Problem mit Manure-Mod aus LS11

  • Hallo Com,
    wie schon in der Überschrift zu lesen ist hab ich ein problem mit dem Manure-Mod aus 11er zeiten.
    Ich hab die LUA bereits so umgeschrieben und alles verbaut, das ich die Gülle beim ausbringen am Boden liegen seh.
    Soweit so gut...


    Jetzt hab ich versucht (wie aus LS11 bekannt) das Zeug unterzupflügen, sobald ich den Pflug aber im Boden vesenk und losfahr entwickelt der Traktor ein eigenleben und reagiert nur noch ruckartig auf die Lenkung.
    Erst wenn ich den Pflug wieder anheb, ist wieder alles ganz normal.
    Hab mit LUA's nicht so viel ahnung und lern das ganze halt durch rumprobieren, aber daran beis ich mir irgendwie die Zähne aus.
    Ich weiß nicht mehr weiter. Hab auch schon etliches ausprobiert, aber nichts will so richtig funktionieren.


    Ich häng mal meine LUA und die LOG an, vielleicht erkennt ja jemand was, oder hat ne Idee was ich versuchen kann


    Vielen Dank schonmal


    Die LUA
    [expander][lua]FruitUtil.registerFruitType("manureSolid", false, false, true, 1, 100, 2, 1, 1, nil)
    FruitUtil.registerFruitType("manureLiquid", false, false, true, 1, 100, 2, 1, 1, nil)


    FruitUtil.registerFruitTypeWindrow(FruitUtil.FRUITTYPE_MANURESOLID,
    "manureSolid_windrow", g_i18n:getText("mist"), 0, 3, false,
    "liquidmanureHud.dds");
    FruitUtil.registerFruitTypeWindrow(FruitUtil.FRUITTYPE_MANURELIQUID,
    "manureLiquid_windrow", g_i18n:getText("guelle"), 0, 3, false,
    "manureHud.dds");


    local sprayerUpdateTickBackup = Sprayer.updateTick
    local sprayerLoadBackup = Sprayer.load


    Sprayer.load = function(self, xmlFile)


    sprayerLoadBackup(self, xmlFile)


    if self.fillTypes[Fillable.FILLTYPE_MANURE] then
    self.manureMod_active = true
    else
    self.manureMod_active = false
    end;

    if self.fillTypes[Fillable.FILLTYPE_LIQUIDMANURE] then
    self.manureMod1_active = true
    else
    self.manureMod1_active = false
    end;

    end;


    Sprayer.updateTick = function(self, dt)


    sprayerUpdateTickBackup(self, dt)


    if self.isTurnedOn then


    if self.fillLevel > 0 and self.manureMod_active and self.currentFillType == Fillable.FILLTYPE_MANURE then
    for i = 1, table.getn(self.cuttingAreas) do
    local x, y, z = getWorldTranslation(self.cuttingAreas[i].start)
    local x1, y1, z1 = getWorldTranslation(self.cuttingAreas[i].width)
    local x2, y2, z2 = getWorldTranslation(self.cuttingAreas[i].height)
    local old, total = Utils.getFruitWindrowArea(FruitUtil.FRUITTYPE_MANURESOLID, x, z, x1, z1, x2, z2);
    local value = 1+math.floor(old / total + 0.7);
    value = math.min(value, g_currentMission.maxWindrowValue);
    Utils.updateFruitWindrowArea(FruitUtil.FRUITTYPE_MANURESOLID, x, z, x1, z1, x2, z2, value, true, false)
    end;
    end;

    if self.fillLevel > 0 and self.manureMod1_active and self.currentFillType == Fillable.FILLTYPE_LIQUIDMANURE then
    for i = 1, table.getn(self.cuttingAreas) do
    local x, y, z = getWorldTranslation(self.cuttingAreas[i].start)
    local x1, y1, z1 = getWorldTranslation(self.cuttingAreas[i].width)
    local x2, y2, z2 = getWorldTranslation(self.cuttingAreas[i].height)
    local old, total = Utils.getFruitWindrowArea(FruitUtil.FRUITTYPE_MANURELIQUID, x, z, x1, z1, x2, z2);
    local value = 1+math.floor(old / total + 0.7);
    value = math.min(value, g_currentMission.maxWindrowValue);
    Utils.updateFruitWindrowArea(FruitUtil.FRUITTYPE_MANURELIQUID, x, z, x1, z1, x2, z2, value, true, false)
    end;
    end;

    end;


    end;


    local utilsCultivatorBackup = Utils.updateCultivatorArea
    local utilsPloughBackup = Utils.updatePloughArea


    Utils.updateCultivatorArea = function(startWorldX, startWorldZ, widthWorldX, widthWorldZ, heightWorldX, heightWorldZ, limitToField)


    utilsCultivatorBackup(startWorldX, startWorldZ, widthWorldX, widthWorldZ, heightWorldX, heightWorldZ, limitToField)


    Utils.updateFruitWindrowArea(FruitUtil.FRUITTYPE_MANURESOLID, startWorldX, startWorldZ, widthWorldX, widthWorldZ, heightWorldX, heightWorldZ, 0, true, false)
    Utils.updateFruitWindrowArea(FruitUtil.FRUITTYPE_MANURELIQUID, startWorldX, startWorldZ, widthWorldX, widthWorldZ, heightWorldX, heightWorldZ, 0, true, false)


    end;


    Utils.updatePloughArea = function(startWorldX, startWorldZ, widthWorldX, widthWorldZ, heightWorldX, heightWorldZ, limitToField)


    utilsPloughBackup(startWorldX, startWorldZ, widthWorldX, widthWorldZ, heightWorldX, heightWorldZ, limitToField)


    Utils.updateFruitWindrowArea(FruitUtil.FRUITTYPE_MANURESOLID, startWorldX, startWorldZ, widthWorldX, widthWorldZ, heightWorldX, heightWorldZ, 0, true, false)
    Utils.updateFruitWindrowArea(FruitUtil.FRUITTYPE_MANURELIQUID, startWorldX, startWorldZ, widthWorldX, widthWorldZ, heightWorldX, heightWorldZ, 0, true, false)


    end;[/lua][/expander]

  • Naja ich werd da noch nicht aufgeben.
    Ist ja auch ne gute möglichkeit seine eigenen fähigkeiten im umgang mit scripten zu verbessern. (Man lernt durch probieren)


    Weitere Ideen und denkanstöße werden gerne angenommen.

  • Du kannst es mal mit folgendem Code ausprobieren :)


    [expander][lua]FruitUtil.registerFruitType("manureSolid", false, false, true, 1, 100, 2, 1, 1, nil)
    FruitUtil.registerFruitType("manureLiquid", false, false, true, 1, 100, 2, 1, 1, nil)


    FruitUtil.registerFruitTypeWindrow(FruitUtil.FRUITTYPE_MANURESOLID, "manureSolid_windrow", g_i18n:getText("mist"), 0, 3, false, "liquidmanureHud.dds");
    FruitUtil.registerFruitTypeWindrow(FruitUtil.FRUITTYPE_MANURELIQUID, "manureLiquid_windrow", g_i18n:getText("guelle"), 0, 3, false, "manureHud.dds");


    local sprayerUpdateTickBackup = Sprayer.updateTick
    local sprayerLoadBackup = Sprayer.load


    Sprayer.load = function(self, xmlFile)


    sprayerLoadBackup(self, xmlFile)


    if self.fillTypes[Fillable.FILLTYPE_MANURE] then
    self.manureMod_active = true
    else
    self.manureMod_active = false
    end;

    if self.fillTypes[Fillable.FILLTYPE_LIQUIDMANURE] then
    self.manureMod1_active = true
    else
    self.manureMod1_active = false
    end;

    end;


    Sprayer.updateTick = function(self, dt)


    sprayerUpdateTickBackup(self, dt)


    if self.isTurnedOn then
    if self.fillLevel > 0 and self.manureMod_active and self.currentFillType == Fillable.FILLTYPE_MANURE then
    for i = 1, table.getn(self.cuttingAreas) do
    local x, y, z = getWorldTranslation(self.cuttingAreas[i].start)
    local x1, y1, z1 = getWorldTranslation(self.cuttingAreas[i].width)
    local x2, y2, z2 = getWorldTranslation(self.cuttingAreas[i].height)
    local old, total = Utils.getFruitWindrowArea(FruitUtil.FRUITTYPE_MANURESOLID, x, z, x1, z1, x2, z2);
    local value = 1+math.floor(old / total + 0.7);
    value = math.min(value, g_currentMission.maxWindrowValue);
    Utils.updateFruitWindrowArea(FruitUtil.FRUITTYPE_MANURESOLID, x, z, x1, z1, x2, z2, value, true, false)
    end;
    end;

    if self.fillLevel > 0 and self.manureMod1_active and self.currentFillType == Fillable.FILLTYPE_LIQUIDMANURE then
    for i = 1, table.getn(self.cuttingAreas) do
    local x, y, z = getWorldTranslation(self.cuttingAreas[i].start)
    local x1, y1, z1 = getWorldTranslation(self.cuttingAreas[i].width)
    local x2, y2, z2 = getWorldTranslation(self.cuttingAreas[i].height)
    local old, total = Utils.getFruitWindrowArea(FruitUtil.FRUITTYPE_MANURELIQUID, x, z, x1, z1, x2, z2);
    local value = 1+math.floor(old / total + 0.7);
    value = math.min(value, g_currentMission.maxWindrowValue);
    Utils.updateFruitWindrowArea(FruitUtil.FRUITTYPE_MANURELIQUID, x, z, x1, z1, x2, z2, value, true, false)
    end;
    end;

    end;
    end;


    local utilsCultivatorBackup = Utils.updateCultivatorArea
    local utilsPloughBackup = Utils.updatePloughArea


    Utils.updateCultivatorArea = function(x, z, x1, z1, x2, z2, limitToField, limitGrassDestructionToField, angle)


    utilsCultivatorBackup(x, z, x1, z1, x2, z2, limitToField, limitGrassDestructionToField, angle)


    Utils.updateFruitWindrowArea(FruitUtil.FRUITTYPE_MANURESOLID, x, z, x1, z1, x2, z2, 0, true, false)
    Utils.updateFruitWindrowArea(FruitUtil.FRUITTYPE_MANURELIQUID, x, z, x1, z1, x2, z2, 0, true, false)
    end;



    Utils.updatePloughArea = function(x, z, x1, z1, x2, z2, limitToField, limitGrassDestructionToField, angle)


    utilsPloughBackup(x, z, x1, z1, x2, z2, limitToField, limitGrassDestructionToField, angle)

    Utils.updateFruitWindrowArea(FruitUtil.FRUITTYPE_MANURESOLID, x, z, x1, z1, x2, z2, 0, true, false)
    Utils.updateFruitWindrowArea(FruitUtil.FRUITTYPE_MANURELIQUID, x, z, x1, z1, x2, z2, 0, true, false)
    end;[/lua][/expander]

  • Hey Fiat....


    schön das sich dem mal noch jemand an nimmt... Hatte selbst mal dran gefummelt... Aber so ganz haut es so noch nicht hin, war soweit auch schon aber es tritt so immer noch ein Fehler auf und zwar dieser hier:


    Error: LUA running function 'update'
    D:/Code/Giants/lsim2013/build/finalbin/dataS/scripts/vehicles/specializations/PloughAreaEvent.lua(109) : attempt to perform arithmetic on a nil value


    dieser wiederholt sich dann auch ständig... Ich denke selbst der weg ist schon der richtige, aber irgendetwas ist noch nicht perfekt..


    Lg


    Marco

  • Letzten Abschnitt wiefolgt ändern ?(



    [lua]Utils.updateCultivatorArea = function(x, z, x1, z1, x2, z2, limitToField, limitGrassDestructionToField, angle)
    Utils.updateFruitWindrowArea(FruitUtil.FRUITTYPE_MANURESOLID, x, z, x1, z1, x2, z2, 0, true, false)
    Utils.updateFruitWindrowArea(FruitUtil.FRUITTYPE_MANURELIQUID, x, z, x1, z1, x2, z2, 0, true, false)


    return utilsCultivatorBackup(x, z, x1, z1, x2, z2, limitToField, limitGrassDestructionToField, angle);
    end;



    Utils.updatePloughArea = function(x, z, x1, z1, x2, z2, limitToField, limitGrassDestructionToField, angle)
    Utils.updateFruitWindrowArea(FruitUtil.FRUITTYPE_MANURESOLID, x, z, x1, z1, x2, z2, 0, true, false)
    Utils.updateFruitWindrowArea(FruitUtil.FRUITTYPE_MANURELIQUID, x, z, x1, z1, x2, z2, 0, true, false)


    return utilsPloughBackup(x, z, x1, z1, x2, z2, limitToField, limitGrassDestructionToField, angle);
    end;[/lua]

  • Vielen Dank Fiat,
    gut das es noch Leute gibt die einem helfen und nicht nur sagen "geht nicht"!!


    Mfg Tobi


    Ps: Ich könnt mir in den Po beissen, das ich so nah dran war und selbst nicht auf diese "einfache" lösung gekommen bin.

  • Hallo, was muss man eigentlich alles in der map.i3d ändern damit das funktoniert? Habe es nach einem Tutorial von LS11 gemacht aber man sieht nichts.
    Habe auch versucht den cuttedWheatFoliageShader auszutauschen gegen den windrowFoliageShader... hat aber auch nichts gebracht.
    Map startet ganz normal keine Fehler in der Log oder sonstiges nur halt keine Mist Haufen am Feld.
    Über Hilfe wäre ich dankbar spiel mich schon den ganzen Tag (Nacht) :S


    mfg.

  • Habs auch einmal versucht:




    Error: RenderDevice Error: INVALID SHADER CODE
    Error: RenderDevice Error: INVALID SHADER CODE
    Error: RenderDevice Error: INVALID SHADER CODE
    Error: RenderDevice Error: INVALID SHADER CODE
    Error: RenderDevice Error: INVALID SHADER CODE
    Error: RenderDevice Error: INVALID SHADER CODE
    Error: RenderDevice Error: INVALID SHADER CODE
    Error: RenderDevice Error: INVALID SHADER CODE
    Error: RenderDevice Error: INVALID SHADER CODE
    Error: RenderDevice Error: INVALID SHADER CODE





    Failed to create vertex shader, The compile returned an error.
    Listing: (466) : warning C7011: implicit cast from "float4" to "float2"
    (598) : error C1009: "mat" is not member of struct "VS_INPUT"
    (598) : error C1009: "mat" is not member of struct "VS_INPUT"
    (598) : error C1009: "mat" is not member of struct "VS_INPUT"
    (603) : error C1009: "lights" is not member of struct "VS_INPUT"
    (604) : error C1009: "lights" is not member of struct "VS_INPUT"


    Failed to create vertex shader, The compile returned an error.
    Listing: (466) : warning C7011: implicit cast from "float4" to "float2"
    (598) : error C1009: "mat" is not member of struct "VS_INPUT"
    (598) : error C1009: "mat" is not member of struct "VS_INPUT"
    (598) : error C1009: "mat" is not member of struct "VS_INPUT"
    (603) : error C1009: "lights" is not member of struct "VS_INPUT"
    (604) : error C1009: "lights" is not member of struct "VS_INPUT"


    Failed to create vertex shader, The compile returned an error.
    Listing: (466) : warning C7011: implicit cast from "float4" to "float2"
    (598) : error C1009: "mat" is not member of struct "VS_INPUT"
    (598) : error C1009: "mat" is not member of struct "VS_INPUT"
    (598) : error C1009: "mat" is not member of struct "VS_INPUT"
    (603) : error C1009: "lights" is not member of struct "VS_INPUT"
    (604) : error C1009: "lights" is not member of struct "VS_INPUT"


    Failed to create vertex shader, The compile returned an error.
    Listing: (466) : warning C7011: implicit cast from "float4" to "float2"
    (598) : error C1009: "mat" is not member of struct "VS_INPUT"
    (598) : error C1009: "mat" is not member of struct "VS_INPUT"
    (598) : error C1009: "mat" is not member of struct "VS_INPUT"
    (603) : error C1009: "lights" is not member of struct "VS_INPUT"
    (604) : error C1009: "lights" is not member of struct "VS_INPUT"


    kann mir jemand helfen?

  • das ist hier für mich auch ein interessantes thema,da würde ich mich gern mit einklinken.
    soweit funzt bei mir alles,allerdings in eine richtung ist die textur kaum zusehen und wenn ich 90 grad abbiege ist alles i.o:


    vielleicht sollte wir uns hier weiter austauschen!


    ich selbst benutze die "iD der windrowFoliageShader"

  • Hi @ all
    @ 4NDI der Fehler "Error: RenderDevice Error: INVALID SHADER CODE" hatte ich am Anfang auch hatte eine falsche Id bei customShaderId="997" eingetragen
    @ dasernstl kannst mal biite die Einträge von deiner map.i3d mit meinen vergleichen weil bei dir funktonierts ja


    das sind die Einträge in der map.i3d habs auch mit dem anderen Tutorial versucht wo die Ids 499, 599 lauten funktoniert aber auch nicht...


    <Files>
    <File fileId="999" filename="map01/manure_windrow_density.png" relativePath="true"/>
    <File fileId="998" filename="textures/foliage/foliage_manure_windrow_diffuse.dds" relativePath="true"/>
    <File fileId="997" filename="shaders/cuttedWheatFoliageShader.xml" relativePath="true"/>


    <Materials>
    <Material name="manureWindrowMaterial" materialId="999" ambientColor="1 1 1" customShaderId="997">
    <Texture fileId="998"/>
    <CustomParameter name="fadeStartEnd" value="25 30 0 0"/>
    </Materials>


    <FoliageMultiLayer densityMapId="999" numChannels="1" numTypeIndexChannels="0">
    <FoliageSubLayer name="manure2_windrow" numDensityMapChannels="1" materialId="999" cellSize="8" viewDistance="75" terrainOffset="-0.05" objectMask="65520" atlasSize="1" plantThreshold="0.5" numBlocksPerUnit="0.9" width="0.45" height="0.45" widthVariance="0.25" heightVariance="0.15" horizontalPositionVariance="2.5" blockShapeId="3" useShapeNormals="true"/>
    </FoliageMultiLayer>


    hab ich was vergessen oder falsch geschrieben ?(
    Wie schon gesagt in der Log kein Fehler, die Map startet man kann ganz normal spielen nur sieht man halt kein Mist am Feld vom Miststreuen..

  • hallo,so diese zeile:


    <File fileId="997" filename="shaders/cuttedWheatFoliageShader.xml" relativePath="true"/>




    cuttedWheatFoliageShader.xml gibt es in ls-13 nicht,dafür nutze ich z.zt.diesen abschnitt den jede map drin hat:

    <File fileId="39" filename="shaders/windrowFoliageShader.xml" relativePath="true"/>


    das bedeutet das du deine "customShaderiD" mit deiner tauschen musst


    dann habe wir noch hier deine "blockShapeiD" bei dir ist sie "3",


    da schaue mal bei dir in der zeile was dort steht:



    <FoliageSubLayer name="grass_windrow" densityMapTypeIndex="2" densityMapChannelOffset="8" numDensityMapChannels="4" materialId="234" cellSize="8" viewDistance="80" terrainOffset="0" objectMask="65520" distanceMapIds="41" distanceMapUnitSizes="128" repeatLastDistanceMap="true" atlasSize="1" numBlocksPerUnit="1.8" width="1.1" height="0.8;0.84;0.88;0.92;0.96;1;1.04;1.08;1.12;1.16;2;2.04;2.08;2.12;2.26" widthVariance="0" heightVariance="0.01" horizontalPositionVariance="0.1" numStates="15" blockShapeId="1" useShapeNormals="false" alignWithTerrain="true"/>


    sollte bei dir "1" stehen dann auch dieses korregieren


    das sind meine kompletten einträge:


    <File fileId="88" filename="map01/manureLiquid_windrow_density.png" relativePath="true"/>
    <File fileId="85" filename="map01/manureSolid_windrow_density.png" relativePath="true"/>
    [b][b]<File fileId="39" filename="shaders/windrowFoliageShader.xml" relativePath="true"/>[/b][/b][b][b]
    [/b]



    <Material name="manureSolidWindrowMaterial" materialId="7" ambientColor="1 1 1" customShaderId="39">
    <Texture fileId="86"/>
    <CustomParameter name="alphaBlendStartEnd" value="70 75 0 0"/>
    </Material>



    <Material name="manureLiquidWindrowMaterial" materialId="27" ambientColor="1 1 1" customShaderId="39">
    <Texture fileId="89"/>
    <CustomParameter name="alphaBlendStartEnd" value="70 75 0 0"/>
    </Material>




    <FoliageMultiLayer densityMapId="85" numChannels="1" numTypeIndexChannels="0">
    <FoliageSubLayer name="manureSolid_windrow" numDensityMapChannels="1" materialId="7" cellSize="8" viewDistance="75" terrainOffset="0.05" objectMask="65520" atlasSize="2" numBlocksPerUnit="2" width="0.45" height="0.4" widthVariance="0.25" heightVariance="0.15" horizontalPositionVariance="1.5" blockShapeId="1" useShapeNormals="true"/>
    </FoliageMultiLayer>
    <FoliageMultiLayer densityMapId="88" numChannels="1" numTypeIndexChannels="0">
    <FoliageSubLayer name="manureLiquid_windrow" numDensityMapChannels="1" materialId="27" cellSize="8" viewDistance="75" terrainOffset="0.05" objectMask="65520" atlasSize="2" numBlocksPerUnit="4" width="2" height="0.6" widthVariance="0.25" heightVariance="0.1" horizontalPositionVariance="0.5" blockShapeId="1" useShapeNormals="true"/>
    </FoliageMultiLayer>



    bin mir nicht sicher,aber es gibt 2 unterschiedliche "manure-mods" es fällt nur grad auf weil bei dir die "FileiD"schon anders ist
    hoffe es ist soweit alles richtig

    100%ig läuft es bei mir nicht von der neuen textur

    [/b]

  • die shader nummer hast du jetzt aber aus deiner map i3D


    so sieht es bei mir aus:





    haben wir eigentlich den selben "manure-mod"?
    ach nochwas,die lua hab ich in die map mit eingebaut,die ist bei mir nicht im mods-ordner drin

  • @ dasernstl
    Ja die Shader Id von windrowFoliageShader.xml ist bei meiner Map auch 39
    Hatte die lua im Mods Ordner und habe es auch eingebaut unter <extraSourceFiles> in der moddesc.xml der Map aber funktoniert nicht ?(
    Wegen ManureMod die Datein heißen:
    foliage_manure_windrow_diffuse.dds und ist unter map/textures/foliage
    manure_windrow_density.grle und ist unter map/map01 drinnen


    Schaut schon gut aus am Screenshot :D

  • Bei mir funktioniert alles, bis auf die Texture, die ist weiß. Kann da jemand helfen ?



    [expander]
    <Files>
    <File fileId="18" filename="map01/asphalt_weight.png" relativePath="true"/>
    <File fileId="12" filename="map01/beachSand_weight.png" relativePath="true"/>
    <File fileId="21" filename="map01/cobblestone_weight.png" relativePath="true"/>
    <File fileId="87" filename="map01/cultivator_density.png" relativePath="true"/>
    <File fileId="3" filename="map01/dirt_weight.png" relativePath="true"/>
    <File fileId="28" filename="map01/fruit_density.png" relativePath="true"/>
    <File fileId="6" filename="map01/grass_weight.png" relativePath="true"/>
    <File fileId="15" filename="map01/gravel_weight.png" relativePath="true"/>
    <File fileId="27" filename="map01/infoLayer.png" relativePath="true"/>
    <File fileId="24" filename="map01/lawnGrass_weight.png" relativePath="true"/>
    <File fileId="1" filename="map01/map01_dem.png" relativePath="true"/>
    <File fileId="2" filename="map01/map01_sat.png" relativePath="true"/>
    <File fileId="9" filename="map01/rock_weight.png" relativePath="true"/>
    <File fileId="84" filename="map01/stones_density.png" relativePath="true"/>


    <File fileId="37" filename="shaders/fruitGrowthFoliageShader.xml" relativePath="true"/>
    <File fileId="94" filename="shaders/groundShader.xml" relativePath="true"/>
    <File fileId="86" filename="shaders/solidFoliageShader.xml" relativePath="true"/>
    <File fileId="39" filename="shaders/windrowFoliageShader.xml" relativePath="true"/>
    <File fileId="89" filename="textures/foliage/acre_distance_diffuse.png" relativePath="true"/>
    <File fileId="29" filename="textures/foliage/acre_fine_distance_diffuse.png" relativePath="true"/>
    <File fileId="67" filename="textures/foliage/acre_plantedRows_distance_diffuse.png" relativePath="true"/>
    <File fileId="91" filename="textures/foliage/acre_sprayed_distance_diffuse.png" relativePath="true"/>
    <File fileId="88" filename="textures/foliage/cultivator_distance_diffuse.png" relativePath="true"/>
    <File fileId="90" filename="textures/foliage/cultivator_sprayed_distance_diffuse.png" relativePath="true"/>
    <File fileId="56" filename="textures/foliage/foliage_barley_diffuse.png" relativePath="true"/>
    <File fileId="50" filename="textures/foliage/foliage_barley_distance2_diffuse.png" relativePath="true"/>
    <File fileId="51" filename="textures/foliage/foliage_barley_distance3_diffuse.png" relativePath="true"/>
    <File fileId="52" filename="textures/foliage/foliage_barley_distance4_diffuse.png" relativePath="true"/>
    <File fileId="53" filename="textures/foliage/foliage_barley_distance5_diffuse.png" relativePath="true"/>
    <File fileId="54" filename="textures/foliage/foliage_barley_distance6_diffuse.png" relativePath="true"/>
    <File fileId="55" filename="textures/foliage/foliage_barley_distance7_diffuse.png" relativePath="true"/>
    <File fileId="57" filename="textures/foliage/foliage_barley_windrow_diffuse.png" relativePath="true"/>
    <File fileId="82" filename="textures/foliage/foliage_beet_haulm_distance_diffuse.png" relativePath="true"/>
    <File fileId="65" filename="textures/foliage/foliage_dryGrass_distance_diffuse.png" relativePath="true"/>
    <File fileId="66" filename="textures/foliage/foliage_dryGrass_windrow_diffuse.png" relativePath="true"/>
    <File fileId="40" filename="textures/foliage/foliage_grass_diffuse.png" relativePath="true"/>
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    </FoliageMultiLayer>
    <FoliageMultiLayer densityMapId="84" numChannels="1" numTypeIndexChannels="0">
    <FoliageSubLayer name="stones" numDensityMapChannels="1" materialId="80" cellSize="8" viewDistance="30" terrainOffset="0" objectMask="65520" atlasSize="2" numBlocksPerUnit="1" width="1" height="1" widthVariance="0.2" heightVariance="0.2" horizontalPositionVariance="0.75" blockShapeId="9" useShapeNormals="true" alignWithTerrain="true"/>
    </FoliageMultiLayer>
    <DetailLayer name="terrainDetail" densityMapId="87" numDensityMapChannels="7" materialId="127" densityMapShaderNames="blendMap;blendMap2" combinedValuesChannels="0 1 0;1 1 0;2 1 0;3 1 0;4 1 1;5 2 1" useInterpolatedDensityMap="true;false" cellSize="8" viewDistance="75" terrainOffset="0.04" objectMask="65520" distanceMapIds="88;89;;;;;;;;;;;;;;;90;91" distanceMapUnitSizes="128;128;;;;;;;;;;;;;;;128;128" distanceMapFirstChannel="0" distanceMapNumChannels="5"/>
    </Layers>
    </TerrainTransformGroup>
    </Scene>


    </i3D>
    [/expander]

  • ASO-COMPUTER:


    dann hast du log-fehler,die könnte man sich anschauen!!


    dir fehlen die bild-datein im "foliage-ordner"


    foliage_manureLiquid_windrow_diffuse und foliage_manureSolid_windrow_diffuse


    dieser abschnitt fehlt:



    <File fileId="89" filename="textures/foliage/foliage_manureLiquid_windrow_diffuse.dds" relativePath="true"/>
    <File fileId="86" filename="textures/foliage/foliage_manureSolid_windrow_diffuse.dds" relativePath="true"/>



    hast du auch die "GRLE-Datein in dem "map01"ordner?

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