All Mud (filltype) can be scooped up and moved if desired. (If you get stuck a vehicle with tracks/crawlers is best used to push/pull out). Crawlers sink the least while narrow (care wheels) sink the most. Sink depth, wheel slip, and drag is all dependant on the amount of wheels and tire widths that the vehicle has. The ‘Mud System’ causes vehicle wheels to sink, drag, and slip aswell as give the wheels mud particle systems. Mappers are also able to add an “InfoLayer” to paint desired mud areas which will remain dormant unless this mod is used.” (didn't manage to make both work.flowers from the Alpine map are codes like 1011/0101/etc.in the decofoliage xml file.and in the US map, the "code" is not made this way.)Īnd don't know if in the map.i3d, i can add a line pointing to 2 decofoliage in the same time.(and if possible, which "number" the line must be.) Don't know if I'm clear (I'm frech, so explaining here in english, mmm well.)Īnd don't know if in the map.i3d, i can add a line pointing to 2 decofoliage in the same time.(and if possible, which "number" the line must be.) Don't know if I'm clear (I'm frech, so explaining here in english, mmm well.-Mud and Dirt (bonus) fill types are added to the game which can be bought from the fill station for a small fee. So, in addition to the lines of the flowers in the "StoreItems", it is necessary to change the adress in the map.i3d (there's a line named "decofoliage", pointing to the foliage you want (here, it is "DecoFoliageDLC")ĭidn't manage to have in the same time the "US map" 's the Alpine, or the US. I have flowers in the "construction" tool.but when i want to apply on the ground.I have the texture of cut grass.(so, I think textures are missing, and hidden somwhere in the abyss of other files.)Įdit : I've found how to have the "Alpine map" flowers on the FR map (not only the icon showing in the construction tool, but also the painting of the flower working!!!) I've tried for flowers, but doesn't work. So my trick is as easy as telling the game to give access to something that already exists in the right folders, but just needed a line of code in the right place The only reason I knew that adding extra paint types would work is that I could actually see those pain types on the map (for example, underneath roads and in the premade yards around the map) but they just weren't usable by the player for whatever reason. Maybe those items already exist for every map, I'm not certain! My guess is that the most important things are that the trees and foliage items exist in the map.i3d and that the 3D and texture files exist somewhere in the main map folder. Unfortunately I have no idea if either of these are possible, but I'll try to do some experimentation. For example, I will take the line from gravel, which looks like this:ĭo you know if it's possible to do the same with tree types? (adding US trees to FR Map? ) and for the "flowers" (on Erlengrat and Elmcreek, flowers are different than the one on the FR map.it would be so nice to have all of them. So if I wanted to add the type called GRAVELDIRT, I'm simply going to take one of the groundTypeMappings and replace the names using the same formatting. To view the types of terrains you could add, you can open "map.i3d" (which is in the same folder location as "map.xml") and find the CombinedLayer names, or you can look at the image below! You'll see all of the default terrain types, and it should look like this: Navigate to the very bottom of the file in the "groundTypeMappings" section. Open the file "map.xml" with your favorite text editor, I'll be using Notepad++. You can change "mapUS" to "mapAlpine" or "mapFR" for the other default FS22 maps. SteamLibrary\steamapps\common\Farming Simulator 22\data\maps\mapUS Changing these terrain types is based on the map you're using, and for this guide I'll be using one of the default FS22 maps, Elmcreek. Here's how to do it!įirst of all, we need to get to the files. So I dived into the games files and added some more. I was a bit frustrated with the lack of terrain types in FS22.
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