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rubberburner89

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rubberburner89 last won the day on March 9

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About rubberburner89

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  1. rubberburner89

    Charity Stream Drive

    I am very pleased to announce today the final tally is in and during the 24 hour charity live stream we raised 310 USD for Doctors Without Borders. I would like to take a moment and thank every one for their support. This includes all the live streamers, the support staff, pc-sg staff, donors, players and viewers. I had an absolute blast personally and I think it's safe to say we'll do another drive at some point in time. Everyone exceeded my expectations, and the finally tally still blows my mind. Thank you all once again, RB. Lastly I'd like to leave you all with a few shots to remember this occasion.
  2. Long story short... I've got a couple of models (vehicle) that I'm trying to pull out of GE, and the export process seems to go as normal. But when I try to open the new .i3d or import into an existing .i3d GE crashes. The files are case_vis and interior_vis. I've pulled many other objects out although none of them ended in "_vis: I'm trying to pull out of Jasper's IH 1255/1455XL. If anyone has any clue what's going on and what is going on, and if I can resolve thisit'd be appreciated. Thanks, Rubberburner89
  3. rubberburner89

    Dxt Compressions

    Hey all,I've been trying to release an update for Crawford Farms for what seems like forever now. It keeps getting kicked back for Dxt Compression files. This last time it got kicked back for one I've already re-saved as Dxt1. My guess is for whatever reason it did not take. So, to prevent this from happening again I'd like to confirm that it works, but I'm unsure how to check what Dxt compression is used on a file. Right click and click properties, then details there's no information there. Anyways, any help on this would be appreciated. Thanks,Rubberburner89
  4. rubberburner89

    Charity 24 Hour Stream

    I'll take care of that @Wonko. Also, the discord server specific for this event is now open to everyone. If you'd like to join this is the link: https://discord.gg/2BGEDhT
  5. rubberburner89

    Why I'm Done With ModHub

    So... I've recently uploaded my first map to giants mod hub (Crawford Farms). The initial testing for version 1.0.0.0 was a little frustrating... I think it got kicked back 3, maybe 4 times. But really I was okay with that. With it being my first map, I was expecting it to fail for things that I had overlooked, or things I didn't know they would check for. Thankfully I have other mod friends who have released to modHub, so they gave me a heads up for things like mipMaps (although I still missed a few). And that's okay, because at the end of the day I knew I was putting out a better product. Two things however that really frustrated me about the original upload was that I wasn't able to sign my signature to the bottom of my modDesc. It is in the guidelines that it fails for this but I put in a submission comment a couple of examples where better know modders were granted permission. This is the first example of bias towards new modders. The second example that my mod is listed as BETA. Why? No one has given me a reasonable explanation as to why. Now... move on to version 1.0.0.1. Note the changelog: Changelog: V1.0.0.1 - Fixed seasons mod snow issue - Added trigger markers for fuel station and repair point at main farm - Lowered floating trigger marker at BGA - Removed snow from inside greenhouse - Fixed description. Map does not support sugar cane at this point in time. - Reduced file size - Replaced fuel station at main farm so you no longer need to run the AAA_UPK Mod-ready - Note: if you have stored fuel at this location it is suggested that you put it into a trailer before updating or all fuel will be lost. Even after 100's of hours of testing, both by myself and other individuals, I missed a fairly major issue when using seasons, or the fact that the game crashed with the straw add-on enabled. So within two weeks of the original sent giants version 1.0.0.1 with the above change-log. It's been kicked back to me four times now. Keep in mind that this isn't a major update, it's just bug-fixes. However now it is continually failed for DXT3 compressions, thumbs.db, and a couple other small items. Here's where the in-consistancy comes in... all these DXT3, and thumbs.db were in version 1.0.0.0. On top of that, they're not listed as failures in the guidelines unless going for console. So why fail me for it now? Either fail it on the first version, or fail it when I plan to go for consoles, which I HAD planned on doing (knowing that it would need some serious re-vamps for console). Bottom line is I'm trying to get a major bug fix out and that's been held back by three weeks.This may seem like a rant, and that I'm a Giants hatter. That's not the case. I very much respect giants and what they have created. And I originally wanted to upload to Giants, because one, the map would see more traffic, and two, because I wanted there scrupulous testing process. I want to release a good quality product! However the inconstancy in the testing process and general bias towards new modders has me shacking my head. So why release this forum post? Because I felt it necessary to communicate why they've just lost another modder versus just dropping off the face of the earth, and them just thinking another modder hung their hat. The reasons I have posted have surely made others give up on modHub, and lack of communication kills.All for now,Rubberburner89
  6. rubberburner89

    Crawford Farms

    There is a known issue with the tip on ground. I have released an update to Giants regarding the issue, however my understanding is there is a back-log of mods to be tested. If you'd like to repair this issue yourself, open up the modDesc, and search for <fruitType name="spelt" .Scroll to the right and change useHeap="true" to useHeap="false" . Do this for millet and triticale also. Save the file, and that should resolve the issue... unfortunatly it will not clean up the mess that has already been made. I have also been made aware of the manure pit. I was in a rush to get the fix out ASAP regarding the tip on ground issues, so I wasn't aware of that at the time of uploading, but it will be resolved in a future update. That being said it will not effect any cow production.
  7. rubberburner89

    Snow Mask Issue

    I've reached out to a few people now, and the well no ones got an answer for me, and they're all a little confused by what's going on at first so I want to clear that up a little. It's not specific to the pig trough feeding area. It's happening throughout the map. If you "tip anywhere" anything on the map, and move the snow nearby the "patchy" parts of the snow fill in with what's tipped. If nothing is nearby you just get empty patches. I actually am working on another new map and am having the same issue. This next photo (from the other map) shows better what I mean by the "patchy" spots.
  8. rubberburner89

    Snow Mask Issue

    It has come to my attention that I have an issue with the snow mask on my recently released Crawford Farms (see below photo). If anyone knows what is going on I'd like to release a fix as soon as possible. Thanks in advance, Rubberburner89
  9. rubberburner89

    Crawford Farms

    Version 1.0.0

    19 downloads

    Welcome to Crawford Farms (Seasons Mod Ready)... This map is based of the East Coast of Canada. A Google Earth image and correct terrain levels were used to correctly represent the area as close as possible. - The map includes all Farming Simulator 17 base features and much more... - Seasons Mod ready with Eastern Canada Geo installed - Compost Master, Bio Fuel Plant, and Liquid Fertilizer Production - Free Water - Animated Objects - Multi-Terrain and Mud Mod - 10 Gold Nuggets - 40 Fields from small to large (Missions on 39 of them) - Tons of forestry throughout the map - Chopped Straw - Fuel, Milk, & Liquid Fertilizer Sell Points - Note: AAA_UPK Mod is required for refillable fuel tank on the farm. I hope you all enjoy the map! -Rubberburner89
  10. rubberburner89

    Crawford Farms

    View File Crawford Farms Welcome to Crawford Farms (Seasons Mod Ready)... This map is based of the East Coast of Canada. A Google Earth image and correct terrain levels were used to correctly represent the area as close as possible. - The map includes all Farming Simulator 17 base features and much more... - Seasons Mod ready with Eastern Canada Geo installed - Compost Master, Bio Fuel Plant, and Liquid Fertilizer Production - Free Water - Animated Objects - Multi-Terrain and Mud Mod - 10 Gold Nuggets - 40 Fields from small to large (Missions on 39 of them) - Tons of forestry throughout the map - Chopped Straw - Fuel, Milk, & Liquid Fertilizer Sell Points - Note: AAA_UPK Mod is required for refillable fuel tank on the farm. I hope you all enjoy the map! -Rubberburner89 Submitter rubberburner89 Submitted 26/01/18 Category Maps Credits Authors: Rubberburner89 Models/Game Engine: Giants Scripts: Realismusmodding Blacksheep - RC-Devil kevink98 - Marhu igor29381 Blacky_BPG Ifkonator Decker_MMIV igor29381 Models: GTX Stevie Farmer_Andy seba j Desperados93 Realistic Farmers t0xic0m Blacksheep Modding CBJ Midwest Modding Jendrek patzer89 [BSF]Fred FSModding fin050808 Shakari MUK Modding Crew variofuchs kingkalle - Team LTW BY SETKA RAND0Msparks Dorset If I missed someone in the credits. I did the best I could compiling the list. Feel free to send me a message so I can add you to the list in future versions. Special thanks to Toranion, Johnny Vee, and Maverik74 for provided tremendous help throughout the project. Also big thanks to all the testers involved, all those from pc-sg.uk and also fs-uk.com. Mod Author Rubberburner89 Features - The map includes all Farming Simulator 17 base features and much more... - Seasons Mod ready with Eastern Canada Geo installed - Compost Master, Bio Fuel Plant, and Liquid Fertilizer Production - Free Water - Animated Objects - Multi-Terrain and Mud Mod - 10 Gold Nuggets - 40 Fields from small to large (Missions on 39 of them) - Tons of forestry throughout the map - Chopped Straw - Fuel, Milk, & Liquid Fertilizer Sell Points - Note: AAA_UPK Mod is required for refillable fuel tank on the farm.  
  11. rubberburner89

    Error after adding sugarCane

    So, it turns out that I had a mistake in the .i3d. This "sugarCane" densityMapTypeIndex="13 and this "sugarCane_haulm" densityMapTypeIndex="14", should have both equaled 13 (much the same as potatoes and sugarbeets). So that resolved the error. However because I've added oats and rye I have to create a new fruit_density.gdm where Giants only allows two new crops added to a base map. This is of course causing an issue for me as it doesn't want to convert. Ugh, this is never ending. LOL
  12. So last night I was set to send my map out to Giants, ran into an issue, and had to do some digging when I realized that sugarCane wasn't automatically going to work on all maps. Anyways, I found the mistake to my first problem, and turned on getting sugarCane to work. At first it looked bleak until I came across this article: https://www.fs-uk.com/forum/index.php?topic=199603.0. Took a couple hours, but I got there, however I did run into an issue at the end when I loaded G.E.. Error: TerrainLodTexture can only handle 8 data channels per density map type Now I suspect this is because I also have Oats and Rye installed but I'm not really sure, so if anyone has any input it'd be greatly appreciated. Thanks in advance,Rubberburner89
  13. rubberburner89

    Texture issue when updating descVersion

    Reverted back to the last version Johnny had revised for me, and re-did everything... Seems to be working fine now. Not sure what exactly was the cause, but again I'm guessing corrupt "export all"
  14. rubberburner89

    Texture issue when updating descVersion

    U are right... it's not the modDesc. It, aside from a new compost storage area are the only things I added last night, so I assumed that was going to be the issue. However I have been making changes over the last couple days. Thing is, sometimes I'd just jump in to check that the log was clean and jump out without really looking around. Anyways I expect something messed up during a recent "export all", but I had to rush out the door to get to work this morning, so I never really got to do anymore digging. Anyways, I'll keep ya'll updated. RB
  15. So.... I was set to send my map out to Giants tonight... finally! But then I decided to go back through the mod guidelines one last time, and I realized my modDesc had an old descVersion number in it. It was using 32, and the guidelines show they want 37, (although I noticed BSM's new map is vs. 38), I tried version 37 and 38 and came across the same issue with them both. Photo's depicting the "blotchyness" of the textures bellow: Thanks in advance to anyone who can help me out, Rubberburner89
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