Fields
GE has a building Fields toolkit to manage and validate fields.
All field data is stored in scene-nodes.
Each field scene-node has a transformgroup named polygonPoints
with child-nodes forming a spline. This field-shape is what will be used by the in-game overlays.
Field Metadata
Fields have optional configuration data in a seperate xml file. This file is linked in the map.xml file.
If configuration is available the field will started in the given state.
If no configuration for a field is available it will be seeded randomly.
map/map.xml
<map>
<fields filename="map/config/fields.xml" />
</map>
map/config/fields.xml
<?xml version="1.0" encoding="utf-8" standalone="no" ?>
<map xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../../../../shared/xml/schema/fields.xsd">
<fields>
<field fieldId="2" weedState="0">
<fruit type="BARLEY" growthState="HARVESTED"/>
<ground type="HARVEST_READY" angle="0" />
<spray type="NONE" level="0" />
</field>
</fields>
</map>
Creating fields
Manually
It only takes a minute to draw a field.
When making a mistake, it’s usually faster to start over than to try to correct it.
Guide: https://www.youtube.com/watch?v=pzRxjy2K_To
Maps4FS
Maps4FS can pregenerated the field coordinates based on OSM data.
Procedural Generation
PG can be used to paint the textures/foliage/terrain detail of the field.
- The easiest workflow is to paint the fields as a mask.
- Generate the details with PG.
- Manually trace the field coordinates to create the field in de fields toolkit.
- Go through all the options in Field Toolkit
- Validate the fields. If not valid, adjust the points and revalidate.
Last updated 30 Mar 2025, 00:09 +0100 .