Search found 119 matches

by sablerock
Tue May 14, 2024 11:35 pm
Forum: [EN] Modding
Topic: Keeping track of rain in mm
Replies: 20
Views: 760

Re: Keeping track of rain in mm

Yes off course. But I realised to actually add other “growth” stages like “Wilting” and to adjust future yields per crop basis is a massive challenge. I have no problem modding foliage. The number of variables affecting crop health at every change is overwhelming. I was farmer in real life and know ...
by sablerock
Tue May 14, 2024 6:20 pm
Forum: [EN] Modding
Topic: Keeping track of rain in mm
Replies: 20
Views: 760

Re: Keeping track of rain in mm

Well guys we’re getting somewhere!!
Maybe we can move forward with this.
Off course I’m going to need all the help I can get, if someone doesn’t surpass me!
If it works it will apply to whole map area, which I don’t really have problems with
by sablerock
Tue May 14, 2024 12:04 am
Forum: [EN] General Discussion
Topic: Help with fruit growth phases
Replies: 2
Views: 338

Re: Help with fruit growth phases

Every time your month ticks over ingame, crop will go into next growth phase . Irrespective of number of days in month you play
by sablerock
Mon May 13, 2024 11:56 pm
Forum: [EN] Modding
Topic: Keeping track of rain in mm
Replies: 20
Views: 760

Re: Keeping track of rain in mm

Yes and me and XPMODDER is working on how we’re going to do it. You can’t harvest in rain, so there’s a system variable for that, meaning at some point that variable is reset so that harvesting can continue.
by sablerock
Sun May 12, 2024 11:01 pm
Forum: [EN] Modding
Topic: Keeping track of rain in mm
Replies: 20
Views: 760

Re: Keeping track of rain in mm

No, that’s not what I want to do.
Rain is already built into base game. I want a method to calculate how much mm fell when triggered by base game
by sablerock
Sat May 11, 2024 11:26 pm
Forum: [EN] Modding
Topic: Add New Category for FS22?
Replies: 12
Views: 2162

Re: Add New Category for FS22?

There’s some experts here
Can you help with my topic

viewtopic.php?p=1609746#p1609746
by sablerock
Fri May 10, 2024 8:17 am
Forum: [EN] Modding
Topic: Keeping track of rain in mm
Replies: 20
Views: 760

Re: Keeping track of rain in mm

Nobody??? Anybody???
Giants?????
by sablerock
Wed May 08, 2024 11:03 pm
Forum: [EN] Modding
Topic: Keeping track of rain in mm
Replies: 20
Views: 760

Keeping track of rain in mm

Is there anyway with LUA to get the rain stats when it rains?
by sablerock
Wed Apr 10, 2024 4:32 pm
Forum: [EN] Modding
Topic: MapColors tag in map_fruitTypes and map_growth.xml
Replies: 6
Views: 12299

Re: MapColors tag in map_fruitTypes and map_growth.xml

Sorry 1 ton=3000 litres
by sablerock
Wed Apr 10, 2024 4:30 pm
Forum: [EN] Modding
Topic: MapColors tag in map_fruitTypes and map_growth.xml
Replies: 6
Views: 12299

Re: MapColors tag in map_fruitTypes and map_growth.xml

This is MUCH better!! Many thanks. Why can’t Giants have standard documentation like this? Following on: my new crop in real life, harvests 6 tons/ha=roughly 3000 litres. So I kept adjusting tab literspersqm in MAP_FRUITSTYPES.xml until I got desired harvest in liters. Then I tested it on much bigge...
by sablerock
Mon Apr 08, 2024 12:52 pm
Forum: [EN] Modding
Topic: MapColors tag in map_fruitTypes and map_growth.xml
Replies: 6
Views: 12299

Re: MapColors tag in map_fruitTypes and map_growth.xml

Thanks for color info, probably write Python color wheel/picker code. —————————————— Secondly: NOTHING is self explanatory when you try something for first time. Examples, from growth.xml ,what do these tags do ingame? State: These states refer to states defined in crop.xml, example state 1=invisibl...
by sablerock
Sun Apr 07, 2024 11:29 am
Forum: [EN] Modding
Topic: MapColors tag in map_fruitTypes and map_growth.xml
Replies: 6
Views: 12299

MapColors tag in map_fruitTypes and map_growth.xml

I there documentation how the following

<mapcolors default=0.0956 0.3754 …..

Is converted to RGB values?
Or visa versa, if I have RGB values, how to convert to above?

Secondly: any documentation explaining meaning/effect of each tag in growth.xml ?

Or is it trial and error again?
by sablerock
Fri Apr 05, 2024 6:29 pm
Forum: [EN] Modding
Topic: LOD1 building transform group
Replies: 8
Views: 5089

Re: LOD1 building transform group

Sure it’s terminology, but what do you mean by 2nd uv map?
by sablerock
Fri Apr 05, 2024 1:27 pm
Forum: [EN] Modding
Topic: LOD1 building transform group
Replies: 8
Views: 5089

Re: LOD1 building transform group

Yeah I’ve seen.
All unnecessary meshes like snow removed.
So my question was just to get confirmation that you have to duplicate your object and Blender and reduce poly count.
I thought by duplicating object in GE and make it LOD1 , that GE do the mesh reductions automatically.
But, alas not so
by sablerock
Thu Apr 04, 2024 6:31 pm
Forum: [EN] Modding
Topic: LOD1 building transform group
Replies: 8
Views: 5089

LOD1 building transform group

Can’t find tutorials on this.
But it looks like I must reduce poly count of my building in Blender by deleting details from mesh like props/chimneys etc…
And use this object as lod1.
This cant be done in GE.
Am I on right track?