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Learn the basics of 3D modeling for the popular Farming Simulator game 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. 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, Farming Simulator Modding For Dummies 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? * Includes an easy-to-follow introduction to using the GIANTS 3D modeling tools * Explains how to export models to Blender, Maya, 3DS Max, or FBX * Provides tips for using the correct image format for textures * Details how to use Photoshop and Audacity to create custom mods for Farming Simulator 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.
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Seitenzahl: 246
Veröffentlichungsjahr: 2014
Farming Simulator Modding For Dummies®
Published byJohn Wiley & Sons, Inc.111 River St.Hoboken, NJ 07030-5774www.wiley.com
Copyright © 2014 by John Wiley & Sons, Inc., Hoboken, New Jersey
No part of this publication may be reproduced, stored in a retrieval system or transmitted in any form or by any means, electronic, mechanical, photocopying, recording, scanning or otherwise, except as permitted under Sections 107 or 108 of the 1976 United States Copyright Act, without the prior written permission of the Publisher. Requests to the Publisher for permission should be addressed to the Permissions Department, John Wiley & Sons, Inc., 111 River Street, Hoboken, NJ 07030, (201) 748-6011, fax (201) 748-6008, or online at http://www.wiley.com/go/permissions.
Trademarks: Wiley, For Dummies, the Dummies Man logo, The Dummies Way, Dummies.com, Making Everything Easier, and related trade dress are trademarks or registered trademarks of John Wiley & Sons, Inc. and/or its affiliates in the United States and other countries, and may not be used without written permission. Farming Simulator is a registered trademark of GIANTS Software. All other trademarks are the property of their respective owners. John Wiley & Sons, Inc., is not associated with any product or vendor mentioned in this book.
LIMIT OF LIABILITY/DISCLAIMER OF WARRANTY: THE PUBLISHER AND THE AUTHOR MAKE NO REPRESENTATIONS OR WARRANTIES WITH RESPECT TO THE ACCURACY OR COMPLETENESS OF THE CONTENTS OF THIS WORK AND SPECIFICALLY DISCLAIM ALL WARRANTIES, INCLUDING WITHOUT LIMITATION WARRANTIES OF FITNESS FOR A PARTICULAR PURPOSE. NO WARRANTY MAY BE CREATED OR EXTENDED BY SALES OR PROMOTIONAL MATERIALS. THE ADVICE AND STRATEGIES CONTAINED HEREIN MAY NOT BE SUITABLE FOR EVERY SITUATION. THIS WORK IS SOLD WITH THE UNDERSTANDING THAT THE PUBLISHER IS NOT ENGAGED IN RENDERING LEGAL, ACCOUNTING, OR OTHER PROFESSIONAL SERVICES. IF PROFESSIONAL ASSISTANCE IS REQUIRED, THE SERVICES OF A COMPETENT PROFESSIONAL PERSON SHOULD BE SOUGHT. NEITHER THE PUBLISHER NOR THE AUTHOR SHALL BE LIABLE FOR DAMAGES ARISING HEREFROM. THE FACT THAT AN ORGANIZATION OR WEBSITE IS REFERRED TO IN THIS WORK AS A CITATION AND/OR A POTENTIAL SOURCE OF FURTHER INFORMATION DOES NOT MEAN THAT THE AUTHOR OR THE PUBLISHER ENDORSES THE INFORMATION THE ORGANIZATION OR WEBSITE MAY PROVIDE OR RECOMMENDATIONS IT MAY MAKE. FURTHER, READERS SHOULD BE AWARE THAT INTERNET WEBSITES LISTED IN THIS WORK MAY HAVE CHANGED OR DISAPPEARED BETWEEN WHEN THIS WORK WAS WRITTEN AND WHEN IT IS READ.
ISBN 978-1-118-94025-9
ISBN 978-1-118-94025-9 (pbk); ISBN 978-1-118-94028-0 (ebk);
Manufactured in the United States of America
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Table of Contents
Introduction
About This Book
Foolish Assumptions
Beyond This Book
Icons Used in This Book
Where to Go from Here
Part I: Getting Started with Farming Simulator Modding
Chapter 1: Introducing GIANTS Editor
Knowing the Editor’s Parts
Loading Assets
Opening an existing map
Previewing objects
Navigating in 3D Space
Using Framed Rotate
Choosing camera views
Transforming Objects
Translating, rotating, and scaling
Selecting objects
Chapter 2: Creating Map Mods
Preparing a Map Mod
Selecting, Organizing, and Placing Props
Making complex selections in the Scenegraph
Using interactive placement
Organizing your map
Importing external assets
Adjusting User Attributes
Triggering Events in Your Map
Chapter 3: Editing Surface Details in Maps
Editing Terrain
Sculpting the surface
Painting textures
Painting Foliage and Ground Details
Creating farmable land
Adding plant life
Working with Navigation Meshes: Adding Spaces for Animals
Painting information
Defining navigation mesh boundaries for objects
Generating your navigation mesh
Chapter 4: Using the Material Panel
Modifying Material Properties
Viewing Material Textures
Chapter 5: Playing with Particles
Discovering the Uses for Particles
Working with the Particle Editor
Adding Particles in Your Mod
Part II: Creating Custom 3D Mods
Chapter 6: Setting Up a Basic modDesc.xml
Creating a New modDesc.xml
Defining Mod Title and Descriptions
Adding In-Game Store Items
Including Specializations
Chapter 7: Making a New 3D Mod
Setting Up a New Scene
Establishing Object Hierarchy
Configuring Materials and Textures
Defining material settings
Unwrapping objects for texturing
Using Your Triangles Effectively
Getting your normals right
Reducing polygon count
Generating normal maps for additional detail
Chapter 8: Exporting Your Mod for GIANTS Editor
Exporting from Blender
Installing the I3D exporter add-on
Exporting your mod
Exporting from Maya
Installing the I3D exporter plugin
Exporting your mod
Exporting from 3ds Max
Installing the I3D exporter plugin
Exporting your mod
Exporting with FBX
Importing Your Mod into GIANTS Editor
Part III: Enhancing Your Mods
Chapter 9: Adding Texture to Your Mod
Working in Proper Texture Sizes
Understanding the Texture Types Used on a Mod
Coloring with diffuse maps
Adding details with normal maps
Adjusting shininess with specular maps
Baking ambient occlusion textures
Using the dirt channel
Assembling a Complete Specular Map
Optimizing Textures for the Game
Chapter 10: Working with Sounds
Lesen Sie weiter in der vollständigen Ausgabe!
Lesen Sie weiter in der vollständigen Ausgabe!
Lesen Sie weiter in der vollständigen Ausgabe!
Lesen Sie weiter in der vollständigen Ausgabe!
Lesen Sie weiter in der vollständigen Ausgabe!
Lesen Sie weiter in der vollständigen Ausgabe!
Lesen Sie weiter in der vollständigen Ausgabe!
Lesen Sie weiter in der vollständigen Ausgabe!
Lesen Sie weiter in der vollständigen Ausgabe!
Lesen Sie weiter in der vollständigen Ausgabe!
Lesen Sie weiter in der vollständigen Ausgabe!
Lesen Sie weiter in der vollständigen Ausgabe!
Lesen Sie weiter in der vollständigen Ausgabe!
Lesen Sie weiter in der vollständigen Ausgabe!
Lesen Sie weiter in der vollständigen Ausgabe!
Lesen Sie weiter in der vollständigen Ausgabe!
Lesen Sie weiter in der vollständigen Ausgabe!
Lesen Sie weiter in der vollständigen Ausgabe!
Lesen Sie weiter in der vollständigen Ausgabe!
Lesen Sie weiter in der vollständigen Ausgabe!
Lesen Sie weiter in der vollständigen Ausgabe!
Lesen Sie weiter in der vollständigen Ausgabe!
Lesen Sie weiter in der vollständigen Ausgabe!
Lesen Sie weiter in der vollständigen Ausgabe!