The placeholders Folder, How it works and what is for! Giants Editor 9

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  • Опубликовано: 12 дек 2024

Комментарии • 39

  • @CajunWolffe
    @CajunWolffe Год назад +1

    This issue has been an issue for me since FS19; you enlightened me. FS22 Elmcreek (mod map US) doesn't have a placeholder directory/folder when created. After watching your video, I added a Transform Groupe named placeholder and added everything needed, and it works fine. Cool; I learned something. Thank you, sir! My Silo shows the smoke and fill stream in the game, so I suspect I imported it wrong. I'll try again, and if I still have issues, I'll ask.

    • @FarmerBoBonYoutube
      @FarmerBoBonYoutube  Год назад +1

      Awesome man.. glad it helped. If you check your game log you might have an error for storeitems. Just fix that and move all your storeitems to the moddesc, i discovered it helps with a lot of problems to use the moddesc instead of the storeitems.xml to host your storeitems.

    • @CajunWolffe
      @CajunWolffe Год назад

      @@FarmerBoBonRUclips, I'll check that out because I re-imported and still have an issue.

    • @FarmerBoBonYoutube
      @FarmerBoBonYoutube  Год назад +1

      @@CajunWolffe sure np. U can email me at boetfaas@gmail.com let me know

  • @mundysmeadow1012
    @mundysmeadow1012 2 года назад

    Thank you FB! Very good. I now understand why the traffic cones i3d went showing up. The xml loads all that stuff in and makes your file size smaller.

  • @johnrembovsky7554
    @johnrembovsky7554 2 года назад

    Great video brother!

  • @mantruck2986
    @mantruck2986 2 года назад

    Great Tutorial!

  • @CajunWolffe
    @CajunWolffe Год назад

    I have yet to try it, but an interesting quesrion; let's say, for kicks and giggles, I have a standard set of placeables I use on every map in a particular layout, such as a cow field, for example. Can I export the placeholder transform group minus items added for the map I have been working on and import that placeholder transform group into another blank or in-progress map? The only variable is the elevation, but that's not a problem.

    • @FarmerBoBonYoutube
      @FarmerBoBonYoutube  Год назад +1

      Yes definitely, if your placeables is like mine in my startmaps, they are all from ingame and setup to use on any map. So thise type you can just copy over and import.
      But if they are custom and have theur own textures etc in the folder then it will be best to export with "no" to both questions and then u will need to open the i3d and zero the transform. Then import.

    • @CajunWolffe
      @CajunWolffe Год назад

      @@FarmerBoBonRUclips Yeah, that's what I do because I make a wheelbarrow full of "converted stock maps" until I have one I finally like and want to play/farm (a simulator is different from playing a game, right?). Also, I have people, friends, and such, who like to play FS, but like me, they don't care for the home farm layout or something in the map but aren't comfortable making the changes themself; that's cool because I'm an engineer, retired, and a nuts-and-bolts type; I have to get under the hood. I raised boys, we liked to game, and during Quake and Unreal Tournament days, I got the modding bug, I taught myself C, and a whole new world opened my eyes.

    • @FarmerBoBonYoutube
      @FarmerBoBonYoutube  Год назад

      @@CajunWolffe that sounds great my friend 👍😄

  • @brpboys7330
    @brpboys7330 2 года назад

    Thank you Farmerbob. I've been following you for over a year now and your videos have been very helpful for me. Would you happen to know if instead of entering each placeables one at a time. Can we import the complete placeables.xml file. Sometimes there are fence lines in the placeables file and that becomes very time consuming when trying to edit them.

    • @FarmerBoBonYoutube
      @FarmerBoBonYoutube  2 года назад +1

      You can duplicate the placeables of say any of the ingame maps, but u still need to edit each line of them according to your map and make sure each line is represented in the storeitems.xml as well. 👍🤗😁

    • @brpboys7330
      @brpboys7330 2 года назад

      @@FarmerBoBonRUclips Thanks for quick response. What a pain, that's what I've been doing. Just figured there might be a way to spawn them into GE like in the game. I'm currently stuck on another issue with plow state. In game when I look at the plow state of the fields. The whole map is in red. Under roads, buildings waterplanes. Can't figure out which file is creating the issue. I'm looking at all the infolayer files and density map files. Would you have any suggestions?

    • @brpboys7330
      @brpboys7330 2 года назад

      Never mind. I ended up figuring out the issue with plow status. Problem was densityMap_ground was wrong size.

    • @FarmerBoBonYoutube
      @FarmerBoBonYoutube  2 года назад

      @@brpboys7330 awesome brother.. great job

    • @FarmerBoBonYoutube
      @FarmerBoBonYoutube  2 года назад

      @@brpboys7330 yes brother, it must be one of the info layers, theyre the omly ones that work with the state of things. Check there. 👍🤗😁

  • @FrankiesChannel
    @FrankiesChannel 2 года назад

    Hi Farmer Bob. Your videos are great help. Would you happen to know if there is a quicker way of importing or adding the placeables xml file into a placeholder instead of importing one at a time? When I edit my maps, I like to see everything in GE as it is in game play. Thank you.

    • @FarmerBoBonYoutube
      @FarmerBoBonYoutube  2 года назад

      Pleasure brother, no regarding the placeables. There is no short way as the editor is far more advanced than the game interface, however you can use the ingame placeable system to place your mods down in your map and then once all is in place do a savegame and open the savegame folder and in there you will find a placeables.xml then simply copy that one to your map directory. But u still might need to edit the storeitems.xml. 👍😉

  • @cosminneculai1379
    @cosminneculai1379 2 года назад

    Thx

  • @farmerrabbit
    @farmerrabbit Год назад

    The placeholders folder works for me on all maps, except on No Man's Land, I cannot get it to work there. Any building I put into that folder, will be loaded into the map, so I will have two buildings on top of each other. Only on No Man's Land I have this issue with 😄

    • @FarmerBoBonYoutube
      @FarmerBoBonYoutube  Год назад

      Check your attibutes for the placeholders transform, it needs the callback scrip Placeholders.onCreate if that is not present you will have duplicate buildings. If you cant come right just delete the entire placeholders transform with its content. Probkem solved.

  • @thatdairyfarmer2847
    @thatdairyfarmer2847 2 года назад

    Can u show on how to take a placeable from one map and put it in another map? As I want a shed that’s a placeable on a map on my map

    • @FarmerBoBonYoutube
      @FarmerBoBonYoutube  2 года назад

      Hi brother.. is the placeable just a building or does it have triggers.? Like doors, lights etc that you can control ingame.

    • @thatdairyfarmer2847
      @thatdairyfarmer2847 2 года назад

      @@FarmerBoBonRUclips it is a fermenting silo from westby. It has load triggers and unload triggers

    • @FarmerBoBonYoutube
      @FarmerBoBonYoutube  2 года назад +1

      @@thatdairyfarmer2847 ahh ok, cool, can you send me a link for the map that jas the fermenting silo then ill make a video on the process. 👍🤗

  • @Sully8P
    @Sully8P 2 года назад

    could you do a video on how to make an animal husbandry in a map. i have sheds that i want to have cows and i dont want to use base game ones. thanks

  • @TractorChamp.
    @TractorChamp. 2 года назад

    Hallo