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BufordModding by Buford is licensed under a Creative Commons Attribution-NonCommercial-NoDerivs 3.0 Unported License.
Based on a work at http://gdn.giants-software.com/.
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[TUTORIAL] How To Convert Mods From FS2011

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[TUTORIAL] How To Convert Mods From FS2011 Empty [TUTORIAL] How To Convert Mods From FS2011

Post by Vasilisg7 Sun Oct 20, 2013 2:54 pm

1. modDesc.xml

1.A 2011 = <modDesc descVersion="4"> 2013 = <modDesc descVersion="9">

1.B 2011 = <image active="store.png"/> 2013 = <image active="store.png" brand="brand.png"/>
For this simply create a Brand logo .png and put it in with the store.png. I just made them both store.png for the time.

1.C 2011 = N/A 2013 = <dailyUpkeep>95</dailyUpkeep> Just add this in under <price>______</price> and edit the number according to what you see fit for the machine and the terrain it works on.

1.D 2011 = N/A 2013 = <brand>$l10n_shopItemBrand_deutz</brand> Add this line in under <xmlFilename>mod.xml</xmlFilename> and edit the underline brand.

1. E 2011 = N/A 2013 = <machineType>tractors</machineType> Self explanatory really, just add this in under <brand>$l10n_shopItemBrand_deutz</brand> and edit the type.

2. Particel And Shader .xmls

2. A 2011 = <CustomShader version="1" classRequirement=""> 2013 = <CustomShader version="2" classRequirement=""> Change 1 to 2.

If you get this Error in your log file:

Code:
Failed to create vertex shader, The compile returned an error.
Listing: (490) : error C1009: "time" is not member of struct "VS_INPUT"
(490) : error C1009: "mat" is not member of struct "VS_INPUT"

Failed to create vertex shader, The compile returned an error.
Listing: (490) : error C1009: "time" is not member of struct "VS_INPUT"
(490) : error C1009: "mat" is not member of struct "VS_INPUT"

Error: RenderDevice Error: INVALID SHADER CODE
Failed to create vertex shader, The compile returned an error.
Listing: (490) : error C1009: "time" is not member of struct "VS_INPUT"
(490) : error C1009: "mat" is not member of struct "VS_INPUT"

Try the following:
Find "emissiveBillboardShader" in your Farming Simulator 2013 directory. This was mine: C:\Program Files (x86)\Games\Farming Simulator 2013\data\vehicles and copy and replace it with the one in the mods zip. Heres a trusted download link for it if your having trouble finding it: http://www.mediafire.com/?m8a2mmwxmmhwn31

Thanks to muddbone for this!

3. i3D files

3. A Open up the i3D file in Notepad++ and change <Export program="GIANTS Editor" version="4.1.9"/> to <Export program="GIANTS Editor" version="5.0.1"/>Log errors that still exist for mod I converted:
Warning (performance): Raw texture format

This tutorial is not complete so please feel free to post if you have found something else to help other convert their mods.Smile
Vasilisg7
Vasilisg7
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