Forum Replies Created
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If you are using spline street constructor, it’s just a matter of setting the width you want your road to be. Perhaps I’m not fully understanding the question.
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Look at the exported spline in a text editor. Pay attention to the first line of spline data, there is a good chance that it doesn’t match the rest of the data. This happens because of the settings used when placing your objects along the spline. The setting would be “No objects at start” or something along those lines. If the first line of data does not match the rest, it’s safe to delete it.
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Sorry it took so long for a response, your post got lost in the mix because I’ve been battling a lot of spam on this site – I’m slowly getting it under control. What it takes to expand an existing map is a lot more than I can get into over a forum post. I have plans for a video tutorial on this exact subject, and even that will cover several videos. I know it’s not helpful, but I can tell you that you need to be creative and think outside the box. A 2km map and 8km map have different size requirements on their dependencies, and getting them to work together is not the easiest game in town. I’m sorry I can’t be more helpful – the best advice I can give you at this point is to wait for the tutorial video, and in the meantime I can possibly answer questions about specific issues you might be having.
A tip about placement and the DEM: The Elmcreek DEM needs to sit dead center inside the bigger DEM or all of your placement coordinates will be off.
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The file that would control the color state is the PNG itself. The infoLayer is created from a PNG. If you use an 8 bit PNG to create the infoLayer, you will be limited to 255 colors. I would step up to a 16 or 24 (whichever is the next step up) bit PNG and recreate the infoLayer using that. It’s giving you that error for anything over 255 because that’s all the colors it’s capable of at the moment. You can try running the existing infoLayer through the GRLE converter and turn it back into a PNG, then try converting that PNG to 16 bit (I’m not sure how well this will work with existing color data), then convert that PNG back over to a fresh infoLayer.
A map with this many farmlands is setting the bar pretty high for your first map. This is the reason I preach to start on smaller maps and get all the fundamentals down pat, this way when you step up your game and try something new, you know exactly what to go after when things don’t work out the way that you planned.
Anyhow, there is no doubt that the infoLayer is your issue, and it’s an issue because it was created from an 8 bit PNG. Get that converted over to a higher bit count and I feel like you will have solved at least part of the problem.
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It’s most definitely having a problem loading something, the question now is … what? It’s tough to figure out if there is nothing in the log. Make sure you are checking both logs, the game and GE. Sometimes one will log something the other does not. You can comment out (or remove) everything in the placeables.xml to see if it is one of the placeables that is holding it up.
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Sorry for the late reply, I missed this one somehow. A good starting point to help you understand why this is happening would be this video about infoLayers https://youtu.be/wEWTfGGUZrA … that is, if you have not already seen it. If you increased the number of available channels to be capable of that many farmlands, you are likely still being held up by the PNG itself. An 8 bit png is only capable of 256 colors, and therefore this is the max amount of info (farmlands) able to be stored and presented within game. Of course I’m assuming that you are still working with an 8 bit png.
What steps have to taken to attempt to achieve 771 farmlands? What I mean is, have you increased the num of channels available on the infoLayer to get you over 700? Next, you need a bigger png if you have not already done so. I’m not an expert in this area and I could be wrong, but I believe your next step up with the PNG would be a 24 bit, and that will give you the capability of 16.8 million farmlands 🙂 I would not be at all surprised if you encountered some kind of issue along the way trying to incorporate so many farmlands (771, not 16.8M). I would like to think that it’s doable, but there could be a performance issue, or the Giant’s Engine just may not like anything over 256. I dunno, I suppose you are about to find out 🙂 I would venture to guess that an infoLayer created from a 24 bit png and the appropriate number of channels should not be an issue, but that’s just my guess.
Keep me updated on this one 🙂
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No, you’re not missing anything. SSC is a standalone application and not associated with GE in any way. LUA “files” would be indicative of a script that is run from within the editor, which SSC does not. Perhaps I’m confused about you are looking for. What type of scripts were you expecting?
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Sorry for the late response, I just got back from vacation. Sure, I can have a look for you when I get a moment. Starting this week I will be in the midst of a move so things will really be up in the air for a while until I get everything transferred to the new house. The thing with testrunner is that is does not physically change anything, it just lets you know where the problems are so you can fix them yourself. I’m thinking that whatever you fixed is what caused the issues. Running it through testrunner a second time should let you know what is wrong, or having a close look at the error log. Some of the errors in testrunner can be decieving and not all items absolutely need to be fixed. Sometimes it tells you files are obsolete when they are not, etc. Things like that. Shoot me the info of where I can download the map and I’ll look at it as soon as I can. You can email me the info at agentbbrown1@gmail.com.
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Sorry for the late response, I just got back from vacation! Yes, that’s exactly what the problem is. You can overcome the issue by using the place anywhere mod.
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Have you tried disabling ALL mods, not just cleaning up the mod folder? If you have ALL mods (except the map) disabled and it still won’t load, then there is certainly a problem somewhere. Did you try modifying the map at all? Also, what does the error log say?
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Oof, that’s a good one! If it was up to me, I would include a function to change orientation with the click of a button, but unfortunately it’s not that easy. What you would most likely need to do is to rotate all of your _weight map, density map, infoLayers, DEM, PDA (Overview), etc. 90 degrees in an image editor and resave. That would probably be the hardest part. Then go into GE and rotate the sun, the terrain, all of the parent transform groups, and pretty much anything else you can think of. The good thing is that everything has a translation and rotation and you can ultimately orient them any way that you want. By rotating just the parent TGs you don’t have to worry about every single item contained within. I’m not going to sugar coat it … this is going to be quite the undertaking and a project in itself. If you use Photoshop, you can create an action to do most of the heavy lifting for you with a bulk edit. From there it’s just tweaking everything within the editor itself.
How big of a job this is and how long it would take would depend entirely on your skill level and intimacy/proficiency with the programs you use, the subject matter, and of course GE.
I really wish I had a one click solution for you, but unfortunately it’s either this or leave it.
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That’s definitely a mod issue. Map creators have no control over the contracts during the map creation process.
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If you remove those items from the placeables.xml, you should also remove them from the storeitems.xml. It’s not imperative that you do, and probably would not cause an issue, but it definitely a best practice to do so.
On a side note, both bunkers are now sellable with the last update. I have to check on the hayloft because I don’t recall working on that one and I also don’t recall anyone bringing it up as an issue. It might just be an oversight on my behalf. I have a couple things I want to to update so I’ll check on the hayloft while I’m at it.
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The most recent update to the map that is available for download has some changes that may reduce the amount of contract harvest shortages. It still needs more thorough testing, but it should the same or better than it is now.
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As far as the contracts, it’s mostly a Giant’s issue. This issue comes up so often on so many maps that someone created a mod just to deal with the issue. It has something to do with the way the game engine is calculating the harvest. As far as I can figure, there are a handful of things that could possibly affect this. Field state – fertilization, weeds, crop damage, etc. Anything that can affect the overall harvest may play a part. The only other thing I can think of is that the engine is not properly calculating the size of the field for some unknown reason. It seems to me that this wasn’t even an issue until Precision Farming hit the scene and at that time even Giant’s was having this problem on their base-game maps. I’ve been researching this a lot lately and hope to find a way to minimize the possibility of it happening as much as possible.
The problem with the shop icon somehow made it past us. I’ll have that fixed up over the weekend. Thank you for pointing that out!