Error reading attributes and invalid vehicle log file

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MaartenFS
Newbie
Joined December 2016
Belgium Belgium



« on: December 29, 2016, 07:15:02 pm »

Hello guys,

I am quite new to modding and I am trying to convert an MR mod to a regular mod in FS15. The mod is a Bobcat TL470 telehandler. Progress has been decent but I have  ran into some issues. When I try to buy the vehicle it says it cannot be bought.

Here is the log file:
Code:
Error: C:/Users/TEST/Documents/my games/FarmingSimulator2015/mods//MR_BobcatTL470_V2/BobcatTL470.xml(21). Error reading Attributes..
Error: C:/Users/TEST/Documents/my games/FarmingSimulator2015/mods//MR_BobcatTL470_V2/BobcatTL470.xml(21). Error reading Attributes..
Error loadVehicle: invalid vehicle config file 'C:/Users/TEST/Documents/my games/FarmingSimulator2015/mods//MR_BobcatTL470_V2/BobcatTL470.xml', no type specified


And the vehicle.xml file:
Code:
<?xml version="1.0" encoding="utf-8" standalone="no" ?>
<vehicle type="telehandler">
<annotation>Copyright (C) Aurora Team, All Rights Reserved</annotation>
    <name>
        <de>MR Bobcat TL470</de>
<en>MR Bobcat TL470</en>
    </name>
    <filename>BobcatTL470.i3d</filename>

    <size width="4.0" length="6.0" />

    <wheels autoRotateBackSpeed="1.5">
        <wheel rotSpeed="1" restLoad="1.5" repr="0>0" forcePointRatio="0.2" driveNode="0>0|0" radius="0.651" width="0.4" initialCompression="50" suspTravel="0.1" spring="90" damper="50" frictionScale="1.5" mass="0.19" hasTyreTracks="true" steeringNode="0>16" steeringNodeMinTransX="0.119" steeringNodeMaxTransX="-0.119" />
        <wheel rotSpeed="1" restLoad="1.5" repr="0>1" forcePointRatio="0.2" driveNode="0>1|0" radius="0.651" width="0.4" initialCompression="50" suspTravel="0.1" spring="90" damper="50" frictionScale="1.5" mass="0.19" hasTyreTracks="true" />
        <wheel rotSpeed="1" restLoad="2.4" repr="0>2" forcePointRatio="0.3" driveNode="0>2|0" radius="0.651" width="0.4" initialCompression="50" suspTravel="0.1" spring="90" damper="50" frictionScale="1.5" mass="0.19" hasTyreTracks="true" steeringNode="0>17" steeringNodeMinTransX="-0.119" steeringNodeMaxTransX="0.119"/>
        <wheel rotSpeed="1" restLoad="2.4" repr="0>3" forcePointRatio="0.3" driveNode="0>3|0" radius="0.651" width="0.4" initialCompression="50" suspTravel="0.1" spring="90" damper="50" frictionScale="1.5" mass="0.19" hasTyreTracks="true" />
    </wheels>

    <dynamicallyLoadedParts>
            <dynamicallyLoadedPart node="0|0" linkNode="3>" filename="$Texture/Cerchione/>
    <dynamicallyLoadedPart node="1|0" linkNode="4>" filename="$Texture/Cerchione/>
    <dynamicallyLoadedPart node="2|0" linkNode="5>" filename="$Texture/Cerchione/>
            <dynamicallyLoadedPart node="3|0" linkNode="6>" filename="$Texture/Cerchione/>
</dynamicallyLoadedParts>


    <ackermannSteering rotSpeed="60" rotMax="48" rotCenterWheel1="1" rotCenterWheel2="2" />

    <differentials>
        <differential torqueRatio="0.5" maxSpeedRatio="1.7" wheelIndex1="0" wheelIndex2="1" /> <!-- front left-right -->
        <differential torqueRatio="0.5" maxSpeedRatio="1.7" wheelIndex1="2" wheelIndex2="3" /> <!-- back left-right -->
        <differential torqueRatio="0.5" maxSpeedRatio="1.1" differentialIndex1="0" differentialIndex2="1" /> <!-- front-back -->
    </differentials>

    <motor torqueScale="0.53" minRpm="1000" maxRpm="2200" maxBackwardSpeed="20" brakeForce="6" lowBrakeForceScale="0.22" lowBrakeForceSpeedLimit="1" minForwardGearRatio="20" maxForwardGearRatio="130" minBackwardGearRatio="42" maxBackwardGearRatio="130">
        <torque normRpm="0.45" torque="0.9"/>
        <torque normRpm="0.5" torque="0.97"/>
        <torque normRpm="0.59" torque="1"/>
        <torque normRpm="0.72" torque="1"/>
        <torque normRpm="0.86" torque="0.88"/>
        <torque normRpm="1" torque="0.72"/>
    </motor>

    <fuelCapacity>120</fuelCapacity>
    <fuelUsage>24</fuelUsage>

        <cameras count="2">
        <camera1 index="7|0" rotatable="true" rotateNode="7" useWorldXZRotation="true" limit="true" rotMinX="-1" rotMaxX="1" transMin="4" transMax="35" >
<raycastNode index="0>15"/>
<raycastNode index="0>16"/>
</camera1>
        <camera2 index="8" rotatable="true" limit="true" rotMinX="-1.1" rotMaxX="1" transMin="0" transMax="0" />
    </cameras>

   <lights>
        <light realLight="0>26" fakeLight="0>30" decoration="0>27|1" lightType="0"/>
<light decoration="0>29" lightType="0"/>
    </lights>

<beaconLights>
<beaconLight index="0>32" speed="0.016" />
</beaconLights>

<lightsaddon lightsStayOn="true">
<light type="work" index="0>27|0|0" real="0>27|0|1" inputName="frontwork" helptext="frontwork" stayOn="true"/>
<light type="work" index="0>27|0|2" real="0>27|0|3" inputName="rearwork" helptext="rearwork" stayOn="true"/>
    <light type="dirLeft" index="0>27|2|1" stayOn="true"/>
<light type="dirRight" index="0>27|2|0" stayOn="true"/>
<light type="parkLeft" index="0>27|2|3" />
<light type="parkRight" index="0>27|2|2" />
<light type="brake" index="0>28" />
<flashers soundfile="Sounds/blinktick.wav" lowPitch="0.6" highPitch="0.8" volume="0.6" autoreturn="true" tolerance="0.9"/>
<toggleSound pitch="0.5"/>
</lightsaddon>

    <enterReferenceNode index="0>"/>
    <exitPoint index="13"/>

<attacherJoints>
        <attacherJoint jointType="telehandler" index="0>10|0|0|1" allowsJointLimitMovement="false" allowsLowering="false" />
<attacherJoint index="33|0" jointType="trailer" maxRotLimit="40 90 80" allowsLowering="false" allowsJointLimitMovement="false" />
    </attacherJoints>

    <mouseControls>
        <mouseControl iconFilename="$dataS2/menu/mouseControlsHelp/frontloader_arm.png" axis="AXIS_TELEHANDLER_ARM" />
        <mouseControl iconFilename="$dataS2/menu/mouseControlsHelp/frontloader_arm2.png" axis="AXIS_TELEHANDLER_INNER_ARM" />
        <mouseControl iconFilename="$dataS2/menu/mouseControlsHelp/frontloader_tool.png" axis="AXIS_TELEHANDLER_TOOL" />
    </mouseControls>

    <movingTools>
        <movingTool index="10" componentJointIndex="0" anchorActor="0" rotSpeed="20" rotAcceleration="170" rotMax="5" rotMin="-60" axis="AXIS_TELEHANDLER_ARM" invertAxis="true" mouseAxis="AXIS_TELEHANDLER_ARM" invertMouseAxis="true" speedFactor="0.7">
            <dependentPart index="0>11" />
<dependentPart index="0>12" />
            <dependentPart index="0>10|0" />
            <dependentMovingTool index="0>10|0|0" rotSpeedScale="-1"/>
        </movingTool>
<movingTool index="10|0" componentJointIndex="1" anchorActor="0" transSpeed="3" transAcceleration="80" transMax="3.52701" transMin="0.72784" translationAxis="3" axis="AXIS_TELEHANDLER_INNER_ARM" invertAxis="false" mouseAxis="AXIS_TELEHANDLER_INNER_ARM" invertMouseAxis="true" speedFactor="0.3">
            <dependentPart index="0>10|0|0" />
        </movingTool>
<movingTool index="10|0|0" attacherJointIndices="0" anchorActor="0" rotSpeed="60" rotAcceleration="200" rotMax="90" rotMin="-12" axis="AXIS_TELEHANDLER_TOOL" invertAxis="false" mouseAxis="AXIS_TELEHANDLER_TOOL" invertMouseAxis="false" speedFactor="0.4">
            <dependentPart index="0>10|0|1" />
        </movingTool>
    </movingTools>

    <movingParts>
        <!-- arm cylinder -->
       <movingPart index="0>11" referencePoint="0>10|2" referenceFrame="0>10|2">
            <translatingPart index="0>11|0" />
        </movingPart>
<!-- arm cylinder 2 -->
<movingPart index="0>12" referencePoint="0>10|3" referenceFrame="0>10|3">
            <translatingPart index="0>12|0" />
        </movingPart>
</movingParts>

    <steering index="0>9|0|0|0|0" rotationSpeed="6"/>
    <enterReferenceNode index="0>" />
    <exitPoint index="13" />

    <characterNode index="0>9|0|4" cameraMinDistance="1.5" />

    <aiTrafficCollisionTrigger index="18" />

    <exhaustEffects>
        <exhaustEffect index="0>14" filename="$data/vehicles/particleAnimations/shared/exhaust.i3d" minRpmColor="0.9 0.9 0.9 0.05" maxRpmColor="0.9 0.9 0.9 0.2" minRpmScale="0.05" maxRpmScale="0.4" forwardXRotations="-100 0 100" forwardZRotations="0 0 0" steerXRotations="0 0 0" steerZRotations="80 0 -80" />
    </exhaustEffects>

    <motorStartDuration>2500</motorStartDuration>
    <attachSound file="$data/vehicles/shared/attach.wav" pitchOffset="1" />
    <motorStartSound file="$data/vehicles/steerable/liebherr/liebherrTL432_7_start.wav" pitchOffset="0.825" volume="1" />
    <motorSound file="$data/vehicles/steerable/liebherr/liebherrTL432_7_idle.wav" pitchOffset="0.825" pitchScale="0.0095" pitchMax="1.65" volume="1" radius="50" innerRadius="20" />
    <motorSoundRun file="$data/vehicles/steerable/liebherr/liebherrL538_run.wav" pitchOffset="0.75" pitchScale="0.0095" pitchMax="1.45" volume="1" />
<motorStopSound file="$data/vehicles/steerable/liebherr/liebherrTL432_7_stop.wav" pitchOffset="0.825" volume="1" />
<cylinderedHydraulicSound file="$data/vehicles/steerable/liebherr/liebherrL538_hydraulic.wav" pitchOffset="0.85" volume="0.55" />
<honkSound file="$data/vehicles/shared/horn.wav" volume="1" radius="70" innerRadius="10" />

    <speedRotatingParts>
        <speedRotatingPart index="0>21|0" wheelIndex="2" wheelScale="2"/>
        <speedRotatingPart index="0>22|0" wheelIndex="2" wheelScale="2"/>
        <speedRotatingPart index="0>23|0" wheelIndex="2" wheelScale="-2"/>
        <speedRotatingPart index="0>24|0" wheelIndex="2" wheelScale="-2"/>
    </speedRotatingParts>

    <driveGroundParticleSystems>
        <driveGroundParticleSystem file="$data/vehicles/particleAnimations/shared/drivingParticleSystem.i3d" wheel="1" />
        <driveGroundParticleSystem file="$data/vehicles/particleAnimations/shared/drivingParticleSystem.i3d" wheel="2" />
        <driveGroundParticleSystem file="$data/vehicles/particleAnimations/shared/drivingParticleSystem.i3d" wheel="3" />
        <driveGroundParticleSystem file="$data/vehicles/particleAnimations/shared/drivingParticleSystem.i3d" wheel="4" />
    </driveGroundParticleSystems>

    <washable dirtDuration="90" washDuration="1" workMultiplier="4" />

    <components count="1">
        <component1 centerOfMass="0 0 0" solverIterationCount="20" />
        <!-- <component2 centerOfMass="0 -1.5 0" solverIterationCount="20" />
        <component3 centerOfMass="0 -1.9 0" solverIterationCount="20" /> -->
        <!-- <joint component1="0" component2="1" index="0>10|1" rotLimit="0 0 0" transLimit="0 0 0" breakable="false"/>
        <joint component1="0" component2="2" index="0>10|0|2" rotLimit="0 0 0" transLimit="0 0 0" breakable="false"/>
        <collisionPair component1="1" component2="2" enabled="false"/> -->
    </components>


    <schemaOverlay file="vehicleSchema.png" fileSelected="vehicleSchemaSelected.png" width="0.5" height="0.5" attacherJointPosition="0.5 0">
<attacherJoint position="0 0" rotation="0" invertX="false" />
<attacherJoint position="0 0.5" rotation="0" invertX="true" />
<attacherJoint position="0 0.5" rotation="0" invertX="true" />
<attacherJoint position="1 0" rotation="0" invertX="false" />
        <attacherJoint position="1 0" rotation="0" invertX="false" />
    </schemaOverlay>

</vehicle>

In notepad++  there are different colors and I have noticed that in the dynamically loaded parts section the "node" and the numbers have switched colors and there is no way that I can fix that. PS Line 21 is there in the dynamically loaded parts section.

Any help would be appreciated as I would really like to get this mod to work.

Thanks already.
MaartenFS
Logged
akuenzi
One certain harried accountant
MVP
Joined January 2015
United States United States



« Reply #1 on: December 29, 2016, 07:35:37 pm »

Hello guys,

I am quite new to modding and I am trying to convert an MR mod to a regular mod in FS15. The mod is a Bobcat TL470 telehandler. Progress has been decent but I have  ran into some issues. When I try to buy the vehicle it says it cannot be bought.

In notepad++  there are different colors and I have noticed that in the dynamically loaded parts section the "node" and the numbers have switched colors and there is no way that I can fix that. PS Line 21 is there in the dynamically loaded parts section.

Hi MaartenFS,

I will freely admit my lack of expertise with xml, but I think one thing that appears to be missing are several quotation marks ("), specifically in this section:
Code:
    <dynamicallyLoadedParts>
        <dynamicallyLoadedPart node="0|0" linkNode="3>" filename="$Texture/Cerchione/>
        <dynamicallyLoadedPart node="1|0" linkNode="4>" filename="$Texture/Cerchione/>
        <dynamicallyLoadedPart node="2|0" linkNode="5>" filename="$Texture/Cerchione/>
        <dynamicallyLoadedPart node="3|0" linkNode="6>" filename="$Texture/Cerchione/>
    </dynamicallyLoadedParts>
Where you show the filename, you don't have a closing quote at the end.  Assuming your file reference is correct, I think the above section of xml code should look like this:
Code:
    <dynamicallyLoadedParts>
        <dynamicallyLoadedPart node="0|0" linkNode="3>" filename="$Texture/Cerchione" />
        <dynamicallyLoadedPart node="1|0" linkNode="4>" filename="$Texture/Cerchione" />
        <dynamicallyLoadedPart node="2|0" linkNode="5>" filename="$Texture/Cerchione" />
        <dynamicallyLoadedPart node="3|0" linkNode="6>" filename="$Texture/Cerchione" />
    </dynamicallyLoadedParts>
That should fix the 'colors' of how it appears in the editor, and will hopefully make the top two errors go away.  However, I'm trying to figure out what kind of a 'file' that Cerchione is.  Aren't dynamically loaded parts typically other i3d files?  As such, you'll likely need to also fix the file name or extension so that it actually has a valid file to load up.

As for the third error, I think that's referring to the top line in the xml file, where the vehicle type is shown to be telehandler.  It appears to be a valid type according to this excellent list on FSModding_Gary's site, and spelled properly... but now I'm wondering what 'type' is specified for this in your modDesc.xml file.  You might take a look at this file, where all the specializations are listed, and make sure that telehandler is also the type given there.  Maybe?  Just a guess.

Best of luck! Smiley
Logged

MaartenFS
Newbie
Joined December 2016
Belgium Belgium



« Reply #2 on: December 30, 2016, 07:00:08 pm »

Thank you, I forgot about those " , silly me  Wink

Allthough I am still getting the same error messages:
Quote
Error: C:/Users/TEST/Documents/my games/FarmingSimulator2015/mods//MR_BobcatTL470_V2/BobcatTL470.xml(21). Error reading Attributes..
Error: C:/Users/TEST/Documents/my games/FarmingSimulator2015/mods//MR_BobcatTL470_V2/BobcatTL470.xml(21). Error reading Attributes..
Error loadVehicle: invalid vehicle config file 'C:/Users/TEST/Documents/my games/FarmingSimulator2015/mods//MR_BobcatTL470_V2/BobcatTL470.xml', no type specified

Quote
However, I'm trying to figure out what kind of a 'file' that Cerchione is.  Aren't dynamically loaded parts typically other i3d files?  As such, you'll likely need to also fix the file name or extension so that it actually has a valid file to load up
That file is in DDS format, just like all of the other textures in the mod. Do I have to convert them and how would i do that? I have tried putting .DDS behind it, wtihout succes.  Sad

Quote
As for the third error, I think that's referring to the top line in the xml file, where the vehicle type is shown to be telehandler.  It appears to be a valid type according to this excellent list on FSModding_Gary's site, and spelled properly... but now I'm wondering what 'type' is specified for this in your modDesc.xml file.  You might take a look at this file, where all the specializations are listed, and make sure that telehandler is also the type given there.
Code:
<?xml version="1.0" encoding="utf-8" standalone="no" ?>
<modDesc descVersion="21">
    <author>Copyright (C) Aurora Team, All Rights Reserved</author>
    <version>1.0</version>
    <title>
        <en>MR Bobcat TL470</en>
        <de>MR Bobcat TL470</de>
    </title>
    <description>
        <en>
<![CDATA[Bobcat TL470

]]>
</en>
<de>
<![CDATA[Bobcat TL470

]]>
</de>
    </description>
    <iconFilename>store.dds</iconFilename>
    <multiplayer supported="true"/>

<l10n>
<text name="BEL3LEFT">  <de>Blinker links</de> <en>Left turnlights</en> </text>
<text name="BEL3RIGHT"> <de>Blinker rechts</de> <en>Right turnlights</en> </text>
    <text name="BEL3WARN"> <de>Warnblinker</de> <en>hazard lights</en> </text>
<text name="frontwork"> <de>ArbeitslichtV</de> <en>Worklight front</en> </text>
<text name="rearwork"><de>ArbeitslichtH</de> <en>Worklight rear</en> </text>
<text name="finestrino"> <de>finestrino</de> <en>finestrino</en> </text>
<text name="porta"> <de>porta</de> <en>porta</en> </text>
</l10n>

<vehicleTypes>
<type name="BobcatTL470" className="Vehicle" filename="$dataS/scripts/vehicles/Vehicle.lua">
<specialization name="motorized" />
<specialization name="steerable" />
<specialization name="mouseControlsVehicle" />
<specialization name="cylindered" />
<specialization name="hirable" />
<specialization name="honk" />
<specialization name="bunkerSiloCompacter" />
<specialization name="Fenster" />
<specialization name="aiTractor" />
        </type>
    </vehicleTypes>

    <storeItems>
        <storeItem>
            <en>
                <name>MR Bobcat TL470</name>
                <description>
<![CDATA[A NEW ERA: A telescopic loader designed around you.
The new Bobcat TL range of telescopic loaders is designed to excel in the most demanding construction or
agricultural applications. These versatile machines incorporate all the benefits of our long experience and
dedication to constant improvement.]]>
                </description>
<specs>
<![CDATA[
Max Power: 130hp
Maintenance: 190 $ / day
]]>
</specs>
            </en>
            <de>
                <name>MR Bobcat TL470</name>
                <description>
<![CDATA[A NEW ERA: A telescopic loader designed around you.
The new Bobcat TL range of telescopic loaders is designed to excel in the most demanding construction or
agricultural applications. These versatile machines incorporate all the benefits of our long experience and
dedication to constant improvement.]]>
                </description>
<specs>
<![CDATA[
Maximale Leistung: 130hp
Wartung: 190 $ / tag
]]>
</specs>
            </de>
            <rotation>0</rotation>
            <image active="store.dds" brand="brand_Bobcat.dds"/>
            <price>90000</price>
            <xmlFilename>BobcatTL470.xml</xmlFilename>
<dailyUpkeep>190</dailyUpkeep>
<brand>Bobcat</brand>
<machineType>telehandler</machineType>
        </storeItem>
    </storeItems>

<inputBindings>
<input name="BEL3LEFT"                            key1="KEY_KP_1"           button="" />
<input name="BEL3WARN"                            key1="KEY_KP_2"           button="" />
<input name="BEL3RIGHT"                           key1="KEY_KP_3"           button="" />
<input name="frontwork"                           key1="KEY_KP_5"           button="" />
<input name="rearwork"                            key1="KEY_KP_6"           button="" />
<input name="finestrino"                          key1="KEY_KP_8"           button="" />
<input name="porta"                               key1="KEY_KP_7"           button="" />
    </inputBindings>

</modDesc>

In the 'machinetype' section telehandler is given, do I have to give it somewhere else aswell? I have now given it a category but  the vehicle doesn't show up in the shop 'category (mods)', but it does in the 'brands' section, could this have to do with the 'no type specified' error?

Anyways thanks for the response so far, Akuenzi.  Wink

« Last Edit: December 30, 2016, 07:04:51 pm by MaartenFS » Logged
akuenzi
One certain harried accountant
MVP
Joined January 2015
United States United States



« Reply #3 on: January 01, 2017, 03:35:25 am »

Hi MaartenFS,

Happy New Year. Smiley

Allthough I am still getting the same error messages:That file is in DDS format, just like all of the other textures in the mod. Do I have to convert them and how would i do that? I have tried putting .DDS behind it, wtihout succes.  Sad

Hmm... this is going to very quickly fly over my head.  Just being honest, I've never tried to convert a mod between FS versions, let alone an 'MR' mod going from FS '13 to FS '15. Tongue That being said, from what I see in the GIANTS scripts, the dynamically loaded parts are NOT textures.  They are i3d files.  For example, here's the place in the Vehicle.lua script where such parts are loaded up (lines 4202-4209):
Code:
function Vehicle:loadDynamicallyPartsFromXML(dynamicallyLoadedPart, xmlFile, key)
    local filename = getXMLString(xmlFile, key .. "#filename");
    if filename ~= nil then
        dynamicallyLoadedPart.filename = filename;
        local i3dNode = Utils.loadSharedI3DFile(filename, self.baseDirectory, false, false, false);
        if i3dNode ~= 0 then
            local node = Utils.indexToObject(i3dNode, Utils.getNoNil(getXMLString(xmlFile, key .. "#node"), "0|0"));
            local linkNode = Utils.indexToObject(self.components, Utils.getNoNil(getXMLString(xmlFile, key .. "#linkNode"), "0>"));
..........
The code is looking for i3d files, not texture files.  As such, if you send it a texture file, you're going to have errors in the log.  Maybe someone with more experience can comment, it just doesn't appear to me that texture files can be loaded in this manner.

As to your question, the dds file format for textures is just fine.  You shouldn't need to do anything to 'convert' that over as FS '17 also uses this file format for textures.

As for your modDesc.xml file, it includes the following section noting the specializations needed:
Code:
..........
    <vehicleTypes>
        <type name="BobcatTL470" className="Vehicle" filename="$dataS/scripts/vehicles/Vehicle.lua">
            <specialization name="motorized" />
            <specialization name="steerable" />
            <specialization name="mouseControlsVehicle" />
            <specialization name="cylindered" />
            <specialization name="hirable" />
            <specialization name="honk" />
            <specialization name="bunkerSiloCompacter" />
            <specialization name="Fenster" />
            <specialization name="aiTractor" />
        </type>
    </vehicleTypes>
..........
A couple things:

(1)  The vehicle type name is shown to be BobcatTL470.  However, in the xml file you previously posted, the vehicle type name shown clear at the top is telehandler.  If you want this mod to use the specializations you're noting in its modDesc.xml, then you should change the vehicle type in the xml file to be exactly the same as shown here.  In other words, rather than telehandler, the type noted in the xml file should instead be BobcatTL470.  If you want it to work off the telehandler type, then you probably don't need to change it... but just wanted to mention that the xml type and the modDesc.xml type should be the same if you want the two files to 'talk' with each other.  Otherwise, all that information in the modDesc.xml file is for nothing.
(2)  The list of specializations is likely missing some important ones in order for the mod to function as you wish.  A list of the specializations for each vehicle that came with the game is here.  Scroll down to telehandler and compare your modDesc.xml list to it.  As one example, it appears the drivable specialization is missing.
(3) There is a specialization called Fenster included in this list.  This appears to be a non-GIANTS specialization, and in such cases, there needs to be a script that also accompanies the mod so that it knows what to do with this Fenster specialization.  When there is a new specialization, the modDesc.xml file will have another section that gives the file name for the script.  I didn't see this in your modDesc.xml file, so if you want to use this specialization, you'll need to add something like this:
Code:
    <specializations>
        <specialization name="Fenster"                     className="Fenster"           filename="Fenster.lua"/>
    </specializations>
Of course... I'm completely making the above up. Cheesy I don't know what the script is actually called or its file location.  However, that's going to bring in one other problem.  If you DO mention this script, has it been updated to FS '15 from FS '13?  If it hasn't, it most likely won't work, so it might be better to just leave it out.

There also appear to be some additional sections in the modDesc.xml file that are curious, such as these:
Code:
..........
    <l10n>
        <text name="BEL3LEFT">  <de>Blinker links</de> <en>Left turnlights</en> </text>
        <text name="BEL3RIGHT"> <de>Blinker rechts</de> <en>Right turnlights</en> </text>
        <text name="BEL3WARN"> <de>Warnblinker</de> <en>hazard lights</en> </text>
        <text name="frontwork"> <de>ArbeitslichtV</de> <en>Worklight front</en> </text>
        <text name="rearwork"><de>ArbeitslichtH</de> <en>Worklight rear</en> </text>
        <text name="finestrino"> <de>finestrino</de> <en>finestrino</en> </text>
        <text name="porta"> <de>porta</de> <en>porta</en> </text>
    </l10n>

..........
    <inputBindings>
        <input name="BEL3LEFT"                            key1="KEY_KP_1"           button="" />
        <input name="BEL3WARN"                            key1="KEY_KP_2"           button="" />
        <input name="BEL3RIGHT"                           key1="KEY_KP_3"           button="" />
        <input name="frontwork"                           key1="KEY_KP_5"           button="" />
        <input name="rearwork"                            key1="KEY_KP_6"           button="" />
        <input name="finestrino"                          key1="KEY_KP_8"           button="" />
        <input name="porta"                               key1="KEY_KP_7"           button="" />
    </inputBindings>
..........
This also suggests the presence of another script that is expected, beyond that expected by the GIANTS.  Perhaps these are called up by the Fenster specialization?  I almost think I recognize one of them, related to BEL... but can't remember what it's called (It's not Fenster).  It had something to do with lights, as I recall.  I also seem to recall seeing it for FS '15, so that script was probably converted over.  But again -- unless you're plugging in the scripts that use these input bindings or require these help menu names, then these sections aren't doing anything as near as I can tell.

In the 'machinetype' section telehandler is given, do I have to give it somewhere else aswell? I have now given it a category but  the vehicle doesn't show up in the shop 'category (mods)', but it does in the 'brands' section, could this have to do with the 'no type specified' error?

Maybe that is the reason, I'm not sure.  But you must be referring to this line here:
Code:
    <machineType>telehandler</machineType>
I could be mistaken, but in the 'store' section of the modDesc.xml file, I think this was language used for FS '13.  In FS '15 the tag should be category instead.  Maybe try something like this:
Code:
    <category>telehandlers</category>
Best of luck, MaartenFS, I'm afraid I'm not much help!  However, if I was in your shoes, and if I didn't care about the additional scripts... I would pull up one of the GIANTS telehandlers, and compare its xml file line by line with the one you're trying to convert to ensure it has all the necessary parts. Smiley
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MaartenFS
Newbie
Joined December 2016
Belgium Belgium



« Reply #4 on: January 01, 2017, 09:16:47 pm »

Hey Akuenzi,

Happy New Year!

PS You are definitely helping me. Although you seem to think otherwise. Grin

Quote
The code is looking for i3d files, not texture files.  As such, if you send it a texture file, you're going to have errors in the log.  Maybe someone with more experience can comment, it just doesn't appear to me that texture files can be loaded in this manner.
There are no i3d files to be found, and I didn't find any in other mods I have installed, weird...  Shocked
I do think that is the issue, as it says it can't read the attributes (error reading attributes).
Also, I don't see the dynamically loaded parts section in any other mod I have, only in the in-game vehicles. I did change "Cerchione to Mozzo as (when looking in the mod in Giants Editor) I noticed that mistake. I think, in the case of mods, the game looks at the main i3d file as the mod does load up now. Ofcourse I'm a modding noob so I don't know but I think that is the case as I have no other explanation.

Edit: The log does give these messages, although the telehandler shows up with all its parts:
Code:
Error: failed to load i3d file 'Texture/Mozzo.dds'
So there does seem to be some type of i3d required ( I really have no clue about this right now.)
There are alot of other error messages now in the log:
Code:
Warning: Deprecated LOD textures/parameters in 'C:/Users/TEST/Documents/my games/FarmingSimulator2015/mods//MR_BobcatTL470_V2/textures/dirtShader.xml.
C:/Users/TEST/Documents/my games/FarmingSimulator2015/mods//MR_BobcatTL470_V2/BobcatTL470.i3d (2639.90 ms)
Warning (compatibility): Texture C:/Users/TEST/Documents/my games/FarmingSimulator2015/mods//MR_BobcatTL470_V2/Texture/display_470.dds width or height doesn't equal 2^n.
Warning: No clipdistance set to node 0> (BobcatTL470.i3d). Set default clipdistance (300)
Error: failed to load i3d file 'Texture/Mozzo.dds'
Error: failed to load i3d file 'Texture/Mozzo.dds'
Error: failed to load i3d file 'Texture/Mozzo.dds'
Error: failed to load i3d file 'Texture/Mozzo.dds'
Error: Could not parse GISL program.
(408): ERROR: 'defaultTexCoords' : undeclared identifier
(408): ERROR: 'getTexCoords' : no matching overloaded function found
(408): ERROR: 'xy' : vector field selection out of range
I recognize these messages out of giants editor and have looked them up but I put them on hold until I got the mod to be buyable in game. Some of them I remember finding solutions to on forums, so you guys don't need to crack your brains (yet  Grin) on these issues as I will look them up tomorrow when I have more time again.


Quote
The list of specializations is likely missing some important ones in order for the mod to function as you wish.  A list of the specializations for each vehicle that came with the game is here.  Scroll down to telehandler and compare your modDesc.xml list to it.  As one example, it appears the drivable specialization is missing
I have now added the specializations I think are required.  Stuff like indoorHUD,... I don't know if the mod has, so I have left them out.

Quote
There is a specialization called Fenster included in this list.  This appears to be a non-GIANTS specialization, and in such cases, there needs to be a script that also accompanies the mod so that it knows what to do with this Fenster specialization.  When there is a new specialization, the modDesc.xml file will have another section that gives the file name for the script.
I noticed this right after I posted the first message on here, and I have no idea why it was there as there are no scripts that seem to be about this... In the moddesc there isn't anything to see about this so I will leave it out, just like the other scripts, except for the one related to BEL (this is about the lighting and I have found the script that belongs with this). Although I will have to look further into this as the lights are now constantly on and can't be toggled.

Lastly, I have tried putting the category tag instead, but it still doesn,t show up in its category.

I don't have any more time today, so I haven't had any time to do some research but I will do it tomorrow and will let you know if I find anything. The xml file, I have actually copied from the liebherr telehandler from in-game and corrected all of the nodes and files.

PS I don't know if you saw the previous version of this message, but I'm guessing my brain wasn't able to keep up with all the different files as I messed there locations up a bit, when I realized the mistake and fixed it the mod was buyable, although the arm is not functioning yet, aswell as some other things I have noted above.

Thanks very much for your help so far.  Grin



« Last Edit: January 02, 2017, 08:24:08 pm by MaartenFS » Logged
MaartenFS
Newbie
Joined December 2016
Belgium Belgium



« Reply #5 on: January 03, 2017, 07:07:33 pm »

So, today  has definitely been productive...

I replaced all of the shader files which has gotten rid of most errors.
These are left:
Code:
Warning (compatibility): Texture C:/Users/TEST/Documents/my games/FarmingSimulator2015/mods//MR_BobcatTL470_V2/Texture/display_470.dds width or height doesn't equal 2^n.
Warning: No clipdistance set to node 0> (BobcatTL470.i3d). Set default clipdistance (300)
Error: failed to load i3d file 'Texture/Mozzo.dds'
Error: failed to load i3d file 'Texture/Mozzo.dds'
Error: failed to load i3d file 'Texture/Mozzo.dds'
Error: failed to load i3d file 'Texture/Mozzo.dds'

The width or height doesn't equal 2^n error I have found a solution to, but it requires quite a few programs so I don't think I will fix it right now as it doesn't seem to be causing any issues.

I feel like I'm on the home stretch, having only 2 real errors left to fix, problem is I have no clue how.
Any info about the dynamically loaded parts / i3d files (Error: failed to load i3d file 'Texture/Mozzo.dds would be greatly appreciated.

I opened the mod in Giants Editor and set the min clipdisance to 0.1 as the mod wasn't visible if I put it too high but the game still gives that error.

What's left to do is, to get the arm working and possibly some animation fixes, but I'll figure those out myself (hopefully). Grin

I have just found out that Modding For Dummies book is free to download, so I'll be reading that (or atleast the parts that I don't know enough about yet).

Thanks for the help so far
MaartenFS
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akuenzi
One certain harried accountant
MVP
Joined January 2015
United States United States



« Reply #6 on: January 04, 2017, 07:39:32 am »

Hi MaartenFS,

This sounds exciting -- it looks like you're making excellent progress!  I hope that when you get it all done you'll come back to this thread to show a picture of what you've been working on in-game so we can all see it. Smiley

There are no i3d files to be found, and I didn't find any in other mods I have installed, weird...  Shocked
I do think that is the issue, as it says it can't read the attributes (error reading attributes).
Also, I don't see the dynamically loaded parts section in any other mod I have, only in the in-game vehicles. I did change "Cerchione to Mozzo as (when looking in the mod in Giants Editor) I noticed that mistake. I think, in the case of mods, the game looks at the main i3d file as the mod does load up now. Ofcourse I'm a modding noob so I don't know but I think that is the case as I have no other explanation.

You did mention that you were following one of the GIANTS examples on setting up your xml file.  I think it was the Liebherr telehandler.  I pulled up the Liebherr telehandler xml file for FS '15, and here's the section it has for dynamically loaded parts:
Code:
    <dynamicallyLoadedParts>
        <dynamicallyLoadedPart node="1|1" linkNode="0>0|0" filename="$data/vehicles/wheels/trelleborg/trelleborgTH400_500_70R24.i3d" />
        <dynamicallyLoadedPart node="1|0" linkNode="0>1|0" filename="$data/vehicles/wheels/trelleborg/trelleborgTH400_500_70R24.i3d" />
        <dynamicallyLoadedPart node="1|1" linkNode="0>2|0" filename="$data/vehicles/wheels/trelleborg/trelleborgTH400_500_70R24.i3d" />
        <dynamicallyLoadedPart node="1|0" linkNode="0>3|0" filename="$data/vehicles/wheels/trelleborg/trelleborgTH400_500_70R24.i3d" />
        <dynamicallyLoadedPart node="0"   linkNode="0>25|1" filename="$data/vehicles/shared/wheelChock02.i3d" />
    </dynamicallyLoadedParts>
With the exception of the last item, these are all wheels!  Okay... I think I'm catching on now. Tongue I should have looked at this earlier, and also tried to translate 'Cerchione' and 'Mozzo' (rim and hub in Italian).  So that must be what you're trying to load here?  Perhaps this mod in FS '13 had the wheels included with the main i3d file.  As such, it wouldn't have needed to dynamically load another i3d file.  But in FS '15 there are a number of shared parts (such as wheels) that aren't included with every single model, and these are loaded as needed depending on the model.  In the Liebherr model, it's pulling up wheels at the aforementioned file references (see above).  It's a 'wheel file' you can pull up in GE:

The wheels are all stuck together usually, so I separated them out a bit for illustration purposes.  The two wheels called up by this dynamicallyLoadedPart section are shown on the right, along with their respective indexes (1>0 and 1>1) as shown in GE (which are set precisely in the middle of the tire where it rotates)... which correspond to what is shown in the node information in the Liebherr's xml file above.  The linkNode shown in the xml file corresponds to the location on the Liebherr itself where the wheels are to affix to:

Just the one wheel location is shown (node = 0>0|0), but you can easily find the rest of them.

But maybe your mod already has its own wheels?  It must, otherwise you probably would have said something about it already. Cheesy If that's the case, then I don't think you need this dynamicallyLoadedPart section at all.  You can just delete it or comment it out.  I think the wheel information will instead be handled by the section just above this one, labeled wheels... which I think contain all the settings and nodes that make the wheels do what they do, including a node for driveNode, which I'm guessing is the place where the wheel affixes to the machine's axle and spins.

Sorry, the above is probably much ado about nothing, but if you already have wheels with your model, then you probably don't need the dynamicallyLoadedPart section.  My understanding of the dynamicallyLoadedPart section is for it to load 'extra' things to the main model at load time.  If they're already there... then there's no need to load them up.

I have now added the specializations I think are required.  Stuff like indoorHUD,... I don't know if the mod has, so I have left them out.

You can cross-check the specializations with the ones other telehandlers have in the list here by FSModding_Gary.

I noticed this right after I posted the first message on here, and I have no idea why it was there as there are no scripts that seem to be about this... In the moddesc there isn't anything to see about this so I will leave it out, just like the other scripts, except for the one related to BEL (this is about the lighting and I have found the script that belongs with this). Although I will have to look further into this as the lights are now constantly on and can't be toggled.

This will take some careful scrutiny.  While you could read the 'load' section of the script and determine what it needs to function, what might be easier is to simply look up another mod that uses this script, and examine its xml file to see what additional information/nodes are entered there.  This script might be trying to look up additional information in the xml file that you need to give it in order for it to work properly.  In addition, the script is also going to expect certain things to show up in the modDesc.xml, particularly in the <l10n> (help menu text in-game), <inputBinding> (key bindings used by the script), and <specialization> sections.  All of these will need to work in harmony in order for the mod to function properly (ie, so you can turn the lights off if you want. Cheesy).

Lastly, I have tried putting the category tag instead, but it still doesn,t show up in its category.

Hmm... it 'should' show up in the proper category.  However, I don't think it's going to show up with the equipment that came with the game.  It's going to be in the proper category... back in the 'mods' section.  Do you see it categorized in the mods section?


These are left:
Code:
Warning (compatibility): Texture C:/Users/TEST/Documents/my games/FarmingSimulator2015/mods//MR_BobcatTL470_V2/Texture/display_470.dds width or height doesn't equal 2^n.
Warning: No clipdistance set to node 0> (BobcatTL470.i3d). Set default clipdistance (300)
Error: failed to load i3d file 'Texture/Mozzo.dds'
Error: failed to load i3d file 'Texture/Mozzo.dds'
Error: failed to load i3d file 'Texture/Mozzo.dds'
Error: failed to load i3d file 'Texture/Mozzo.dds'

The width or height doesn't equal 2^n error I have found a solution to, but it requires quite a few programs so I don't think I will fix it right now as it doesn't seem to be causing any issues.

I don't think it will take quite a few programs.  The edits I've done for this error I've fixed using a program like paint.net.  It has a tool to resize a picture, down to the very pixel if you wish.  Probably other picture programs have something similar.  When resizing the picture, it gives the option to keep the aspect ratio, or not, which makes it very easy to fix the sides to be 2^n.  You're right -- it doesn't seem to cause too many issues (which are probably performance related), but on the other hand, it's really easy to get this error to go away. Smiley

I feel like I'm on the home stretch, having only 2 real errors left to fix, problem is I have no clue how.
Any info about the dynamically loaded parts / i3d files (Error: failed to load i3d file 'Texture/Mozzo.dds would be greatly appreciated.

Awesome!  Glad there's light at the end of the tunnel.  Hopefully the above helped with the errors. Smiley

I opened the mod in Giants Editor and set the min clipdisance to 0.1 as the mod wasn't visible if I put it too high but the game still gives that error.

I'm not sure how familiar you are with clip distances, so please forgive me if I'm repeating what you already know, but there are typically two settings:  clip distance and minimum clip distance.  'Clip distance' is the maximum game rendering distance (in meters) between the player and the object/mod in question.  In other words, if you set the clip distance of 300 meters, it will tell the game engine to make this mod visible to the player whenever you are within a 300 meter radius of the mod.  So, if you are standing exactly 301 meters away from the mod in game, you will not be able to see it, since the game engine has been told to not render it at that distance.  I think its for graphics performance reasons, but how that works is way above my head.  Obviously, if you are right at 300 meters or below away from the mod, you'll be able to see it just fine.  'Min Clip Distance' on the other hand is the minimum distance (in meters) required between the player and the object/mod in question BEFORE the game engine renders it.  This tells the game engine how far away you have to be before it needs to render something.  In other words, if you set the minimum clip distance to 10 meters, then in-game, you will NOT be able to see the mod if you are within a 10 meter radius of it.  Once you get to 10 meters and beyond, you'll be able to see it just fine... until you reach the clip distance described just a little earlier.

Obviously for a piece of equipment, having a minimum clip distance really doesn't make any sense.  It might make sense for certain types of map objects, but not for equipment.  If you're driving a machine, you definitely need to see it right in front of you.  As such, I would suggest that you change the minimum clip distance back to 0 from 0.1.  If you tried a larger number, it's no wonder you couldn't see it -- you might have needed to fly away in an airplane a long ways before it finally appeared! Cheesy  Try modifying the 'clip distance' attribute instead:

Your error says it's at node 0>, which is clear at the top (see red arrow on the left and the index circled at the top right).  The place to set clip distance is also circled in red a little lower on the right.  As you can see, there are two settings for the clip distance, and I think the change the error log is pointing out is needed in the first of the two, as shown in the default Liebherr's file.

Hope this helps, and keep up the good work on it! Smiley
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MaartenFS
Newbie
Joined December 2016
Belgium Belgium



« Reply #7 on: January 05, 2017, 08:57:59 pm »

Hey akuenzi,

Quote
This sounds exciting -- it looks like you're making excellent progress!  I hope that when you get it all done you'll come back to this thread to show a picture of what you've been working on in-game so we can all see it. Smiley
I sure will do.  Wink

Quote
Perhaps this mod in FS '13 had the wheels included with the main i3d file.  As such, it wouldn't have needed to dynamically load another i3d file.  But in FS '15 there are a number of shared parts (such as wheels) that aren't included with every single model, and these are loaded as needed depending on the...
Ah that does make alot of sense, thanks for the detailed explanation. Smiley

Quote
Quote from: MaartenFS on January 01, 2017, 09:16:47 pm
I have now added the specializations I think are required.  Stuff like indoorHUD,... I don't know if the mod has, so I have left them out.

You can cross-check the specializations with the ones other telehandlers have in the list here by FSModding_Gary.
Yes, I saw that in your previous post and added the ones that were required with the mod and I have put the ones having to do with the scripts back. Although I'm not familiar with scripts and how their written. But I have put them in-game and none of them functioned, so I'll just leave them out. I just put the light in in the old fashion way and the regular lights work but the worklights don't, I've checked the nodes and stuff multiple times and it's all correct as far as I can tell, so I'll look into it another day as I have wasted alot of time on it already.

Quote
Hmm... it 'should' show up in the proper category.  However, I don't think it's going to show up with the equipment that came with the game.  It's going to be in the proper category... back in the 'mods' section.  Do you see it categorized in the mods section.

Nope, I've always been looking in the mods section and it wasn't there.
I just downloaded a telehandler mod to get this over with and apparently it's called "teleLoaders" (haven't ever heard anyone call it that but whatever  Cheesy ) and it works now.

Quote
I don't think it will take quite a few programs.  The edits I've done for this error I've fixed using a program like paint.net.  It has a tool to resize a picture, down to the very pixel if you wish.  Probably other picture programs have something similar.  When resizing the picture, it gives the option to keep the aspect ratio, or not, which makes it very easy to fix the sides to be 2^n.  You're right -- it doesn't seem to cause too many issues (which are probably performance related), but on the other hand, it's really easy to get this error to go away
I tried paint but it couldn't open the file, it said that it wasn't a valid bitmap file. I downloaded paint.net (don't know if it's the updated version of the one that came standard with my pc (paint) or just a different program) but it worked! Picture is slightly stretched (both sides obviously have to be 2^n) but it is only noticeable if u know it's there, so that's fine.  Smiley

And lastly, the clipdistances. I didn't actually know anything about it, which is why, the moment i saw the "0" I thought that was what it was referring to. The original author set all of the clipdistances to 10 000 000 and apparently the game doesn't accept that. I have put that back for node 0> but it is 10 000 000 for everything on it's own(all the stuff inside of the node 0>) , so I am hoping it looks at the main clipdistance (performance reasons obviously), but if it doesn't I don't think that one vehicle will be causing many issues.

What's left to do is to get the lights working (I have gotten the arm working, it was a case of updating some of the names, telling the game what every part of the arm was, to the fs15 names) and fix the steering animations as they mess up a little bit, but I'll dive into those myself as I know enough about those to fix it myself and obviously the issue could be an incorrect node with which you can obviously not help without the files. I'll keep you updated on the progress and will send you a picture when it's finished ( as you asked  Wink )
In the mod I downloaded I found a script to switch steering modes, so I'll try to get that in there as it would be really cool to have  Grin.

Thanks so much for your help, I really couldn't have done it without you!   Smiley
(When I posted this I wasn't actually expecting any response  Cheesy )
Greetings
MaartenFS
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akuenzi
One certain harried accountant
MVP
Joined January 2015
United States United States



« Reply #8 on: January 06, 2017, 05:24:11 am »

Nope, I've always been looking in the mods section and it wasn't there.
I just downloaded a telehandler mod to get this over with and apparently it's called "teleLoaders" (haven't ever heard anyone call it that but whatever  Cheesy ) and it works now.

That's very interesting.  I didn't know about that category, either!

And lastly, the clipdistances. I didn't actually know anything about it, which is why, the moment i saw the "0" I thought that was what it was referring to. The original author set all of the clipdistances to 10 000 000 and apparently the game doesn't accept that. I have put that back for node 0> but it is 10 000 000 for everything on it's own(all the stuff inside of the node 0>) , so I am hoping it looks at the main clipdistance (performance reasons obviously), but if it doesn't I don't think that one vehicle will be causing many issues.

Actually, that is how it works.  As you've observed, almost every single item in the sceneograph has a clip distance.  It's my understanding that clip distances of child objects are limited by its parent object.  For example, the pictures below show a couple parent-child relationships in a piece of equipment (click to expand):
     
I've highlighted index 0> on the left, and index 0>0 on the right.  0> is the 'parent' of 'child' 0>0 (and everything else down below Smiley, and 0>0 in turn is the parent object of its own children.  The parent's clip distance always trumps the clip distance of the children.  As you can see, the clip distance for parent 0> is set to 300 whereas the clip distance for child 0>0 is set to 1000000.  When taken in-game, it will be the 300 that is used... not 1000000.  And I think this principle holds on down the line for all the rest of the transform groups.... all limited by the one clear at the top.

What's left to do is to get the lights working (I have gotten the arm working, it was a case of updating some of the names, telling the game what every part of the arm was, to the fs15 names) and fix the steering animations as they mess up a little bit, but I'll dive into those myself as I know enough about those to fix it myself and obviously the issue could be an incorrect node with which you can obviously not help without the files. I'll keep you updated on the progress and will send you a picture when it's finished ( as you asked  Wink )
In the mod I downloaded I found a script to switch steering modes, so I'll try to get that in there as it would be really cool to have  Grin.

Excellent!  The scripts can be ticklish to get working.  I think you are on the right track above where you said that if they didn't work, you just leave them off.  That's a good approach, as you can focus on getting the main mod working, and then come back and fiddle with the scripts if you wish.

Thanks so much for your help, I really couldn't have done it without you!   Smiley
(When I posted this I wasn't actually expecting any response  Cheesy )

Nah -- you could have done it.  I'm just 'filler material' on your thread as you talk through what you're doing -- you're the one doing all the hard work. Cheesy I think you're doing the things that any good modder does when he starts out.  There's no easy way to do this stuff besides rolling up one's sleeves and diving right in... and reading/learning with a voracious appetite from everyone else that has done it.  And this appears to be exactly what you're doing, so who knows how many awesome mods we'll get from you in time to come. Wink
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MaartenFS
Newbie
Joined December 2016
Belgium Belgium



« Reply #9 on: January 06, 2017, 11:52:09 am »

Quote
Actually, that is how it works.  As you've observed, almost every single item in the sceneograph has a clip distance.  It's my understanding that clip distances of child objects are limited by its parent object.  For example, the pictures below show a couple parent-child relationships in a piece of equipment (click to expand):

That makes sense as you could set it lower for the details, so they will get loaded in later.

Quote
Nah -- you could have done it.  I'm just 'filler material' on your thread as you talk through what you're doing -- you're the one doing all the hard work.  I think you're doing the things that any good modder does when he starts out.  There's no easy way to do this stuff besides rolling up one's sleeves and diving right in... and reading/learning with a voracious appetite from everyone else that has done it.  And this appears to be exactly what you're doing, so who knows how many awesome mods we'll get from you in time to come.

Maybe I could have done it myself but it would have taken ages and I wouldn't have learned nearly as much Tongue


Well, making mods and sharing them will probably be some time away because I have to learn, but that's not the only thing. I would have to learn how to model a mod and I would have to get a better pc to run fs17 as mine can't run it. I could make fs15 mods and the chance that I'm going to is pretty big, but I doubt there is going to be too many people who that would be usefull to. So I'll look into it when the time comes;)
« Last Edit: January 06, 2017, 11:55:48 am by MaartenFS » Logged
MaartenFS
Newbie
Joined December 2016
Belgium Belgium



« Reply #10 on: January 06, 2017, 08:24:19 pm »

Well, here we are  Shocked

I have finished the mod, with an exception for the scripts as I have no idea how lua is written, so I didn't bother.  Smiley
So... Here it is:  Wink

I rescaled the wheels a little bit as the original modder modeled in the small wheels, but in real life you can also have big wheels.
Obviously, I want big wheels  Grin






Some would call this unrealistic, I would call it #BobcatPower  Cheesy


Proof:


As I said, I didn't manage to get the scripts working, so the digital screen is giving some special numbers  Cheesy
I'll go into GE and make some of the digits invisible to make it look a little nicer.  Roll Eyes


I got all of the pistons to work properly as it looked horrible the way it used to be  Cheesy


And best thing is, it's compact, manoeuverable and quite strong.  Cool


I guess you could say that I'm a proud father.  Grin
So this will probably be my last post in this thread, unless maybe if I do something significant to it. In that case I might still put something on here.  Wink
You said you were curious to see what mods would come from me in the future so I will probably (in the future) upload some pictures of those, but that will be quite some time away.  Wink
Thanks again for all your help buddy!  Wink

« Last Edit: January 06, 2017, 08:28:02 pm by MaartenFS » Logged
akuenzi
One certain harried accountant
MVP
Joined January 2015
United States United States



« Reply #11 on: January 06, 2017, 08:36:09 pm »

I guess you could say that I'm a proud father.  Grin
So this will probably be my last post in this thread, unless maybe if I do something significant to it. In that case I might still put something on here.  Wink
You said you were curious to see what mods would come from me in the future so I will probably (in the future) upload some pictures of those, but that will be quite some time away.  Wink
Thanks again for all your help buddy!  Wink
MaartenFS,

You're welcome... and you have every reason to be proud -- congratulations and well done!  This looks terrific, and these pictures are the perfect capstone to this thread.  Next time it just might be your turn to help someone else working through the same things you just did.  All the best! Smiley
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