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new choppedStraw

Forum Overview >> Farming Simulator 22

CategoryFarming Simulator 22
Created26.06.2022 05:34


William Rowe (Bonger76) 26.06.2022 05:34
I added rice to my map and changed so that the chopperEffects where greener instead of the gold color and got all of that to work ,so when
you are harvesting the rice I get the greener chopper effects and it put down A dryGrass_windrow,and if you turn off the swath the brocasting effects are the greener color I made them in thier .dds,but the ground choppedStraw is gold.So i made A choppedRice spray layer in my map just like the choppedStraw and the choopedMaize looks good in the editor no problems.I believe it is set by the maps_fruitTypes.xml in the harvest line at the end I changed it to chopperTypeName="CHOPPER_RICE" and I get this error

Warning: Invalid chopperTypeName name 'CHOPPER_RICE' for 'map.fruitTypes.fruitType(18).harvest'.

and when I harvest the rice thier is no choppedStraw on the ground and when I change it back to chopperTypeName="CHOPPER_STRAW"
no error and I get the golden choppStraw on the ground. how do I get my maps chopper_rice to work with my rice fruitType.

Thanks

Josh Sylvester (gmngjoy) 26.06.2022 20:22
I expect you'd have to define your new chopper in the same place where CHOPPER_STRAW / CHOPPER_MAIZE are defined...

problem with that, is that those "choppers" appear to be defined in an i3d file deep in the data/effects directory.

\Farming Simulator 22\data\effects\chopper\strawChopper.i3d

<TransformGroup name="chopper" nodeId="10">
<Shape name="chopper_straw" shapeId="7" castsShadows="true" receiveShadows="true" materialIds="1" clipDistance="300" nodeId="11"/>
<Shape name="chopper_maize" shapeId="8" castsShadows="true" receiveShadows="true" materialIds="2" clipDistance="300" nodeId="12"/>
<Shape name="chopper_canola" shapeId="9" castsShadows="true" receiveShadows="true" materialIds="3" clipDistance="300" nodeId="13"/>
<Shape name="chopper_soybean" shapeId="10" castsShadows="true" receiveShadows="true" materialIds="4" clipDistance="300" nodeId="14"/>
<Shape name="chopper_sunflower" shapeId="11" castsShadows="true" receiveShadows="true" materialIds="5" clipDistance="300" nodeId="15"/>
<Shape name="chopper_sorghum" shapeId="12" castsShadows="true" receiveShadows="true" materialIds="6" clipDistance="300" nodeId="16"/>
<Shape name="chopper_snow" shapeId="13" castsShadows="true" receiveShadows="true" materialIds="7" clipDistance="300" nodeId="17"/>
</TransformGroup>

I imagine if you added a new effect there (as a shape obviously), then it may work, but then you're editing your own core game files. No idea how you'd make that releasable with a map

William Rowe (Bonger76) 27.06.2022 01:32
Thanks for response but I have effects/chopper/strawChopper.i3d working from my map to change the particle effects the combine puts out and that is working good,the chopped straw that gets painted on the ground when you are harvesting comes from you map and I have that and you can paint it in editor.What I cant figure out is how to get the game to piant the chopped rice from my map like it dose with chooped maize and chooped straw.
Thier must be A way to do this .I have it in my " fieldGround.xml "

<fieldGround>
<densityMaps>
<groundTypes useDefaultTerrainDetail="true" firstChannel="0" numChannels="4">
<stubbleTillage value="1" tireTrackColor="0.123 0.074 0.044 1"/>
<cultivated value="2" tireTrackColor="0.123 0.074 0.044 1"/>
<seedbed value="3" tireTrackColor="0.123 0.074 0.044 1"/>
<plowed value="4" tireTrackColor="0.123 0.074 0.044 1"/>
<rolledSeedbed value="5" tireTrackColor="0.123 0.074 0.044 1"/>
<sown value="6" tireTrackColor="0.123 0.074 0.044 1"/>
<directSown value="7" tireTrackColor="0.123 0.074 0.044 1"/>
<planted value="8" tireTrackColor="0.123 0.074 0.044 1"/>
<ridge value="9" tireTrackColor="0.123 0.074 0.044 1"/>
<rollerLines value="10" tireTrackColor="0.123 0.074 0.044 1"/>
<harvestReady value="11" tireTrackColor="0.123 0.074 0.044 1"/>
<harvestReadyOther value="12" tireTrackColor="0.123 0.074 0.044 1"/>
<grass value="13" tireTrackColor="0.123 0.074 0.044 1"/>
<grassCut value="14" tireTrackColor="0.123 0.074 0.044 1"/>

<ranges>
<sowable firstValue="1" lastValue="5" />
<sowing firstValue="6" lastValue="9" />
</ranges>
</groundTypes>

<groundAngle useDefaultTerrainDetail="true" firstChannel="4" numChannels="3" />

<sprayTypes useDefaultTerrainDetail="true" firstChannel="7" numChannels="3">
<fertilizer value="1" tireTrackColor="0.123 0.074 0.044 1"/>
<manure value="2" tireTrackColor="0.123 0.074 0.044 1"/>
<liquidManure value="3" tireTrackColor="0.123 0.074 0.044 1"/>
<lime value="4" tireTrackColor="0.123 0.074 0.044 1"/>
<straw value="5" tireTrackColor="0.123 0.074 0.044 1"/>
<maize value="6" tireTrackColor="0.123 0.074 0.044 1"/>
<rice value="7" tireTrackColor="0.123 0.074 0.044 1"/>
</sprayTypes>
</densityMaps>
</fieldGround>

this kind of mirrors how it looks in your map.i3d .I have tried every thing I can think of ,looked at combine .xml and I'm thinking that it scripted to them ? like A srayer when cutting maize it paints the ground CHOPPER_MAIZE and the other grains CHOPPER_STRAW???
MY BRAIN HURTS, this was the last thing I wanted to do to my map .
Thank

Alex Austin (nthr_alex) 30.06.2023 21:53
Hey Wiliam,

I'm currently trying to do the same thing. I have also found the texture for the CHOPPER_STRAW texture but also just can't find out where it is defined.
Have you found a way yet?


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