2 March 2025
- 15:4515:45, 2 March 2025 How to have 65+ farmlands on your map (hist | edit) [18,163 bytes] TheFSGentleman (talk | contribs) (added article _ 1st draft) Tag: Visual edit
28 January 2025
- 17:4917:49, 28 January 2025 Rough Procedural Placement Forest Guide by Chubacca (hist | edit) [17,883 bytes] XPModder (talk | contribs) (Created page with "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=<ProceduralPlacement> <Types...") Tag: Visual edit
21 January 2025
- 23:3223:32, 21 January 2025 Spline-Road-Toolkit (hist | edit) [13,518 bytes] XPModder (talk | contribs) (Created page with "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. The toolkit is split into 4 separate scripts: * SplineToRoad.lua * SplineToRoadMarkings.lua * SplineToRoadIntersection.lua * SplineTool.lua == Installation == To install this toolkit, extract the lua files to: %localappdata%/GIANTS Software/Giants Editor 10.0.x/scripts/ Extract the textures folde...") Tag: Visual edit
27 December 2024
- 17:4517:45, 27 December 2024 Understanding XML (hist | edit) [21,076 bytes] XPModder (talk | contribs) (Created page with "XML is a way of structuring information in a text file. The file ending .xml indicates that a files content is structured using XML, but a file can still be structured in XML even if it has a different file ending. Understanding the concept of XML, how information is structured and what individual parts are named is important for FS modding as the two most common files used in mods - xml and i3d files - are both structured in XML. Additionally many pages and tutorial...") Tag: Visual edit
24 December 2024
- 16:1416:14, 24 December 2024 Adding Foliage Types (Crops) (hist | edit) [62,252 bytes] XPModder (talk | contribs) (Created page with "This page is all about adding new/additional foliage types and fruit types to a mod map. There are effectively two different kinds of foliage types in the game: * Decorational foliage types - foliage like eg bushes that does not grow and cannot be planted/sown * Fruit types - foliage that can be planted/sown, grows and can eventually be harvested Adding them to the map is very similar for both, though the foliage xml requires more information for fruit types and fruit...") Tag: Visual edit
22 December 2024
- 15:4815:48, 22 December 2024 Adding Fill Types (hist | edit) [16,255 bytes] XPModder (talk | contribs) (Created page with "This article is about adding new fillTypes. This can be done as part of a map mod or as part of a different mod, like a production. Adding the fillType is mostly the same for both types of mods. Fill Types can somewhat be split into two categories: * Pallet only fill types * Loose fill types Fill types are added via a "fillTypes.xml" file. In maps this is usually named "maps_fillTypes.xml" for other mods it can be named something else, but should contain "fillTypes"...") Tag: Visual edit
- 00:5600:56, 22 December 2024 Mapping-Bits (hist | edit) [505 bytes] XPModder (talk | contribs) (Created page with "This page is a collection of small bits and pieces of information about mapping. Basically it is a collection of all the small bits of information that are to small to warrant their own page, but are also important enough that they should be mentioned somewhere. === DEM sizes === * 1x map (2km x 2km): dem 2049x2049px * 4x map (4km x 4km): dem 4097x4097px * 16x map (8km x 8km): dem 8193x8193px When scaling or editing dem's with an image editor, save them as 16bit greys...") Tag: Visual edit
21 December 2024
- 23:1323:13, 21 December 2024 Multi Ground Angle (hist | edit) [29,637 bytes] XPModder (talk | contribs) (Created page with "This page shows you how to increase the number of possible ground angles on a mod map! The number of ground angles defines in how many different orientation field ground textures can be (eg cultivated ground, plowed ground, etc). The basegame maps have 8 ground angles. This page shows how to increase this to 256 ground angles! '''Disclaimer:''' This will not increase the angles for planting rootcrops (carrot, parsnip, beetroot)! === Map i3d === To begin the i3d file...") Tag: Visual edit: Switched