<_templates Include="plants" /> <PlantBrand _template="SmallRock" DistSkipPercentage="0.6" PlantingMinSpacing="0.15" PlantingOffsetY="0.024" > <PhysicsModel> <Body AllowedPenetrationDepth="0.5" Mass="10.0" NoSoftContacts="true" > <Constraint BreakOffThreshold="100" Type="Fixed" /> </Body> </PhysicsModel> <Occlusion Intensity="0.6" Size="(0.8; 0.8)" /> </PlantBrand>
what the mud_chunk_a looks here .(in media.zip)
I dont have the mod installed (except for the dds in TextureCache.zip), and still get stretched bushes.
<ChunksBreak Brands="mud_chunk_c" Handler="Mud" Threshold="40" /> </PlantBrand>
From the mod's mud_chunk_a (and _b)
@mudhappy bush/fallen logs-stretching happens in "old"mud (ver_18_01_29b)as well, without "weather" mod installed.
Now, it could be some files left from the "current"mudT left over when reverting back, or some stray files from the mod left in 'media'. (texturecache.zip mayhaps))
@sl0wm0vingtrain Adding it manually. in "gamefolder\media"
and adding this to config.xml )in appdata\roaming\Spintires Mudrunner:
<MediaPath Path="Media" />
<MediaPath Path="Media.zip" />
"gamefolder\media" should look like this'ish:
Your map should go in levels. The rest of the folders is only there if the map have any custom content.
some update done to map.
Link should be the same..
Here's the map.. Very much WIP
@architectwilliam If you stick to below 75 it should be ok. Between 60 and 70 is quite ok.
smalrocks and mudchunks really bogs things down. Trees hardly at all.
Easy to see when you get a lot of "diamonds" for rocks/chunks.
btw: I have a lot of 70 / 75 tree distros on my latest map. But the areas of trees are quite small (mostly 1-2 Squares in width). I mostly used trees to cut line of sight and make the trails "packed in".
bushes are 99% used to "outline" the roads.
@OG_Grinskin91 wow that is something...i didnt nor did Templar GFX on any of the maps... worked fine every build we did...there were 35 builds done in just over a month from day 1 when i first got the weather code working for mudrunner and sent it over to Templar GFX to get the dynamic stuff working again
Everyone else isnt having issues except when ts used with mudrunner mod exe...that causes all sorts of issues with it mainly particle velocitys being way off and stuff flying every were
Cant see any issues..
(Dont worry. i DO use STM and i DO know about the bugs... I like it sometimes, like in this shot)