I understand that the grass tint is brown and dirt is green but you lost me with "(value 0)" and "(value 1)".
The items under the Materials list are things like "rough_to_moss(mtrl_moss_rough.tga)". And so the properties are:
- Grass: rough
- Dirt: moss
- Map: mtrl_moss_rough.tga
So the "grass" property isn't really grass; it's whatever material you choose (e.g. rough), and the same for the "dirt" property.
I often call them value 0 and 1 because you draw the "grass" by setting the brush value to "0.0" and you draw "dirt" with brush value "1.0". And "0" and "1" make a lot more sense to me than "grass" which isn't grass and "dirt" which isn't dirt.
Each tile has two materials, "grass" (value 0) and "dirt" (value 1). I'm embarrassed that it took me this long to realize, but the tint color for "grass" is always brown, and the tint color for "dirt" is always olive green.
If the brown color looks OK for your snow, you just need to swap the "grass" and "dirt" materials. (An external editor like Gimp can invert just the green channel of the .tga file so that you don't have to redraw everything.)
I don't have the SpinTires Mod because I don't have the patience to disentangle two undocumented programs at once. Since I've never used that mod, I can tell you authoritatively that you don't need it in order to include American Wilds models.
I'm not sure what you mean that you "included the class files". The DLC class files are already present in the game (assuming that you've been keeping it updated) and in the editor (assuming that you've copied or recopied the media files after updating the game). If you include the class files again in your mod directory, this might be what is confusing the game.
BTW, when you publish your mod to the Steam Workshop, the editor automatically randomizes the names of all your custom assets in your mod. This is handy because it ensures that your custom models don't collide with someone else's, even if they started with the same name. However, it means that a bridge_road_01 in your mod becomes 8pshnf34, which then won't work if you don't have all the files needed to make 8pshnf34 work (class XML, mesh XML, .x mesh, and textures).
Also BTW, the occlusion/shadow is computed and baked into the map by the editor, so I'm not surprised that it's still present even if the model isn't working.
I'm not sure why it happens to work for you when using a reference. If you're using one of the built-in reference maps, perhaps the editor recognizes that it's outside your mod directory, and therefore it shouldn't randomize the model names used by the reference.
@PicSoul You could test further by creating and publishing a separate mod with a small map that has only a starting truck and a bridge_road_01, and see if that works or fails. That would help narrow down whether the problem is directly related to bridge_road_01 or whether you have some other problem in your map that happens to get triggered on that one model.
Except for trucks, all DLC assets (including American Wilds models) should work fine even if you don't have the DLC.
I'd suspect that you have some file corruption in the DLC assets, except that you say it works fine in other circumstances. (I assume that you're playing it from your _mods directory.)
Do you perhaps accidentally have a second copy of the bridge_road_01 model somewhere? One major difference of a mod from the workshop is that the game won't mix assets from a different mod, whereas when you play from your _mods directory, it will pull models from any accessible directory.
I'm not sure that that's it, though. I will think more on it.
I'm trying to use the tint option as a simple way to make dirty snow. The issue is, it turns my snow green.
Yep, that's what it does.
I assume that your snow is a custom terrain material. You could make a variation on the material with a different texture that you darken yourself, then switch between the materials instead of using the tint tool.
And thanks again for the guide with the very helpful information. Good to see others sharing here.
Take some credit yourself. Your friendly attitude strengthens the MudRunner modding community and helps encourage that sharing.
Edit2: I placed your models and stuff into the editor to check them out and am getting an error about the textures. In the .xml you have them named without the __d_a and is why it's showing an error for almost all of them.
Ha ha, with all of my file moving and clean-up, I knew that sort of thing would happen. Thanks for the bug report. I re-copied all of the bbmmm/meshes/models/*.xml files and updated GitHub. Are there any more errors?
I have released my latest logging map, Rancho Montaño.
But perhaps of more interest to the modding community, I have released a set of custom assets for MudRunner. These include their Blender and Gimp source files to support experimentation and modification. You can get them on GitHub: https://github.com/fred-rum/bbmmm-assets/
Custom assets include the extensive set of custom classes I created for Rancho Montaño. They also include a number of the experimental assets featured in the Big Book of MudRunner Map Making.
I used to have similar problems with the old SpinTires. I haven't so far with MudRunner, so I don't know if it fails in the same way.
Things that helped me before:
Delete the contents of your levels directory to force a completely fresh rebuild with nothing cached.
Restart the editor immediately before rebuilding so it is using minimum memory when it starts.
Other things to try:
Make an archive copy of your XML file, then start taking things out of it until the rebuild works.
Distributions tend to make the most work for the editor, so take them all out and see if that helps. If so, put them back in one by one until it fails again. See whether there a particular distribution that always fails, or do you simply have too many? Either way, you might need to either simplify your distributions (fewer brushes) or decrease their density so that fewer plants are placed.
If it's not the distributions, keep trying the delete and replace strategy with the other feature categories.
@chris-nelson- thanks for jumping in Fuzball, i agree that with the recent changes in the Editor, things are not the same, and they are changing a little bit w/ each update. but that doesn't take away from the awesomeness of your work!
Thanks! I agree that the editor (and game) are a moving target. Hopefully I'll remain motivated to keep the BBMMM updated after I've finished my current map. :p
_ this has been a question for me, The Terrain BRUSH. is there any way to adjust the fade-blend amount? I find a sharper/softer edge would be great, at times.
I would love this as well, but I don't know of any way to modify it. For a harder edge, I come back with smaller brush to touch up the edge. For a softer edge, I come back with a bigger brush to softly clear the edge.
You can edit the distribution map in your favorite bitmap editor, of course, but then you lose the surrounding context. (An external editor is also useful for restoring the random scale distribution that you were discussing before.)