thanks for your work
links to mods for test and other features
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Thank you, nice work. Will take a look at it!
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It is a very basic model to check the physics and the measures according to the game, for now there is some vibration at rest in the trailer, it would be necessary an automatic handbrake since when applied does not vibrate , the wheels are always a problem.
if anyone wants the models for possible developments that say so, there is no problem one part is in blender and another is directly in the editor -
one of the important details is the dirt ,is very important to say that MBB has included a Shaders editor with which you can do wonders an example of the modified rebell shader to create dirt or other independent textures since it is possible to modify everything one of the advantages of working with nodes not like in LS that is all closed
in short you can add new texture blocks so I added an independent one for the dirt with alpha connects according to the scheme and the result is the following the shader less strong is the current and the new rebell is very impressive a wonder that if the painting should be in 3d and very sensitive to achieve a realistic result
now we know how to modify the dirt or reinforce the dirt of any of the models available to open in the editor just take note of the texture resolution and start painting on my part I have to start the sheets of the dollies and trailersThe post was edited 1 time, last by XYZSPAIN ().
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Wow...
amazing, how it seems u get content faster created than MBB themself at the moment.
Keep up the good work, and have an awesome weekend,
J. -
If the truth is the result is not the same but I spend time studying and repeating the processes with free software and finally I found the way
3d blender cycles with pbr materials to make a bake of the textures or graphic editor paint UV directly, once finished download
meshlogic.github.io/posts/blen…s/nodes-pbr-basic-shader/
load the material on the object in cycles and adding the texture to each slot are not all necessary and we already see the result that we will have in C4,and bake AO as accurate as possible is to say after making adjustments the render can be 15 min or more depends on the model and calculation capacity
graphic editor in my case I use Gimp and Krita load roughness in red channel, metallness in green channel and AO in blue channel compose and you get the specular ,for the dirt with krita it's simple once you have the texture dirt make alpha mask and with the specular underneath in the layers menu save fused
it is clear that payment software is not necessary as they say to be able to make mods for CNC
materials library sites.google.com/site/aleonserra/home/scripts/matlib-vxThe post was edited 1 time, last by XYZSPAIN ().
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first test new models siga uno and duo trailer TMR34 kroger
originally the shaders come from the materials in blender by bake but still you have to work the roughness and metalness channels repainting in 3d to be able to get something more precision
I'm missing the part of unload and fillplane then upload the blender and the original textures 150 mbytes so that it can be repainted with quality -
Wow - looks awesome!
Great work. So happy to have someone like you around!
J. -
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You can capture screenshots using the F12 key.
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Wow.... looks terriffic!
Incredible work! -
Great job !!!AMD Ryzen 2700X + Corsair H100x - 16Gb Ram - Curial 500Go SSD - Gigabyte RTX2080Ti Waterforce 11Go - 32'' FullHD Monitor - Logitech Saitek Heavy Equipment Bundle with 2 side controllers
My English is not perfect, thank you for being indulgent...
Mein Deutsch ist nicht perfekt, Danke für ihr Verständnis...
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Oh my dog... Is crazy
Very good work mate ! -
Very nice
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in the zip is the file of the model in blender with shaders and the textures: albedo, dirt and reflection separately and in the kra for which krita has all the layers to be able to modify separately, there is also the xcf of gimp with all layers of decals as well as a layout to be able to load others in their place on the same mesh or copies of these
I hope it helps you to make other models or to correct my mistakes I did the best I could ,but in the loading plane I read some ERIC documents voxel blocks but for some reason once modified in the editor or does not recognize it or something I do wrong as it continues to carry the Hawe original
link ul.to/tvwfgku1
link mod ul.to/sx3j8jv2 also in modhoster web -
Xyzspain, I have played FS with your mods for years. Thank you for your effort and sharing of your awesome mods for CaC ! Looking forward for your next mods.
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Think the doly can be attached to the Jaguar ,no ?AMD Ryzen 2700X + Corsair H100x - 16Gb Ram - Curial 500Go SSD - Gigabyte RTX2080Ti Waterforce 11Go - 32'' FullHD Monitor - Logitech Saitek Heavy Equipment Bundle with 2 side controllers
My English is not perfect, thank you for being indulgent...
Mein Deutsch ist nicht perfekt, Danke für ihr Verständnis...
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maybe or other Trailer
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I do not have problems but it is clear that I do not use the deutz never ,very badly calculated the attach heights
anyway you can lower the activation level in CHECK LOWERED CULTIVATOR script is at 0.15 but then you will have problems with low tractors as they do not raise enough and will continue to activate the particles
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I think the problem you see at the top is, what I experienced with some ploughs.
I dont understand how the "erase" of tracks is programmed. I have some fields, which I ploughed and still when I drive on it, I can feel the tracks from the work before...
In this case it seems, that the tracks are deeper than the disc... which also in real life can happen.
Have a great weekend,
J. -
the first reality is as you say but here everything is simulation which means that what you see is a calculation of positions to place a deformation nothing to do with reality
all the models that work fields have a position in front and behind to activate or deactivate the deformation, however who controls it in the models of MBB is the height of the tractor's coupling, nothing to do with the hooked object, which is why it behaves well in fields parallel to the zero of the plane outside that point everything goes wrong the controller is called 'Raycast' -
Ah ok... didnt know that
I tested today you trailers. They work great. Suspension looks awesome and how they behave on street. Great job!
Only thing that looked a bit funny was the filling in the smaller trailer. It looked like it was not filled up to the sides, but there was space between the filling and the side. Hope I can make myself clear.
Regards,
J. -
terrain block modifier for load plane not work properly and since I have not been able to modify it I have scaled the hawe and the result is not very good
if someone has worked with land editor for make terrain could explain how it is done because for the Krampe models that I am doing I will have the same problem
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thanks to the new version I think I can already have the cutter and the trailer of my old mod Macdon
ls2013.com/farming-simulator-2…windrower-pack-v-3-0.html
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You are truly a true enrichment to our community! There are very great mods that have come from you! How about a mod shop of yours? Keep up please the good work and thank you!
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Look I know it has been said before but I don't think that you can say thank you enough, to XYZSPAIN your mods are truly wonderful so thanks very much, to all the other modders thanks so much for you very talented folk are what will make this wonderful sim a truly great experience for us all. regards Pete
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thanks for the comments the truth is that I play with advantage since I've been in this for many years
the trailers can be used directly for other seeds now there is still a lot to do to load well with voxel or morph controller is a bit more realistic the truth is that I am still far from the desired result.
there is a post links to mods for test and other features now I will look for it that I create a mission test so I do not have to work so much in the fields since in my case I must see the results a little faster than the players and not suffer the crashes that are well modified a bit the test and in fields 10 to 19 can be executed in successive times and see how a crop is growing from 0 start to 11 field ready to grow again.
the idea is to be able to do the task of cultivation faster in my case to do equipment tests and in the case of the players because I do not have clear so that
testingMissions.zip place in mods folder
The post was edited 1 time, last by XYZSPAIN ().
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I have been a little busy and I have not been able to upload it before I have already managed to generate a load plane appropriate for my model with morph controller now I will explain a bit.
First, thanks to MBB for the joskin, since when I dismantled it, I was able to move forward a lot, there are still some parts that I have to study.
Morph controller is what in blender is known as shape Keys ie a base mesh can be animated by modifying its vertices there are many methods this is one of them to include a key the base mesh is loaded in editing position modifying and moving the slider in object mode you see the effect until here is easy now if you add a new key you have several possibilities (addition, data subtraction or absolute positions as a function of time) after several tests CNC uses addition that is the key adds the positions to the previous one