Details

Farming Simulator Modding For Dummies


Farming Simulator Modding For Dummies


Portable Edition

von: Jason van Gumster, Christian Ammann

17,99 €

Verlag: Wiley
Format: PDF
Veröffentl.: 11.08.2014
ISBN/EAN: 9781118940280
Sprache: englisch
Anzahl Seiten: 240

DRM-geschütztes eBook, Sie benötigen z.B. Adobe Digital Editions und eine Adobe ID zum Lesen.

Beschreibungen

<b>Learn the basics of 3D modeling for the popular Farming Simulator game</b> <p>Do you want to get started with creating your own vehicles, maps, landscapes, and tools that you can use in the game and share with the Farming Simulator community? Then this is the resource for you! With the help of Jason van Gumster, you'll get up and running on everything you need to master 3D modeling and simulation—and have fun while doing it! Inside, you'll find out how to create and edit maps, start using the material panel, customize your mods by adding texture, use the correct file-naming conventions, test your mod in single and multiplayer modes, get a grip on using Vehicle XML, and so much more.</p> <p>There's no denying that Farming Simulator players love modding—and now there's a trusted, friendly resource to help you take your modding skills to the next level and get even more out of your game. Written in plain English and packed with tons of step-by-step explanations, <i>Farming Simulator Modding For Dummies</i> is a great way to learn the ropes of 3D modeling with the tools available to you in the game. In no time, you'll be wowing your fellow gamesters—and yourself—with custom, kick-butt mods. So what are you waiting for?</p> <ul> <li>Includes an easy-to-follow introduction to using the GIANTS 3D modeling tools</li> <li>Explains how to export models to Blender, Maya, 3DS Max, or FBX</li> <li>Provides tips for using the correct image format for textures</li> <li>Details how to use Photoshop and Audacity to create custom mods for Farming Simulator</li> </ul> <p>Whether you're one of the legions of rabid fans of the popular Farming Simulator game or just someone who wants to learn the basics of 3D modeling and animation, you'll find everything you need in this handy guide.</p>
Introduction 1 <p>About This Book 2</p> <p>Foolish Assumptions 3</p> <p>Beyond This Book 4</p> <p>Icons Used in This Book 4</p> <p>Where to Go from Here 5</p> <p><b>Part I: Getting Started with Farming Simulator Modding 7</b></p> <p><b>Chapter 1: Introducing GIANTS Editor 9</b></p> <p>Knowing the Editor’s Parts 10</p> <p>Loading Assets 12</p> <p>Opening an existing map 13</p> <p>Previewing objects 14</p> <p>Navigating in 3D Space 15</p> <p>Using Framed Rotate 16</p> <p>Choosing camera views 17</p> <p>Transforming Objects 18</p> <p>Translating, rotating, and scaling 19</p> <p>Selecting objects 21</p> <p><b>Chapter 2: Creating Map Mods 23</b></p> <p>Preparing a Map Mod 23</p> <p>Selecting, Organizing, and Placing Props 26</p> <p>Making complex selections in the Scenegraph 26</p> <p>Using interactive placement 27</p> <p>Organizing your map 29</p> <p>Importing external assets 31</p> <p>Adjusting User Attributes 31</p> <p>Triggering Events in Your Map 33</p> <p><b>Chapter 3: Editing Sur face Details in Maps 35</b></p> <p>Editing Terrain 35</p> <p>Sculpting the surface 37</p> <p>Painting textures 43</p> <p>Painting Foliage and Ground Details 46</p> <p>Creating farmable land 47</p> <p>Adding plant life 49</p> <p>Working with Navigation Meshes: Adding Spaces for Animals 51</p> <p>Painting information 52</p> <p>Defining navigation mesh boundaries for objects 54</p> <p>Generating your navigation mesh 55</p> <p><b>Chapter 4: Using the Material Panel 59</b></p> <p>Modifying Material Properties 59</p> <p>Viewing Material Textures 63</p> <p><b>Chapter 5: Playing with Particles    65</b></p> <p>Discovering the Uses for Particles 65</p> <p>Working with the Particle Editor 66</p> <p>Adding Particles in Your Mod 71</p> <p><b>Part II: Creating Custom 3D Mods 73</b></p> <p><b>Chapter 6: Set ting Up a Basic modDescxml 75</b></p> <p>Creating a New modDescxml 76</p> <p>Defining Mod Title and Descriptions 77</p> <p>Adding In-Game Store Items 79</p> <p>Including Specializations 83</p> <p><b>Chapter 7: Making a New 3D Mod   85</b></p> <p>Setting Up a New Scene 86</p> <p>Establishing Object Hierarchy 88</p> <p>Configuring Materials and Textures 90</p> <p>Defining material settings 92</p> <p>Unwrapping objects for texturing 93</p> <p>Using Your Triangles Effectively 96</p> <p>Getting your normals right 96</p> <p>Reducing polygon count 97</p> <p>Generating normal maps for additional detail 100</p> <p><b>Chapter 8: Exporting Your Mod for GIANTS Editor 103</b></p> <p>Exporting from Blender 104</p> <p>Installing the I3D exporter add-on 104</p> <p>Exporting your mod 107</p> <p>Exporting from Maya 109</p> <p>Installing the I3D exporter plugin 109</p> <p>Exporting your mod 111</p> <p>Exporting from 3ds Max 112</p> <p>Installing the I3D exporter plugin 112</p> <p>Exporting your mod 113</p> <p>Exporting with FBX 115</p> <p>Importing Your Mod into GIANTS Editor 117</p> <p><b>Part III: Enhancing Your Mods   119</b></p> <p><b>Chapter 9: Adding Texture to Your Mod   121</b></p> <p>Working in Proper Texture Sizes 121</p> <p>Understanding the Texture Types Used on a Mod 123</p> <p>Coloring with diffuse maps 124</p> <p>Adding details with normal maps 131</p> <p>Adjusting shininess with specular maps 132</p> <p>Baking ambient occlusion textures 134</p> <p>Using the dirt channel 137</p> <p>Assembling a Complete Specular Map 139</p> <p>Optimizing Textures for the Game 141</p> <p><b>Chapter 10: Working with Sounds  143</b></p> <p>Getting Your Sounds 143</p> <p>Recording your own sounds 144</p> <p>Searching online 146</p> <p>Editing Sound Files 147</p> <p>Exporting Sounds for GIANTS Engine 149</p> <p>Bringing Sounds into Your Mod 150</p> <p><b>Part IV: Customizing Mod Behaviors  153</b></p> <p><b>Chapter 11: Tweaking Vehicle XML 155</b></p> <p>Understanding Object Indexing 157</p> <p>Discovering the Structure of a Vehicle XML File 159</p> <p>Setting Correct Collisions 161</p> <p>Working with Motors and Wheels 165</p> <p>Focusing on the wheels 166</p> <p>Moving with your motor 167</p> <p>Setting Up Cameras 168</p> <p>Adding Lights 170</p> <p><b>Chapter 12: Defining New Objects and Behaviors with Lua  173</b></p> <p>Getting Started with Utilslua 174</p> <p>Understanding a Specialization Script 176</p> <p>Adding Custom Specializations to modDescxml 185</p> <p><b>Chapter 13: Getting Out Your Mod  187</b></p> <p>Finalizing Your Mod 187</p> <p>Creating Store and Brand Icons 189</p> <p>Editing a store icon 189</p> <p>Adding a brand icon 190</p> <p>Submitting and Sharing Mods 190</p> <p>Exporting and packaging your mod 191</p> <p>Distributing and maintaining your mod 192</p> <p><b>Part V: The Part of Tens   197</b></p> <p><b>Chapter 14: Ten Powerful Tips When Creating Mods  199</b></p> <p>Use the Correct Image Format for Textures 199</p> <p>Use Texture Sizes that Fit Your Mod’s Physical Size 200</p> <p>Consolidate Your Texture Data 200</p> <p>Set Useful Clip Distance Values 200</p> <p>Avoid Spaces and Special Characters in Filenames 201</p> <p>Be Aware of Case-Sensitive Paths 201</p> <p>Convert WAV Files from Stereo to Mono 202</p> <p>Check the Game Log for Errors and Warnings 202</p> <p>Test Your Mod in Single and Multiplayer Modes 202</p> <p>Put Your Mod into a Single Zip Package 203</p> <p><b>Chapter 15: Ten Valuable Community Resources  205</b></p> <p>GIANTS Developer Network 205</p> <p>Modhub 206</p> <p>Farming Simulator Forums 206</p> <p>Farming Simulator Modding Video Tutorials 206</p> <p>Farming Simulator Script Source Code 206</p> <p>GIANTS Software Company Website 207</p> <p>Luaorg 207</p> <p>Freesoundorg 207</p> <p>Blenderorg 207</p> <p>CGTexturescom 208</p> <p>Appendix: Error and Warning Message Reference 209</p> <p>Index 223</p>
<p><b>Jason van Gumster</b> is an animator, producer, and designer. He helps moderate the forums at BlenderArtists.org. Christian Ammann is the founder and CEO of GIANTS Software, Inc.</p>
<p><b>Learn to:</b></p> <ul> <li>Get up and running with 3D modeling and simulation</li> <li>Create custom mods for Farming Simulator</li> <li>Use GIANTS 3D modeling tools</li> <li>Export models to Blender®, Maya®, 3DS Max®, or FBX®</li> </ul> <p><b>The fun and easy way to get started with 3D simulation</b></p> <p>Do you want to get started with creating your own vehicles, maps, and landscapes that you can use in Farming Simulator and share with the community? You've come to the right place! <i>Farming Simulator Modding For Dummies</i> provides step-by-step instruction in 3D modeling and simulation. The hours will slip away because it's so much fun.</p> <ul> <li>Modding 101 — get an introduction to GIANTS Editor, create and edit maps, use the material panel, and start playing with particles</li> <li>Customize your mods — set up a basic modDesc.xml, make a new 3D mod, and export your mod for GIANTS Editor</li> <li>Get your mod out — enhance your mods by adding texture, define new objects and behaviors with Lua, and finalize before submitting and sharing them with the world</li> <li>Make the most of modding — find tips to remember when creating mods, including sizing textures to fit the physical size of your mod and adding sounds to your mods</li> </ul> <p><b>Open the book and find:</b></p> <ul> <li>How to customize the behavior of your mod using Vehicle XML</li> <li>Tips for using the correct image format for textures</li> <li>Case-sensitive paths for Mac OS® X support</li> <li>File-naming conventions</li> <li>How to test your mod in single and multiplayer modes</li> <li>Steps to put all parts of your mod into a single Zip mod package</li> <li>Valuable community resources</li> </ul>

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