Forum Replies Created

Viewing 15 posts - 1 through 15 (of 53 total)
  • bauerbrown
    Keymaster
    Member since: December 29, 2022

    It’ s extremely hard to say without seeing the I3D itself. Unfortunately, it sound like the I3D is corrupted which is usually the case when something like a power failure happens. Can you open just the I3D, or can you open the map itself?

  • bauerbrown
    Keymaster
    Member since: December 29, 2022

    I apologize for the late reply, your post slipped through the cracks somehow. Did you work out the issue yet and find an answer to your problem? Your placeable needs to be listed in the Placeables.xml as well as the storeItems.xml. I think where some people run into an issue with FS22 is that not everything works inside the storeItems.xml and must be placed in the modDesc.xml instead. What I do personally is to put all of my basegame placeables in the storeItems.xml and all of my locally hosted placeables in the modDesc.xml. So if you have an entry in the placeables.xml and also one in the storeItems.xml and it’s still not working, try moving the entry from the storeItems.xml over to the ModDesc.xml instead. I believe I cover some this in a few of my videos. My placeables video might be a good place to start.

  • bauerbrown
    Keymaster
    Member since: December 29, 2022

    I’m positive that I split my splines into groups in the past, but there is a good chance that I only did that for the initial setup to keep things organized. I’ll have to look through some of my older maps. I do know that I eventually have them all in a single TG because it causes issues with Autodrive, like I said.

    Splines within GE are only designed to go in a single direction, so you would need two splines for multi-direction traffic. A single spline that could handle multi-direction traffic would get messy because the traffic only works on a simple collision system, and doesn’t have any way to know if a spline is already occupied before entering. You would  constantly have vehicles coming head to head.

    I’ll look over the user attributes for the traffic splines just in case there is anything I’m missing, but I don’t believe that’s the case. Also, you can have more than one traffic system if need be. Different splines can be on different traffic systems, and I’ve seen some interesting things done with that in the past.

  • bauerbrown
    Keymaster
    Member since: December 29, 2022

    As far as I can remember, they can be split up into TGs, but each TG has to be zeroed out cannot have any translation or rotation values. There are no special user attributes that need to be attached to the TGs. Also, keep in mind that if you plan to use Autodrive on the map, having the splines separated into TGs will screw up AD when asked if you would like to create a course from the existing road system.

  • bauerbrown
    Keymaster
    Member since: December 29, 2022

    It’s odd, for sure. On several maps now, I’ve used the SSC splines in conjunction with my own, and I never had an issue. If you’re sure that the splines are not rotated and there is no issue with the start/end points overlapping, have a look at your scenegraph. How do you have it set up? Are all of your splines in a single TG, or are you dividing them up into separate TGs? If you are dividing them up, check the translation and rotation values on all of your parent TG groups as well, because the engine will also consider these values when rendering your traffic system, and it could cause a problem.

  • bauerbrown
    Keymaster
    Member since: December 29, 2022

    That’s an odd one, I can’t image what would cause that. I’ll look into this. Thanks for the heads up!

  • bauerbrown
    Keymaster
    Member since: December 29, 2022

    The simplest way would be paint.net if it has that capability, I’m not sure. I know it’s possible in Photoshop. It won’t be exact, but you may be able to get close enough. The other way to do it, but definitely not the easiest, would be to import the roundabout into Blender and apply the same texture you are using on the roads. This may take a bit of work to get it just right.

  • bauerbrown
    Keymaster
    Member since: December 29, 2022

    Sure, you could make one in Blender and it would work just fine. The roads from SSC, or any other prefab for that matter, don’t actually “attach” to anything. When you put down your roads and intersections you are basically just placing them close enough together that they might look like they are attached or connected in some way, but they are not. You can mix and match any roads and intersections that you can find and it won’t be an issue.

  • bauerbrown
    Keymaster
    Member since: December 29, 2022

    My advice would be the same, at least to start with. Make sure the spline is not rotated, make sure the data set is clean, Double check all the spline placement settings to make sure random y rotation or anything like that is turned on, and check the first line of the data set to see if it matches the rest. You may need to check the “no object at start” setting.

    You can also try reversing the spline and running it from the opposite direction if everything else looks ok.

  • bauerbrown
    Keymaster
    Member since: December 29, 2022

    There are definitely road packs available that have a roundabout. I can’t think of the names off the top of my head, you’ll have to search for them. And no, unfortunately SSC is not able to create a roundabout.

    One of these days I’ll update this site and post some of the more useful prefabs that are not easy to find, like good road packs 🙂

  • bauerbrown
    Keymaster
    Member since: December 29, 2022

    I’ll keep kicking it around in the meantime and see if I can come up with a solution.

    The forums are hit and miss with getting questions answered. You can also search discord, there are lots of channels there and the people are much more willing to help out (usually).

  • bauerbrown
    Keymaster
    Member since: December 29, 2022

    I don’t think it has anything to do with something being corrupt, or at least that’s something I haven’t come across yet. You say the rest of the fields are fine? No issues with them? I’m at a bit of a loss on this one. Are you making sure to not load any mods when testing the map? Could be a mod conflict? I really can’t think of what else may cause an issue like this.

  • bauerbrown
    Keymaster
    Member since: December 29, 2022

    Notepad wouldn’t be adding anything, if it did you would surely see an error. Generally, you just pick the fields that you want to include with the starting farm and add defaultFarmProperty=”true” to the farmland entry in the farmlands.xml – that’s all that should be needed. From there, every field within that farmland should be owned.

    Did you try starting a new savegame? Perhaps because you already have so many hours on this map?

  • bauerbrown
    Keymaster
    Member since: December 29, 2022

    Is it only this one property that you are having issues with?

    The size would not make a difference, that I’m sure of. The problem must be something else.

    BTW: If you check the box below that says “Notify me of follow-up replies via email” you’ll be notified when you get a response.

  • bauerbrown
    Keymaster
    Member since: December 29, 2022

    Sorry for the late reply, I’ve been having a fair amount of issues with this site lately. Make that this line defaultFarmProperty=true is written as defaultFarmProperty=”true”. You’re version is missing the quotes and that will surely cause an issue. 

Viewing 15 posts - 1 through 15 (of 53 total)