Category | Editor |
Created | 29.11.2018 20:46 |
Siegfried Dörfler (Siegfried1977) | 29.11.2018 20:46 |
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Hello @ a short question please; Are the Foliage Channels already known ? zb: Grass 1 6, 1 7 bush01 Big Bush 2 3 6 small Bush 2 3 5 6 dekoFoliage Grass 1 2 6 Thx Deutsch: Hallo @ eine kurze Frage; Sind die Foliage Channels für den GE schon bekannt ?! zb Gras 1 6, 1 7 bush01 Großer Busch 2 3 6 Kleiner Busch 2 3 5 6 dekoFoliage DekoGraß 1 2 6 DANKE |
Krists U (Kristsu) | 29.11.2018 22:38 |
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Default channel number plus this: invisible, green small, green middle, green big, harvest ready, harvest ready, harvest ready, dead, harvested (cut), destroyed, harvested(extructed), cut haulm (not extructed) Grass 5 6 5+6 7 5+7 Barley 5 6 5+6 7 5+7 6+7 5+6+7 8 5+8 Wheat 5 6 5+6 7 5+7 6+7 5+6+7 8 5+8 Canola 5 6 5+6 7 5+7 6+7 5+6+7 8 5+8 Cotton 5 6 5+6 7 5+7 6+7 5+6+7 8 5+8 6+8 Maize 5 6 5+6 7 5+7 6+7 5+6+7 8 5+8 Oat 5 6 5+6 7 5+7 6+7 5+6+7 8 Soybean 5 6 5+6 7 5+7 6+7 5+6+7 8 5+8 Sunflower 5 6 5+6 7 5+7 6+7 5+6+7 8 5+8 Potato 5 6 5+6 7 5+7 6+7 5+6+7 8 5+8 6+8 Sugarbeet 5 6 5+6 7 5+7 6+7 5+6+7 8 5+8 6+8 Sugar cane 5 6 5+6 7 5+7 6+7 5+6+7 8 5+8 6+8 Weed 0 1 0+1 2 0+2 Size 1.15 1.55 2.20 3.00 Bush 5 6 5+6 7 DecoFoliage Channels Grasslong small 5 Grasslong midle 6 Small Alive 5+6 Small Alive rumex 7 Big Alive apera 5+7 Big Alive chaerophyllum 6+7 Big Alive chenopodium 5+6+7 Big Alive cirsium 8 Big Alive papaverRhoeas 5+8 Big Alive rumex 6+8 Grass dense 5+6+8 |
Krists U (Kristsu) | 29.11.2018 22:42 |
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This forum text editor is awesome :D |
Anthon Van Keeken (johndeere7830) | 10.12.2018 17:16 |
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and what for the terrain detail codes for grass or lime |
James Norred (Cajunwolf) | 15.12.2018 04:29 |
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densityMaps.txt file from the FS19 SDK ... Foliage Density Layout ====================== ttttt gggg wwww t: Type Index g: growth state + extra states, fruit w: windrow Type Index (t) (EU map) -------------- 0: 00000 none 1: 10000 wheat 2: 01000 grass 3: 11000 canola 4: 00100 barley 5: 10100 maize 6: 01100 decoFoliage 7: 11100 potato 8: 00010 sugarBeet 9: 10010 sunflower 10: 01010 soybean 11: 11010 oilseedRadish 12: 00110 poplar 13: 10110 bush01 14: 01110 oat 15: 11110 sugarCane 16: 00001 cotton Type Index (t) (US map) -------------- 0: 00000 none 1: 10000 wheat 2: 01000 grass 3: 11000 canola 4: 00100 barley 5: 10100 maize 6: 01100 decoFoliage 7: 11100 potato 8: 00010 sugarBeet 9: 10010 sunflower 10: 01010 soybean 11: 11010 oilseedRadish 12: 00110 poplar 13: 10110 oat 14: 01110 sugarCane 15: 11110 cotton 16: 00001 bushUS01 This is selected automatically in the GUI by the editor Growth state (g) ---------------- Growth state (normal crops (wheat, canola, ...)): 0000 none 1000 0 (invisible) 0100 1 1100 2 0010 3 1010 4 (fully grown) 0110 5 (fully grown) 1110 6 (fully grown) 0001 7 (withered) 1001 8 (cut short) Growth state (grass): ... 0100 1 (1st, cut state) 1100 2 0010 3 1010 4 (fully grown) growth state (potato): ... 1010 4 (growning 4) (sowing width) 0110 5 (fully grown) (sowing width) 1110 6 unused 0001 7 unused 1001 8 (cut short) (sowing) 0101 9 (prepared for cutting) (sowing width) Growth state (sugar beet): ... 1010 4 (fully grown) 0110 5 (fully grown) 1110 6 (fully grown) 0001 7 (withered) 1001 8 (cut short) 0101 9 (prepared for cutting) Windrow ------- 0000 none 1000 value 1 0100 2 1100 3 0010 4 ... 0001 8 1001 9 0101 10 1111 15 Settings -------- types offset numDensityMapChannels extras fruit: 4 4 numStates=9 numGrowthStates=8 fruit (grass): 4 4 numStates=9 numGrowthStates=5 fruit (potato): 4 4 numStates=10 numGrowthStates=6 fruit (sugarbeet): 4 4 numStates=10 numGrowthStates=8 windrow: 8 4 numStates=4 Ground Detail Density Layout ============================ Channels: 0-2: Ground state 000: Nothing 100: Cultivated 010: Ploughed 110: Seeded (no distance map) 001: Seeded potatos (no distance map) 3: Sprayed -> Marks if the current work state has been sprayed (will be reset when working on the field or on grow change) 4-5: Angle 00: 0° 10: 45° 01: 90° 11: 135° 6-7: Spray Level: (0-3) (00 = 0, 10 = 1, 01 = 2, 11 = 3) -> This is reset when harvesting 8-9: Plough Counter: (0-3) (00 = 0, 10 = 1, 01 = 2, 11 = 3) -> 0 means it needs to be ploughed Channels 3-9 must be 0 if channels 0-2 are 0 Ground Detail Texturing ======================= Potato ------ Num Per Unit: 1.33 Rounded to cells: Size 8*2=16 -> Num Per Unit Rounded: floor(16*1.33)/16 = 21/16 = 1.3125 Num Hills on Texture: 7 Hills Start offset: 0.5 UV Scale: 1.3125 / 7 = 0.1875 UV Offset: 0.5 / 7 = 0.07142857142 Growth Time =========== GrowthStateTime in I3D: Grass: 36000000 Rest: 24000000 Realtime Settings (Normal Speed (1x), Timescale 1x), Value in i3d: Time Per State: 400mins -> 6.6h: 24000000 ms Full Growth: 26h 40mins Default Settings (Normal Speed (1x), Time Scale 20x): Time Per State: 20mins Full Growth: 1h 20mins |
Roy Ouwerkerk (DeDenker) | 26.12.2018 12:15 |
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Seams to me that the Ground Detail Density Layout are not correct! Foliage Channels 8 and 9 are the fertilizer counters, 8 checked=1 time fertilized (light blue), 9 checked=2 times fertilized (dark blue), I am not sure about the combination. Foliage Channel 10 unchecked=needs ploughing, checked=is ploughed (this refers to the plough counter, for the texture see channels 0-2) Foliage Channels 11 and 12 are the lime counters, again I am not sure about the combination. If you want the seeded grass texture check channels 0, 1 and 2. For the growth state you can use the Layer State drop down box, so you don't have to check the channels manual anymore! Edit: I learnt from Bilbo Beutlin in a different topic that channels can verify on different maps. The above is for the default Felsbrunn map! |
Matti Minkkinen (wopito) | 27.12.2018 16:22 |
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Epple Moritz (Unknown) | 06.08.2019 13:11 |
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Terry Kalmi (Unknown) | 06.08.2019 16:57 |
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what do I do if I wanna make a field grass that has potato in it on mid west map. ive tried to change it in GE and looks like its worked but then go in game and its still potato. I must be missing something here |
Bilbo Beutlin (BBeutlin) | 06.08.2019 21:15 |
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See above - potato and sugarbeet have growth states different to normal crops. Same with grass. |
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