FS22 OSR/Canola Crop Textures
A downloadable asset pack
These OSR/Canola 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 OSR/Canola. 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 Canola folder into that.
You will then need to edit the mod maps map.i3d file with notepad++, and rename the "canola.xml" filepath to the same location you have placed the custom crop.
For most maps this would be: "foliage/canola/canola.xml"
PLEASE NOTE: Before making any adjustments ALWAYS make a backup just in case.
Credits: BulletBill, GIANTS.
Updated | 20 days ago |
Status | Released |
Category | Assets |
Rating | Rated 5.0 out of 5 stars (11 total ratings) |
Author | BulletBill |
Tags | bulletbill, canola, Farming Simulator, OSR, Textures |
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Witam, piszę w sprawie txt rzepaku, chodzi o to, że chciałbym zapytać się, gdzie się zmienia, ściernie rzepaku w tych txt, które wydałeś z góry, bardzo dziękuje za odpowiedz ?
Mam nadzieję, że przetłumaczyłem Twój polski w sposób zbliżony do tego, o co prosiłeś.
Zmiany XML rzepaku pokazano na obrazach dołączonych do pobrania.
Jeśli jest to kod zniszczenia upraw, który znajduje się w pliku „maps_fruitTypes.xml”.
Jeśli tych plików nie ma na mapie, będziesz musiał dodać je z domyślnej mapy GIANTS, a następnie edytować je w razie potrzeby.
bardziej chodziło mi o to, że chciałbym wiedzieć, gdzie się zmienia ściernie, która powstaje jak się kosi rzepak, tak jak jest pokazane na jednych z twoich zdjęć ?
Rozumiem, to jest moja własna tekstura posiekanej słomy, którą stworzyłem dla mojej mapy. Nie można go jeszcze nigdzie pobrać
dobrze rozumiem czyli wy takim razie tą posiekaną słomę zmienia się w mapie ?
Tak, musisz zmienić ścieżki plików, a następnie utworzyć lub użyć niestandardowej tekstury posiekanej słomy, która znajduje się na samej mapie modów
Hi, BB really like the textures are they free to add to my map Fairhead, or strictly for private use?
All my textures are free to be used on ANY map. If you would like to use any of my crop textures on Fairhead go right ahead.
Thanks thought so just wanted to be 100% sure.
Loving the textures. Saw something while playing and I cant seem to recreate it but maybe you have some insight. Was harvesting on an adjacent field and noticed the canolas distance texture was yellow. Odd as its ready for harvest. If I go into easyDev and set the field to harvest, distance texture is correct. Tried a new save both with no mods and all mods and the distance texture seems to be fine.
I would assume you've added the crop textures to a map then used an old existing savegame on that map. This can sometimes cause distance texture issues until the crop is replanted or changed like you did with EasyDev.
I've no idea why really as the savegame doesn't store the distance textures, yet will sometimes act like it does. One of GIANTS annoying little coding errors somewhere.
It was a new game. I pretty much start a new save anytime I edit anything in my map. Its just odd. If it happens again I'll perhaps delve deeper. Thanks for awesome textures. Hoping one day how to do them myself. Happy Farming (or modding , lol) -CB
Your welcome. Glad you enjoy the textures.
Done some more digging... is the map your using a non default sized map? As in 4x, etc?
If so that could also be your issue. When increasing the density files to make the larger maps it can cause a variety of issues as GIANTS coding was never designed for the larger size.
Yeah it’s a 4km. I’ll keep an eye on it. Three new games since and it’s been fine.
Just curious if you will be releasing all of your custom textures? (not sure if you created more?)
I won't be releasing all of them as I want my map to retain some unique stuff for the release. Although the ones I will hold back it would be too complicated to explain to people how to add it to another map, so it's just easier to keep them for my map.
I do have quite a few more releases planned though.
Thanks for all the top work you do BB! Can't wait to get this installed! :) :) Stu
Your welcome, enjoy.
Great, now I have to plant OSR again and I'd only just harvested it.. :D Thanks Buddy, appreciate the share, looks very nice too (from your pics, not actually installed it yet).
Thanks Reef... I'm sure you'll enjoy them.
Amazing work lots of detail in this I hope to see some more ground and crop textures arrive in the near future keep it up
Thank you. I do have more releases planned.
These look great! will be going straight in the WIP. You have said on Fb about releasing more map assets soon, and I think I'm correct in thinking you've said about your new type of hedges changing british maps, are these something you might release soon? I've been placing hundreds recently and would be handy to know if this is something you might consider/plan to release.
Thanks Ed.
Regarding the hedges I've done for "Herefordshire", they would be a bit awkward to release as a separate prefab.
Since I did the original prefab style I've since switched to a spline method with a custom GE script made by "Ian898" to be able to control the density and placement of the hedge trees better. (The script will not be released as I have no permission to release that.)
The other issue is they also require custom tree textures using a separate material to the default tree texture materials. They also have an altered tree leaf density as well.
For me it's straight forward as all that is already setup on my map. But I'm sure you can realise how awkward that would be to try and explain to the average player/modder.
There are also some downsides to this method, the main 2 are lower FPS. (Depending on the amount placed.) You also cannot place any more trees without a custom script which removes the tree placement limit.
What I will try and do is make a short showcase/guide explaining how I made them. Then players can try there best to implement that themselves and see how they get on.
Hope all this makes sense.
Thanks, that makes sense I can understand they would be awkward to explain. It would be great if you could do something explaining what you've done, I'll pause the way I've been doing it temporarily and work on other stuff. I think the way you've done it looks a lot more natural because of the smaller sections, I hate the way mine currently look due to how clearly tiled they are, and especially at corners and tight bends, it looks so unnatural so it would be good to know exactly what you've done.
I've been using a spline placement technique, although as you say not the same script, which speeds up the process but you still have to go back over it to rotate them slightly to make them as natural as possible. The result is as good as I can get using this hedge model, but still nowhere near what youy've achieved.
Thanks
I always edited them on my regular laptop and than move them to a usb flash drive to my gameing computer
How hard are these to install and do they affect fps being lod distance
They are very simple to install, full installation instructions are included.
They have no negative effect on FPS at all
Thanks brother
Looks beautiful, looking forward to your broad bean textures if you plan on releasing them
Thank you.
My Broad Bean textures won't be released separate to my map. This is due to the complexity of adding them to a map to the degree I have with my own map.
Once "Herefordshire" is released I planned on releasing a blank map version of it for map makers to use. That will have all the map's extra features as standard then