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custommowingmissions [2016/10/18 23:42]
benw11
custommowingmissions [2017/05/24 14:27] (current)
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 ===== Full Details ===== ===== Full Details =====
  
-Step 1: In the folder for your mod map, you will want to create a new folder. ​ For the sake of this tutorial let us call this folder ‘myMissions’. ​ I like to keep everything neat and tidy in my mod folders so I will suggest you create the folder at the following path: ‘Documents\My Games\FarmingSimulator2013\mods\MODMAPNAME\map\myMissions’+**Step 1:** In the folder for your mod map, you will want to create a new folder. ​ For the sake of this tutorial let us call this folder ‘myMissions’. ​ I like to keep everything neat and tidy in my mod folders so I will suggest you create the folder at the following path: ‘Documents\My Games\FarmingSimulator2013\mods\MODMAPNAME\map\myMissions’
  
  
-Step 2:  Once that is complete, go into the ‘myMissions’ folder and create a new text file.  Edit the file with Notepad++ and enter the following text:+**Step 2:**  Once that is complete, go into the ‘myMissions’ folder and create a new text file.  Edit the file with Notepad++ and enter the following text:
  
 <​code>​ <​code>​
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-Step 3: Navigate back to your folder with the map.i3d file and open it with Giants Editor. ​ Once it is open, we want to create a new transform group. ​ Select ‘Create’ and ‘Transformgroup’ from the dropdown menu.  Select your new Transformgroup in the scenegraph, rename the new transform group to '​mowingMissions’ in the Attributes pane.  With the User Attributes pane open, select the ‘mowingMissions’ transform group, you need to add the following two attributes to it.+**Step 3:** Navigate back to your folder with the map.i3d file and open it with Giants Editor. ​ Once it is open, we want to create a new transform group. ​ Select ‘Create’ and ‘Transformgroup’ from the dropdown menu.  Select your new Transformgroup in the scenegraph, rename the new transform group to '​mowingMissions’ in the Attributes pane.  With the User Attributes pane open, select the ‘mowingMissions’ transform group, you need to add the following two attributes to it.
 First: ​ ‘onCreate’ with the type of script callback. ​ When you click add, enter MowingIngameMission.onCreate into the new attribute textbox. First: ​ ‘onCreate’ with the type of script callback. ​ When you click add, enter MowingIngameMission.onCreate into the new attribute textbox.
 Second: ‘xmlFilename’ with the type of string. ​ When you click add, if you followed my instructions earlier, enter the following path map/​myMissions/​mowingMissions.xml ​ If you chose a different path, enter it instead. Second: ‘xmlFilename’ with the type of string. ​ When you click add, if you followed my instructions earlier, enter the following path map/​myMissions/​mowingMissions.xml ​ If you chose a different path, enter it instead.
  
  
-Step 4:  Create another new ‘Transformgroup’ in the same way as above. Select the new transform group and cut it (press control-x) then select your ‘mowingMissions’ transform group and paste (press control-v) the new one onto it.  Rename the child node to ‘mowingMission1’+**Step 4:**  ​Create another new ‘Transformgroup’ in the same way as above. Select the new transform group and cut it (press control-x) then select your ‘mowingMissions’ transform group and paste (press control-v) the new one onto it.  Rename the child node to ‘mowingMission1’
  
  
  
-Step 5:  We are almost finished; the next step will involve using the GE import function. ​ Go to File and select Import... ​ Navigate to the following file location: C:\Program Files\Farming Simulator 2013\data\maps\models\objects\triggers. ​ Within that folder select ‘fieldDefinition.i3d’. ​  GE will create a whole new transform group called fields, but we only want one part of it.  Open up the new fields->​field01->​fieldDimensions. ​ You should see a transform group called corner01_1, this is the section we want.  Select corner01_1 and cut it (control-x) then select your mowingMission1 transform group and paste (control-v). ​  Clean up time; since we don’t need the new fields transform group, select it and delete.+**Step 5:**  We are almost finished; the next step will involve using the GE import function. ​ Go to File and select Import... ​ Navigate to the following file location: C:\Program Files\Farming Simulator 2013\data\maps\models\objects\triggers. ​ Within that folder select ‘fieldDefinition.i3d’. ​  GE will create a whole new transform group called fields, but we only want one part of it.  Open up the new fields->​field01->​fieldDimensions. ​ You should see a transform group called corner01_1, this is the section we want.  Select corner01_1 and cut it (control-x) then select your mowingMission1 transform group and paste (control-v). ​  Clean up time; since we don’t need the new fields transform group, select it and delete.
  
  
-Step 6:Now that we have the corners, we have to place them were we want the mission to be.  I like to paint a little bit of terrain detail first, so I can see where the corners will be.   ​Select corner01_1 and use interactive placement (control-b) and click near the point you want the first edge to be.  Use the arrows to move it around if you need to.  Once it is where you would like it, click on corner01_2 and move it to the opposite corner of the area.   Clean up time; remove any unwanted terrain paint by painting grass back over the texture.+**Step 6:** Now that we have the corners, we have to place them were we want the mission to be.  I like to paint a little bit of terrain detail first, so I can see where the corners will be.   ​Select corner01_1 and use interactive placement (control-b) and click near the point you want the first edge to be.  Use the arrows to move it around if you need to.  Once it is where you would like it, click on corner01_2 and move it to the opposite corner of the area.   Clean up time; remove any unwanted terrain paint by painting grass back over the texture.
  
  
  
-Step 7:  Time to test it in game!  Save it up, and launch FS2013. ​ This will work on previously saved games; you will not need to create a new save game.  Assuming you did everything correctly, the game will calculate the amount of time needed to complete the mission and pay based on the difficulty level of your game.+**Step 7:**  Time to test it in game!  Save it up, and launch FS2013. ​ This will work on previously saved games; you will not need to create a new save game.  Assuming you did everything correctly, the game will calculate the amount of time needed to complete the mission and pay based on the difficulty level of your game.