
| Hivatalos oldal |
Modok letöltési helyei:
| Modai.lt (Litván) | ModHoster (Német/Angol) | FS Portál (Magyar) | KingMods | LS-Novinky (Cseh) |
Egyéb ínyencségek:
-
#11602
.lua ----> jegyzettömb
tehenek:
csak ezt találtam eddíg
Heres a translated version of the tutorial on how to add the new cowzone
Phase 1:
Now you are creating new folder on your desktop and you check your map in this new folder (Missions, and New NewCowZone.i3d). If you are asked to merge the files, do this and replace only what is necessary.
Phase 2:
You open your map.i3d and you import "CattleMeadow_passepartout" and Giants, you select and you do "Ctrl-B" and place it where you want. You still have to correct a little of the terrain height map for the area is as flat as possible.
When positioning the cattlemeadow_passepartout, you can also change the rotation Y, but you owe nothing moving within or other groups of objects.
Phase 3:
You still have to import "NewCowZone.i3d" and once in Giants, you put the same values ??as for CattleMeadow_passepartout.
You may be correct just a little too high. Once done, you select "cattlemeadow_passepartout" of the map
map for I3D, I leave you to move the elevator, the pit manure, the manure heap and other buildings, but you must remove the "Feeding Trough"which is in the group "Cowzone" because I seal with a new creche "NewCowZone".
Once everything is changed, you can save the map.
Phase 4:
You go to "task " and you open "CattleMeadow. You open the group "Navmesh"and you select the first plane (Escape). In the Attributes window, you uncheck the boxes cast and Receive shadowmap and you select the Build Mesh Nav and then you do Create -> Navigation Mesh, a new window opens and you click on Create. Here is the first navmesh is created.
You should immediately rename it to "Escape" to avoid any mistake. Of that is done you can delete the plan "Escape" and uncheck "Build Nav Mesh" to avoid that when creating the next Navmesh, it is overlaid with another.
You can now go ahead and create the other 18 Navmesh, but for the "Milkinginteract" deverz you change an option in the Navigation Mesh Build window, under "Min region size ", you must change the value 25 by 2.5, because of the MilikingInteract wide plan that is smaller than the others (if you have an error in giants).
And once the Navmesh MilikingInteract created, you change back this value to the plans through.
Phase 5:
If you have created the 19 Navmesh as indicated and have not made an error in the left column of giants, you have the 19 needed to navmesh cattlemeadow. You just select them all at once and move to the group "Navmesh".
Now, you may register and it ends for cattlemeadow.
You still have to change the path of the milk truck (trafficpath) and also careerInfo Triggers and make the changes necessary in the lua file of the map.
I would still say that the creation of new plans to convert them anyway Navmesh is reserved for persons who have some mastery of giants and modeling.
I hope that you will not have too many difficulties following this little tutorial and wish you good luck with your modifications.