Po wypakowaniu modu sieczki mamy folder "choppedStraw_SDK", który kopiujemy do folderu "maps" tam gdzie plik .i3d mapy. Potem otwieramy mapę czyli plik map1.i3d dowolnym edytorem tekstu ja polecam Notepad++. I tam dodajemy chronologicznie:
Krok 1. Na końcu między <Files>.....</Files> dodajesz
<File fileId="99993" filename="choppedStraw_SDK/straw_haulm_density.png" relativePath="true"/>
<File fileId="99994" filename="choppedStraw_SDK/foliage_lightStraw_diffuse.png" relativePath="true"/>
<File fileId="99995" filename="choppedStraw_SDK/foliage_darkStraw_diffuse.png" relativePath="true"/>
<File fileId="99996" filename="choppedStraw_SDK/foliage_maizeStraw_diffuse.png" relativePath="true"/>
<File fileId="99997" filename="choppedStraw_SDK/foliage_sunflowerStraw_diffuse.png" relativePath="true"/>
<File fileId="99984" filename="choppedStraw_SDK/foliage_lightStraw_distance.png" relativePath="true"/>
<File fileId="99985" filename="choppedStraw_SDK/foliage_darkStraw_distance.png" relativePath="true"/>
Krok 2. Na końcu między <Materials>.....</Materials> dodajesz:
<Material name="lightStrawMaterial" materialId="99001" ambientColor="1 1 1" customShaderId="!!WINDROWSHADERFILEID!!">
<Texture fileId="99994"/>
<CustomParameter name="alphaBlendStartEnd" value="70 75 0 0"/>
<CustomParameter name="cellSizeTerrainSizeScaleXZScaleY" value="16 1024 2 255"/>
</Material>
<Material name="darkStrawMaterial" materialId="99002" ambientColor="1 1 1" customShaderId="!!WINDROWSHADERFILEID!!">
<Texture fileId="99995"/>
<CustomParameter name="alphaBlendStartEnd" value="70 75 0 0"/>
<CustomParameter name="cellSizeTerrainSizeScaleXZScaleY" value="16 1024 2 255"/>
</Material>
<Material name="maizeStrawMaterial" materialId="99003" ambientColor="1 1 1" customShaderId="!!WINDROWSHADERFILEID!!">
<Texture fileId="99996"/>
<CustomParameter name="alphaBlendStartEnd" value="70 75 0 0"/>
<CustomParameter name="cellSizeTerrainSizeScaleXZScaleY" value="16 1024 2 255"/>
</Material>
<Material name="sunflowerStrawMaterial" materialId="99004" ambientColor="1 1 1" customShaderId="!!WINDROWSHADERFILEID!!">
<Texture fileId="99997"/>
<CustomParameter name="alphaBlendStartEnd" value="70 75 0 0"/>
<CustomParameter name="cellSizeTerrainSizeScaleXZScaleY" value="16 1024 2 255"/>
</Material>
I teraz uwaga!!! Ten wpis !!WINDROWSHADERFILEID!! zamieniasz na nr. id windrowFoliageShader. Jak to znaleźć? A robisz szukaj i wklejasz "windrowFoliageShader i jak znajdziesz to odczytujesz jaka liczba jest. U mnie np. to fileId="80". Czyli zamieniasz ten wpis na tą liczbę.
Krok 3. Dodajesz za <FoliageMultiLayer.....>....</FoliageMultiLayer> tych zaraz po uprawach taki wpis:
<FoliageMultiLayer densityMapId="99993" numChannels="5" numTypeIndexChannels="0">
<FoliageSubLayer name="lightStraw" numDensityMapChannels="1" materialId="99001" cellSize="8" viewDistance="80" objectMask="16711935" decalLayer="0" distanceMapIds="99984" distanceMapLayers="1" atlasSize="1" atlasOffsets="1 0" numBlocksPerUnitDefault="1.8" numBlocksPerUnitMin="1.8" numBlocksPerUnitMax="1.8" width="0.8" height="0.3" widthVariance="0.1" heightVariance="0.1" horizontalPositionVariance="0.3" blockShapeId="33333"/>
<FoliageSubLayer name="darkStraw" densityMapChannelOffset="1" numDensityMapChannels="1" materialId="99002" cellSize="8" viewDistance="80" objectMask="16711935" decalLayer="0" distanceMapIds="99985" distanceMapLayers="1" atlasSize="1" atlasOffsets="1 0" numBlocksPerUnitDefault="1.8" numBlocksPerUnitMin="1.8" numBlocksPerUnitMax="1.8" width="0.8" height="0.3" widthVariance="0.1" heightVariance="0.1" horizontalPositionVariance="0.3" blockShapeId="33333"/>
<FoliageSubLayer name="maizeStraw" densityMapChannelOffset="2" numDensityMapChannels="1" materialId="99003" cellSize="8" viewDistance="80" objectMask="16711935" decalLayer="0" distanceMapIds="99984" distanceMapLayers="1" atlasSize="1" atlasOffsets="1 0" numBlocksPerUnitDefault="1.3" numBlocksPerUnitMin="1.3" numBlocksPerUnitMax="1.3" width="0.9" height="0.2" widthVariance="0.1" heightVariance="0.1" horizontalPositionVariance="0.3" blockShapeId="33333"/>
<FoliageSubLayer name="sunflowerStraw" densityMapChannelOffset="3" numDensityMapChannels="1" materialId="99004" cellSize="8" viewDistance="80" objectMask="16711935" decalLayer="0" distanceMapIds="99985" distanceMapLayers="1" atlasSize="1" atlasOffsets="1 0" numBlocksPerUnitDefault="1.4" numBlocksPerUnitMin="1.4" numBlocksPerUnitMax="1.4" width="0.9" height="0.2" widthVariance="0.1" heightVariance="0.1" horizontalPositionVariance="0.3" blockShapeId="33333"/>
</FoliageMultiLayer>
Krok 4. Między <Shapes externalShapesFile="map01.i3d.shapes"> a </Shapes> dodajesz to:
<IndexedTriangleSet name="wheat_windrowBlockMesh" shapeId="33333">
<Vertices count="13" normal="true" uv0="true">
<v p="-0.568026 0.0268561 0.568026" n="0 1 0" t0="0.00193999 0.400993"/>
<v p="0.16839 0.0145988 0.91839" n="0 1 0" t0="0.272951 0.00502457"/>
<v p="-0.297375 0.366067 0.297375" n="0 1 0" t0="0.202319 0.453636"/>
<v p="-0.867737 0.0145988 -0.117736" n="0 1 0" t0="0.0540347 0.838299"/>
<v p="0.354834 0.325265 0.354834" n="0 1 0" t0="0.538932 0.219768"/>
<v p="0.641822 0.0145988 0.641822" n="0 1 0" t0="0.595331 0.00509479"/>
<v p="0.91839 0.0145988 0.16839" n="0 1 0" t0="0.876116 0.163487"/>
<v p="-0.354834 0.325265 -0.354834" n="0 1 0" t0="0.380517 0.822754"/>
<v p="-0.591168 0.0145988 -0.591168" n="0 1 0" t0="0.33482 0.996691"/>
<v p="-0.117736 0.0145988 -0.867737" n="0 1 0" t0="0.6572 0.996761"/>
<v p="0 0.479401 0" n="0 1 0" t0="0.459724 0.521261"/>
<v p="0.297375 0.366067 -0.297375" n="0 1 0" t0="0.71713 0.588886"/>
<v p="0.568026 0.0268561 -0.568026" n="0 1 0" t0="0.917509 0.641529"/>
</Vertices>
<Triangles count="16">
<t vi="0 1 2"/>
<t vi="2 3 0"/>
<t vi="2 1 4"/>
<t vi="1 5 4"/>
<t vi="4 5 6"/>
<t vi="7 3 2"/>
<t vi="7 8 3"/>
<t vi="8 7 9"/>
<t vi="4 10 2"/>
<t vi="2 10 7"/>
<t vi="4 6 11"/>
<t vi="11 10 4"/>
<t vi="7 10 11"/>
<t vi="11 9 7"/>
<t vi="11 6 12"/>
<t vi="12 9 11"/>
</Triangles>
<Subsets count="1">
<Subset firstVertex="0" numVertices="13" firstIndex="0" numIndices="48"/>
</Subsets>
</IndexedTriangleSet>
Zapisujesz uruchamiasz mapę w edytorze i jak zrobiłeś wszystko poprawnie to w edycji terenu dojdzie właśnie sieczka. Możesz sprawdzić czy działa.
A i pamiętaj że mapę należy przed edycją wypakować, zedytować i ponownie zapakować. Format .zip
Miłej zabawy z edycją
Krok 1. Na końcu między <Files>.....</Files> dodajesz
<File fileId="99993" filename="choppedStraw_SDK/straw_haulm_density.png" relativePath="true"/>
<File fileId="99994" filename="choppedStraw_SDK/foliage_lightStraw_diffuse.png" relativePath="true"/>
<File fileId="99995" filename="choppedStraw_SDK/foliage_darkStraw_diffuse.png" relativePath="true"/>
<File fileId="99996" filename="choppedStraw_SDK/foliage_maizeStraw_diffuse.png" relativePath="true"/>
<File fileId="99997" filename="choppedStraw_SDK/foliage_sunflowerStraw_diffuse.png" relativePath="true"/>
<File fileId="99984" filename="choppedStraw_SDK/foliage_lightStraw_distance.png" relativePath="true"/>
<File fileId="99985" filename="choppedStraw_SDK/foliage_darkStraw_distance.png" relativePath="true"/>
Krok 2. Na końcu między <Materials>.....</Materials> dodajesz:
<Material name="lightStrawMaterial" materialId="99001" ambientColor="1 1 1" customShaderId="!!WINDROWSHADERFILEID!!">
<Texture fileId="99994"/>
<CustomParameter name="alphaBlendStartEnd" value="70 75 0 0"/>
<CustomParameter name="cellSizeTerrainSizeScaleXZScaleY" value="16 1024 2 255"/>
</Material>
<Material name="darkStrawMaterial" materialId="99002" ambientColor="1 1 1" customShaderId="!!WINDROWSHADERFILEID!!">
<Texture fileId="99995"/>
<CustomParameter name="alphaBlendStartEnd" value="70 75 0 0"/>
<CustomParameter name="cellSizeTerrainSizeScaleXZScaleY" value="16 1024 2 255"/>
</Material>
<Material name="maizeStrawMaterial" materialId="99003" ambientColor="1 1 1" customShaderId="!!WINDROWSHADERFILEID!!">
<Texture fileId="99996"/>
<CustomParameter name="alphaBlendStartEnd" value="70 75 0 0"/>
<CustomParameter name="cellSizeTerrainSizeScaleXZScaleY" value="16 1024 2 255"/>
</Material>
<Material name="sunflowerStrawMaterial" materialId="99004" ambientColor="1 1 1" customShaderId="!!WINDROWSHADERFILEID!!">
<Texture fileId="99997"/>
<CustomParameter name="alphaBlendStartEnd" value="70 75 0 0"/>
<CustomParameter name="cellSizeTerrainSizeScaleXZScaleY" value="16 1024 2 255"/>
</Material>
I teraz uwaga!!! Ten wpis !!WINDROWSHADERFILEID!! zamieniasz na nr. id windrowFoliageShader. Jak to znaleźć? A robisz szukaj i wklejasz "windrowFoliageShader i jak znajdziesz to odczytujesz jaka liczba jest. U mnie np. to fileId="80". Czyli zamieniasz ten wpis na tą liczbę.
Krok 3. Dodajesz za <FoliageMultiLayer.....>....</FoliageMultiLayer> tych zaraz po uprawach taki wpis:
<FoliageMultiLayer densityMapId="99993" numChannels="5" numTypeIndexChannels="0">
<FoliageSubLayer name="lightStraw" numDensityMapChannels="1" materialId="99001" cellSize="8" viewDistance="80" objectMask="16711935" decalLayer="0" distanceMapIds="99984" distanceMapLayers="1" atlasSize="1" atlasOffsets="1 0" numBlocksPerUnitDefault="1.8" numBlocksPerUnitMin="1.8" numBlocksPerUnitMax="1.8" width="0.8" height="0.3" widthVariance="0.1" heightVariance="0.1" horizontalPositionVariance="0.3" blockShapeId="33333"/>
<FoliageSubLayer name="darkStraw" densityMapChannelOffset="1" numDensityMapChannels="1" materialId="99002" cellSize="8" viewDistance="80" objectMask="16711935" decalLayer="0" distanceMapIds="99985" distanceMapLayers="1" atlasSize="1" atlasOffsets="1 0" numBlocksPerUnitDefault="1.8" numBlocksPerUnitMin="1.8" numBlocksPerUnitMax="1.8" width="0.8" height="0.3" widthVariance="0.1" heightVariance="0.1" horizontalPositionVariance="0.3" blockShapeId="33333"/>
<FoliageSubLayer name="maizeStraw" densityMapChannelOffset="2" numDensityMapChannels="1" materialId="99003" cellSize="8" viewDistance="80" objectMask="16711935" decalLayer="0" distanceMapIds="99984" distanceMapLayers="1" atlasSize="1" atlasOffsets="1 0" numBlocksPerUnitDefault="1.3" numBlocksPerUnitMin="1.3" numBlocksPerUnitMax="1.3" width="0.9" height="0.2" widthVariance="0.1" heightVariance="0.1" horizontalPositionVariance="0.3" blockShapeId="33333"/>
<FoliageSubLayer name="sunflowerStraw" densityMapChannelOffset="3" numDensityMapChannels="1" materialId="99004" cellSize="8" viewDistance="80" objectMask="16711935" decalLayer="0" distanceMapIds="99985" distanceMapLayers="1" atlasSize="1" atlasOffsets="1 0" numBlocksPerUnitDefault="1.4" numBlocksPerUnitMin="1.4" numBlocksPerUnitMax="1.4" width="0.9" height="0.2" widthVariance="0.1" heightVariance="0.1" horizontalPositionVariance="0.3" blockShapeId="33333"/>
</FoliageMultiLayer>
Krok 4. Między <Shapes externalShapesFile="map01.i3d.shapes"> a </Shapes> dodajesz to:
<IndexedTriangleSet name="wheat_windrowBlockMesh" shapeId="33333">
<Vertices count="13" normal="true" uv0="true">
<v p="-0.568026 0.0268561 0.568026" n="0 1 0" t0="0.00193999 0.400993"/>
<v p="0.16839 0.0145988 0.91839" n="0 1 0" t0="0.272951 0.00502457"/>
<v p="-0.297375 0.366067 0.297375" n="0 1 0" t0="0.202319 0.453636"/>
<v p="-0.867737 0.0145988 -0.117736" n="0 1 0" t0="0.0540347 0.838299"/>
<v p="0.354834 0.325265 0.354834" n="0 1 0" t0="0.538932 0.219768"/>
<v p="0.641822 0.0145988 0.641822" n="0 1 0" t0="0.595331 0.00509479"/>
<v p="0.91839 0.0145988 0.16839" n="0 1 0" t0="0.876116 0.163487"/>
<v p="-0.354834 0.325265 -0.354834" n="0 1 0" t0="0.380517 0.822754"/>
<v p="-0.591168 0.0145988 -0.591168" n="0 1 0" t0="0.33482 0.996691"/>
<v p="-0.117736 0.0145988 -0.867737" n="0 1 0" t0="0.6572 0.996761"/>
<v p="0 0.479401 0" n="0 1 0" t0="0.459724 0.521261"/>
<v p="0.297375 0.366067 -0.297375" n="0 1 0" t0="0.71713 0.588886"/>
<v p="0.568026 0.0268561 -0.568026" n="0 1 0" t0="0.917509 0.641529"/>
</Vertices>
<Triangles count="16">
<t vi="0 1 2"/>
<t vi="2 3 0"/>
<t vi="2 1 4"/>
<t vi="1 5 4"/>
<t vi="4 5 6"/>
<t vi="7 3 2"/>
<t vi="7 8 3"/>
<t vi="8 7 9"/>
<t vi="4 10 2"/>
<t vi="2 10 7"/>
<t vi="4 6 11"/>
<t vi="11 10 4"/>
<t vi="7 10 11"/>
<t vi="11 9 7"/>
<t vi="11 6 12"/>
<t vi="12 9 11"/>
</Triangles>
<Subsets count="1">
<Subset firstVertex="0" numVertices="13" firstIndex="0" numIndices="48"/>
</Subsets>
</IndexedTriangleSet>
Zapisujesz uruchamiasz mapę w edytorze i jak zrobiłeś wszystko poprawnie to w edycji terenu dojdzie właśnie sieczka. Możesz sprawdzić czy działa.
A i pamiętaj że mapę należy przed edycją wypakować, zedytować i ponownie zapakować. Format .zip
Miłej zabawy z edycją
