[SRS-2012] Tracked Snow Cannon Pack

Posted by MD     Category: MOD SRS2012

Hello everyone,
in view of the winter preparation of the slopes, I present the tracked snow cannon package “Tracked Snow Cannon”:
They are based on the original Giants Lizard 80 mod, on modhoster you will only find another modder’s skin that will replace the original files, so I said to myself, “it’s time to make a separate mod,” so I came up with four different versions:

1) Tracked Snow Cannon
this one is based on the original with the addition of:
– collision and sounds for automatic driving (Courseplay)
– yellow skin of SRSFAN01
I did not touch the other parameters (only the price)

2) Tracked Snow Cannon Pro
Same as 1 in addition:
– flashing
– improved engine parameters
– improved cannon performance

3) Tracked Snow Cannon Original Pro
same as 2 but with the original white skin

4) Tracked Snow Cannon Mountain Pro
this is a special version and is the best performing of all, I personally modified the skin to green shade, the cannon snows faster and the engine and brake performance is also increased.

I tried to balance price/performance/consumption between the different versions.
here is the link to download it
I hope you will appreciate my work!

[MOD-SRS2012] Landini Vision 105 pack

Posted by MD     Category: MOD SRS2012

Hello everyone, since this winter I have been working on this mod package. In my area when it snows there is always this tractor running around with an old ruined blade and behind it a salt spreader used as a salt spreader! So I decided to bring it into the game.

I based it on preexisting mods, then modified almost everything from 3d, textures, scripts and more.

Landini Vision 105 pack

Landini Vision 105 tractor: I started with this mod Landini Vision 105

I did a lot of research on the internet, looked at photos and videos. Then I created from scratch the button panel to the right of the driver (I started from original photos).

To simulate the snow dirt (which can be activated manually) I imported the 3D model into SketchUp and created transparent geometries and then put the snow texture on them, same thing for the wheels, added the chains (which can be activated manually).

I had fun totally modifying a CB radio found on Skechups 3D gallery, created a script to make the radio talk (modified from the ford horn script) now it sounds like a real horn (hold down the / button on the keypad), added a woman as a companion (activated with x),

added 4×4 mode (activatable with numeric keypad 4), added advanced light manager B.v3 which allowed me various solutions including having the light indicators on the dashboard.

I created the steering wheel from scratch because the basic one was really ugly, for a better reproduction of the Vision model I also created the ceiling/roof inside starting from original photos, added Samersberg map logo (can be activated manually), modified the 3d of the blinker and added realistic script (numeric keypad 7) together with the normal version, improved hydraulics based on blade and salt spreader, modified driver for cold climates, added front work chamber, put script if reduces sound/noise when inside cab (first time you enter the vehicle it wont go but change chamber to c and come back hear less noise, I think I made other changes too : P

Blade: I based it on this Snowplow I modified the skin to make it look like it was already used, added the red flags, and some other small changes. The great thing about this blade is that it gets dirty when you use it!

Feriliser spreader: I based it on the 3d of this FransgΓ₯rd Feriliser spreader but recreated it from scratch with Sketchup based on the tractor in my area. Then I took a cue for the settings from this Rauch Axeo 18.1 Then I set that together with the normal beacon the spreader plate is operated so it looks more realistic. Sometimes you wont be able to load it with salt: try turning the engine off/on or changing from 2wd to 4wd, Ive always solved it.


I hope you enjoy this work of mine, have a good game!!!

[MOD-SRS2012] Map Samersberg V3

Posted by MD     Category: Architettura, MOD SRS2012


Hello everyone,
today I want to tell you about the great work that went into modifying the 3D Samersberg map for the “Ski Region Simulator 2012” video game.
Since I really enjoyed the Samersberg map, which has now reached version 2 from creator pb600Wpolar, I decided to write to him because I had some changes in mind to improve the map.
The initial idea was to redevelop the lake area, creating a cross-country ski slope around it and a boat/steamboat docking station for tourists at either end.
Here is the initial scheme:

As you can see, I took inspiration from Venice regarding the boat and the boarding.
My colleague liked the idea, so we started working on it: he on the terrain map and me creating in 3D the components to be placed there.


First I documented myself with photos, films and plans found on the net, then from an elevation and a section of the ‘Steamer 90 series’, I started to recreate it in 3D with SketchUp. Obviously with the few project drawings available I had to make do, especially to remain light in terms of total polygons and not make the map too heavy.

Once the 3D was finalised I started looking for detailed photos to create the textures, which was not easy and it took me days of research to find everything. Using the GIMP raster editor I edited the photos to create the textures.
The boat can be driven like a cable car, you even get paid for the ride!
A few examples:

Ecco delle schermate di gioco:


That is, the boat mooring with the ticket office and waiting room.
In this case I could not find any plans on the net, so I relied solely on the photos. It is a fairly simple floating structure with a bridge connecting it to land.
There are five particular textures here: the black float with the seaweed, the rope, the PC screen, the signposts on land and the tourist board.
Here are some screenshots of the game:


There was no shortage of road signs (in three languages) to make the map easier. Next to the church I identified a building as a school and created its sign.


The snowcat garage was designed and created from scratch, trying to fit the style of the map.
The measurements were taken in such a way that the PistenBully 400 with blade and rear cutter for cross-country skiing fits in it.
The door can be opened and closed (with MapDoorTrigger script).
The material textures created from photos are the dark main beams and the light ones.
Here are some screenshots:

# # #
After that …
-I modified the original textures of the castle, improving the lighting and contrasts with GIMP


I could not resist creating a cannon to put in ‘defence’ of the castle.


Small decorative all-wood rowing boat for lakes.
Here are some screenshots of the game:

# # #
Then we started talking about the PDA (displays your potion on the map, indicates missions and weather) and the various options for creating a map with more definition than Samersberg V2.
I suggested to pb600Wpolar to add NewJersey’s at the end of the road after the tunnel to indicate the broken road, he also thought of adding a fallen tree!
After careful analysis of the map I found a few problems such as missing collisions on buildings, a helicopter “crashing” into the mountain, some flying trees etc to arrive at an almost “perfect” map.


I show pb600Wpolar the tramway I put in place of the train on the Grosseck map, he likes it so I create and improve the Tramway with tracks and station to put on our map. The tramway takes a long route and connects the town centre with the village and the castle.
I have also modified the railway bridge on the standard map to allow the tram to pass over it.


A welcome flowerbed for tourists. Placed in the central area near the ski lift arches and the fire station.
Here the welcome ‘sculpture’ was completely invented and created
with SketchUp!!

# # #
pb600Wpolar put the possibility of buying photovoltaic panels, billboard or antenna on the landing stage, which reduces the costs of maintaining the facility.
pb600Wpolar arranged the tramway route with also the track switch so that two trams are in motion.
We had some problems with collisions and graphical scaling of objects, but we solved it!


I’ve always been fascinated by old ‘cheap’ wood stoves, so I thought it would look good in the garage.
I was inspired by these two photos to create it:

The chimney ‘spits’ dynamic smoke and from the open stove you can see the fire and hear the typical sound of burning wood. You can enjoy a moment of relaxation after parking your snowcat πŸ˜›
Here are some screenshots of the game:

# # #
pb600Wpolar found a way to “remove” people from the boarding when closing the system and added the night position light system.
In the meantime I rebuilt the boat (Steamboat) and exported it with the new blender (to have less problems with materials and textures), now however pb600Wpolar is getting errors on the register keeping the swaying of the
boat, we opted to disable it.
I propose to insert a pontoon for the lake where the two boats are,
for those interested here is the link:

The loading images have been changed, now reflecting and bringing attention to the new elements of version 3.
We are back to talking about the PDA and the various problems with the perspective. It really took many hours and various trials and methods until I managed to create the PDA in Full HD πŸ˜‰


I have always liked the unique design of each Alpine fountain, so taking my cue from various wooden Alpine fountains, I created one.
Here the textures were all created from photos except for the moss one which I found already done and the water one created with GIMP.
The water is dynamic and when you get close to it you can also hear the sound.

# # #
I found a ready-made sign for the tram crossing.
I also propose a ‘flying’ eagle, this one:
but it doesn’t work for SRS-2012 (because it is from farming simulator, even though it has the same graphics engine), so I started to look into how to make it work.


I have modified the 3D of the original Giant castle, now you can enter the inner courtyard, also adding a well, torches for the night and armour to ‘protect’ the inner entrance.


After a lot of time and evenings rehearsing, I found a solution to make the eagle fly along a certain path uninterruptedly!
Also, taking advantage of this system, I added mobile fish in the big lake; replaced two rescue helicopters with one police and one private one, to break up the monotony!


I propose to pb600Wpolar to put an apple orchard with also processing and selling cider in an existing Maso (house).

PS:the hives, the deer and the fence I found on the internet (mod) the rest is made from scratch.

# # #
I was curious to understand how the script to open doors when you are in front of them worked, so I studied it and managed to insert the mobile door in the garage of track 6 that I had already done.


We were missing a little mountain church: based on a model found on Sketchup’s 3d gallery, I created the interior and redid/reapplied all the textures, again the door opens and closes. I found a way to
put a “surprise”…Try jumping on the kneeler and see what happens to you πŸ˜›

# # #

Idea: make part of the lakes ‘freeze’, i.e. a little near the shores and only at night. So I talked about it with pb600Wpolar, unfortunately he had to change his pc and work on the map has stopped.
In the meantime I did some research on debarkers because I was planning to create one for our map.
pb600Wpolar proposed me to render the mobile radar in Steamboat, but I would have to start again from 3D and since I had several problems with materials and textures, I had to refuse (For those who are reading this maybe they don’t realise all the steps you have to do to go from 3D to the “mod” for the game).


Also finished is the debarker with a log-pusher arm (with door script) and a machine to create pellets from discarded bark.


Now I have to build the frozen banks for the lakes. I started with photo research, then created my textures with GIMP from a real photo.
Then once the screenshots of the lakes have been taken in the game, I have to put them into SketchUp and create the ice shapes in 2D (so as not to overload the game’s graphics engine).

# # #
pb600Wpolar should now have everything he needs to finish the map πŸ™‚
It’s been an interesting few months, we’ve learned new things and had fun improving the map, it’s turned out really well and we’re satisfied with this long undertaking πŸ˜›
You can find the map on ModHoster at this LINK

Carnival float + tractor

Posted by MD     Category: MOD SRS2012

I created this carnival float,
I started from a carnival float (static mesh) created by kevinbliksem (surely he used a photogrammetry program based on photos/videos of a real float) you can find it on youtube (mod with multiple carnival floats for FS2019).
I reduced the polygons and made sure to have a rotating animation for the head and part of the hat.
I added a flame for the dragon, spotlights and lights for the night, music, people on the float. I also created the right collision and you can ride the wagon all the way up.
Then I modified the Lizard_neonfire_V4 tractor by changing its textures and other modifications for the carnival, remapped the engine to go slower.
TN trailer arrows 1/2/3 (on/off)
TN 4 dragon flame, TN 6 flame light (on/off)
TN 5 wagon lights (on/off)
Head animation TN 7 (on only)
Hat animation TN 8 (on only)
People above the wagon TN 9 (on/off)
Trailer position lights standard key f
Trailer ramp x button
Flashing light with standard key
You can see a video preview here:


Happy Carnival to all!


[MOD-SRS2012] Isetta Carro 1959

Posted by MD     Category: MOD SRS2012

Hi everyone, this is the fall season of pumpkins and mushrooms. There are village festivals where pumpkins are on display and then at the end of the month is hallowen.
So I thought of making a composition in the truck Isetta of the brand Iso (Milan, Italy, about 1957/59).
The colors of the truck are the original ones.
At night the headlights work and illuminate the pumpkin and the lantern in the back of the truck.
*Traffic Vehicle Mod* (you can’t drive)
Mod downloadable from ModHoster
I invite you to stop the truck on the road, so you can see the details,
Happy fall to all !!!

[MOD-SRS2012] Transportable sawmill

Posted by MD     Category: MOD SRS2012

A small, movable sawmill!
Original 3D by kerry,
modified 3D,industrial cable and positionable mod by MoonDragon
generator by himmi

It has no particular function, only ornamental purpose!
The PhysX errors have been fixed thanks to pb600Wpolar
Fixed the problem of rotation during placement
Mod downloadable from ModHoster
Hope you like it

[MOD-SRS2012] Graphic improvements and Autoguide fix

Posted by MD     Category: MOD SRS2012

Courseplay is dependent on the keg of beerKeg from farm simulator 2011. I just installed fs2011 demo and saved the file. The zip folder must be placed in []../SteamLibrary/steamapps/common/Ski Region Simulator/data/maps/models/objects

Mod downloadable from ModHoster

Looking on the official giant forum on how to increase the visual rendering “circle”, then see shadows and objects from afar, I found a little program written by a modder that allows you to do everything automatically and also restore in case of problems. You must put in the installation folder (I also created a fake file farm simulator otherwise the program is not running) of the game and start as administrator. It also works if you put it in the folder of any map you want to improve! With my notebook it works very well, I hope yours too πŸ˜‰

If on startup you get a warning: CRC64 click yes and continue without problems

Mod downloadable from ModHoster

Have fun!

[MOD-SRS2012] BMW M3 (Cobra11)

Posted by MD     Category: MOD SRS2012

Here is the police service car, just like in the TV series Cobra11. I did a conversion of a Farm Simulator 2011 mod.
The original was white, but here with the snow I preferred to color it a nice dark blue! You can turn on the lights for a chase (keypad 6), open the doors, lower and raise the windows, open the hood and the trunk.
Mod downloadable from ModHoster
Have fun!

[MOD-SRS2012] Vespa 125 Primavera

Posted by MD     Category: MOD SRS2012

Hello everyone, here is the last porting as a good omen for the new year: a Vespa Primavera (Piaggio) of the ’70s.

This porting from Farm Simulator 2013 has been a little bit complicated and i couldn’t keep all the original modall properties. I’ve also added to the driver the famous italian hat: the Coppola!

Video preview mod Vespa

Mod downloadable from ModHoster

Have fun everyone

[MOD-SRS2012] Backhoe loader Ford 555

Posted by MD     Category: MOD SRS2012

Hi, I made another porting for Ski region simulator 2012, the JCB 3CX (Ford 555) is a backhoe with pneumatic arms both working, where you can hook the shovel you want.

The “digger” has the following features:

  • Rear excavator arm: – moves with (z-x) – moves with keypad number (7-9),(4-6)
  • Front loader arm: moves with (n-j),(m,k)
  • Rotary seat: moves with numbers (7-8)
  • Rear window opens and closes with number (9)
  • Front and rear work lights: turn on with (l)
  • Rear jacks to stabilize and raise the vehicle: raise and lower with keypad number (2-0),(3-. )
  • Driver’s door opens with (5-6)

The original mod was created for farm simulator 2011:

3D model author: Snapper
Additional modification for fs2011 : bobcat_T-320
Conversion and optimization for SRS2012: MoonDragon

Mod downloadable from ModHoster I hope you enjoy it as much as yours truly!!!

Have a good game πŸ˜‰