tu masz przykładowe wpisy do i3d.map ---robisz to w notatniku lub notepadzie.
Lucerna
<File fileId="1059" filename="foliage/foliage_luzerne_diffuse.png" relativePath="true"/>
<File fileId="1054" filename="textures/foliage/Luzerne/foliage_luzerne_distance2_diffuse.png" relativePath="true"/>
<File fileId="1055" filename="textures/foliage/Luzerne/foliage_luzerne_distance3_diffuse.png" relativePath="true"/>
<File fileId="1058" filename="textures/foliage/Luzerne/foliage_luzerne_distance4_diffuse.png" relativePath="true"/>
<File fileId="1056" filename="textures/foliage/Luzerne/foliage_luzerne_distance5_diffuse.png" relativePath="true"/>
<File fileId="1057" filename="textures/foliage/Luzerne/foliage_luzerne_distance6_diffuse.png" relativePath="true"/>
<File fileId="1060" filename="textures/foliage/Luzerne/foliage_luzerne_windrow_diffuse.png" relativePath="true"/>
<Material name="luzerne_windrow" materialId="79" ambientColor="1 1 1" customShaderId="1010">
<Texture fileId="1060"/>
<CustomParameter name="alphaBlendStartEnd" value="70 75 0 0"/>
</Material>
<Material name="luzerneMaterial" materialId="146" ambientColor="1 1 1" customShaderId="1008">
<Texture fileId="1059"/>
<CustomParameter name="alphaBlendStartEnd" value="70 75 0 0"/>
<CustomParameter name="frequencyAndScale" value="0.3 0.1 0 0"/>
</Material>
<FoliageSubLayer name="luzerne" densityMapTypeIndex="9" densityMapChannelOffset="4" numDensityMapChannels="4" materialId="146" cellSize="8" viewDistance="80" objectMask="65520" distanceMapIds="1000;1054;1055;1055;1056;1056;1056;1057;1058" distanceMapUnitSizes="128;128;128;128;128;128;128;128;128" atlasSize="1" atlasOffsets="1 0" numBlocksPerUnit="1.4" width="1.5" height=";0.25;0.5;0.9;1;1;1;0.9;0.13" texCoords=";0 0 0.25 0.25;0 0.5 0.25 0.5;0.25 0 0.25 1;0.5 0 0.25 1;0.5 0 0.25 1;0.5 0 0.25 1;0.75 0 0.25 0.75;0.5 0 0.25 0.144" widthVariance="0" heightVariance="0.2" horizontalPositionVariance="0.5" numStates="9" growthNumStates="8" growthStateTime="3.02e+007"/>
<FoliageSubLayer name="luzerne_windrow" densityMapTypeIndex="9" densityMapChannelOffset="8" numDensityMapChannels="4" materialId="79" cellSize="8" viewDistance="80" objectMask="65520" distanceMapIds="1058" distanceMapUnitSizes="128" repeatLastDistanceMap="true" atlasSize="1" atlasOffsets="1 0" numBlocksPerUnit="1.2" width="1.3" height="0.8;0.84;0.88;0.92;0.96;1;1.04;1.08;1.12;1.16;1.21;1.24;1.28;1.32;1.36" widthVariance="0" heightVariance="0.01" horizontalPositionVariance="0.1" numStates="15" blockShapeId="1505"/>
ale to tylko przykład z mapy "LaFermeLimousine2015_V1 " dla swojej mapy musisz te wpisy przystosować w pozycji <material > -----customShaderId----- musisz przypisac numer z uprawy podstawowej np.
-------<Material name="foliageWheat_mat" materialId="215" ambientColor="1 1 1" customShaderId="41"> i wpisujesz "41" - oraz
------ <Material name="wheatWindrow_mat" materialId="247" ambientColor="1 1 1" customShaderId="43"> i podmieniasz w linijce
----------------<Material name="luzerne_windrow" materialId="79" ambientColor="1 1 1" customShaderId="1010"> czyli tam gdzie masz uprawę z dodatkiem "_windrow"
oraz w pozycji -------------<FoliageSubLayer name="luzerne" densityMapTypeIndex="9"---------- nr "9" oznacza numer kolejnej uprawy 8 jest podstawowych.
Teraz wystarczy poszukać odpowiednich tekstur.