How to Add Particles in Your Farming Simulator Mod
The absolute easiest way to get a particle system added to your Farming Simulator mod is to copy in an existing particle system into your mod. You can do this all from within GIANTS Editor using the following steps:
Open an existing particle system in GIANTS Editor.
You can choose one from another mod or from the maps that ship with Farming Simulator. For example, you can open C:Program FilesFarming Simulator 2015datamapsparticleSystemssmokeParticleSystem.i3D to open a simple smoke particle system.
From the Scenegraph, select the particle system that you want to use.
Choose File→Export Selection with Files from the menu.
Using the File Browser dialog, navigate to your mod’s folder on your hard drive and then click the Save button.
Open your mod in GIANTS Editor.
If prompted to save the particle system file, do not save it. Doing so may make Farming Simulator or the mod you’re pulling the particle system from unplayable.
Choose File→Import from the menu and use the dialog to navigate to the particle system file you just exported.
You can also use the drag-and-drop features of your operating system to import the I3D file into your mod. Simply find the file in the system file browser (Windows Explorer in Windows, or Finder in Mac OS X) and drag the file into GIANTS Editor.
Doing so automatically imports the particle system into your current scene. After you have the particle system in your mod’s I3D file, you can start tweaking it and adjusting it to suit your mod’s needs.
One thing that you definitely want to change is the material on the particle system’s emitter object. You need to open the Material panel and change the path to the Diffuse Texture Map.
If you’re having trouble making the billboards in your particle system fully opaque (say, for a conveyor belt loaded with fruits), it may be because you imported a particle system designed for smoke or water. These particle systems vary the transparency of the billboard texture over time.
The settings aren’t in the Material panel, but instead they’re in the Particle System panel, under Rendering. If you adjust the Blend Factor to 1.0, for example, your particles will be fully opaque for their full lifetime.