
Grass with Dandelions and Daisies v 1.0.2
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Changelog
latest
Version
v 1.0.2
1 week ago
Dandelions, daisies, and field grass from FS22 were used to construct the typical grass structure.
– put all textures in a texture folder – increased the number of daisies in earlier stages –> removed them in “harvestReady” as they get overgrown – attempted to improve the texture performance-wise – eliminated unnecessary lines in xml that caused a warning in the log
Log of Changes: 1.0.0.2 Update: While some fps reductions may still occur, I believe they are now less noticeable.
Reduce the numBlocksPerUnit number in the XML if it's still too terrible. Somehow, when it comes to fps problems, the greenSmall condition is the worst.
Since the grass texture generally tends to be more demanding in terms of performance when you attempt to make it more thick, I believe I will also develop such a texture using the meadow texture rather than the grass texture.
P.S. You may need to update the grass in the base game as well as the mod map foliage folder if you are playing on a modmap that has its own grass texture in a foliage folder. For some reason, the game still insists on using variables like "destructionState" from the in-game folder and is a bit diva when it comes to bespoke foliage types in mod maps.
Thanks to Mr. LackofSkill
– put all textures in a texture folder – increased the number of daisies in earlier stages –> removed them in “harvestReady” as they get overgrown – attempted to improve the texture performance-wise – eliminated unnecessary lines in xml that caused a warning in the log
Log of Changes: 1.0.0.2 Update: While some fps reductions may still occur, I believe they are now less noticeable.
Reduce the numBlocksPerUnit number in the XML if it's still too terrible. Somehow, when it comes to fps problems, the greenSmall condition is the worst.
Since the grass texture generally tends to be more demanding in terms of performance when you attempt to make it more thick, I believe I will also develop such a texture using the meadow texture rather than the grass texture.
P.S. You may need to update the grass in the base game as well as the mod map foliage folder if you are playing on a modmap that has its own grass texture in a foliage folder. For some reason, the game still insists on using variables like "destructionState" from the in-game folder and is a bit diva when it comes to bespoke foliage types in mod maps.
Thanks to Mr. LackofSkill