![]() To use new names, look at New Ski Station Name Each 'skiStation' node defines a ski station.įollowing is a list with its attributes: id The SkiResort XML (in the SampleModMap skiResort_map01.xm) defines the ski stations and the buildings that belong to it. The creation might take several seconds to minutes, depending on your computer and the scene complexity Once you set all the settings, press 'Recreate' if the object 'pedestriansNavMesh' was selected before, otherwise press 'Create' and then rename the newly created Nav Mesh to 'pedestriansNavMesh'.įurther the User Attribute 'onCreate' with the type 'script callback' and the value 'NavMeshPedestrians.onCreate' must be added. Merged Region Size = 20 Max Edge Length = 10 Max Edge Error = 1.3 Shape Build Mask = ff Terrain Detail = 100Įnable Culling = On Culling Info Layer = pedestrianInfoLayerĬulling Info Layer Channels = 1 Min Region Size = 15 The values which are written bold, are values which are different to the default values of the dialog. In this dialog you should set the following Values. Once you painted all your pedestrian areas, you should select the existing 'pedestrianNavMesh' object in the Scengegraph panel, if available,Īnd then open the build dialog in the menu 'Create->Navigation Mesh'. The easiest way to create this Nav Mesh, is by using the Info Layer 'pedestrianInfoLayer'. You can use as many Nav Mesh as you want, however for performance reasons, as less as possible should be used. The pedestrian areas are defined with Nav Meshes. Hint: If the Nav Meshes are not shown in the viewport, you can let them show by selecting in the menu 'View->Show->Navigation Meshes'. The creation might take several seconds to minutes, depending on your computer and the scene complexity. Once you set all the settings, press 'Recreate' if the object 'skierNavMesh' was selected before, otherwise press 'Create' and then rename the newly created Nav Mesh to 'skierNavMesh'. Max Climb = 0.9 Slope Limit = 80 Shape Build Mask = 0 Terrain Detail = 50Įnable Culling = On Culling Info Layer = slopeInfoLayer Culling Info Layer Channels = 1f If the default settings have been changed before, these values must be reset manually. In the dialog you should set the following Values. To do this, first select the existing 'skierNavMesh' object in the Scenegraph panel, if available, and then click in the menu 'Create->Navigation Mesh'. It's easiest to use the 'Build Navigation Mesh Tool' in the GIANTS Editor. Cross-platform multiplayer and a large variety of free community-created modifications, officially tested by GIANTS Software, extend the farming experience many times over.The Nav Mesh called 'skierNavMesh' defined where the skiers drive. Whether they create a lush vineyard or an olive orchard in the Mediterranean south of France, a vast farmland full of wheat and corn in the US-Midwest or a lively animal farm in the hilly landscape of the Alps: More than 400 machines and tools from over 100 real agricultural brands like Case IH, CLAAS, Deutz-Fahr, Fendt, John Deere, Massey Ferguson, New Holland, Valtra and many more are available. ![]() A multitude of new gameplay features, like new ground working mechanics as well as a character creator for individual farmers, offer more content and player freedom than ever before. ![]() ![]() Players creatively build their own farm and extend their operations with production chains - forming an agricultural empire! They focus on agriculture, animal husbandry and forestry while facing new challenges like the four seasons. ![]()
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