ui-widget ui-state-default ui-corner-all {{Clickable button/iconclass&lt;br /&gt;
    |{{{4|{{{iconPrimary|}}}}}}&lt;br /&gt;
    |{{{5|{{{iconSecondary|}}}}}}&lt;br /&gt;
    |{{{2|{{{text|&amp;lt;noinclude&amp;gt;x&amp;lt;/noinclude&amp;gt;}}}}}}&lt;br /&gt;
  }} {{{class|}}}&amp;quot; role=&amp;quot;button&amp;quot; aria-disabled=&amp;quot;false&amp;quot;&amp;gt;&amp;lt;!-- // --&amp;gt;{{#if:{{{4|{{{iconPrimary|}}}}}}&lt;br /&gt;
  |&amp;lt;span class=&amp;quot;ui-button-icon-primary ui-icon {{{4|{{{iconPrimary}}}}}}&amp;quot;&amp;gt;&amp;amp;nbsp;&amp;lt;/span&amp;gt;&lt;br /&gt;
  }}&amp;lt;span class=&amp;quot;ui-button-text&amp;quot;&amp;gt;{{{2|{{{text|Parameter &#039;&#039;&#039;text&#039;&#039;&#039; is empty}}}}}}&amp;lt;/span&amp;gt;{{#if:{{{5|{{{iconSecondary|}}}}}}&lt;br /&gt;
  |&amp;lt;span class=&amp;quot;ui-button-icon-secondary ui-icon {{{5|{{{iconSecondary|}}}}}}&amp;quot;&amp;gt;&amp;amp;nbsp;&amp;lt;/span&amp;gt;&lt;br /&gt;
  }}&amp;lt;/span&amp;gt;]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[//fswiki.xpmodder.com/externalFiles/{{urlencode:{{{1|404.html}}}}} {{{1|No file specified!}}}]&lt;br /&gt;
&amp;lt;/includeonly&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;noinclude&amp;gt;&lt;br /&gt;
Test: {{ExternalFileDownload|Spline-Road-Toolkit v2.0.zip|target=https://fswiki.xpmodder.com/externalFiles/Spline-Road-Toolkit v2.0.zip|text=Some text}}&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>XPModder</name></author>
	</entry>
	<entry>
		<id>https://fswiki.xpmodder.com/mw/index.php?title=Template:ExternalFileDownload&amp;diff=134</id>
		<title>Template:ExternalFileDownload</title>
		<link rel="alternate" type="text/html" href="https://fswiki.xpmodder.com/mw/index.php?title=Template:ExternalFileDownload&amp;diff=134"/>
		<updated>2025-01-25T11:23:33Z</updated>

		<summary type="html">&lt;p&gt;XPModder: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;includeonly&amp;gt;&lt;br /&gt;
&amp;lt;templatestyles src=&amp;quot;Template:ExternalFileDownload/styles.css&amp;quot;/&amp;gt;&lt;br /&gt;
  &amp;lt;span class=&amp;quot;plainlinks&amp;quot; {{#if:{{{id|}}}|id=&amp;quot;{{{id}}}&amp;quot;}}&amp;gt;[{{{1|{{{target|//parameter_target_is_empty.de}}}}}} &amp;lt;span class=&amp;quot;submit ui-button ui-widget ui-state-default ui-corner-all {{Clickable button/iconclass&lt;br /&gt;
    |{{{4|{{{iconPrimary|}}}}}}&lt;br /&gt;
    |{{{5|{{{iconSecondary|}}}}}}&lt;br /&gt;
    |{{{2|{{{text|&amp;lt;noinclude&amp;gt;x&amp;lt;/noinclude&amp;gt;}}}}}}&lt;br /&gt;
  }} {{{class|}}}&amp;quot; role=&amp;quot;button&amp;quot; aria-disabled=&amp;quot;false&amp;quot;&amp;gt;&amp;lt;!-- // --&amp;gt;{{#if:{{{4|{{{iconPrimary|}}}}}}&lt;br /&gt;
  |&amp;lt;span class=&amp;quot;ui-button-icon-primary ui-icon {{{4|{{{iconPrimary}}}}}}&amp;quot;&amp;gt;&amp;amp;nbsp;&amp;lt;/span&amp;gt;&lt;br /&gt;
  }}&amp;lt;span class=&amp;quot;ui-button-text&amp;quot;&amp;gt;{{{2|{{{text|Parameter &#039;&#039;&#039;text&#039;&#039;&#039; is empty}}}}}}&amp;lt;/span&amp;gt;{{#if:{{{5|{{{iconSecondary|}}}}}}&lt;br /&gt;
  |&amp;lt;span class=&amp;quot;ui-button-icon-secondary ui-icon {{{5|{{{iconSecondary|}}}}}}&amp;quot;&amp;gt;&amp;amp;nbsp;&amp;lt;/span&amp;gt;&lt;br /&gt;
  }}&amp;lt;/span&amp;gt;]&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[//fswiki.xpmodder.com/externalFiles/{{urlencode:{{{1|404.html}}}}} {{{1|No file specified!}}}]&lt;br /&gt;
&amp;lt;/includeonly&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;noinclude&amp;gt;&lt;br /&gt;
Test: {{ExternalFileDownload|Spline-Road-Toolkit v2.0.zip|target=https://fswiki.xpmodder.com/externalFiles/Spline-Road-Toolkit v2.0.zip|text=Some text}}&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>XPModder</name></author>
	</entry>
	<entry>
		<id>https://fswiki.xpmodder.com/mw/index.php?title=Template:ExternalFileDownload&amp;diff=133</id>
		<title>Template:ExternalFileDownload</title>
		<link rel="alternate" type="text/html" href="https://fswiki.xpmodder.com/mw/index.php?title=Template:ExternalFileDownload&amp;diff=133"/>
		<updated>2025-01-25T11:19:33Z</updated>

		<summary type="html">&lt;p&gt;XPModder: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;includeonly&amp;gt;&lt;br /&gt;
&amp;lt;templatestyles src=&amp;quot;Template:ExternalFileDownload/styles.css&amp;quot;/&amp;gt;&lt;br /&gt;
[[{{{1|{{{target|Parameter target is empty!}}}}}}|&amp;lt;span class=&amp;quot;submit ui-button ui-widget ui-state-default ui-corner-all {{Clickable button/iconclass&lt;br /&gt;
    |{{{4|{{{iconPrimary|}}}}}}&lt;br /&gt;
    |{{{5|{{{iconSecondary|}}}}}}&lt;br /&gt;
    |{{{2|{{{text|&amp;lt;noinclude&amp;gt;x&amp;lt;/noinclude&amp;gt;}}}}}}&lt;br /&gt;
  }} {{{class|}}}&amp;quot; role=&amp;quot;button&amp;quot; aria-disabled=&amp;quot;false&amp;quot; {{#if:{{{id|}}}|id=&amp;quot;{{{id}}}&amp;quot;}}&amp;gt;&amp;lt;!-- // --&amp;gt;{{#if:{{{4|{{{iconPrimary|}}}}}}&lt;br /&gt;
  |&amp;lt;span class=&amp;quot;ui-button-icon-primary ui-icon {{{4|{{{iconPrimary}}}}}}&amp;quot;&amp;gt;&amp;amp;nbsp;&amp;lt;/span&amp;gt;&lt;br /&gt;
  }}&amp;lt;span class=&amp;quot;ui-button-text&amp;quot;&amp;gt;{{{2|{{{text|Parameter &#039;&#039;&#039;text&#039;&#039;&#039; is empty}}}}}}&amp;lt;/span&amp;gt;{{#if:{{{5|{{{iconSecondary|}}}}}}&lt;br /&gt;
  |&amp;lt;span class=&amp;quot;ui-button-icon-secondary ui-icon {{{5|{{{iconSecondary|}}}}}}&amp;quot;&amp;gt;&amp;amp;nbsp;&amp;lt;/span&amp;gt;&lt;br /&gt;
  }}&amp;lt;/span&amp;gt;]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[//fswiki.xpmodder.com/externalFiles/{{urlencode:{{{1|404.html}}}}} {{{1|No file specified!}}}]&lt;br /&gt;
&amp;lt;/includeonly&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;noinclude&amp;gt;&lt;br /&gt;
Test: {{ExternalFileDownload|Spline-Road-Toolkit v2.0.zip|target=https://fswiki.xpmodder.com/externalFiles/Spline-Road-Toolkit v2.0.zip|text=Some text}}&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>XPModder</name></author>
	</entry>
	<entry>
		<id>https://fswiki.xpmodder.com/mw/index.php?title=Template:ExternalFileDownload/styles.css&amp;diff=132</id>
		<title>Template:ExternalFileDownload/styles.css</title>
		<link rel="alternate" type="text/html" href="https://fswiki.xpmodder.com/mw/index.php?title=Template:ExternalFileDownload/styles.css&amp;diff=132"/>
		<updated>2025-01-25T11:14:12Z</updated>

		<summary type="html">&lt;p&gt;XPModder: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;.ui-button.ui-corner-all, .ui-button.ui-corner-bottom, .ui-button.ui-corner-right, .ui-button.ui-corner-br {&lt;br /&gt;
  border-bottom-right-radius: 4px;&lt;br /&gt;
}&lt;br /&gt;
.ui-button.ui-corner-all, .ui-button.ui-corner-bottom, .ui-button.ui-corner-left, .ui-button.ui-corner-bl {&lt;br /&gt;
  border-bottom-left-radius: 4px;&lt;br /&gt;
}&lt;br /&gt;
.ui-button.ui-corner-all, .ui-button.ui-corner-top, .ui-button.ui-corner-right, .ui-button.ui-corner-tr {&lt;br /&gt;
  border-top-right-radius: 4px;&lt;br /&gt;
}&lt;br /&gt;
.ui-button.ui-corner-all, .ui-button.ui-corner-top, .ui-button.ui-corner-left, .ui-button.ui-corner-tl {&lt;br /&gt;
  border-top-left-radius: 4px;&lt;br /&gt;
}&lt;br /&gt;
body .ui-button {&lt;br /&gt;
  color: white;&lt;br /&gt;
  text-shadow: 0 -1px 1px #037;&lt;br /&gt;
  margin: 0.5em 0 0.5em 0.4em;&lt;br /&gt;
  border: 1px solid #aaa !important;&lt;br /&gt;
  border-color: #468 !important;&lt;br /&gt;
  background: #36b !important;&lt;br /&gt;
  background: linear-gradient(to bottom,#48e 0%,#36b 90%) !important;&lt;br /&gt;
  box-shadow: 0 1px 3px rgba(0,0,0,.35);&lt;br /&gt;
  cursor: pointer;&lt;br /&gt;
  font-size: 1em;&lt;br /&gt;
  line-height: 1.4em;&lt;br /&gt;
  width: auto;&lt;br /&gt;
  overflow: visible;&lt;br /&gt;
}&lt;br /&gt;
.ui-button, .ui-button:link, .ui-button:visited, .ui-button:hover, .ui-button:active {&lt;br /&gt;
  text-decoration: none;&lt;br /&gt;
}&lt;br /&gt;
.ui-button {&lt;br /&gt;
  display: inline-block;&lt;br /&gt;
  position: relative;&lt;br /&gt;
  padding: 0;&lt;br /&gt;
  line-height: normal;&lt;br /&gt;
  margin-right: .1em;&lt;br /&gt;
  cursor: pointer;&lt;br /&gt;
  vertical-align: middle;&lt;br /&gt;
  text-align: center;&lt;br /&gt;
  overflow: visible;&lt;br /&gt;
}&lt;br /&gt;
.ui-button-text-icon-primary .ui-button-text, .ui-button-text-icons .ui-button-text {&lt;br /&gt;
  padding: .4em 1em .4em 2.1em;&lt;br /&gt;
}&lt;br /&gt;
.ui-button-icon-only .ui-icon, .ui-button-text-icon-primary .ui-icon, .ui-button-text-icon-secondary .ui-icon, .ui-button-text-icons .ui-icon, .ui-button-icons-only .ui-icon {&lt;br /&gt;
  position: absolute;&lt;br /&gt;
  top: 50%;&lt;br /&gt;
  margin-top: -8px;&lt;br /&gt;
}&lt;/div&gt;</summary>
		<author><name>XPModder</name></author>
	</entry>
	<entry>
		<id>https://fswiki.xpmodder.com/mw/index.php?title=Template:ExternalFileDownload/styles.css&amp;diff=131</id>
		<title>Template:ExternalFileDownload/styles.css</title>
		<link rel="alternate" type="text/html" href="https://fswiki.xpmodder.com/mw/index.php?title=Template:ExternalFileDownload/styles.css&amp;diff=131"/>
		<updated>2025-01-25T11:11:15Z</updated>

		<summary type="html">&lt;p&gt;XPModder: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;.ui-button.ui-corner-all, .ui-button.ui-corner-bottom, .ui-button.ui-corner-right, .ui-button.ui-corner-br {&lt;br /&gt;
  border-bottom-right-radius: 4px;&lt;br /&gt;
}&lt;br /&gt;
.ui-button.ui-corner-all, .ui-button.ui-corner-bottom, .ui-button.ui-corner-left, .ui-button.ui-corner-bl {&lt;br /&gt;
  border-bottom-left-radius: 4px;&lt;br /&gt;
}&lt;br /&gt;
.ui-button.ui-corner-all, .ui-button.ui-corner-top, .ui-button.ui-corner-right, .ui-button.ui-corner-tr {&lt;br /&gt;
  border-top-right-radius: 4px;&lt;br /&gt;
}&lt;br /&gt;
.ui-button.ui-corner-all, .ui-button.ui-corner-top, .ui-button.ui-corner-left, .ui-button.ui-corner-tl {&lt;br /&gt;
  border-top-left-radius: 4px;&lt;br /&gt;
}&lt;br /&gt;
body .ui-button {&lt;br /&gt;
  color: white;&lt;br /&gt;
  text-shadow: 0 -1px 1px #037;&lt;br /&gt;
  margin: 0.5em 0 0.5em 0.4em;&lt;br /&gt;
  border: 1px solid #aaa !important;&lt;br /&gt;
  border-color: #468 !important;&lt;br /&gt;
  background: #36b !important;&lt;br /&gt;
  background: linear-gradient(to bottom,#48e 0%,#36b 90%) !important;&lt;br /&gt;
  box-shadow: 0 1px 3px rgba(0,0,0,.35);&lt;br /&gt;
  cursor: pointer;&lt;br /&gt;
  font-size: 1em;&lt;br /&gt;
  line-height: 1.4em;&lt;br /&gt;
  width: auto;&lt;br /&gt;
  overflow: visible;&lt;br /&gt;
}&lt;br /&gt;
.ui-button, .ui-button:link, .ui-button:visited, .ui-button:hover, .ui-button:active {&lt;br /&gt;
  text-decoration: none;&lt;br /&gt;
}&lt;br /&gt;
.ui-button {&lt;br /&gt;
  display: inline-block;&lt;br /&gt;
  position: relative;&lt;br /&gt;
  padding: 0;&lt;br /&gt;
  line-height: normal;&lt;br /&gt;
  margin-right: .1em;&lt;br /&gt;
  cursor: pointer;&lt;br /&gt;
  vertical-align: middle;&lt;br /&gt;
  text-align: center;&lt;br /&gt;
  overflow: visible;&lt;br /&gt;
}&lt;/div&gt;</summary>
		<author><name>XPModder</name></author>
	</entry>
	<entry>
		<id>https://fswiki.xpmodder.com/mw/index.php?title=Template:ExternalFileDownload&amp;diff=130</id>
		<title>Template:ExternalFileDownload</title>
		<link rel="alternate" type="text/html" href="https://fswiki.xpmodder.com/mw/index.php?title=Template:ExternalFileDownload&amp;diff=130"/>
		<updated>2025-01-25T11:06:18Z</updated>

		<summary type="html">&lt;p&gt;XPModder: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;includeonly&amp;gt;&lt;br /&gt;
&amp;lt;templatestyles src=&amp;quot;Template:ExternalFileDownload/styles.css&amp;quot;/&amp;gt;&lt;br /&gt;
{{#if:{{{3|{{{external|}}}}}}&lt;br /&gt;
  | &amp;lt;span class=&amp;quot;plainlinks&amp;quot; {{#if:{{{id|}}}|id=&amp;quot;{{{id}}}&amp;quot;}}&amp;gt;[{{{1|{{{target|//parameter_target_is_empty.de}}}}}} &amp;lt;span class=&amp;quot;submit ui-button ui-widget ui-state-default ui-corner-all {{Clickable button/iconclass&lt;br /&gt;
    |{{{4|{{{iconPrimary|}}}}}}&lt;br /&gt;
    |{{{5|{{{iconSecondary|}}}}}}&lt;br /&gt;
    |{{{2|{{{text|&amp;lt;noinclude&amp;gt;x&amp;lt;/noinclude&amp;gt;}}}}}}&lt;br /&gt;
  }} {{{class|}}}&amp;quot; role=&amp;quot;button&amp;quot; aria-disabled=&amp;quot;false&amp;quot;&amp;gt;&amp;lt;!-- // --&amp;gt;{{#if:{{{4|{{{iconPrimary|}}}}}}&lt;br /&gt;
  |&amp;lt;span class=&amp;quot;ui-button-icon-primary ui-icon {{{4|{{{iconPrimary}}}}}}&amp;quot;&amp;gt;&amp;amp;nbsp;&amp;lt;/span&amp;gt;&lt;br /&gt;
  }}&amp;lt;span class=&amp;quot;ui-button-text&amp;quot;&amp;gt;{{{2|{{{text|Parameter &#039;&#039;&#039;text&#039;&#039;&#039; is empty}}}}}}&amp;lt;/span&amp;gt;{{#if:{{{5|{{{iconSecondary|}}}}}}&lt;br /&gt;
  |&amp;lt;span class=&amp;quot;ui-button-icon-secondary ui-icon {{{5|{{{iconSecondary|}}}}}}&amp;quot;&amp;gt;&amp;amp;nbsp;&amp;lt;/span&amp;gt;&lt;br /&gt;
  }}&amp;lt;/span&amp;gt;]&amp;lt;/span&amp;gt;&amp;lt;!--&lt;br /&gt;
  --&amp;gt;&lt;br /&gt;
  | [[{{{1|{{{target|Parameter target is empty!}}}}}}|&amp;lt;span class=&amp;quot;submit ui-button ui-widget ui-state-default ui-corner-all {{Clickable button/iconclass&lt;br /&gt;
    |{{{4|{{{iconPrimary|}}}}}}&lt;br /&gt;
    |{{{5|{{{iconSecondary|}}}}}}&lt;br /&gt;
    |{{{2|{{{text|&amp;lt;noinclude&amp;gt;x&amp;lt;/noinclude&amp;gt;}}}}}}&lt;br /&gt;
  }} {{{class|}}}&amp;quot; role=&amp;quot;button&amp;quot; aria-disabled=&amp;quot;false&amp;quot; {{#if:{{{id|}}}|id=&amp;quot;{{{id}}}&amp;quot;}}&amp;gt;&amp;lt;!-- // --&amp;gt;{{#if:{{{4|{{{iconPrimary|}}}}}}&lt;br /&gt;
  |&amp;lt;span class=&amp;quot;ui-button-icon-primary ui-icon {{{4|{{{iconPrimary}}}}}}&amp;quot;&amp;gt;&amp;amp;nbsp;&amp;lt;/span&amp;gt;&lt;br /&gt;
  }}&amp;lt;span class=&amp;quot;ui-button-text&amp;quot;&amp;gt;{{{2|{{{text|Parameter &#039;&#039;&#039;text&#039;&#039;&#039; is empty}}}}}}&amp;lt;/span&amp;gt;{{#if:{{{5|{{{iconSecondary|}}}}}}&lt;br /&gt;
  |&amp;lt;span class=&amp;quot;ui-button-icon-secondary ui-icon {{{5|{{{iconSecondary|}}}}}}&amp;quot;&amp;gt;&amp;amp;nbsp;&amp;lt;/span&amp;gt;&lt;br /&gt;
  }}&amp;lt;/span&amp;gt;]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[//fswiki.xpmodder.com/externalFiles/{{urlencode:{{{1|404.html}}}}} {{{1|No file specified!}}}]&lt;br /&gt;
&amp;lt;/includeonly&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;noinclude&amp;gt;&lt;br /&gt;
Test: {{ExternalFileDownload|Spline-Road-Toolkit v2.0.zip|target=https://fswiki.xpmodder.com/externalFiles/Spline-Road-Toolkit v2.0.zip|text=Some text}}&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>XPModder</name></author>
	</entry>
</feed>