Farming Simulator 17

Farming Simulator 17

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BizKutz Dec 30, 2017 @ 1:31am
Adding rice and cotton to map
I have watched video after video about how to do this and I just cant get it right, would someone who knows what they're doing please add rice and cotton to the Mills County map for me and email it or something. I would greatly appreciate it.
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Hemorrhoids Dec 30, 2017 @ 2:26am 
Adding the fruits isnt hard to get down now to make it fuctional in the map is the harder part but there may be a mod out there that will let you sell it or whatever but this is how you will put cotton into the map. Now thats to say if you got the .dds cotton image. "if not just rob it from another map. Then just use a text editor like notepad++ to open the code up in the map01.i3d file that your trying to add the fruit type.. then put this code in

<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.
Last edited by Hemorrhoids; Dec 30, 2017 @ 2:28am
BizKutz Dec 30, 2017 @ 6:17am 
This is by far the best answer I have come across, thank you. Iam going to give it a shot.
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Date Posted: Dec 30, 2017 @ 1:31am
Posts: 2