EP17: Adding Additional Textures to our Map

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In episode 17 of this map making tutorial series for Giant's Editor 9.0.3 and Farm Sim 22 we are going to learn how to import additional textures into our map that we can use to paint with. This process has changed a lot since FS19 and it easier than ever! Watch this video and I will show you how to do something never possible in FS19!
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Very good, you have another piece of writing, thank you for your work

tio-portuga
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Still wrapping my head around this one, but learning. I'm going to have to watch it a couple times. The resolution is where I can barely make out the text in the map functions, like column names, etc.; blurry. I follow along on one computer with the map open in the editor on the other and can figure it out for the most part.

CajunWolffe
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seems lot way better than fs19 way easy now lol awesome videos you teach better than most i see on here do thanks a lots on your videos cheers

petergate
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Thank you for the tutorial. There are a few videos on how to add textures but I am really struggling to find any on how to add foliage to the paint tool in game.

cathy
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The colors red, green, and blue are classically considered the primary colors because they are fundamental to human vision. All other colors of the visible light spectrum can be produced by properly adding different combinations of these three colors. all other colors created with these three primary colors are considered hues. saturation is the intensity and purity of a color as displayed in an image(example-cadmium orange is a high saturation color, and burnt sienna is a low saturation color. Both colors are the same hue (orange). Value (also called lightness or luminosity) of a color is a measure of how light or dark a color is while its hue is held constant (the measurement of the amount of black or white a pure hue has mixed). and well intensity i would hope everyone knows that one lol the intensity is also known as chroma. i hope this helps you understand better when it comes to the color settings in the layers manager Bauer Brown. in all honesty giants needs to create or come up with better manuals and explanations for these difficult to figure out on our own areas of the editor so they are easier to understand .

TimberManiac
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BAUER BROWN i was wrong in my last comment in your video i just learn something new today i really thout it had to do with the cost of useing AI lol see even after 7 years of map makeing and modding still learning agian thanks for pointing that out awesome videos as always keep up the great work

papasmurfinator
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It would be great if there was a way to export the layer manager table content to an Excel spreadsheet with the possibility to load it on a new map layer manager.

MoDub
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Hey mate! Any idea how to add a paintable ground texture from a base game map into a mod map to use in-game?
My example being that I want the grass gravel paint to use in-game on the Black River mod map which is based on the French map.
Cheers!

RAZBRY
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So, basically, one could grab (copy/paste) all four weight maps from a stock map and not have to rename them, saving time, right? You were showing two methods all in one by using two renames from the map you're working on and two from a stock map, or one could make four all-black PNGs the right size in PS and named appropriately, true? Then, as shown, set them all up properly in the Layer Manager. Or am I missing something? I'm assuming that using four texture files, each the same but tiled slightly differently, gives a more natural/random and less tiled look to the ground textures. For instance, you have four "cobbleStone." textures named 01 through 04, added randomly as you paint the detailed surface on the ground of your map. Am I in the ballpark?

CajunWolffe
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At @14:52 : what is the reason to go from cobblestone.diffuse.dds to concrete.diffuse.dds? You do the same on normal map diffuse selection. You switch from cobblestone to concrete a couple times. A mistake or is there a reason behind it?

zerogaming
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Flinched when he selected concrete diffuse

AngryOscar
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There is a question which i have, the weightfiles for the map i'm making are 8k for an 8kmx8km but could they be a higher resolution so that we paint with a higher resolution than one pixel/meter?

earthling
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I bet the GIANTS map makers don't even know what softness does.

asdfssdfghgdfy
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Hi! Can you show me how to add the texture of a dirt road with a photo to the FS22 map?

jonjonson
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so you can learn it know and not later
Color is dust color intensity is how much dust. The materialled is the sound it makes when you walk on it, gravel Grass, asphalt. To make your dust look more realistic start small and dark then continue larger and lighter. Or if you want your tractor farting 🌈 go for it. It's also the tire track color. the softness is the tire imprint on the texture so if you think rock takes imprints from your tire then make it softer the rock. I used this to turn concrete into nice soft sand texture

j.o.t.u.n.n
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why is it when i paint it its just a black void

WilliamvanWinkoop