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ALeX_M83

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A member registered Nov 09, 2023 · View creator page →

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Unfortunately, not yet. There's a model in the works, and then there are plans for a model in the 160-220 series. And then maybe we'll get around to the 8000 series.

Thank you)

As always wonderful!!!)))

I haven't tried it for FS25 yet. Of course, I'll try it there eventually.

FS22

Well, just like the Miami police))

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Unfortunately no, the plans were for IH315 and Allis 2-XXX series.
https://tractorzoom.com/equipment/ih-315-cultimulcher-price-reduced-10a94a5a-dd8...

Thank you)

Unfortunately, if you read the comments, there's absolutely no desire to do anything for people. Finding materials, blueprints, good photos, model descriptions, and creating a 3D model takes more than 3-5 months. Then, at least a month of texture creation is needed. You also need to initially design the mod's concept—what it will look like and what options it will include—and then test it all in-game. As you can imagine, this takes a lot of time and effort, and you have a full-time job and a real life. And then everyone moves to Patreon, and there won't be any truly good free mods, simply because the community is sick—they want a lot, they want things their way, and preferably for free (they don't even want to say thank you). That's how it is.

Are you an idiot? Who does the description say "completely new 3D model" is for? Or do you have trouble reading? Where do you even come from? Two days after I made the mod publicly available, I already regret it and have no desire to continue working on it because of idiots like you.

The mod uses only one file; everything else is unique. It's listed in the credits, both in the mod itself, in the mod desk, and on the website where the download link is. You didn't even download it or watch it; you wrote it just for the sake of it.

For what?

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I apologize of course, but the original author is Farm Centro Sul for FS19, I converted it to FS22, and you stupidly stole it)
And it differs in that I changed the original wheels to others, the ones that are here)))

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Good day. Well, as a private one, it is simply not tested properly and not finished and optimized (123 and 160 MB), that is, not everything that was intended for it is implemented. This is a deep reworking of the mod from ARNJS180502. No errors, only a warning about exceeding the number of configurations, quite playable - I used it myself.

This mod has the main problem with FS19 - at the maximum angle of rotation of the frame, the front part of the tractor rises. I have seen so many conversions, but no one has solved this problem, everyone just copied the mod and that's it.

And have you solved the main problem of this mod, which has been going on since FS19?))) And then you modders make a mod and immediately post it, and then 100500 versions of updates))

Wow, nice rear wheels)))

Copy them from my mod

look: green - radius (obviously, the physical radius of the wheel, edit until the wheel sinks to the surface and even deforms a little, there is such a parameter - deformation by load, but this is already in the wilds of i3d files). Wheel type - dirt, off-road and road - is responsible for the behavior on the FIELDS (!), width - this is actually the width of the wheel (also affects physics, if you turn on the console mode, then through the first F5 you will see both the radius and the width and the collision of the model, that is, how the model will physically look), well, and weight is actually the weight - the game takes into account the weight of the whole (!) model separately, wheels separately, even gasoline in the tank is considered in the total weight of the model. <span class="ryNqvb" jsname="W297wb" jsaction="click:PDNqTc,GFf3ac,qlVvte;contextmenu:Nqw7Te,QP7LD; mouseout:Nqw7Te; mouseover:PDNqTc,c2aHje" <therefore,="" the="" total="" weight="" of="" model="" is="" calculated="" taking="" into="" account="" mass="" wheels.<="" span="">></span>

blue - a link to where the tire file is located, and a link to two meshes inside the i3d file, right and left. If the tire is the same (does not have the features of the right and left), then it is still better to write the same index for the right and left. "Tender wheels" is a parameter of whether the wheel destroys crops, yes - it means it does not crush, no - it does crush. Trakatlas is what kind of trace the wheel leaves on the ground (you can see it here by the link (https://assets.mantrid.net/?cat=wheels).

red - outer disk - link to mesh in .i3d file where outer disk is, mesh can be one if disk is flat like a board and has no complex shapes, or as in case of tire can be right and left - then similarly separately two meshes for right and left are registered. Here carefully - width/diameter and dimension - these are basically the same parameters (you set width of outer disk and its diameter, but!!!) if wheel is simple (without option of double wheels, counterweights, etc.) then you can use width/diameter, but if there are options it will give an error of placement of optional mesh(!) therefore it is better to use dimension (it is simple here - you choose in percentage (1,000 is 100%) by coordinates xyz - that is, the first digit is X and it is width, two others are Y and Z and accordingly it is diameter since they are interconnected, otherwise half-shift oval disk, lol)

further - the inner disk is actually a disk inside the outer one) KO The same - it can be (and in 99% it will be) right/left, width/diameter (it's clear, it seems like it can be used here, but the dimension also works), the parameter - extension - with + or - means where to place this disk inside the wheel along the X coordinate - closer to the edge or to the center, it helps to create beautiful wheels)


Further, all this absolutely does not work (well, except for the tires) if the wheel itself is already assembled in the .i3d file - there the mesh goes inside the senior group and any editing breaks everything (second screen)

in xml there are basic settings of the wheel itself, and below are the configurations. first you need to configure the wheel itself: - we are only interested in the RADIUS parameter and the paths to the tire files and the external and internal disk. You register everything correctly and from this you configure the configurations with double, triple, weights, etc.
look closely at the wheel files - they differ only in tires and +/- offset parameters of optional settings.

as far as I remember, the archive with wheels in the settings of each already had textures and parameters registered, you just needed to copy them to the unzipped folder of the mod and register them in the mod itself instead of the default ones. A small remark - if you do not add tire brands (firestone/goodyear/ect), then all your wheels will go as "lizard" because each type of tire indicates the brand brand under which they go in the game, basic tires are not particularly difficult to enter, but if a separate brand, then first you need to register the brand in the mod desk and put the brand icon in the mod archive.

You register two files in the moddesk - 2wd and 4wd and in one mod you have two tractors.

Greetings! Two separate xml files, one for the rear wheel drive model and one for the all wheel drive. I did this because I have more than 160 wheel configurations on a rear-wheel drive model, and if I add all-wheel drive configurations here, the game crashes a lot. Consider all brands of tires available in the game, plus goodyear and firestone. Plus a logical component - if you include the conditional cost of this very all-wheel drive in the configuration of wheels for all-wheel drive, then every time you change the configuration you pay only once, but you pay this very cost, which is wrong.

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How did you manage to open the cover on this trailer? It doesn't open for me(

I figured it out - it turns out through Z

The fact that on that site it is an envelope from FS19, and in FS19 it was without normal textures, without wear, etc. In the 19th farm there were two models of the 5000 series, so the one from JLC was the best, but far from ideal.

Archive with wheels - there are textures and i3D from a large series of TW. There are both standard ones from the game and custom ones, but I have a small problem - I adjusted the visual component through <objectChange node="wheelBackLeft" translationActive="0.900 0.750 -1.031" scaleActive="1 0.98 0.98"/> in the desk itself.


https://modsbase.com/7blxirmeo283/wheels.zip.html

Greetings! No, I haven’t tried it, but after looking at the model, it says you can only cut it through a blender.

Greetings! No, this mod is not publicly available, this is my personal reworking of the original mod from Kingmods. 

How are you going to adjust the i3d in the files to the description in the desk without an editor? It took me three months to create this set of 180 wheel configurations, and even then, the Ford author did not allow me to share it with the public)

NO WAY WITHOUT AN EDITOR.

Not very good?)) Yours fell into the textures)) 

And I would really like to see 88 series of FS19

Please, we need this tracktor in FS22)

Please, please, please))