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<File fileId="112" filename="foliage/foliage_cotton_diffuse.dds" relativePath="true"/>
This targets the texture or "file"
then put this code in
<Material name="cottonMaterial" materialId="395" ambientColor="1 1 1" customShaderId="44">
<Texture fileId="112"/>
<CustomParameter name="alphaBlendStartEnd" value="70 75 0 0"/>
<CustomParameter name="cellSizeTerrainSizeScaleXZScaleY" value="16 2048 2 255"/>
</Material>
Then above all else and follow this really carefully find this within the code in your map. where your </FoliageMultiLayer> begins and follow it to the end of the list of the crops wheat, barley corn etc. then at the end put this code in
<FoliageSubLayer name="cotton" densityMapTypeIndex="13" densityMapChannelOffset="4" numDensityMapChannels="4" materialId="395" cellSize="8" viewDistance="80" objectMask="16711935" decalLayer="0" distanceMapIds=";58;59;60;61;61;61;62;63" distanceMapLayers="1;1;1;1;1;1;1;1;1" atlasSize="1" atlasOffsets="1 0" numBlocksPerUnitDefault="0.8" numBlocksPerUnitMin="0.8" numBlocksPerUnitMax="0.9" width=";0.25;0.8;1.4;1.6" height=";0.25;0.8;1.4;1.6" texCoords=";0 0 1 1" widthVariance="0.15" heightVariance="0" horizontalPositionVariance="0" numStates="9" blockShapeId=";10;13;13;12;15;;13;"/>
</FoliageMultiLayer>.
Absolutely follow the fruittypes in the map they will be all numbered accordingly by the
densityMapTypeIndex="13" example wheat would be densityMapTypeIndex="1"
barley densityMapTypeIndex="2"
rape densityMapTypeIndex="3" and so on.
Now you need to go back on top and make sure that "fileId" isnt in use already. that <File fileId="112" up on top may not be the case for you and check. Then go find your custom shaderId wich you will need to find by looking for this code.
<File fileId="44" filename="shaders/windrowFoliageShader.xml" relativePath="true"/> this for example would be your custom shader <File fileId="(44)" 44 every map is different.
Then for the next part you need to make sure that your materialId's match up.
Example up above this what needs to match
<FoliageSubLayer--------------------(materialId="395" )
<Material--------------------------------(materialId="395")
Then for the final steps make sure your densityMapChannelOffsets in the <FoliageSubLayer code are correct with the other fruit types example.
densityMapChannelOffset="4" needs to have the same numbers as wheat barley corn etc wich in my case its the number="4".
After that make sure your numDensityMapChannels= is set to the right number of the other fruit types example
numDensityMapChannels="4" needs to be the same number as wheat barley corn etc in wich my case its the number "4".
Then go test it out in the map editor..
Now with huds and so forth its way more complicated and you will need to learn it on your own.. My advise to you is to put down youtube or wherever. Go grab a map or "mod" and start dissecting it and learn.. Everything has a target directory wich the code has to pull up to bring to your screen and most codes are pretty much self explanitory anyways its gonna take patience on your part to learn.