Giants Editor?

OlaHaldor

Member
Will we use Giants Editor (for the current engine version) or will there be a custom made editor for the sim?
Based on my experience for modding for Farming Sim, everything 3D and visual is in the i3d file format, and functions are done with xml files and some times LUA for special stuff.

Super excited about this, as I learned you're using Giants Engine, I hope I can make use of my prior Farming Sim map making experience!
 
We'll be rolling out an updated version which follows the vast majority of the tenets in the current editor.
Thanks!! This has me even more excited now!! In other words I can use the same LUA scripts as I do with the current editor? If that's the case.. woohoho! The future of maps/tracks is bright!!

I've made a few tools in Houdini which bring the two close, and it's a gorgeous workflow :)
 
For what it's worth, I cannot wait to get a look at what can be done. If we're able to make maps/tracks, I already have the tools ready to
  • create maps from heightmaps of real places in Norway to intricate detail (other places are of course possible too, but Norway is where I live, and have access to public data at very high quality)
  • use OSM data for roads
  • automatically create road mesh with auto uv and yellow/white stripes
  • automatically create intersections
  • automatically create and place decals for the road surface such as cracks, wet spots/puddles
  • automatically assign ground textures based on various rules such as forest type, slope, ground being close to road or track, or manually override by drawing simple shapes
  • automatically place grass and other foliage types based on rules such as height above sea level, slope, and whether there's a road or structure in th way
  • automatically place rocks and trees and forests based on various rules as mentioned above. Can assign young trees at the border of the forest, older trees the deeper you get
  • automatically scatter distant buildings
  • automatically apply curbs, barriers and tire stacks based on various rules, or manually placed
  • Water surfaces with flowmaps and animated foam

All the mentioned above is things I already do with modding for Farming Sim and if things is more or less the same here, could work almost out of the box or be adapted to fit the requirements of the sim.
 
For what it's worth, I cannot wait to get a look at what can be done. If we're able to make maps/tracks, I already have the tools ready to
  • create maps from heightmaps of real places in Norway to intricate detail (other places are of course possible too, but Norway is where I live, and have access to public data at very high quality)
  • use OSM data for roads
  • automatically create road mesh with auto uv and yellow/white stripes
  • automatically create intersections
  • automatically create and place decals for the road surface such as cracks, wet spots/puddles
  • automatically assign ground textures based on various rules such as forest type, slope, ground being close to road or track, or manually override by drawing simple shapes
  • automatically place grass and other foliage types based on rules such as height above sea level, slope, and whether there's a road or structure in th way
  • automatically place rocks and trees and forests based on various rules as mentioned above. Can assign young trees at the border of the forest, older trees the deeper you get
  • automatically scatter distant buildings
  • automatically apply curbs, barriers and tire stacks based on various rules, or manually placed
  • Water surfaces with flowmaps and animated foam

All the mentioned above is things I already do with modding for Farming Sim and if things is more or less the same here, could work almost out of the box or be adapted to fit the requirements of the sim.
Sounds terrible!!! 😜 More like terribly good!!!
 
For what it's worth, I cannot wait to get a look at what can be done. If we're able to make maps/tracks, I already have the tools ready to
  • create maps from heightmaps of real places in Norway to intricate detail (other places are of course possible too, but Norway is where I live, and have access to public data at very high quality)
  • use OSM data for roads
  • automatically create road mesh with auto uv and yellow/white stripes
  • automatically create intersections
  • automatically create and place decals for the road surface such as cracks, wet spots/puddles
  • automatically assign ground textures based on various rules such as forest type, slope, ground being close to road or track, or manually override by drawing simple shapes
  • automatically place grass and other foliage types based on rules such as height above sea level, slope, and whether there's a road or structure in th way
  • automatically place rocks and trees and forests based on various rules as mentioned above. Can assign young trees at the border of the forest, older trees the deeper you get
  • automatically scatter distant buildings
  • automatically apply curbs, barriers and tire stacks based on various rules, or manually placed
  • Water surfaces with flowmaps and animated foam

All the mentioned above is things I already do with modding for Farming Sim and if things is more or less the same here, could work almost out of the box or be adapted to fit the requirements of the sim.

So technically, if S4 include the ability to make maps & tracks, someone like yourself could possibly make an open world free roam map of a real world location for people to drive around in. Like something akin to a BeamNG map..
If so, that would be quite cool.
 
Here I was thinking people would just be content with Tractor GT racing ;)

Apparently they're not, lol. Although i was kinda hoping we'd see some of this in PMR.

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Are you saying that's not included in the base game?

Actually, now I think about it, we could do it the other way around and plough a field with a Lister Storm

Then someone in a Gillet Vertigo comes through behind them, and drops a bunch of seeds in the freshly ploughed field..
 
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