Leutz
wie kann ich die Scheiben beim Horsch Joker 12RT animieren, sprich das die sich drehen?
Kann mir das jemand verrraten? Sieht nämlich net so prall aus wenn die starr sind..
Hoff einer hatn Plan
Leutz
wie kann ich die Scheiben beim Horsch Joker 12RT animieren, sprich das die sich drehen?
Kann mir das jemand verrraten? Sieht nämlich net so prall aus wenn die starr sind..
Hoff einer hatn Plan
Jede der Scheiben als wheel in die .xml eintragen
ui, na das wird ja n Spaß =D
Joup
Kannst aber einmal eintragen und dann immer copy - paste, nur den Index musste ändern
wie kann ich den Radius rausfinden den ich da eintragen mus? pi mal daumen?
Erstell ne TG, setz die an genau die Stelle wo die Scheibe ist und dann kopier in die erstelle TG ne neue rein. Dann schiebst du die neue TG bis zum Rand der Scheibe und tadaaa, da haste deinen Radius
oder auch nich.....
alles Indexe eingetragen, leider net geklappt....
C:/Users/Braddock/Documents/My Games/FarmingSimulator2013/mods/Horsch_Joker12rt/joker_12rt.i3d (0.12mb in 120.36 ms)
Physics: enqueueCreateWheelShape failed, object sech_v is not dynamic or kinematic
Physics: enqueueCreateWheelShape failed, object sech_v is not dynamic or kinematic
Physics: enqueueCreateWheelShape failed, object sech_v is not dynamic or kinematic
Physics: enqueueCreateWheelShape failed, object sech_v is not dynamic or kinematic
Physics: enqueueCreateWheelShape failed, object sech_v is not dynamic or kinematic
Physics: enqueueCreateWheelShape failed, object sech_v is not dynamic or kinematic
Physics: enqueueCreateWheelShape failed, object sech_v is not dynamic or kinematic
Physics: enqueueCreateWheelShape failed, object sech_v is not dynamic or kinematic
Physics: enqueueCreateWheelShape failed, object transform is not dynamic or kinematic
Physics: enqueueCreateWheelShape failed, object transform is not dynamic or kinematic
Physics: enqueueCreateWheelShape failed, object transform is not dynamic or kinematic
Physics: enqueueCreateWheelShape failed, object transform is not dynamic or kinematic
Physics: enqueueCreateWheelShape failed, object transform is not dynamic or kinematic
Physics: enqueueCreateWheelShape failed, object transform is not dynamic or kinematic
Physics: enqueueCreateWheelShape failed, object transform is not dynamic or kinematic
Physics: enqueueCreateWheelShape failed, object transform is not dynamic or kinematic
Physics: enqueueCreateWheelShape failed, object transform is not dynamic or kinematic
Physics: enqueueCreateWheelShape failed, object transform is not dynamic or kinematic
Physics: enqueueCreateWheelShape failed, object sech_v is not dynamic or kinematic
Physics: enqueueCreateWheelShape failed, object sech_v is not dynamic or kinematic
Physics: enqueueCreateWheelShape failed, object sech_v is not dynamic or kinematic
Physics: enqueueCreateWheelShape failed, object sech_v is not dynamic or kinematic
Physics: enqueueCreateWheelShape failed, object sech_v is not dynamic or kinematic
Physics: enqueueCreateWheelShape failed, object sech_v is not dynamic or kinematic
Physics: enqueueCreateWheelShape failed, object sech_v is not dynamic or kinematic
Physics: enqueueCreateWheelShape failed, object sech_v is not dynamic or kinematic
Physics: enqueueCreateWheelShape failed, object sech_v is not dynamic or kinematic
Physics: enqueueCreateWheelShape failed, object sech_v is not dynamic or kinematic
Physics: enqueueCreateWheelShape failed, object sech_v is not dynamic or kinematic
data/vehicles/cars/car3.i3d (0.39mb in 32.17 ms)
C:/Users/Braddock/Documents/My Games/FarmingSimulator2013/mods/CaseIHQuadtrac600/caseIHQuadtrac600.i3d (12.19mb in 671.54 ms)
data/vehicles/steerable/powerTakeoff.i3d (0.00mb in 1.63 ms)
data/vehicles/cars/car4.i3d (0.33mb in 27.16 ms)
Saving screenshot: C:/Users/Braddock/Documents/My Games/FarmingSimulator2013/screenshots/fsScreen_2013_10_14_12_31_55.png
map data/maps/map01.i3d was deleted
map data/maps/map01.i3d was deleted
map data/maps/map01.i3d was deleted
Physics: wheel shape not found, object wheelShapeIndex 0
Physics: enqueueControlWheelShape failed, wheel shape with index 0 doesn't exist
Physics: wheel shape not found, object wheelShapeIndex 0
Physics: enqueueControlWheelShape failed, wheel shape with index 0 doesn't exist
Physics: wheel shape not found, object 6ch_v wheelShapeIndex 0
Physics: enqueueControlWheelShape failed, wheel shape with index 0 doesn't exist
Physics: wheel shape not found, object 6ch_v wheelShapeIndex 0
Physics: enqueueControlWheelShape failed, wheel shape with index 0 doesn't exist
Physics: wheel shape not found, object jch_v wheelShapeIndex 0
Physics: enqueueControlWheelShape failed, wheel shape with index 0 doesn't exist
Physics: wheel shape not found, object jch_v wheelShapeIndex 0
Physics: enqueueControlWheelShape failed, wheel shape with index 0 doesn't exist
Physics: wheel shape not found, object œch_v wheelShapeIndex 0
Physics: enqueueControlWheelShape failed, wheel shape with index 0 doesn't exist
Physics: wheel shape not found, object œch_v wheelShapeIndex 0
Physics: enqueueControlWheelShape failed, wheel shape with index 0 doesn't exist
Physics: wheel shape not found, object Þansform wheelShapeIndex 0
Physics: enqueueControlWheelShape failed, wheel shape with index 0 doesn't exist
Physics: wheel shape not found, object êansform wheelShapeIndex 0
Physics: enqueueControlWheelShape failed, wheel shape with index 0 doesn't exist
Physics: wheel shape not found, object Eansform wheelShapeIndex 0
Physics: enqueueControlWheelShape failed, wheel shape with index 0 doesn't exist
Physics: wheel shape not found, object Qansform wheelShapeIndex 0
Physics: enqueueControlWheelShape failed, wheel shape with index 0 doesn't exist
Physics: wheel shape not found, object oansform wheelShapeIndex 0
Physics: enqueueControlWheelShape failed, wheel shape with index 0 doesn't exist
Physics: wheel shape not found, object {ansform wheelShapeIndex 0
Physics: enqueueControlWheelShape failed, wheel shape with index 0 doesn't exist
Physics: wheel shape not found, object ™ansform wheelShapeIndex 0
Physics: enqueueControlWheelShape failed, wheel shape with index 0 doesn't exist
Physics: wheel shape not found, object ¥ansform wheelShapeIndex 0
Physics: enqueueControlWheelShape failed, wheel shape with index 0 doesn't exist
Physics: wheel shape not found, object Æansform wheelShapeIndex 0
Physics: enqueueControlWheelShape failed, wheel shape with index 0 doesn't exist
Physics: wheel shape not found, object Òansform wheelShapeIndex 0
Physics: enqueueControlWheelShape failed, wheel shape with index 0 doesn't exist
Physics: wheel shape not found, object |ch_v wheelShapeIndex 0
Physics: enqueueControlWheelShape failed, wheel shape with index 0 doesn't exist
Physics: wheel shape not found, object |ch_v wheelShapeIndex 0
Physics: enqueueControlWheelShape failed, wheel shape with index 0 doesn't exist
Physics: wheel shape not found, object |ch_v wheelShapeIndex 0
Physics: wheel shape not found, object æch_v wheelShapeIndex 0
Physics: enqueueControlWheelShape failed, wheel shape with index 0 doesn't exist
Physics: wheel shape not found, object æch_v wheelShapeIndex 0
Physics: enqueueControlWheelShape failed, wheel shape with index 0 doesn't exist
Physics: wheel shape not found, object æch_v wheelShapeIndex 0
Physics: enqueueControlWheelShape failed, wheel shape with index 0 doesn't exist
Physics: wheel shape not found, object æch_v wheelShapeIndex 0
Physics: enqueueControlWheelShape failed, wheel shape with index 0 doesn't exist
Physics: wheel shape not found, object ch_v wheelShapeIndex 0
Physics: enqueueControlWheelShape failed, wheel shape with index 0 doesn't exist
Physics: wheel shape not found, object ch_v wheelShapeIndex 0
Physics: enqueueControlWheelShape failed, wheel shape with index 0 doesn't exist
Physics: wheel shape not found, object ch_v wheelShapeIndex 0
Physics: enqueueControlWheelShape failed, wheel shape with index 0 doesn't exist
Physics: wheel shape not found, object ch_v wheelShapeIndex 0
Physics: enqueueControlWheelShape failed, wheel shape with index 0 doesn't exist
Physics: wheel shape not found, object Lch_v wheelShapeIndex 0
Physics: enqueueControlWheelShape failed, wheel shape with index 0 doesn't exist
Physics: wheel shape not found, object Lch_v wheelShapeIndex 0
Physics: enqueueControlWheelShape failed, wheel shape with index 0 doesn't exist
Physics: wheel shape not found, object Lch_v wheelShapeIndex 0
Physics: enqueueControlWheelShape failed, wheel shape with index 0 doesn't exist
Physics: wheel shape not found, object Lch_v wheelShapeIndex 0
Physics: enqueueControlWheelShape failed, wheel shape with index 0 doesn't exist
Physics: wheel shape not found, object .ch_v wheelShapeIndex 0
Physics: enqueueControlWheelShape failed, wheel shape with index 0 doesn't exist
Physics: wheel shape not found, object .ch_v wheelShapeIndex 0
Physics: enqueueControlWheelShape failed, wheel shape with index 0 doesn't exist
Physics: wheel shape not found, object .ch_v wheelShapeIndex 0
Physics: enqueueControlWheelShape failed, wheel shape with index 0 doesn't exist
Physics: wheel shape not found, object .ch_v wheelShapeIndex 0
Physics: enqueueControlWheelShape failed, wheel shape with index 0 doesn't exist
Physics: wheel shape not found, object dch_v wheelShapeIndex 0
Physics: enqueueControlWheelShape failed, wheel shape with index 0 doesn't exist
Physics: wheel shape not found, object dch_v wheelShapeIndex 0
Physics: enqueueControlWheelShape failed, wheel shape with index 0 doesn't exist
Physics: wheel shape not found, object dch_v wheelShapeIndex 0
Physics: enqueueControlWheelShape failed, wheel shape with index 0 doesn't exist
kann das jemand für mich übernehmen? wäre cool...
ach hier noch die XML
Hi Tino,
erstmal löscht du wieder die von dir eingetragen Wheels. Sind die repr indexe nämlich kein direktes Kind von einem Hauptkomponent, Index 0>0, 0>1, 1>0, 1>1 usw, gibts die Physics Fehler die du hast. In der xml findest du auch den Parameter: <speedRotatingParts>. Der ist genau dafür zuständig. Dort machst du bei jedem "rotateOnGroundContact="false"" aus dem "false" ein "true" und testest es mal. Normal sollten sich die scheiben dann Drehen.
Unglaublich
"Oh großer weiser Kevin" stimmt wohl doch.
hat top geklappt, danke.
zwar drehen sich die Scheiben auch im ausgehoben Zustand sobald die Scheibenegge ausgeklappt ist, aber das is wohl nicht zu vermeiden, oder?
Hmmm, ok das könnte der Grund dafür sein warum der Modder ein false eingetragen hat... Es steht ja auch bei jedem speedRotatingPart Eintrag ein Radius. Verkleiner die Zahl dort mal.. Das könnte ne fummel Arbeit sein die passende Zahl da zu finden..
jo, mach ik ma.
bevor ich heut abend anfang da rum zu probieren...
haben diese Einträge dafür evtl relevanz?
<isDefaultLowered value="false"/>
<needsLowering value="true" />
<allowsLowering value="true" />
<onlyActiveWhenLowered value="false" />
Denke nicht... Bin mir nun aber ned ganz sicher..
dieser eintrag:
<onlyActiveWhenLowered value="false" />
macht mich neugierig. bin nur gerade net zu hause..
Also ich habe mir gerade mal den Horsch Joker12RT runtergeladen (hoffe es ist der gleiche, denke aber schon) und habe dort mal aus dem <onlyActiveWhenLowered value="false" /> nen true gemacht, dreht sich trotzdem alles auch wenn er ausgehoben und zusammengeklappt ist
Edit: gerade bei nem Giantsmodel gesehen <speedRotatingParts>
<speedRotatingPart index="0>0|0|0|0" radius="0.36" foldMinLimit="0" foldMaxLimit="0.22" rotateOnGroundContact="true"/>
<speedRotatingPart index="0>0|2|0|0" radius="0.36" foldMinLimit="0" foldMaxLimit="0.22" rotateOnGroundContact="true"/>
<speedRotatingPart index="0>0|4|0|0" radius="0.36" foldMinLimit="0" foldMaxLimit="0.22" rotateOnGroundContact="true"/>
</speedRotatingParts>
getestet habe ich es noch nicht!
Ich hab von _ghost_ eine PN auf MH bekommen. Er ist der Modder von dieser Horsch. Bei seinem Original drehen sich die Scheiben sobald man Grubbert und das dazu noch in unterschiedlichen Geschwindigkeiten. Hier der Link zum Original:
LS 2013: Horsch Joker12rt v 2.0 Grubber & Eggen Mod für Landwirtschafts Simulator 2013
| modhoster.de
Er bat mich dich darauf hinzuweisen.. Zum Testen kam ich aber leider noch nicht.
MFG Ifko