Search results for philly streetz 2 script

41 results
  • GE10 Script - Traffic Manager (Prefab)
    791
    KingMods Logo
    Published by KingMods
    Traffic Manager This comprehensive script for the GIANTS Editor 10 allows you to create, manage and debug complete traffic and pedestrian systems directly inside the editor. The Traffic Manager provides a wide range of tools for quickly setting up traffic splines, pedestrian paths and static characters, while also offering full control over all related XML data. The tool enables you to convert splines into traffic or pedestrian splines and automatically assign required attributes such as speed, density and group settings. Existing systems can be loaded, extended and fully edited, including group management, time schedules, conditions (e.g. seasons, weather) and sound configurations. A strong focus is placed on pedestrian management: Groups can be created, modified and removed. Pedestrians can be assigned to these groups individually or globally. In addition, static humans can be placed directly in the editor, organized within groups and visually debugged. The tool also supports moving entities between groups as well as automatic renaming and scene cleanup. For maximum clarity, the script includes extensive debug visualization directly in the viewport: Traffic splines, pedestrian paths, static humans, directions and bounding boxes are rendered in real time. This makes it easy to identify issues and understand system behavior without leaving the editor. This tool is designed for both beginners and advanced modders and significantly speeds up the creation of complex, lively maps. ____________________________________________________ Installation: 1. Navigate to the installation directory of the GIANTS Editor (e.g. "C:\Program Files\GIANTS Software\GIANTS_Editor_10.X.X\"). 2. Copy the file "TrafficManager.lua" and the folder "imgTrafficVehicles" from the prefab into the GIANTS Editor script folder. 3. Restart the GIANTS Editor. The script will then be available via the menu bar under "Scripts".
  • GE10 Script - WaterToolkit (Prefab)
    395
    KingMods Logo
    Published by KingMods
    WaterToolkit is a GIANTS Editor script for Farming Simulator 25 that significantly streamlines the workflow for creating and customizing water surfaces. Features: • Generate water planes from splines – both closed lake surfaces and rivers with adjustable width • Convert existing planes into complete water planes (including WaterSimulation & WaterInMirror) • Manage shader parameters via presets and apply them to any number of nodes at once • Built-in presets based on FS25 maps • Create, save, reorder and delete custom presets • Live preview with mesh triangulation directly in the viewport ____________________________________________________ Note – Height Slider Range: If the slider range for the water height is not sufficient, the limits can be adjusted directly in the script: WaterToolkit.HEIGHT_MIN_SLIDER (default: lower bound) WaterToolkit.HEIGHT_MAX_SLIDER (default: upper bound) ____________________________________________________ Installation: 1.) Navigate to the GIANTS Editor AppData path. Default: “C:\Users\[USER]\AppData\Local\GIANTS Editor 64bit 10.0.XX\scripts\” 2.) Copy the file “WaterToolkit.lua” from the prefab into the Script folder of the GIANTS Editor. 3.) The script will then be available in the GIANTS Editor via the menu bar under “Scripts”.
  • GE10 Script - FieldToolkit (Prefab)
    873
    Field Toolkit is a tool for Giants Editor 10, based on the original editor field tool, but with improvements and optimizations. This version includes improvements in field debug rendering. Unlike the original tool, which renders all fields at the same time, this version renders only the selected field, reducing the impact on performance when working on large maps. Installation: 1.) Navigate to your GIANTS Editor installation directory. Default path: “C:\Program Files\GIANTS Software\GIANTS_Editor_10.X.X\” 2.) Copy the file “SplineToolkit.lua” and the folder “fenceImages” from the prefab into the GIANTS Editor script folder. 3.) The script will then be available in the GIANTS Editor via the menu bar under “Scripts”.
  • GE10 Script - Animal NavMesh Gen. (Prefab)
    1 289
    KingMods Logo
    Published by KingMods
    Animal NavMesh Generator This script for the GIANTS Editor allows you to quickly and easily create navigation meshes for decorative pastures. The tool generates a NavMesh directly from a selected spline and automatically assigns the required attributes for the selected animal type. All standard animal types from Farming Simulator are supported, including subtypes and growth stages. In addition, the script displays helpful debug information directly in the editor viewport. ____________________________________________________ Installation: 1. Navigate to the installation directory of the GIANTS Editor (e.g. "C:\Program Files\GIANTS Software\GIANTS_Editor_10.X.X\"). 2. Copy the file "AnimalNavMeshGenerator.lua" and the folder "imgAnimals" from the prefab into the GIANTS Editor script folder. 3. Restart the GIANTS Editor. The script will then be available via the menu bar under "Scripts".
  • GE10 Script - Powerline Generator (Prefab)
    1 068
    KingMods Logo
    Published by KingMods
    With this powerful GIANTS Editor script, a complete powerline network can be created in a short amount of time – from simple line segments to complex branches and crossings. Power poles are connected via defined connection points in the Scenegraph, and the cables are automatically generated as meshes and properly organized within the project structure. The hierarchy remains clean and easy to manage at all times. The generated powerlines use the official LS25 standard (including wind reaction), ensuring realistic in-game movement and seamless integration into existing maps. A detailed, multilingual guide (DE / EN / PL / FR) is included directly within the tool. Installation: 1.) Navigate to your GIANTS Editor installation directory. Default path: "C:\Program Files\GIANTS Software\GIANTS_Editor_10.X.X\" 2.) Copy the file "SplineToolkit.lua" and the folder "fenceImages" from the prefab into the GIANTS Editor script folder. 3.) The script will then be available in the GIANTS Editor via the menu bar under “Scripts”.
  • GE10 Script - SplineToolkit (Prefab)
    2 927
    KingMods Logo
    Published by KingMods
    The SplineToolkit is a comprehensive GIANTS Editor script that brings a wide range of spline-related tools together in a single package. Nearly all functions include a real-time preview directly in the editor viewport. --- Base Tools --- The Base Tools form the foundation of the toolkit and provide essential tools for spline and terrain editing. Spline points can be projected directly onto the terrain, shifted vertically or horizontally, and the terrain height can be precisely matched to the spline. In addition, terrain textures and foliage can be painted along a spline, and Resample Spline allows the number of control points to be adjusted as needed. --- Place Objects --- Place Objects allows objects to be placed flexibly along a spline or distributed across a defined area. Placement can be done sequentially in the order of the SourceObjects or randomly from the available selection. A wide range of parameters such as distance, height type, rotation and offset provide precise control over the result. --- Place Fence --- Place Fence enables fast and structured creation of fence systems along a spline, with a clear list of base game fences including preview images. Fences can be imported directly, and animated gates can be positioned along the spline using a slider. The animation data is automatically written to the configuration file so that gates work correctly in-game via a trigger. A built-in XML viewer and the "Validate Fences" function allow full verification of all entries for errors and inconsistencies. --- Export as .OBJ --- The export tool allows splines to be exported as .OBJ files using two different methods, optimizing the workflow between GIANTS Editor and Blender. Additional parameters control the density and format of the exported points. --- Generate Street --- The road generator allows complete road meshes to be created directly inside the GIANTS Editor, including correct UVs and a selection of base game road textures. A real-time preview displays the result immediately in the viewport before the mesh is finalized. Matching traffic splines can optionally be generated automatically.
    Updated
  • GE10 Script - Placeable XML Editor (Prefab)
    2 753
    KingMods Logo
    Published by KingMods
    This GIANTS Editor script allows you to easily create and edit a placeable XML file. The script automatically detects the corresponding placeable.xml, provided it is located in the same directory and has the same name as the .i3d file. If existing entries are found, all supported parameters are read and made available for editing within the tool. Installation: 1.) Locate the installation directory of the GIANTS Editor. By default: "C:\Program Files\GIANTS Software\GIANTS_Editor_10.X.X\" 2.) Copy the script "PlaceableXMLEditor.lua" and "iconBigDefault.png" from the prefab folder into the script directory of the GIANTS Editor. 3.) The script will then be available in the GIANTS Editor via the menu bar under “Scripts”. Usage: 1.) Start the script on an object that you want to create as a placeable. 2.) The script automatically detects whether the object is located inside a mod and, if so, enables the tab “Add in modDesc.xml”. There, the path to the modDesc.xml can be specified in order to automatically add the placeable XML to the modDesc. 3.) Areas can be generated automatically. Set the offset value (in meters), select the object from which the areas should be generated, and click the corresponding button to create the area. 4.) Adjust all parameters according to your requirements. 5.) In the “I3D Mappings” section, select the nodes that should be stored in the I3D mappings of the XML. If necessary, the scene graph can be reloaded using the “Refresh” button. 6.) Finally, click “GENERATE” or “UPDATE” at the top to create or update the placeable.xml. INFO: At the moment, it is not yet possible to create all placeable specializations such as sellingStation, buyingStation, husbandries, etc. directly within the tool. However, the script can be used as a base to generate an XML file, which can then be manually extended with additional specializations. The PlaceableIcon is currently only displayed if it is a .PNG file. .DDS files are not (yet) supported by the Giants Editor in scripts! The script only modifies parameters that are configurable within the tool. Any existing XML entries that are not supported by the script will remain unchanged and will not be removed or overwritten.
  • GE10 Script - Placeable Importer (Prefab)
    1 957
    KingMods Logo
    Published by KingMods
    This GIANTS Editor script allows you to import all placeables, including fences, into your map that are defined in a selected “placeable.xml”. Unlike the official PlaceableToolkit by GIANTS, this script works purely with a visual representation during the map building phase. This means you can first place objects and fences in-game and then import them into the GIANTS Editor using this script to maintain a complete visual overview of all placed elements while continuing map development. Additionally, the script generates an in-game script that automatically removes the imported visualization placeables from the I3D when the map is loaded in-game, allowing the real placeables to load normally. For this feature to work, a “modDesc.xml” must be selected in the GE script. Installation: 1.) Locate your GIANTS Editor installation directory. By default: "C:\Program Files\GIANTS Software\GIANTS_Editor_10.X.X\" 2.) Copy the script “PlaceableImporter.lua” from the prefab into the GIANTS Editor script folder. 3.) The script will then be available in the GIANTS Editor via the menu bar under “Scripts”. INFO: - To load placeables from mods, the script creates a folder named “modPlaceholders” on first launch. All required mods must be extracted into this folder. - Object placeables can be moved/rotated in the editor and updated back to the .XML via the update button. Make sure the placeables in the .XML contain a "uniqueId". - Fences can also be permanently integrated into the map by moving the desired fence objects outside of the “placeablePlaceholders” node. When using mod fences, texture paths may need to be adjusted.
  • RoadCreator Script Pack
    12 897
    KingMods Logo
    Published by KingMods
    Hello everyone, This script package contains updated versions of GE scripts for the use of Roadcreator in Ge 10. As usual, the script creates an XML file that can be used with Roadcreator (R5 Modding-Uils Open-Beta) to create roads. Script files must be copied manually into the appropriate script directory of your Giant editor. Thanks to Jogi, there is now a video tutorial corresponding to this. Please note: This is a bypass solution! There is currently no new version of Roadcreator for FS25. The roads generated are not compatible with the Roadshader FS25.