
4×4 KM Prefab/Template Map Green Peak v 1.0
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This is a playable prefab template map for Farming Simulator 25. AlfaMods Norway grants all permissions to modify this map to create new mods; no request for permission is necessary. The terrain was carved out manually.
Main features (vanilla)
4 x 4 kilometres terrain surface with 1 (one) units/meter per pixel.
5 fields mission playable up to 4.28 ha in size.
3 owned vehicles (vanilla)
player farm (New farmer, start farm: yes).
vehicle shop with vehicle sell point.
buying stations for manure/liquid manure and lime.
farmers market
animal dealer spot, sleep trigger and wardrobe trigger
one owned farmland and field (New farmer).
NPCs house (talking-to vanilla NPCs).
For multiplayer you’ll need to customize the map how you want it, since this is a prefab/template map after all.
If you want less dust particles, you can edit this in the map’s environment.xml at line 276, maxDropsMultiplier.
Less terrain fog if you sleep for one day. Can be changed inside environment.xml.
Technical details for modders
Version/release date
1.0.0.0 17/03/2025
descVersion
96
Base map
mapAS (FS25 Asian map)
Map i3D name
mapAlfaBig
Pixel size dem.png
4097 x 4097
Pixel size _weight.png
8192 x 8192
GDM pixel size
4096
GRLE pixel size
4096
Masks
generated (old vanilla mapAS 2048 pix)
Pixel size overview.dds (map’s PDA)
4096 x 4096
Terrain detailed painted PDA?
no
Terrain units per pixel
1
Terrain cast shadow?
no
Terrain backdrop mesh?
no
Custom paintable terrain textures
no, all vanilla
Custom vegetation?
no, all vanilla
Custom placeables?
no, all vanilla
Water surfaces?
no
Fields visual GPS navigation lines
yes
AI navigation (create job) lines
no
NPC traffic/pedestrian/train system?
no
Map included XMLs
mapAlfaHuge.xml
sounds.xml
colorGrading.xml
colorGradingNight.xml
environment.xml
farmlands.xml
fields.xml
items.xml
placeables.xml
shop.xml (vehicle store alignment due to collision glitch)
vehicles.xml
modDesc.xml
Procedural placed assets?
no
Painted fields
one painted grass field, farmland #6.
All seasons?
yes
Crop damage
vanilla, hail and twister.
Due to collision glitch:
This glitchy visual error is not picked up inside the developer console in FS25 or GIANTS Editor console. When you are inside the vehicle shopping panel in-game, and you see that the vehicle is offset and ‘dancing’ on the garage floor, clipping through the floor itself, and doing odd movements, it may look something like this:
Something is not right…
How do you think we could solve this shop trigger problem?
The solution is quite simple….
There’s some kind of alignment glitch along the Y-axis. This has nothing to do with the vehicle itself. The vehicle shown above is a vanilla vehicle that comes with FS25. So, it’s the store itself that probably has somewhat of a hard time with larger Farming Simulator maps.
This line inside the map.xml is usually called to show the store when the player activates the shop trigger. The line of XML code says:
<shop filename="$data/store/ui/shop.xml" />
For my map it now says:
<shop filename="maps/mapAS/config/shop.xml" />
For this to work, we will have to copy shop.xml from the data/store/ui from inside the FS25 game directory to our modded map’s directory, where the path in the example above is maps/mapAS/config/shop.xml.
Next, we must edit this line of code inside the shop.xml…or the glitch won’t disappear. The line says:
<position xMapPos="0" yMapPos="-100" zMapPos="0" />
We will change the yMapPos to 100, like this:
<position xMapPos="0" yMapPos="100" zMapPos="0" />
Finally, we’ll need to hit the save button inside our text/code editor (in NotePad ++), etc.
What will happen when we load in our map now is the following:
the player trigger with the store icon is activated by player interaction
the store panel is shown in it’s typical Farming Simulator user interface style
we pick a vehicle we want to buy or lease
the vehicle gets visually loaded in the store window..at the floor
If this fixed the problem for you, then happy modding! 🙂
Credits:
AlfaMods
Main features (vanilla)
4 x 4 kilometres terrain surface with 1 (one) units/meter per pixel.
5 fields mission playable up to 4.28 ha in size.
3 owned vehicles (vanilla)
player farm (New farmer, start farm: yes).
vehicle shop with vehicle sell point.
buying stations for manure/liquid manure and lime.
farmers market
animal dealer spot, sleep trigger and wardrobe trigger
one owned farmland and field (New farmer).
NPCs house (talking-to vanilla NPCs).
For multiplayer you’ll need to customize the map how you want it, since this is a prefab/template map after all.
If you want less dust particles, you can edit this in the map’s environment.xml at line 276, maxDropsMultiplier.
Less terrain fog if you sleep for one day. Can be changed inside environment.xml.
Technical details for modders
Version/release date
1.0.0.0 17/03/2025
descVersion
96
Base map
mapAS (FS25 Asian map)
Map i3D name
mapAlfaBig
Pixel size dem.png
4097 x 4097
Pixel size _weight.png
8192 x 8192
GDM pixel size
4096
GRLE pixel size
4096
Masks
generated (old vanilla mapAS 2048 pix)
Pixel size overview.dds (map’s PDA)
4096 x 4096
Terrain detailed painted PDA?
no
Terrain units per pixel
1
Terrain cast shadow?
no
Terrain backdrop mesh?
no
Custom paintable terrain textures
no, all vanilla
Custom vegetation?
no, all vanilla
Custom placeables?
no, all vanilla
Water surfaces?
no
Fields visual GPS navigation lines
yes
AI navigation (create job) lines
no
NPC traffic/pedestrian/train system?
no
Map included XMLs
mapAlfaHuge.xml
sounds.xml
colorGrading.xml
colorGradingNight.xml
environment.xml
farmlands.xml
fields.xml
items.xml
placeables.xml
shop.xml (vehicle store alignment due to collision glitch)
vehicles.xml
modDesc.xml
Procedural placed assets?
no
Painted fields
one painted grass field, farmland #6.
All seasons?
yes
Crop damage
vanilla, hail and twister.
Due to collision glitch:
This glitchy visual error is not picked up inside the developer console in FS25 or GIANTS Editor console. When you are inside the vehicle shopping panel in-game, and you see that the vehicle is offset and ‘dancing’ on the garage floor, clipping through the floor itself, and doing odd movements, it may look something like this:
Something is not right…
How do you think we could solve this shop trigger problem?
The solution is quite simple….
There’s some kind of alignment glitch along the Y-axis. This has nothing to do with the vehicle itself. The vehicle shown above is a vanilla vehicle that comes with FS25. So, it’s the store itself that probably has somewhat of a hard time with larger Farming Simulator maps.
This line inside the map.xml is usually called to show the store when the player activates the shop trigger. The line of XML code says:
<shop filename="$data/store/ui/shop.xml" />
For my map it now says:
<shop filename="maps/mapAS/config/shop.xml" />
For this to work, we will have to copy shop.xml from the data/store/ui from inside the FS25 game directory to our modded map’s directory, where the path in the example above is maps/mapAS/config/shop.xml.
Next, we must edit this line of code inside the shop.xml…or the glitch won’t disappear. The line says:
<position xMapPos="0" yMapPos="-100" zMapPos="0" />
We will change the yMapPos to 100, like this:
<position xMapPos="0" yMapPos="100" zMapPos="0" />
Finally, we’ll need to hit the save button inside our text/code editor (in NotePad ++), etc.
What will happen when we load in our map now is the following:
the player trigger with the store icon is activated by player interaction
the store panel is shown in it’s typical Farming Simulator user interface style
we pick a vehicle we want to buy or lease
the vehicle gets visually loaded in the store window..at the floor
If this fixed the problem for you, then happy modding! 🙂
Credits:
AlfaMods
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Wersja: v 1.0Aktualizacja: 1 tydzień temu
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