Convert LS 2009 Gold mods to LS 2011

Game Version: FS9 and FS11
GE Version: ? and later


Modding Index | General Modding Tutorials


Before you try to use this guide, please read this: The mod you prolly try to convert to LS 2011, has to be LS2009 Gold ready. Also the mod name is only allowed to have those letters/numbers: “-”,numbers from “0-9”, letters from “a - z” and “_”. This can be a reason if your mod does not appear in the store after converting it. ===== Prep Work ===== ===== Full Details ===== Open your mods .xml (For example 1455XL.xml) And change this: <?xml version=“1.0” encoding=“iso-8859-1” standalone=“no” ?> Into this: <?xml version=“1.0” encoding=“utf-8” standalone=“no” ?> Vehicle Types [code] <type name=“ma*eyfergussonmf99999xxx” cla*Name=“Vehicle” filename=“$dataS/scripts/vehicles/Vehicle.lua”> It's a tractor, so you need to change it's type from ma*eyfergusson999999xxxx, into tractor.

<type name=“claaslexion79999” cla*Name=“Vehicle” filename=“$dataS/scripts/vehicles/Vehicle.lua”> It's a combine, change it into combine. <type name=“kronecomprimaxx” cla*Name=“Vehicle” filename=“$dataS/scripts/vehicles/Vehicle.lua”> It's a baler, change it into baler.

<type name=“halfpipefliegl” cla***Name=“Vehicle” filename=“dataS/scripts/vehicles/Vehicle.lua”> It's a trailer, change it into trailer.

and so on. you basically replace if you got a plough it's name with plough. example: plough1000x23, it needs to be changed into plough. [/code]

Sound part: As theres no fendt in this game, (many modders used some of the fendt sounds back in ls 2009.) We have to edit this part.

Before:

<attachSound file=“$data/vehicles/steerable/fendt/attach.wav” pitchOffset=“1” /> <motorStopSound file=“$data/vehicles/steerable/fendt/fendt716out.wav” pitchOffset=“1” /> <compressedAirSound file=“$data/vehicles/steerable/fendt/compressedAir.wav” pitchOffset=“1” volume=“1.0”/> <compressionSound file=“$data/vehicles/steerable/fendt/compressorWork.wav” pitchOffset=“1” volume=“1.5”/>     <aiMotorSound  file=“$data/vehicles/steerable/fendt/fendt716idleAI.wav” pitchOffset=“1” radius=“25” innerRadius=“4” volume=“1.0” />

After: <attachSound file=“data/vehicles/steerable/deutz/attach.wav” pitchOffset=“1” /> <motorStopSound file=“$data/vehicles/steerable/deutz/agro620_out.wav” pitchOffset=“1” /> <compressedAirSound file=“$data/vehicles/steerable/deutz/compressedAir.wav” pitchOffset=“1” volume=“1.0”/> <compressionSound file=“$data/vehicles/steerable/deutz/compressorWork.wav” pitchOffset=“1” volume=“1.5”/>     <aiMotorSound  file=“$data/vehicles/steerable/deutz/agro620_idleAI.wav” pitchOffset=“1” radius=“25” innerRadius=“4” volume=“1.0” />[/code]

If theres no steerable/fendt/ in your .xmls sound part then don't edit it.

modDesc: First of all change this: <?xml version=“1.0” encoding=“iso-8859-1” standalone=“no” ?> <modDesc descVersion=“1”>

into this: <?xml version=“1.0” encoding=“utf-8” standalone=“no” ?> <modDesc descVersion=“4”>

And add this:

<title>

   <en>Sample mod</en>    <de>Beispiel mod</de> </title>[/code]

You have to add few things here,put <iconFilename> below <description> (iconFilename ⇒ store.png of your tractor,description is a example.)

<description>        <en>Converted 1455XL</en>        <de>Converted 1455XL</de> </description> <iconFilename>Case.png</iconFilename> Also add this one below <iconFilename> <multiplayer supported=“true”/>

Should look like this now:

<description>

       <en>Converted</en>        <de>Converted</de> </description> <iconFilename>store.png</iconFilename> <multiplayer supported=“true”/>[/code]

Final ModDesc:

<?xml version=“1.0” encoding=“iso-8859-1” standalone=“no” ?> into <?xml version=“1.0” encoding=“utf-8” standalone=“no” ?>

<modDesc descVersion=“1”> into <modDesc descVersion=“4”>

Add this: <version>1.0</version>

And add this: <multiplayer supported=“true”/>

Also add this: <iconFilename>Storepictureofthemod.png</iconFilename>

And add the title of your mod <title> <en>Modname here</en> <de>Modname hier</de> </title> [/code]

Script Converting

[code]Seek this in your .Lua file, for example: Maxxum.lua. InputBinding.getButtonKeyName And replace it with this: InputBinding.getKeyNamesOfDigitalAction[/code] [code]Old: acceleration = -InputBinding.getAnalogInputAxis(InputBinding.AXIS_FORWARD); if InputBinding.isAxisZero(acceleration) then   acceleration = -InputBinding.getDigitalInputAxis(InputBinding.AXIS_FORWARD); end; New: acceleration = -InputBinding.getAnalogInputAxis(InputBinding.AXIS_MOVE_FORWARD_VEHICLE); if InputBinding.isAxisZero(acceleration) then acceleration = -InputBinding.getDigitalInputAxis(InputBinding.AXIS_MOVE_FORWARD_VEHICLE); end;[/code] Errors: sometimes one points missing, seek the function named above and search for one “.” add another to it. Should look like this now: “..” Thanks to: H-P-J3000-Jones Giving me some clues how to solve the .lua problem. Elli Final fix of the .lua problems. Dudmans lua changes Parockin VehicleTypes changes —- Original Author: XPh0eNiX | Date: October 17, 2010 Modding Index | General Modding Tutorials