Did you enjoy this video? Tap the like to let me know Did you miss a Prior Episode? FS25 Modding Playlist ruclips.net/p/PL3sbfoaUaOqoMsbYgK9VmU6R3n3tCG7fa&si=QtElQZjpMWM2Mph6
Thanks for the tips. It is the worst material system I have seen so far! I tried making mod from scratch, and I found, at least for me, do mesh in the Blender, add material names to each part group, and the do the material setup in the Giants editor itself. And there's a lot of guessing while you work on it! 😁
I fully understand that. Which is why I just separate the materials on blender, join it back without doing anything else, then export. I'll just do the colors and other material details on GE. It's so frustrating when doing it the first time in blender then after export almost nothing is exported.
@LAMBOMODS Yeah, if you go $data/fs22support and then copy the shader file, then get to your fs22 mod that you are trying to convert and paste it in there, then if you open your .id3 with notepad++ and find your line that says $data/shaders/vehicleShaders and delete the $data/shaders/ when you load it in game all vehicle textures will be there!! Do the same for wheels, and they will appear, too! It's a good starter point! You will still have to do some wheel configurations!
My problem is that there are options in store, say a painted matched bumper, or painted matched mirrors, they arent highlighted in the scenegraph to edit. You can see the name for it, but they aren't highlighted like the other options. They dont even show up when i click on them to edit in editor. And how do you add the little plus/minus tabs on the scenegraph by the transform groups. How can i edit those "childs" that are "hidden"? The exact fill root node won't register when i put it into the main component. It keeps taking it clear to the bottom of the list.
Seems that a far easier option for someone who's just starting out would be to take a stock... something, say the oldpickup and replace the body with a different model. ...damn, that actually sounds like an idea.
Couldn't figure out how to. Stock vehicle's structure is weird, there's no object holding the body itself and only itself, so there's no real way to just go ahead and replace it. Not even a way to make it invisible, at least i couldn't figure out one.
The giants tools are just awful. If its not the texture tool not functioning its the testrunner not working because giants editor crashes while its trying to check for an update. And people complain about the game itself but thats perfectly playable even with the slight issues.😂😂 But got my first placeable mod done and uploaded for fs25 thanks to alot of your video's. curious if it gets approved in a few weeks. Used ingame textures as placeholders for the most part as the model is far from finished. Pretty much made loose components and going to join them later and bake proper textures for it. Main issue i am having is learning blender but slowly improving.
Did you enjoy this video? Tap the like to let me know
Did you miss a Prior Episode? FS25 Modding Playlist
ruclips.net/p/PL3sbfoaUaOqoMsbYgK9VmU6R3n3tCG7fa&si=QtElQZjpMWM2Mph6
Thanks for the tips. It is the worst material system I have seen so far! I tried making mod from scratch, and I found, at least for me, do mesh in the Blender, add material names to each part group, and the do the material setup in the Giants editor itself. And there's a lot of guessing while you work on it! 😁
Hi! I like all the shaders GIANTS was putting into it. Just I'm too lazy to use them lol. Some new shaders included with FS25 for sure.
I fully understand that. Which is why I just separate the materials on blender, join it back without doing anything else, then export. I'll just do the colors and other material details on GE. It's so frustrating when doing it the first time in blender then after export almost nothing is exported.
I appreciate you doing this anyway! I can tell it was annoying but thanks for doing it anyway! ❤❤
It was frustrating! Especially the textures, I really hope that system gets fixed soon!
@@LAMBOMODS Yes me too! although if you use the vehicleshader its super simple! I'm thinking I'm gonna make a video on it!
the converted one from fs22?
@LAMBOMODS Yeah, if you go $data/fs22support and then copy the shader file, then get to your fs22 mod that you are trying to convert and paste it in there, then if you open your .id3 with notepad++ and find your line that says $data/shaders/vehicleShaders and delete the $data/shaders/ when you load it in game all vehicle textures will be there!! Do the same for wheels, and they will appear, too! It's a good starter point! You will still have to do some wheel configurations!
My problem is that there are options in store, say a painted matched bumper, or painted matched mirrors, they arent highlighted in the scenegraph to edit. You can see the name for it, but they aren't highlighted like the other options. They dont even show up when i click on them to edit in editor. And how do you add the little plus/minus tabs on the scenegraph by the transform groups. How can i edit those "childs" that are "hidden"? The exact fill root node won't register when i put it into the main component. It keeps taking it clear to the bottom of the list.
Seems that a far easier option for someone who's just starting out would be to take a stock... something, say the oldpickup and replace the body with a different model.
...damn, that actually sounds like an idea.
Couldn't figure out how to. Stock vehicle's structure is weird, there's no object holding the body itself and only itself, so there's no real way to just go ahead and replace it. Not even a way to make it invisible, at least i couldn't figure out one.
Pt.2 of this series, 5:10 🤦♂
how do i add my mods to giants editor?
The giants tools are just awful.
If its not the texture tool not functioning its the testrunner not working because giants editor crashes while its trying to check for an update.
And people complain about the game itself but thats perfectly playable even with the slight issues.😂😂
But got my first placeable mod done and uploaded for fs25 thanks to alot of your video's.
curious if it gets approved in a few weeks.
Used ingame textures as placeholders for the most part as the model is far from finished.
Pretty much made loose components and going to join them later and bake proper textures for it.
Main issue i am having is learning blender but slowly improving.
Haaaaaaaa bro the first few seconds of this lol haaaaaa 😂😂😂😂😂😂😂