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- #I3dconverter export file extensions mod#
- #I3dconverter export file extensions mods#
- #I3dconverter export file extensions software#
Warning (performance): Texture C:/Users/Meint/Documents/My Games/FarmingSimulator2015/mods//myModMap/map/models/objects/barbwire fence/normal.png raw format. Warning (performance): Texture C:/Users/Meint/Documents/My Games/FarmingSimulator2015/mods//myModMap/map/models/objects/barbwire fence/fence_AO.png raw format.
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Warning (performance): Texture C:/Users/Meint/Documents/My Games/FarmingSimulator2015/mods//myModMap/map/models/buildings/Toolshed/texture9.png raw format. Warning (performance): Texture C:/Users/Meint/Documents/My Games/FarmingSimulator2015/mods//myModMap/map/models/buildings/Toolshed/texture8.png raw format. Warning (performance): Texture C:/Users/Meint/Documents/My Games/FarmingSimulator2015/mods//myModMap/map/models/buildings/Bostadshus/Stuga1.dds raw format. Warning (performance): Texture C:/Users/Meint/Documents/My Games/FarmingSimulator2015/mods//myModMap/map/models/buildings/Toolshed/texture6.png raw format. Warning (performance): Texture C:/Users/Meint/Documents/My Games/FarmingSimulator2015/mods//myModMap/map/models/buildings/Bostadshus/Stuga3.dds raw format. Warning (performance): Texture C:/Users/Meint/Documents/My Games/FarmingSimulator2015/mods//myModMap/map/models/buildings/Toolshed/texture5.png raw format. Warning (performance): Texture C:/Users/Meint/Documents/My Games/FarmingSimulator2015/mods//myModMap/map/models/buildings/Toolshed/texture3.png raw format. Register vehicle type: pdlc_itRunnerPack.hookLiftContainerManureSpreader Register vehicle type: pdlc_itRunnerPack.hookLiftContainerManureBarrel Register vehicle type: pdlc_itRunnerPack.hookLiftContainerDynamicMountAttacher Register vehicle type: pdlc_itRunnerPack.hookLiftContainerTrailer Register vehicle type: pdlc_itRunnerPack.hookLiftContainer Register vehicle type: pdlc_itRunnerPack.hookLiftTrailer
#I3dconverter export file extensions mod#
Mod directory: C:/Users/Meint/Documents/My Games/FarmingSimulator2015/mods/ Volume Mesh Tessellation Factor: 0.750000 Shader Version: 4.30 NVIDIA via Cg compiler
#I3dconverter export file extensions software#
GIANTS Engine Runtime 6.0.2 64bit (Build Date: Jun 12 2015)Ĭopyright (c) 2008-2015, GIANTS Software GmbH (), All Rights Reserved.Ĭopyright (c) 2003-2015, Christian Ammann and Stefan Geiger, All Rights Reserved.ĬPU: Intel(R) Core(TM) i5-4460 CPU 3.20GHz So to get sure and test your own work correctly it is alwys a good idea to test it without any mods.
#I3dconverter export file extensions mods#
The mods from Mohub are tested and should not cause any errors, at least the ones which are not BETA.īut you'll never know. So you could upload it to pastebin and i'll have a look. If its needed.Ī look into the log.txt is never wrong and might help. Otherwise I would sent my game log to you this morning.
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Its only my mod map that won't save, I hope there is a solution for it. I have only mods from the official website, are those mods having errors? Well l remove them but I don't think it would help.
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Try to remove all of them and test it again, eventually one of the mods is the reason for this problem. This is not a problem in the GIANTS editor. I was searching on the internet about this 'saving problem', but I didn't found anything about this problem. The saving of my map is the only problem, the loading time is less than 10 seconds of my mod map.
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Is there a solution to fix this saving problem? But now I see that the gameplay won't save if I save the gameplay of my map it says: saving. You can also find the trees in a subfolder of the map:Īs always, thanks for the reply! It works! In this case create a new transformgroup to past a tree of every kind into.Īfterwards export this transformgroup to a seperate i3d file. Probably you want to export one tree per tree type? The option is called "Export selection with files" and can be found in: I want all trees in another transform group so Its more cleare for me. I have another question about the GIANTS editor, is there a way to 'export' all trees into a sub map.
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