A downloadable asset pack

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

** Updated Version **
   Includes missing "oat_normal.dds", required for use for console maps.

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 Oats. 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 Oat folder into that.
   You will then need to edit the mod maps map.i3d file with notepad++, and rename the "oat.xml" filepath to the same location you have placed the custom crop.
   For most maps this would be: "foliage/oat/oat.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
(7 total ratings)
AuthorBulletBill
Tagsbulletbill, crop, Farming Simulator, oat, oats, Textures

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Click download now to get access to the following files:

OAT_Textures_BB.zip 4 MB

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(1 edit)

Hello, BulletBill.  Thank you for sharing these textures for the community to use!  I have installed them on my map and they look great!  I saw a post you made on your Facebook page about adjusting the oversaturated fall trees and would love to pick your brain about that if you have a minute (I can edit the foliages with no problem, but have another issue I am trying to sort out).  I am the author of No Creek Farms for FS17 and Medicine Creek Farms for FS19.  I am currently working on a project for FS22 and, like you, am always trying to make the game look more realistic.  If you have a minute, would you be able to send me a Facebook message on my No Creek Farms Facebook page?  I know you are a busy guy.  I am aware you know your stuff more than just about anyone in the community and may know the answer to my question right away whereas I would spend many hours trying to sort it out.  Sorry that I messaged in this manner on here, I didn't know how else to get in touch with you.  Thank you for your time,

No Creek Farms   

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I'll send you a message over FB when I get the chance. I don't mind helping genuine modders and members of the community out there at all, just don't get much spare time to.

For some reason I can't see any messaging point on your FB page.

If you have a question pop it here if you like and i'll do my best to reply.

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Wow, Bill, I didn't expect such a quick reply.  Thank you.  I, like you, love to map and always try to go the extra mile when it comes to realism and authenticity.  I think we share many of the same frustrations with the entire process and limitations as I follow your posts with this rendition of the game as well as older ones.  

Like I said, I am working on editing the basegame foliages for the oak, elm, and maple trees to avoid the hideously blinding fall foliage.  I have edited the diffuse images for them all as well as their distance textures.  When I go ingame, some of the foliages on each of the trees look like my edited versions but many still viually appear as the same oversaturated basegame trees both up close and far away.  In my head this has to be something that would need to be adjusted in the tree shader if possible.  I guess I don't understand how they can still appear like basegame trees if all the image paths point tiward my edited versions.  I just want to mute these hideous things for heaven's sake!

My goal is for all my trees to have a varying shade of pale yellow like the area has in real life.  I'd love for them to transition from their summer states to this color and eventually drop their leaves without going through the acid trip that is Giants idea of what trees look like in the fall.  

I look forward to seeing what you come up with.  If it is easier and we could find a time, I do use Discord a bit.

Thanks again,

Tim

Let me know your Discord name tag and i'll add you as a friend on there.

I can show you my custom tree textures as well as how to alter the treeBranchShader coding to stop GIANTS crazy over the top saturation.

The issue is they have autumn tree leaf colour set to change by nearly full saturation. On in otherwords it takes the autumn colour on the diffuse and moves the saturation to nearly 255 on the RGB scale.

Whoever came up with that at GIANTS is the biggest numpty ever and does not deserve to be paid as a professional dev.

I'm so glad that you have found a fix for this issue and can't wait to get rid of that ugliness!  My discord is no_creek_farms.  I very much look forward to a visit.

sent a friend request to your Discord nametag.

Hello, textures are amazing 😀. One question though, when Im outside of the draw distance, crops ready to harvest appear green, almost like a growth stage behind? This is on a mod map, on the default maps all of the textures work well outside the draw distance. Am I missing something regarding the installation? Thanks 😀

I haven't had that issue myself on my own mod map. My best guess would be the mod map you've tried adding them too has been setup slightly different to the default way.
Or it could be you made a mistake when adding the crops to that mod map, which is very easy to do.
The issue is the distance textures are not rendering ingame. Make sure those have been copied over to the mod correctly, and make sure that the "oat.xml" has been updated with my custom one. (Sometimes when copying files from one folder to another in windows it doesn't always copy everything across.)

Are you trying to use an existing (old) savegame with the new textures? If so this cause the issue as well.

Thank you for your reply.

Thank you for your reply

So I copied the entire "Oat" folder into the "Foliage" folder.

In the image you give as an example, all the files are extracted and copied, which I didn't do, I simply copied the entire folder into "Foliage".

I don't know if I'm making myself clear!

Thank you for your patience.

No I understand fine. If you've done what you've said then if the custom crops are not appearing it will be the map.i3d filepath for the "oat.xml" you need to edit so that it can find the location where the custom "oat.xml" is located.

Hello,

I'd like to use your Textures on the Land of Italy cart, but I can't figure out how to do it. You say to create a foliage folder, but it already exists in the map folder, but neither oats, barley, wheat nor rapeseed appear !!!

What should I do?

Thanks 

If the mod map already contains a "foliage" folder, just copy the entire "Oat" folder inside the existing "foliage" folder. You then need to make sure the map.i3d filepath is correct for the "oat.xml."
Once you've done that it will work fine.

hey Bill, awesome textures. We have installed them on the latest version of our map, BallySpring and have gotten reports of the crop not appearing in the field during the growth stages on console, see video below we received from one of the players. Any idea what might be causing this to happen on console? Only happening with Oats, we also have installed your Wheat, Barley and OSR textures and these are working 100% on console and PC.

Video

(+1)

Thanks for your feedback Glengar.

Presently I have no idea why that's happening on Console, as the Oat's work fine on PC. The only thing I can guess at is maybe parts of the foliage coding are hardcode on Console and because my Oat's are not just an edited texture, but use different 3D meshes maybe that is the cause of the conflict. But then custom crops work on Console so that really shouldn't be an issue.
The only other thing I can think of is when you copied the .i3d and shapes file, textures etc across to the console version of the map, something didn't copy across correctly, that can happen in Windows when copying and replacing files.

Yeah its a strange one bud. I ran a compare of the files and there's no difference between the PC & Crossplay files and both match the files downloaded from this page. Could it be the texture files are not formatted correctly for use on consoles?

The texture files are saved using GIANTS own texture tool which is what they recommend for both PC and Console.

Hey Bill, just a note to tell you I managed to resolve the issues on console by adding a normal map, oat_normal.dds from the basegame files to the oat_mat material. Might be an idea to update your pack to add the normal to avoid the same issue on other maps in the future

(1 edit)

Thanks for letting me know. Will sort that out and re-upload a  fixed version.

(+1)

Hey BB. Any chance you've made a new meadow grass texture? Great work on these ones

I have a completely custom grass texture, complete with matching terrainDetail textures that are unique. However they will be staying unique to my own WIP map. I want to keep plenty of stuff back for my own map to give the player more enjoyment when using it.

These texture packs look rly great, do you plan to make more for each crop or only the worst/unrealistic looking ones? 

I've already made textures for other foliage layers, however this only work on my own WIP map due to needing other textures to work. So they won't be released separately from my map.

Aw that's a shame, but makes me even more excited for the map release! 

Great work, thanks

Your welcome.