Bauer Brown
Bauer Brown
  • Видео 129
  • Просмотров 295 319
FS25: How to Add Additional Textures to Your Map Project
In this video tutorial for Farming Simulator 25 and Giants Editor 10+, we are going to learn how to add additional texture files to our map projects. This video is an update of the original and the original is still contained in this video. The first half of this video explains the Layer Manager while the second half explains how to add textures manually, the old way.
Просмотров: 1 325

Видео

Giants Editor 10.0.3, Patch 1.3, road decals, placeables, and other news!
Просмотров 3,7 тыс.Месяц назад
In this video tutorial for Giants Editor 10 , Blender, and Farm Sim 25, we are going to take a look a the 1.3 Patch to the game and discuss changes in the 10.0.3 version of the Giants Editor. I'll briefly discuss a few things about road decals, the new placable system, and my future plans for maps and videos.
Workflow: Building a Deco House - Part 11
Просмотров 284Месяц назад
In part 11 of this video tutorial (final video) for Farming Simulator 25, Giant's Editor 10 , and Blender, we are going to continue building our house. In this particular video, we are going to apply our new textures to our model within Blender and the export again in InstaLOD to create our LOD. Once we are done there it will be back to Blender where we will export one more time into GE. During...
Workflow: Building a Deco House - Part 10
Просмотров 314Месяц назад
In part 10 of this video tutorial for Farming Simulator 25, Giant's Editor 10 , and Blender, we are going to continue building our house. In this particular video, we are going to export our project into Substance Painter and start texturing our model. Once our model is textured we will export the baked texture files to be used in our FS22/25 deco house. Remember to download your copy of the im...
Giants Editor 10.0.2 Update: Keep 'em coming!
Просмотров 1,8 тыс.Месяц назад
In this video tutorial for Farming Simulator 25, Giant's Editor 10 , and Blender, we are going to be taking a look at the updates in the newest editor 10.0.2. We're almost there, but not quite fixed. Follow along to keep up to date on the newest changes as they get released! Buy me a Coffee! buymeacoffee.com/BauerBrown If you find the information in these tutorials useful in any way, you enjoy ...
Giants Editor 10.0.1 - Anticipated update (almost fixed)
Просмотров 1,1 тыс.Месяц назад
In this video tutorial for Farming Simulator 25, Giant's Editor 10 , and Blender, we are going to be taking a look at the updates in the newest editor 10.0.1. We're almost there, but not quite fixed. Follow along to keep up to date on the newest changes as they get released! Buy me a Coffee! buymeacoffee.com/BauerBrown If you find the information in these tutorials useful in any way, you enjoy ...
Giants Editor 10! Was it worth the wait??
Просмотров 3,8 тыс.Месяц назад
In this video tutorial for Farming Simulator 25, Giant's Editor 10 , and Blender, we are going to be taking a quick look at the new Giants Editor 10. There are some definite differences with the editor this year and you'll want to follow this series to keep on top of the most current changes and how to utilize them! Buy me a Coffee! buymeacoffee.com/BauerBrown If you find the information in the...
Workflow: Building a Deco House - Part 9
Просмотров 2352 месяца назад
In part 9 of this video tutorial for Farming Simulator 22, Giant's Editor 9 , and Blender, we are going to continue building our house. In this particular video, we are going to create the download and install the templates we need to create Farm Sim usable textures within Substance Painter. Remember to download your copy of the image used in this video if you want to follow along! Buy me a Cof...
Workflow: Building a Deco House - Part 8
Просмотров 2383 месяца назад
In part 8 of this video tutorial for Farming Simulator 22, Giant's Editor 9 , and Blender, we are going to continue building our house. In this particular video, we are going to create the occluder mesh and assign vertex colors to our materials. Remember to download your copy of the image used in this video if you want to follow along! Buy me a Coffee! buymeacoffee.com/BauerBrown If you find th...
The Little Engine that could ...
Просмотров 2264 месяца назад
In this video we are are going to take a look at something completely different than what you are likely expecting. If you're excited for FS25 and Giant's Engine 10, then you should be excited for this! Watch this video for more details!!! Buy me a Coffee! buymeacoffee.com/BauerBrown If you find the information in these tutorials useful in any way, you enjoy playing my maps, or you just think I...
Workflow: Building a Deco House - Part 7
Просмотров 1864 месяца назад
In part 7 of this video tutorial for Farming Simulator 22, Giant's Editor 9 , and Blender, we are going to continue building our house. In this particular video, we are going to create materials, assign a texture to the materials, rotate and align the UVs, and then finally pack the UV space. Remember to download your copy of the image used in this video if you want to follow along! Buy me a Cof...
Workflow: Building a Deco House - Part 6
Просмотров 1594 месяца назад
In part 6 of this video tutorial for Farming Simulator 22, Giant's Editor 9 , and Blender, we are going to continue building our house. In this particular video, we are going to finish marking the seams for our UV unwrap, and then we going to inspect the UV space and fix any inconsistencies in the mesh in order for our mesh to be unwrapped correctly. Remember to download your copy of the image ...
Workflow: Building a Deco House - Part 5
Просмотров 2304 месяца назад
In part 5 of this video tutorial for Farming Simulator 22, Giant's Editor 9 , and Blender, we are going to continue building our house. In this particular video, we are going to clean up our mesh, learn a bit about the UV space, and start unwrapping our model. Remember to download your copy of the image used in this video if you want to follow along! Buy me a Coffee! buymeacoffee.com/BauerBrown...
Workflow: Building a Deco House - Part 4
Просмотров 2015 месяцев назад
In part 4 of this video tutorial for Farming Simulator 22, Giant's Editor 9 , and Blender, we are going to continue building our house. In this particular video, we are going to build the porch railing, along with the rain spout and gutter. Remember to download your copy of the image used in this video if you want to follow along! Buy me a Coffee! buymeacoffee.com/BauerBrown If you find the inf...
Workflow: Building a Deco House - Part 3
Просмотров 2445 месяцев назад
In part 3 of this video tutorial for Farming Simulator 22, Giant's Editor 9 , and Blender, we are going to continue building our house. We will continue to finish working on our windows, doors, etc. and add more of the finishing details to the house. We're nearing completion in this video, and it won't be long until we start unwrapping. Remember to download your copy of the image used in this v...
Workflow: Building a Deco House - Part 2
Просмотров 2815 месяцев назад
Workflow: Building a Deco House - Part 2
Workflow: Building a Deco House - Part 1
Просмотров 5505 месяцев назад
Workflow: Building a Deco House - Part 1
Culling types you should know! 4 Methods used in Farm Sim maps.
Просмотров 3025 месяцев назад
Culling types you should know! 4 Methods used in Farm Sim maps.
Adobe is getting spanked, and you can benefit! Now is the time.
Просмотров 1,1 тыс.5 месяцев назад
Adobe is getting spanked, and you can benefit! Now is the time.
Clipping Distance - Why it matters
Просмотров 3256 месяцев назад
Clipping Distance - Why it matters
LODs - What they are and how they work. Everything you need to know.
Просмотров 3866 месяцев назад
LODs - What they are and how they work. Everything you need to know.
Immerse yourself in FS25! Tobbi vs TrackIR. Is one better than the other?
Просмотров 3606 месяцев назад
Immerse yourself in FS25! Tobbi vs TrackIR. Is one better than the other?
Palmer 2.0 - Washington County, KS. The map that nobody will notice.
Просмотров 2,8 тыс.6 месяцев назад
Palmer 2.0 - Washington County, KS. The map that nobody will notice.
Exciting times are upon us! FS25 - The countdown begins
Просмотров 5846 месяцев назад
Exciting times are upon us! FS25 - The countdown begins
Learning Blender : EP21 - A Few Things Worth Knowing
Просмотров 2347 месяцев назад
Learning Blender : EP21 - A Few Things Worth Knowing
4 Ways to create Custom Water Planes!
Просмотров 7487 месяцев назад
4 Ways to create Custom Water Planes!
Requested: How to make a rain spout and gutter in Blender!
Просмотров 2478 месяцев назад
Requested: How to make a rain spout and gutter in Blender!
Insta-MAZING! Get this now! Must have!
Просмотров 7998 месяцев назад
Insta-MAZING! Get this now! Must have!
What are your rights as a modder? The good, the bad, and the ugly truths.
Просмотров 4359 месяцев назад
What are your rights as a modder? The good, the bad, and the ugly truths.
Translations: How to implement and use L10N
Просмотров 3149 месяцев назад
Translations: How to implement and use L10N

Комментарии

  • @Svenstihl2
    @Svenstihl2 3 часа назад

    No, not such a botch, roads are not a decal, I see this botch from so many RUclipsrs... Look at the Giants maps!!! Please don't spread rubbish like that.

    • @bauerbrown
      @bauerbrown Час назад

      Did you even watch the video before you start trolling? Anyone with half a brain cell knows that the roads themselves aren't decals and I even stipulate in the video that it's a solid object and merely a "decal system" which Giant's themselves refer to it as. Somehow you feel like you're the only smart one on the internet and need to defend the position that the roads aren't actually "decals." No $hit sherlock, anyone can tell you that. BTW, the roads do in fact use decals, look at any Giant's map (as you say). So how about this? Do your homework and know wtf you are talking about before you start spouting off your own rubbish.

  • @НиколайПокалюк-к1з
    @НиколайПокалюк-к1з 14 часов назад

    Good day. Please tell me where I can find a guide for registering a roller coaster on your card in FS 22

    • @bauerbrown
      @bauerbrown Час назад

      Registering a roller coaster? I'm not sure what you mean.

  • @CMoDZ3D
    @CMoDZ3D 22 часа назад

    video idea for you brother. vertex colors for snow. mBlendDiffuse etc. my brain is doing 360s learning it. lol

    • @bauerbrown
      @bauerbrown 20 часов назад

      Mine did 720's and I still don't have it quite figured out so you're doing better than me, LOL! I started getting a handle on it but it's been a while - I'll make that one of my missions for 2025 to get that all worked out.

  • @Just_Be_The_Ball
    @Just_Be_The_Ball День назад

    Yo BB, have you managed to get this working in FS25, i can only generate them over the whole map, not with painted layer.

    • @bauerbrown
      @bauerbrown День назад

      To be honest, I haven't tried many of the scripts yet but from what I understand none of them work correctly in the new editor - it's been a time issue for me lately. I've been following a guy that made a lot of progress with procedural placement and PP makes this script (and many others) obsolete, but the only drawback is that you need to have an idea on how to work with Lua. I'll eventually test out some of these scripts for the guys that are not code savvy and prefer not to mess with PP .... all I need is time :)

    • @Just_Be_The_Ball
      @Just_Be_The_Ball 21 час назад

      @@bauerbrown no worries, thx for reply

  • @gustaco360
    @gustaco360 2 дня назад

    The elmcreek extension fs25

    • @bauerbrown
      @bauerbrown 2 дня назад

      That could be an interesting project :) I've been SLOWLY working on a 4k Riverbend and it looks promising so far.

  • @fpvnico
    @fpvnico 3 дня назад

    Does fs25 still need 8 bit png? Still something looks off in my texture. If it's still 8, i must have got the wrong normal i guess. Also, converting the png to dds. Just dx1 and generate mipmaps is ok?

    • @bauerbrown
      @bauerbrown 3 дня назад

      Yup, still 8 bit for ground textures, etc. I don't think it makes as big a difference for models but I tend to stick with 8 anyhow. The DEM is 16 bit. DXT1 unless it has some sort of transparency and then it's DXT3 or 5. Height maps are DXT4.

    • @bauerbrown
      @bauerbrown 3 дня назад

      Actually, I'm mistaken. It does make a difference on models or you'll get some funky artifacts when you convert to DDS. This is especially true with the specular and normal maps. Stick with 8 bit for everything but the DEM.

    • @fpvnico
      @fpvnico 3 дня назад

      @@bauerbrown yeah, i tried with 8 bit png converted to dx1 dds but i got these funky little artifacts. Tomorrow i'll try with the other normal. I used the normalGL because online info told me i needed these.

    • @fpvnico
      @fpvnico 3 дня назад

      @@bauerbrown the height map needing dxt4 i didn't know yet. Thanx for this amazing series also, helped me out again

    • @bauerbrown
      @bauerbrown 2 дня назад

      @@fpvnico Also remember that your specular is made from 3 separate images and those should be 8 bit as well or the defect will be baked into the final specular image.

  • @MartinMLGAMER
    @MartinMLGAMER 4 дня назад

    These videos are really clearly explained and easy to follow, I’ve ‘started’ to make a map for fs25, I know these vids are for fs22 but are the basic principles the same? TIA

    • @bauerbrown
      @bauerbrown 3 дня назад

      Yup. There are some changes to 25, but everything in 22 still applies.

  • @kellymodding
    @kellymodding 6 дней назад

    I am after following your video here and i am getting an error when i go to run the script to make the fields it hits me with the error Error: Please select FieldDefinition defintions root! how do i fix this thanks.

    • @bauerbrown
      @bauerbrown 5 дней назад

      Make sure you have the parent transform group "Fields" highlighted in your scenegraph when you run the script.

    • @kellymodding
      @kellymodding 14 часов назад

      @@bauerbrown when i run the script and create the fields they come out the wrong size how would i fix this -- Set filename to a bitmap file (*.grle) local filename = "C:/Users/lukek/Documents/My Games/FarmingSimulator2022/mods/FS22_TheHeathOfEire/maps/map/data/infoLayer_fieldDimensions.grle" --Set bits of bitmap (normaly 8 bits) local bits = 8 --Set size of map (normaly 1024) local size = 2048 --Set factor for bigger grle's local factor = 2 --Set field factor (glreSize/mapSize) (f.e. standardmap: 4096 / 2048 = 2 local fieldFactor = 2 thats the setup of the script its a 2048x2048 map and the dem is the same size

  • @VikraalTheFluffDragon
    @VikraalTheFluffDragon 7 дней назад

    Does this tutorial work for FS25? Someone suggested this for me as Ive been learning how to mod a map. Someone made Hutan Pantai into a mod map and Ive been using it to learn about the game, Ive got what I want physically changed on the map but for the life of me I cant get the infolayer paint to change. It shows in Giants Editor that Ive made the map entirely purchaseable but ingame nothing on that front changed.

    • @bauerbrown
      @bauerbrown 7 дней назад

      Yes, the infoLayers still work the same for FS25. Since it's a modded map, make sure the file path for the infoLayers are pointing to your project map and not the base game map. You can check by viewing the map.i3d in a text editor and searching for "infoLayer." Id it starts with $data, it's using the base game.

    • @VikraalTheFluffDragon
      @VikraalTheFluffDragon 6 дней назад

      @@bauerbrown Do you happen to have any clips, maybe in one of the other videos I can go look at for this? Im not sure what to look for as i didnt find anything matching what you said, But Im also not sure if Im looking at it correctly as there are a lot of lines with "infolayer" as a possible search point.

    • @bauerbrown
      @bauerbrown 6 дней назад

      @@VikraalTheFluffDragon There may or may not be an example of this in one of the infolayer videos, I can't recall off the top of my head. For a modded map, you should find around 9 entries for infolayer. Just look at the file path, if it looks like 'filename="$data/infoLayer_something.png" then it's using the base game, anything else and it's correct for a mod map.

  • @DrewKassa
    @DrewKassa 12 дней назад

    Thanks for the great video. Have you been able to get this one working with FS25? I keep get an error. Script error in getTerrainSize: Unknown entity id 0 for 'object' in method 'getTerrainSize'. LUA call stack: =[C]:-1 getTerrainSize =C:/Users/drewk/AppData/Local/GIANTS Editor 64bit 10.0.3/scripts/Tree Gen.lua:27 Error: DensityMap internal error. Error: C:/Users/drewk/AppData/Local/GIANTS Editor 64bit 10.0.3/scripts/Tree Gen.lua:42: attempt to perform arithmetic (unm) on nil

    • @bauerbrown
      @bauerbrown 12 дней назад

      I haven't attempted to use it yet. I suspect many of the scripts are not working. Once I get a little more time I'll start troubleshooting and rewriting some of the scripts that I know will never be updated by the author.

    • @DrewKassa
      @DrewKassa 12 дней назад

      @@bauerbrown Great thanks, you always have so much great advice for doing these fs builds.

  • @sprinkles_091
    @sprinkles_091 14 дней назад

    Is this just for* PC or could i use this on Xbox once published??

    • @bauerbrown
      @bauerbrown 14 дней назад

      Completed maps can be used on Xbox however when building the map, the editor needs access to the game. Many people have accomplished this, but I have no experience with consoles.

  • @---12810
    @---12810 18 дней назад

    my files are all PNG and not GRLE as we are trying to make it work on fs25

    • @bauerbrown
      @bauerbrown 18 дней назад

      PNG will work just fine. Are you running into issues with the GRLE?

  • @kevydd-h2p
    @kevydd-h2p 18 дней назад

    I see there's a bunch of scripts in the procedural placement window scripts tab, in the drop down window. Not sure if they were there in the first release or not but looks quite interesting on how the masks work. Im kinda excited to learn how all that works. Starting to have a play around with it on a blank test map to see if i can nut some of it out. I wondering how the masks in the mask folder were generated. Now i no atleast a tiny bit of the puzzle lol

    • @bauerbrown
      @bauerbrown 18 дней назад

      They were supposed to have been released with the 1.3 patch but I honestly never looked in the dropdown. There hasn't been an update since, so I would assume they've been there. I figured I knew how the masks worked, just needed the code to know how they were implemented. I would think the masks are not generated by the code, they're made in photoshop etc. The masks are then used to place objects, paint ground markings, foliage, etc. when the code is run. At least any experience I have with placement masks have worked in this way.

    • @kevydd-h2p
      @kevydd-h2p 18 дней назад

      @bauerbrown ahh i see what your saying. I just assumed they could be painted in the editor because if i click on terrain foliage paint mode, and then procedural placement in the side panel there's a drop down for PPlacement where you can open pg_forest, pg_acres etc and the blockmask was interesting with a few different colors. But what i found was i for the blockmask i could ctrl r on the different colors and it would change the tick boxes, so for example if i ctrl r on the green it would check mark the block foliage and the erase unmasked. If i ctrl r on the greyish color it would check mark all the boxes except on the fly placement. And was able to paint the same color with what i had done ctrl r on. With the PG masks i found that i when i did ctrl r, the opacity slider and value would change but the check boxes were all checked except for on the fly placement. And same with the pg ones, i was able to paint the same color with what i had selected via ctrl r. So much to learn yet lol

    • @bauerbrown
      @bauerbrown 18 дней назад

      @@kevydd-h2pThat's just my experience and it's always possible Giant's is doing something differently. I really need to sit down with the Editor and get in deep with it, I just haven't had nearly as much time lately as I have had in the past. Things are moving slooow in that dept, LOL.

  • @kevydd-h2p
    @kevydd-h2p 23 дня назад

    Have you by any chance had foliage creator working in giants editor 10? Someone over on the ls modding company site did do an update to get it working for the lastest editor along with a calculator for determining the layer states. However at least for me it will only work up to a value of 7. If say i tryed blueberryBig which would be a value of 15, it would give a warning and mask it as a 0 or a value between 0-7. So anything between 8-15 it will throw a warning and give it a different mask between 0-7.

    • @bauerbrown
      @bauerbrown 23 дня назад

      I haven't tried it yet, been kind of busy. I'll have to grab a copy and give it a shot to see what's going on. I assumed the old one wouldn't work anymore so it's good they're updating it.

    • @kevydd-h2p
      @kevydd-h2p 23 дня назад

      @bauerbrown its one of those tools that you become lost without it lol especially on a larger maps. I had a play around with the code to see if i could get it to work properly, but i really don't know enough about lua yet. Slowly learning lua though. Hopefully, it's a simple tweak somewhere. I tried it on both 2x and 4x maps and got the same results. All good, I've plenty of other stuff on the map to keep me going, and some more vehicle mods to do 👍

  • @mobias7
    @mobias7 24 дня назад

    thanks for the tutorial. How do you set the road decal so it doesn't pick up deep tire treads when you dive over it in game? The road decal appears to have the same soft material properties as the underneath grass texture

    • @kevydd-h2p
      @kevydd-h2p 24 дня назад

      What i did for my map was paint down asphalt underneath the road decals. It then has the correct road noises etc. If you pick apart the base game map you'll see they have painted asphalt under the road decals aswell.

    • @bauerbrown
      @bauerbrown 24 дня назад

      Just do what Kevydd said! There are attributes assigned to each texture like hardness, etc. Putting the appropriate texture underneath will fix that problem.

    • @mobias7
      @mobias7 23 дня назад

      @@kevydd-h2p great thanks, yes that makes sense. I should have thought of that.

    • @kevydd-h2p
      @kevydd-h2p 23 дня назад

      @mobias7 i did the same as you when i did my roads too, something so simple but easily overlooked. I also used farmerboys modding spline panels to paint down the asphalt with a moss pebble edge on both sides, if your pc struggles with painting long splines, you can duplicate your spline a few times and make each one a shorter lenght and paint your road in sections. Its another something so simple but easily overlooked situation.

    • @mobias7
      @mobias7 23 дня назад

      @@kevydd-h2p Yeah I used that spline mod on the FS22 version of the map I'm making. Its really good. I'll need to instal it again in GE10. Haven't got round to it yet.

  • @kevydd-h2p
    @kevydd-h2p 25 дней назад

    Have you by an chance had foliage creator working for fs25? I was playing around with it yesterday and it somewhat worked to a point. So for example I used grass grassDeko and set texture layer to -1 Modifier_decoBush value 7 and it applied that just fine.... If i tryed to use any number above 7 so 8-15 i would get a warning... value 8 is out of the density map range and has reverted back to 0. And this happens for all of them. I download this from ls modding company site, theres a person there who has supplied a bit calculator along with a working fs25 foliage creator script

  • @fpvnico
    @fpvnico 26 дней назад

    Where can i submit a prefab, is this just done in the modhub where i submit a map or mod?

    • @bauerbrown
      @bauerbrown 26 дней назад

      Yes, the modhub. You will see a link for "login" and you can submit through your account. Obviously, if you do not have an account you will need to create one.

    • @fpvnico
      @fpvnico 26 дней назад

      @bauerbrown yes, i already have an account. For fs22, i recently got my first maps online and for fs25 got some mods pending now but wasn't sure about the prefabs. Thanx.

    • @bauerbrown
      @bauerbrown 26 дней назад

      @@fpvnico Yup. The process is the same for everything. At least I'm pretty sure :)

    • @fpvnico
      @fpvnico 26 дней назад

      @@bauerbrown yeah, seams logical actually but didn't want to just try it out and rather ask someone first 😅

  • @ziicutie
    @ziicutie 28 дней назад

    how to I make it go back to grle

    • @bauerbrown
      @bauerbrown 27 дней назад

      It's explained in the video, you may have to watch it more than once. Once it's converted and you changed the file path in the I3D to png, you'll open and save the map in GE, delete the png, and change the file path back to grle in the I3D.

  • @Mister_Laptop
    @Mister_Laptop 29 дней назад

    Super Funktioniert Danke

  • @Mister_Laptop
    @Mister_Laptop Месяц назад

    Danke

  • @jonasfriess-gilles1457
    @jonasfriess-gilles1457 Месяц назад

    Great Video, you are so incredible helpful in making maps. We need a good Video about placeables, referencing i3d models and how to change the triggerpoints. That would be awesome

    • @bauerbrown
      @bauerbrown 29 дней назад

      We'll eventually get into all of that and more. A video on placeable basics should be coming soon. I'm a bit behind at the moment.

  • @Hammaneggs88
    @Hammaneggs88 Месяц назад

    I would love to see this extension video. I am new to map making so I am not fluent in GE any version.... Do you know how to use a google earth image for the map?

    • @bauerbrown
      @bauerbrown 29 дней назад

      I do. That's going to be one of my future videos, but I'm not sure how soon. I'm a little behind on videos at the moment, but it's definitely on the list to get done.

    • @Hammaneggs88
      @Hammaneggs88 29 дней назад

      @@bauerbrown I am eager to watch all your videos!!!

  • @BrummieFarmer
    @BrummieFarmer Месяц назад

    I was wondering what happened to the Layer Manager... In fs22 I used to import custom textures for the weight files and rotate each one by 90 degrees. Now there are only 2, how would that be possible, do you rotate by 180 instead?

    • @bauerbrown
      @bauerbrown Месяц назад

      Sounds logical, I don't see any other way with only two textures.

  • @Deathspledge
    @Deathspledge Месяц назад

    I wandered where the firsy one went! 😋

    • @bauerbrown
      @bauerbrown Месяц назад

      LOL, yeah ... I couldn't leave it the way it was!

  • @Just_Be_The_Ball
    @Just_Be_The_Ball Месяц назад

    Thanks BB, have you tried editing the color of an in game texture, i used the old method but now i get black artifacts in the texture.

    • @bauerbrown
      @bauerbrown Месяц назад

      No, I haven't tried. Black artifacts sound like it could have something to do with the Alpha channel, but I could be completely wrong on that. I'll have to check it out and see what's going on. Any texture in particular, or are they all giving you issues?

    • @Just_Be_The_Ball
      @Just_Be_The_Ball 23 дня назад

      @@bauerbrown Hey man, managed to get it working with Gimp, save as .png settings were, default settings plus tick Save color values from transparent pixels, left automatic pixel format and exported...then drag onto texture tool.YAY.

  • @IRGoat
    @IRGoat Месяц назад

    Thank you for your tutorials. They helped so much with 22. Now to learn 25. What I'm finding the hardest is the sell points. I know there is a Placeable tab in the scripts now but getting them to actually work in game is where I'm having trouble. But back to the current video, thank you for this one. I looked everywhere and couldn't find the layer manager.

    • @bauerbrown
      @bauerbrown Месяц назад

      Don't feel bad, I didn't see it either!! LOL! I haven't tried any placeables in-game yet, I'll do some testing and see what I get.

    • @FarmerGar
      @FarmerGar 22 дня назад

      @IRGoat I am having the same issues with the sellpoints. I worked on getting one working for over 6 hours the other day, it started accepting grain but wouldn't pay you... freaking thief lol! I don't even know how I managed that but I did.

  • @r0tten609
    @r0tten609 Месяц назад

    Thanks for the video. I have one question. When I draw some texture, for example concreate gravel, in game its bumpy, even if terrain perfectly straight. Some textures like asphalt are smooth. Is there some number which defines how bumpy certain texture is? I dont want my tractor to jump on concrete more than on field😄

    • @bauerbrown
      @bauerbrown Месяц назад

      In your brush attributes, make sure that "enable noise" is not checked. Other than that, I'm not familiar of any other attribute associated with the texture that will cause that (although it's possible). You could always use the Layer Manager to adjust some of the textures attributes and see what they do for you.

    • @r0tten609
      @r0tten609 Месяц назад

      @@bauerbrown Thanks a lot for your help, I will do some testing.

    • @r0tten609
      @r0tten609 Месяц назад

      @@bauerbrown So I found the solution, what makes layer bumpy is displacment map. I copied asphalt map, which is soft one from the game into my map, renamed it and linked it in layer editor and now its smooth!

    • @bauerbrown
      @bauerbrown Месяц назад

      @@r0tten609 I figured displacement would have that effect, but I assumed it worked with tire tracks once you drive over it.

  • @kentuckyfarmsmapping
    @kentuckyfarmsmapping Месяц назад

    When you are adding things manually in the i3d file, instead of changing the numbers to 9999, etc. , you can just add something like 3 zeros to the end of each of the new id numbers. That way you don’t have to keep checking what you changed the number to.

    • @bauerbrown
      @bauerbrown Месяц назад

      Good tip! That could certainly speed things up a bit. It seems so obvious now, but yet my brain is wired to do things the hard way :) Thanks!

  • @alfaunicorn81
    @alfaunicorn81 Месяц назад

    Well, GIANTS added a PDF at GDN labelled as a PowerPoint presentation. That one was for vehicles in FS25.

    • @bauerbrown
      @bauerbrown Месяц назад

      Yeah, I saw that one. Occasionally they do release various documents through their forums and such, but rarely do they cover things on the map making end and almost never are they instructional detailing changes, etc. to the maps, editor, and the overall process. Sometimes you can be lucky enough to pick up some info on their FarmCon videos, but that's generally hit and miss.

  • @Cheezyblaster
    @Cheezyblaster Месяц назад

    Good stuff, once again. Thanks Bauer

  • @andreystartsev5595
    @andreystartsev5595 Месяц назад

    hi, what does procedural generation do in giant? Can you explain this point in more detail?

    • @bauerbrown
      @bauerbrown Месяц назад

      Procedural generation is a way to put down textures and items procedurally using mask layers and lua scripts however it's incomplete since FS22. Procedural Placement is missing the Lua scripts which is needed to fully understand how they are utilizing all the components of the PP. This is the reason you don't see any videos on PP, because nobody fully understands it at this point in time. With that being said, I do know of a few guys who are making great progress with it and you can expect a full explanation sometime in the hopefully near future.

  • @NascimentoTvGamer
    @NascimentoTvGamer Месяц назад

    Hey my friend, do a live tutorial teaching us how to install Blender and import from Blender to the Jeant editor

    • @bauerbrown
      @bauerbrown Месяц назад

      It's not live, but I do have tutorials on installing Blender and exporting from Blender to GE.

  • @joshnichols-qp6ex
    @joshnichols-qp6ex Месяц назад

    I am a hard time loading my maps up in giants editor 10.0.3 for FS25 it keeps me in the loading screen when i left my computer for about 45 mins it was still loading and I tried to reinstall the editor I did all the path stuff in the prefferences and still nothing Im at a lost if anyone could help me to figure it out that would be great ps I can also load in vechicles no problem but not the maps

    • @bauerbrown
      @bauerbrown Месяц назад

      It sounds like an issue with the map. Are you trying to load a base game map?

  • @JOAOMARIAGARCIADUTRAJOAO
    @JOAOMARIAGARCIADUTRAJOAO Месяц назад

    vc tem tutorial para PDA fs25

    • @bauerbrown
      @bauerbrown Месяц назад

      Ainda não, mas seriam feitas basicamente da mesma maneira.

  • @fpvnico
    @fpvnico Месяц назад

    Hi, i'm working on a map (fs22) and i needed palm trees. I used the Cali palms from the frontier map but i can't find a way to contact the map maker (zero oito) to ask permission to use them. I'm not even sure if he made these palm trees because i also find them in a mod from ALiEN JiM but i also can't seem to contact him What should i do? It's just a stupid tree but it's kinda important for my map 😅 Maybe you know forums where these guys are still active?

    • @bauerbrown
      @bauerbrown Месяц назад

      I haven't seen the tree, but I venture a guess to say they were converted from the FS19 palms. I'm positive about that, but there's a good chance. Since it's just a deco object and an unassuming and insignificant one at that, I wouldn't stress over it too much. I would just use it and leave a note in the modesc giving a nod to the potential author, but I don't think even that is entirely necessary. Unfortunately I don't know of any forums where they are active.

    • @fpvnico
      @fpvnico Месяц назад

      @bauerbrown with deco object, do you mean like a house or a pile of wood? Because they do work like normal trees. They can be planted, cut and sold.

    • @fpvnico
      @fpvnico Месяц назад

      I feel like someone put in the work to make them work so i need permission. I really make it a thing in my map to grow en sell them 😅 Thought it would be easyer to contact someone when i started building my map. 😆

    • @bauerbrown
      @bauerbrown Месяц назад

      @@fpvnico If they can be grown and cut then I guess they are a bit more than just a deco object, but still not an incredibly huge deal. Sometimes creators are easy to track down, sometimes not - it's hit and miss really. The best I can say is lots of Googling. I'll have to find the address, but there was a discord that was nothing but mod creators and map makers, it's possible they registered there.

    • @fpvnico
      @fpvnico Месяц назад

      @@bauerbrown yeah, gonna give it one more try to contact someone while i finish the map but as you say, i'm not going to stress to much about a tree. If they want to get contacted about their stuff, they would make it more easy 😆

  • @melaniecross4465
    @melaniecross4465 Месяц назад

    Are you having issues with ur RUclips at all... a friends comments don't seem to be showing. He was asking about smoothing terrain and had a idea of using a numbered grid to keep track while smoothing

    • @bauerbrown
      @bauerbrown Месяц назад

      I haven't noticed any issues on my end, but it seems like at one point or another nearly everyone has an issue with YT at some point. Smoothing is simple enough on it's own, but a grid could work depending on what you're trying to achieve.

  • @damunchman3120
    @damunchman3120 Месяц назад

    I really thought it was gonna be a lot more difficult then you're explaining so far... However I know we just began...😂😂 I went to college for computer design and you make things easier to understand than the professors did at my college. Although I went to ITT Tech so that's probably on me 😂😂

    • @bauerbrown
      @bauerbrown Месяц назад

      It's really not that difficult at all. I think most tutorials unnecessarily overcomplicate things for whatever reason and that's what turns most people off of modding. I try to make things digestible and easy to understand. The FS22 tutorials are a good place to start because about 90-95% of that still applies to FS25. If you can survive computer design, you'll do fine with this :)

    • @damunchman3120
      @damunchman3120 Месяц назад

      @bauerbrown So just curious if you dont mind me asking... Do you do stuff like this for a profession (software development or similar) or is this just a side hobby you got into? I'm as far as your import export video and it seems you're knowledgeable in quite a few areas. I did one and a 1/2 years out of 2 for computer applications and programming and decided to switch programs to Computer drafting and design. The design side i was able to get instant gratification for what I was doing rather than write pages of code for ever lol. To be honest I have never even played farming simulator YET (new computer is on its way) just watched alot of play vids. The modding side really peaks my interest.

    • @bauerbrown
      @bauerbrown Месяц назад

      @@damunchman3120 I went to school for computer science and was a few credits short of my degree, but that was 30 years ago and many things have changed since then. I dabbled in programming throughout the years and had a short stint as a development programmer for online applications. Nowadays I work in industrial maintenance/engineering and the closest I get to programming is PLC's and perhaps some personal projects. I spend the majority of my time troubleshooting. I usually step in when something can't be figured out and I get to the bottom of what the problem is, what's causing it, and either propose a solution or fix it myself depending on the situation. As far as this YT thing and map making tutorials ... it's just a hobby. If instant gratification appeals to you, then you'll love map making. To be able to build something from your imagination or otherwise, and then be able to step into that build and walk/drive around and interact with your creation can be incredible gratifying.

  • @damunchman3120
    @damunchman3120 Месяц назад

    This is exactly the kind of thing I was looking for thank you so much for posting the series. I have your blender series next 😁😁

  • @damunchman3120
    @damunchman3120 Месяц назад

    So everything you want to add/put on a map is first created then imported into editor (roads, trees, buildings, ect)? Then after you place you can manipulate. I'm kinda interested in dabbling into that area and checking it out. Did I hear you mention there are pre-made item I can use to get used to things before totally going from scratch? Can you recommend a good legit source? Also I'd look forward to any information, tutorials, and walk-throughs. Thank you for the video. Edit: I just found your fs22 tuts. I'm going through those to learn basics

  • @katraapplesauce1203
    @katraapplesauce1203 Месяц назад

    Good tutorial, could you show how to take a model from id3/fs22 and go through the Maya/blender pipeline of fixing the materials etc? Basically converting an existing model from fs22 to fs25

    • @bauerbrown
      @bauerbrown Месяц назад

      From my understanding, converting is easy as updating the descVersion, but I have not personally confirmed that. I suppose the process could vary depending on if you want to convert a mod vs a basic deco object. I'll have to toy around with converting something and then I can certainly do a video on it!

  • @timothymarsh9181
    @timothymarsh9181 Месяц назад

    I'm assuming that the terrain height script will work in FS25 to make a smooth "roadbed" for the the road decals to be placed for terrain that is not flat? What about how the roads appear wet, snowy, and have leaves on them in the fall. Do you know how this is handled by the game for after we get our roads placed using decals? I think it looks phenomenal in-game. As always, thanks for your extremely helpful tutorials.

    • @bauerbrown
      @bauerbrown Месяц назад

      The GE script for terrain height works for smoothing roads. Although it's not my preferred method, it does get the job done. The FarmeBoys scripts are not working at this moment in time, but they're working on updating the scripts. The wetness, leaves, etc. are also controlled through decals I believe. I'll do some experimenting shortly to see what's the best way to pull that off.

  • @sixgun2719
    @sixgun2719 Месяц назад

    I would like to extend the US map.

    • @bauerbrown
      @bauerbrown Месяц назад

      You may be in luck. That video might come out more sooner than later! Fingers crossed.

  • @michaelwest9653
    @michaelwest9653 Месяц назад

    Superb video Bauer. The roads thing really had me stumped but this is brilliant...thankyou! 😊That's very exciting news that you are making Riverbend x4. We played your Elm Creek x 4 a lot.

    • @bauerbrown
      @bauerbrown Месяц назад

      I rushed Elmcreek for some reason and the map had issues. This is my redemption :) LOL

    • @michaelwest9653
      @michaelwest9653 Месяц назад

      @@bauerbrown Haha, yeah I remember reporting one to you but they were very minor issues and at the end of the day, we had massive fun with it.

    • @bauerbrown
      @bauerbrown Месяц назад

      @@michaelwest9653The fact that you had fun with it is all that matters I suppose :) I've definitely learned some hard lessons from that map and things have been done much differently since then. I never did get a chance to finish the major update I was working on for that map and I feel bad about it. It's hard to go back and get stuff like that done when there is so much more that needs to be done, especially with FS25 being out now.

  • @hillyfarms
    @hillyfarms Месяц назад

    My 2cents would be to move on to FS25. You can always go back to FS22 and finish it when FS25 gets older. I'm loving the changes giants have made.

    • @bauerbrown
      @bauerbrown Месяц назад

      My first map will likely be a 25 map, but my current map will be probably get released on 22 first since it's almost done and it would be like starting over to get it into 25. We'll see. I like a lot of the changes as well, but not all of them made things easier in the long run.

  • @pjshiner
    @pjshiner Месяц назад

    Great video Bauer, I have now tried importing the roads from my fs22 map this way works a lot easier than the old way with spline street constructor and having to bring the ground up or down to make it look good. The only problem I've got at the moment is because I put edges on the road edges in SSC I can't get them to take a material so I have big white borders to the roads. I used Bullet Bills junctions and the white lines won't project onto the road, they come out black, If I don't project them they don't lay flat on the road properly. Have you got any idea's on these two issues or do I need to start again with it all

    • @bauerbrown
      @bauerbrown Месяц назад

      With the edges on the SSC roads there is probably not much you can do but make them again. I ran into the issue where it flattened out the edges and made the road wider. I'm not sure about the white line thing, it almost sounds like an issue with the Alpha layer. When transparencies have issues, they show up black. I would have to play around with BB's pack to see what the issue is exactly. You can try opening the texture in an editor and re-save it as a BC7 (dds) or other comparable format that handles transparencies.

    • @pjshiner
      @pjshiner Месяц назад

      @bauerbrown ok thanks will try that tomorrow

  • @longers2550
    @longers2550 Месяц назад

    Hello there :) Poland here ;D I'm getting into modding. It's not easy I must say ;D I would love to see Tutorial from Modeling, texturing, to import to game. I cant find exporting from blender model tutorial. I'm facing weird bug when in blende all is ok but in game emission is black or white :o Youst simple tutorial, shed four walls with Texture, not just color ^^ Setting as placeable, terrain curve... Thanks ^^

    • @bauerbrown
      @bauerbrown Месяц назад

      I'm not an expert, but when dealing with emission in Farm Sim I use the glow shader and that gets the result I want. Otherwise, I do have some tutorials on Farm Sim and Blender.

  • @thegoldenmusiceer1841
    @thegoldenmusiceer1841 Месяц назад

    Hello! My question how in the world can I put blacktop in my games to make like a road type of thing, Ive search around I haven't seen anything specifically for it, can you tell me how to do or make a video on how to do it?

    • @bauerbrown
      @bauerbrown Месяц назад

      Do you mean a blacktop texture?

  • @chaseydog7956
    @chaseydog7956 Месяц назад

    Another awsome tutorial. Thanks. I'm looking forward to the tutorials on extending a map.

    • @bauerbrown
      @bauerbrown Месяц назад

      it shouldn't be too far off. I may start on it more sooner than later.

  • @andrewtaylor8453
    @andrewtaylor8453 Месяц назад

    what blank map are you using or have you made your own

    • @bauerbrown
      @bauerbrown Месяц назад

      I always use my own maps, if not you're just inheriting someone else's mess. Making a blank map is not difficult, I have an older video on the subject and it still applies to FS25.

    • @andrewtaylor8453
      @andrewtaylor8453 Месяц назад

      @ cheers

  • @s-t-e-e-m
    @s-t-e-e-m Месяц назад

    Hi! Waiting for the lesson on increasing the map to 4x!

    • @bauerbrown
      @bauerbrown Месяц назад

      It's coming! Perhaps I'll start working on that more sooner than later.