Simulation kirjoitti:http://www.filefront.com/thankyou.php?f ... 9adde6918b
tossa on jokin ohjelma/tiedosto millä saa muutettua 08:sin modit 09:iin, ls uk:sta löyty, tässä suora lainaus:
I got this from martin23 and translated it to english but i havnt been able to figure it out. It basically tells you what you need to do to convert LS08 mods to LS09 but im no good when it comes to scripts so its best left to someone who knows what there doing. Hopefully by posting this someone can make sense of it and we can get to work on converting all the great mods from LS08.
eli tällä voisitte saaha sen pyöröpaalien nostajan tähän 09:iin
tässä olis vielä jonkun laittamat ohjeet:
You have a mod that you like to play in LS08? This really what you want now in LS09 see and use? Then do the following:
1. Create a new folder on the desktop (which is already included ... simply rausziehen)
2. The tractor has to convert a few files. Mach i3d times its normal with the text editor and look under <Files> after "*. png or *. dds files.
These files are you looking for the basis of the path, and then the copy in your new folder into it.
3. A picture dealer, you need to get even. Join the i3d of tractors to be converted with the GE (Giants Editor) and press in accordance with good orientation simply "print" button on your Tastertur. Then open an image editing program of your choice and add the image with "CTRL & V" in it. Store it as "Your Traktorname.png" file into your new folder. (should be 256 times the size 256 px (pixels) or not exceed)
4. Copy you now "modDesc.xml" out. Even in your folder. Similarly, the "farmer_diffuse.png". Is urgently needed.
Now we can go ... yes ... ... ..
5. Open your tractor in the GE ... .. So the i3d (preferably double-click it).
Now look at the top of the bar after work a symbol, a + (for import file). Holst you order the "farmerCar.i3d of TestMod folder in addition to your tractor.
Search the following Collis (objects): farmer and traffic collision trigger.
This cut you out of the Farmercar from. To do this click the files with "CTRL and left mouse button individually (should both be checked) .... But at the top of the bar work and look in" Edit "- drop-down menu to" Cut ".... You then delete the Farmercar from your mod raus. To do this you click once on "compactCar" ... then "Edit (top)" and then "Delete".
Now you have your back ONLY tractor in sight.
Remember, you had it cut or what?
Exactly 2 Collis. The need now in the purely Mod. To do this you click on the ModName ... then "Edit" then "Paste". And lo and behold, both exist.
Klasse gemacht. The mod itself is ready. Close the upper right corner of GE with the famous Windows Cross. Now you will asked if the file is saved and available to be overwritten ... .. OF COURSE you want the
6. Now you editing the xml * follow your tractor. (must be, otherwise no gibs Mod).
With your choice to open the editor (we recommend notepad).
At the top stand has to edit the first line of code:
<vehicle type="Deine Traktorname.ula">
<name>
Your Name <en> Tractors </ s>
Your Name <de> Tractors </ en>
</ name>
This replaces you with the following:
<vehicle type="tractor">
<annotation> Copyright (C), All Rights Reserved. </ annotation>
<name>
Your Name <en> Tractors </ s>
Your Name <de> Tractors </ en>
</ name>
<typeDesc>
Your Name <en> Tractors </ s>
Your Name <de> Tractors </ en>
</ typeDesc>
Now slowly scroll down a little further and look for the code lines that start with "wheel" begin:
<wheels autoRotateBackSpeed=".?.?.">
<wheel1 ... .. />
<wheel2 ... .. />
<wheel3 ... .. />
<wheel4 ... .. />
</ wheels>
Remove the items that are directly behind the wheel is full. Why? Well, you do not, your mod is being later in the game, but never on the move or stuck deep in the ground.
Scroll further down until you have the following line of code've found:
<exitPoint index="9" />
Replace these with the specified lines of code:
<enterReferenceNode index="0> "/>
<exitPoint index = "?" />
<size width="3.8" length="7.5" lengthOffset="-0.2"/>
<characterNode index = "?" cameraMinDistance = "1.5" />
<aiTrafficCollisionTrigger index = "?" />
<components count="1">
<component1 centerOfMass="0 0 0" solverIterationCount="10" />
</ components>
Accurate review out now, please. The are 3 question marks in the code entered. There are so-called "Index Numbers" pure.
As you stated the rausbekommst you, in addition to the declaration, the supplied Pic, called "Indexe_zählen.JPG"
NC again i3d of your tractor with the GE (if you already saved it and had closed). Open well as on the image to see the Colli tree. Now you take a piece of paper and pen (which is better, you verzählt fast).
Count now, as described in the picture, the individual Collis
(in the xml are the index)
At first the "index exitPoint"
Then the farmer (characterNode index)
Recently the traffic collision trigger (aiTrafficCollisionTrigger index)
Replace the corresponding rows in the following question mark by your numbers counted.
Xml from the memory ... so you have the tractor Gamereif made.
7. It is however still missing something. The dealer. This is the "modDesc.xml" necessary
Open it with an editor of your choice. You see right away which is not nearly as complex as the Vehicle.xml of a tractor.
And easy to edit it as well.
Search lines of code (there is 2 times .... For the English edition and German edition):
<name>? ? ? </ name>
Wear instead of 4? Tractors your name.
Search for:
<image active="?? ?.png"/>
You correctly, you had a picture made of your tractor. Replace the 4? dem.png before by the name of the pics (picture).
Among them:
<price>? ? ? ? </ price>
Replace the 4? by a total .... (max six). This is the amount for which your mod later to buy the handler will be.
Among them:
<xmlFilename>? ? ? ?. xml </ xmlFilename>
Replace the 4? by the name of your Traktor.xml. (Example:?. FarmerCar.xml = xml)
Done. Have to save the whole folder and in your being purely miss.
8. Sooooooo ... ...
In the folder TestMod are still two "bat dateien". A "7za.exe and makeZIP.cmd".
Copy also in your folder and double-click inside the "makeZIP.cmd". Done.
Do not worry, even though now you've seen nothing on the desktop is now a ZIP archive, which is the name: "sampleMod.zip" bears.
THIS IS YOUR TRACTOR
The best change you now have the name "sampleMod" in the name of your tractor.
Now you copy this folder in ZIP:
C: \ Documents and Settings \ Your PC \ My Documents \ My Games \ FarmingSimulator2009 \ mods
Done. LS09 start ... .... Going to the dealer .... Buy tractor .... Farmers are.
Congratulations, You've created your first mod. Although only from LS08 to LS09 converted, but the warst DU everything alone.
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