![]() ![]() In October, Focus Home released a Tending to Animals trailer ( Video Link | Twitter Thread), very girly, complete with a certain hipstery instagram aesthetic and cute indie music. In the middle of Gamescom FOMO and a deep appreciation of the positive reaction my Red Dead Redemption 2 Trailer Breakdown got a few days before, I made a little shot by shot analysis of the few seconds of horse footage on Twitter. I first caught wind of FS19’s equestrian intentions when they released their initial reveal trailer at Gamescom 2018. So when you have a well-implemented and functional new entry in a long-running game series that adds horses, that has to result in a pretty solid game at least… right? Meandering Marketing Messages After all, a game series so successful had to be an essentially good game at its core, right? It was never a series that particularly interested me as a player - but I supposed that was because the subject matter of realistic farming wasn’t particularly up my alley. The game’s original developers and Giants Software company founders Thomas Frey and Renzo Thönen were early alumni of the Game Design specialization at Zurich University of the Arts ZHdK, from which I graduated as well.įrom what I see, the Swiss indie game scene regards the series with an odd mixture of national pride at its success, a little bit of envy at the piles of money it’s raking in, and a twinge of remorse that among all the beautiful, unique and artsy games our local industry produces, it’s Farming Simulator that is by far the most widely known and financially successful. I had never played one, but the series is something of a local phenomenon: To the best of my knowledge, it is by far the most profitable video game developed in my home country of Switzerland. ![]() Create a new account here.Before FS19 was released, I thought I had an idea of what to expect from a Farming Simulator game. We should have been told that from the get go. The rule "one material per mesh" is very important, not only for the dirt to work correctly but also for performance reasons. Should I separate my model in different parts for each different material? So far for my first try at using dirt, the result is perfect and everything worked except for this issue. Only the first material of the list is clean when I buy the tractor and all the other part with different materials assigned are still dirty. ![]() My model have many materials in the same mesh or if you like all my tractor is a single part with many materials. I checked with my mods and i found that this was the problem. I think the shader doesn't work in such a situation. if the meshes in the model have multiple materials assigned. Have you added the washable line to the xml and try washing it? but it never responds to the actual dirt levels in the save game. 5 25 25 and I get a half dirty mod in game. ![]() the shader appears to work as I can manually set the dirt levels in the id3 file, so if I want a half dirty mod I change RDT to 1. they're always dirty, regardless of what you set your dirtammount to in vehicles.xml. the exception is that two of them simply won't work with the new vehicleShaderDirt.xml system. I have 4 converted mods, all work fine with a clean log. ![]()
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