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
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
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
- 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?????
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?
<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
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?
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?