How to make swath's Thicker

Game Version: FS09 and later
GE Version: ? and later


Modding Index | Map Making Tutorials


Well messing around in the map01.i3d i figured out how to make swath's look better

Step 1: Make a Backup of your Map01.i3d located in C:/Program Files/Landwirtschafts-Simulator 2009/data/maps/

Step 2: Open Map01.i3d in a text editor such as notepad,OpenXMLedit

Step 3: Locate the following lines:

<FoliageSubLayer name=“grass_windrow” densityMapTypeIndex=“2” densityMapChannelOffset=“10” numDensityMapChannels=“2” materialId=“386” cellSize=“8” viewDistance=“80” terrainOffset=“0” objectMask=“65520” distanceColors=“0.4 0.40392 0.15294117;0.4 0.40392 0.15294117;0.4 0.40392 0.15294117” separateAvailabilityChannel=“false” atlasSize=“1” plantThreshold=“0.5” numBlocksPerUnit=“1.2” width=“1.8” height=“0.6” heightVariance=“0.1” horizontalPositionVariance=“0.5”/>

<FoliageSubLayer name=“dryGrass_windrow” densityMapTypeIndex=“6” densityMapChannelOffset=“10” numDensityMapChannels=“2” materialId=“80” cellSize=“8” viewDistance=“80” terrainOffset=“0” objectMask=“65520” distanceColors=“0.45882352 0.4392156 0.16470588;0.45882352 0.4392156 0.16470588;0.45882352 0.4392156 0.16470588” separateAvailabilityChannel=“false” atlasSize=“1” plantThreshold=“0.5” numBlocksPerUnit=“1.2” width=“1.8” height=“0.6” heightVariance=“0.1” horizontalPositionVariance=“0.5”/>

Step 4: Edit the red parts:

<FoliageSubLayer name=“grass_windrow” densityMapTypeIndex=“2” densityMapChannelOffset=“10” numDensityMapChannels=“2” materialId=“386” cellSize=“8” viewDistance=“80” terrainOffset=“0” objectMask=“65520” distanceColors=“0.4 0.40392 0.15294117;0.4 0.40392 0.15294117;0.4 0.40392 0.15294117” separateAvailabilityChannel=“false” atlasSize=“1” plantThreshold=“0.5” numBlocksPerUnit=“1.2” width=“1.8” height=“0.6” heightVariance=“0.1” horizontalPositionVariance=“0.5”/>

<FoliageSubLayer name=“dryGrass_windrow” densityMapTypeIndex=“6” densityMapChannelOffset=“10” numDensityMapChannels=“2” materialId=“80” cellSize=“8” viewDistance=“80” terrainOffset=“0” objectMask=“65520” distanceColors=“0.45882352 0.4392156 0.16470588;0.45882352 0.4392156 0.16470588;0.45882352 0.4392156 0.16470588” separateAvailabilityChannel=“false” atlasSize=“1” plantThreshold=“0.5” numBlocksPerUnit=“1.2” width=“1.8” height=“0.6” heightVariance=“0.1” horizontalPositionVariance=“0.5”/>

to:

numBlocksPerUnit=“3” width=“1.8” height=“1

for both of them, you can also do this to the Wheat and Barley swath's which are called “Windrow” in the text. The “NumBlocksPerUnit” is how concentrated it is and the“height” is ofcourse how high it is i wouldnt go any higher concentrated than 4 -5 on the blocksperunit cause it about locked up giants when i put it on 8. Also if you edit the   <FoliageSubLayer name=“grass_cut_long”  and  FoliageSubLayer name=“dryGrass_cut_long” it changes how thick and tall the hay is after you mow it and ted it

Photos:

img229.imageshack.us_img229_7501_editor2009062310394556.jpg

img29.imageshack.us_img29_7946_editor2009062310395607.jpg


Original Author: Lazzy | Date: June 23, 2009

Modding Index | Map Making Tutorials