A downloadable asset pack

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   These Barley crop textures can be used to replace any existing ones contained either on a mod map, or the default game files.

PLEASE NOTE: This is NOT a mod to be placed in your mods folder. It is a texture replacement pack.

   The entire crop foliage has been re-coded and along with the new textures brings the crop far closer to real life Wheat. The distance textures have all been edited so the detail to LOD to distance textures blend as seamlessly as possible.
  Contained in the coding is the ability to have "tire tracks" crushed stubble when using crop destruction. This really adds an extra level of immersion when working on the field.

   The texture pack comes with a txt file with full installation instructions for how to add it to a mod map.
   If the mod map uses all default textures, you will need to create a "foliage" folder, and then just copy the entire Barley folder into that.
   You will then need to edit the mod maps map.i3d file with notepad++, and rename the "barley.xml" filepath to the same location you have placed the custom crop.
   For most maps this would be: "foliage/barley/barley.xml"

PLEASE NOTE: Before making any adjustments ALWAYS make a backup just in case.

Credits: BulletBill, GIANTS.

StatusReleased
CategoryAssets
Rating
Rated 5.0 out of 5 stars
(9 total ratings)
AuthorBulletBill
Tagsbarley, bulletbill, crop, Farming Simulator, Textures

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Click download now to get access to the following files:

Barley_Textures_BB.zip 3 MB

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I have transferred over the texture no issues however when i come to do crop destruction nothing works on the new crop. I have copied the text from the file and everything looks correct but still nothing happens! I'm a little lost, Any suggestions would be greatly appreciated. Also the textures look fantastic in game BB well played.  

(1 edit)

When you added the "maps_fruitTypes.xml" file to the mod map, did you alter the filepath in the "map.xml" to call the "maps_fruitTypes.xml" from the map location and not the default file location?

Glad you like the textures and are enjoying them.

So the file structure already had the maps_fruitTypes.xml so i modified that one. that's why i@m at a loss. thanks for the swift reply. 

Do check that the filepaths are correct. Just because the map has it added doesn't mean the mapper knew what they were doing and may have not referenced the file correctly.

Incorrect filepaths are one of the most common causes for issues like this.
Just another thought, did you enable "crop destruction" while ingame?

ok I will double check the file path to make sure.  I did enable in game. Switched on and off multiple times even swapped out tire size to double check I thought I was going mad lol. Thanks for the help fingers crossed I can find where it’s going wrong. 

So I can only get crop destruction to work if i copy the values in the fruit types xml when I use the Wheat settings.  for some reason the state causes the issue. when I checked the growth xml barley only has 8 states. I'm assuming this is linked. However I'm quite new at modding as you can probably tell. 

Try changing filterStart="8" to filterStart="7".

(1 edit)

Make sure all the Barley files have copied across and overwritten any existing files. Sometimes Windows copy and paste doesn't always replace all data properly. This can cause this issue, as while you think you've copied over the correct data, it's actually the original data still there.

Also my crop destruction ingores all states before harvest stages. As having green crops turning to stubble completely breaks immersion. In RL they would recover and grow back reasonably well before harvest time.

The only thing I would suggest is re-downloading the texture pack again, just in case a file had corrupted.

thanks again. some modded maps is hard to find the fruit type folder in the foliage folder or the mapxml but i use this on the maps i can find the folder.  thanks for sharring. looking forward to your upcoming map 

Yes, unfortunately a lot of mappers these days are very inexperienced or not very careful about having a properly structured mod map folder.

If a mod map has no custom foliage layers added you can just create a "foliage" folder, then follow my instructions.


You then just need to edit the map.i3d file in notepad++ and search for the appropriate crop type xml filepath.

For example search the fileIDs for the file "barley.xml" and make sure instead of the $data location rename it so it loads from the mod map location instead.

That would make it "foliage/barley/barley.xml".

Hope this helps. If you need further help let me know.

thank you that's a big help 

Thanks Bill you rock man! 

(+1)

Your welcome.

These look excellent, as do the other two. Look forward to the oat texture at some point, and any others!

Thanks for sharing as always

Your weclome Ed. Hopefully will be releasing the Oat texures over the weekend.

My guy i love these textures 100%, keep up the great work!!

Thank you very much. Glad you like them.