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BulletBill

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A member registered Nov 16, 2023 · View creator page →

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Currently I have no Fs22 mods planned due to the increase in mod and 3D model piracy that seems to be increasing massively within the FS community.

Your welcome, and I'm glad your enjoying it so much.

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Thanks for letting me know. Will sort that out and re-upload a  fixed version.

sent a friend request to your Discord nametag.

Let me know your Discord name tag and i'll add you as a friend on there.

I can show you my custom tree textures as well as how to alter the treeBranchShader coding to stop GIANTS crazy over the top saturation.

The issue is they have autumn tree leaf colour set to change by nearly full saturation. On in otherwords it takes the autumn colour on the diffuse and moves the saturation to nearly 255 on the RGB scale.

Whoever came up with that at GIANTS is the biggest numpty ever and does not deserve to be paid as a professional dev.

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I'll send you a message over FB when I get the chance. I don't mind helping genuine modders and members of the community out there at all, just don't get much spare time to.

For some reason I can't see any messaging point on your FB page.

If you have a question pop it here if you like and i'll do my best to reply.

I haven't had that issue myself on my own mod map. My best guess would be the mod map you've tried adding them too has been setup slightly different to the default way.
Or it could be you made a mistake when adding the crops to that mod map, which is very easy to do.
The issue is the distance textures are not rendering ingame. Make sure those have been copied over to the mod correctly, and make sure that the "oat.xml" has been updated with my custom one. (Sometimes when copying files from one folder to another in windows it doesn't always copy everything across.)

Are you trying to use an existing (old) savegame with the new textures? If so this cause the issue as well.

Thank you.

No I understand fine. If you've done what you've said then if the custom crops are not appearing it will be the map.i3d filepath for the "oat.xml" you need to edit so that it can find the location where the custom "oat.xml" is located.

If the mod map already contains a "foliage" folder, just copy the entire "Oat" folder inside the existing "foliage" folder. You then need to make sure the map.i3d filepath is correct for the "oat.xml."
Once you've done that it will work fine.

Your welcome, glad you enjoy it so much.

Tak, musisz zmienić ścieżki plików, a następnie utworzyć lub użyć niestandardowej tekstury posiekanej słomy, która znajduje się na samej mapie modów

Rozumiem, to jest moja własna tekstura posiekanej słomy, którą stworzyłem dla mojej mapy. Nie można go jeszcze nigdzie pobrać

Mam nadzieję, że przetłumaczyłem Twój polski w sposób zbliżony do tego, o co prosiłeś.

Zmiany XML rzepaku pokazano na obrazach dołączonych do pobrania.

Jeśli jest to kod zniszczenia upraw, który znajduje się w pliku „maps_fruitTypes.xml”.

Jeśli tych plików nie ma na mapie, będziesz musiał dodać je z domyślnej mapy GIANTS, a następnie edytować je w razie potrzeby.

The texture files are saved using GIANTS own texture tool which is what they recommend for both PC and Console.

Thanks for your feedback Glengar.

Presently I have no idea why that's happening on Console, as the Oat's work fine on PC. The only thing I can guess at is maybe parts of the foliage coding are hardcode on Console and because my Oat's are not just an edited texture, but use different 3D meshes maybe that is the cause of the conflict. But then custom crops work on Console so that really shouldn't be an issue.
The only other thing I can think of is when you copied the .i3d and shapes file, textures etc across to the console version of the map, something didn't copy across correctly, that can happen in Windows when copying and replacing files.

Thank you.

Your welcome.

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Make sure all the Barley files have copied across and overwritten any existing files. Sometimes Windows copy and paste doesn't always replace all data properly. This can cause this issue, as while you think you've copied over the correct data, it's actually the original data still there.

Also my crop destruction ingores all states before harvest stages. As having green crops turning to stubble completely breaks immersion. In RL they would recover and grow back reasonably well before harvest time.

The only thing I would suggest is re-downloading the texture pack again, just in case a file had corrupted.

I have a completely custom grass texture, complete with matching terrainDetail textures that are unique. However they will be staying unique to my own WIP map. I want to keep plenty of stuff back for my own map to give the player more enjoyment when using it.

I've already made textures for other foliage layers, however this only work on my own WIP map due to needing other textures to work. So they won't be released separately from my map.

Thank you for letting me know, I had forgotten to upload the .zip folder when making this page. Download link is now working properly.

Do check that the filepaths are correct. Just because the map has it added doesn't mean the mapper knew what they were doing and may have not referenced the file correctly.

Incorrect filepaths are one of the most common causes for issues like this.
Just another thought, did you enable "crop destruction" while ingame?

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When you added the "maps_fruitTypes.xml" file to the mod map, did you alter the filepath in the "map.xml" to call the "maps_fruitTypes.xml" from the map location and not the default file location?

Glad you like the textures and are enjoying them.

Your welcome.

All my textures are free to be used on ANY map. If you would like to use any of my crop textures on Fairhead go right ahead.

Done some more digging... is the map your using a non default sized map? As in 4x, etc?

If so that could also be your issue. When increasing the density files to make the larger maps it can cause a variety of issues as GIANTS coding was never designed for the larger size.

Your welcome. Glad you enjoy the textures.

I would assume you've added the crop textures to a map then used an old existing savegame on that map. This can sometimes cause distance texture issues until the crop is replanted or changed like you did with EasyDev.

I've no idea why really as the savegame doesn't store the distance textures, yet will sometimes act like it does. One of GIANTS annoying little coding errors somewhere.

Yes, unfortunately a lot of mappers these days are very inexperienced or not very careful about having a properly structured mod map folder.

If a mod map has no custom foliage layers added you can just create a "foliage" folder, then follow my instructions.


You then just need to edit the map.i3d file in notepad++ and search for the appropriate crop type xml filepath.

For example search the fileIDs for the file "barley.xml" and make sure instead of the $data location rename it so it loads from the mod map location instead.

That would make it "foliage/barley/barley.xml".

Hope this helps. If you need further help let me know.

Your welcome.

Thank you very much. Glad you like them.

Your weclome Ed. Hopefully will be releasing the Oat texures over the weekend.

I won't be releasing all of them as I want my map to retain some unique stuff for the release. Although the ones I will hold back it would be too complicated to explain to people how to add it to another map, so it's just easier to keep them for my map.

I do have quite a few more releases planned though.

Your welcome, enjoy.

Thanks Reef... I'm sure you'll enjoy them.

Thanks Ed.

Regarding the hedges I've done for "Herefordshire", they would be a bit awkward to release as a separate prefab.

Since I did the original prefab style I've since switched to a spline method with a custom GE script made by "Ian898" to be able to control the density and placement of the hedge trees better. (The script will not be released as I have no permission to release that.)

The other issue is they also require custom tree textures using a separate material to the default tree texture materials. They also have an altered tree leaf density as well.

For me it's straight forward as all that is already setup on my map. But I'm sure you can realise how awkward that would be to try and explain to the average player/modder.

There are also some downsides to this method, the main 2 are lower FPS. (Depending on the amount placed.) You also cannot place any more trees without a custom script which removes the tree placement limit.

What I will try and do is make a short showcase/guide explaining how I made them. Then players can try there best to implement that themselves and see how they get on.

Hope all this makes sense.

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Thank you. I do have more releases planned.

They are very simple to install, full installation instructions are included.

They have no negative effect on FPS at all

Thank you.

My Broad Bean textures won't be released separate to my map. This is due to the complexity of adding them to a map to the degree I have with my own map.

Once "Herefordshire" is released I planned on releasing a blank map version of it for map makers to use. That will have all the map's extra features as standard then