Welcome! People call me Rooster, and I make mods for Farming Simulator. Subscribe to see videos about what I'm working on and other FS related content like commentary and gameplay.
I’m very excited for rice as it’s a staple in southern and Midwestern agriculture. I just hope we get peanuts as well as KMC Mfg. and Muller. MACDON and J&M is nice to see.
Hey man I love the mod however on Xbox once you fill it completely full once and empty it then fill again there is no grain textures the next time you fill it. I love the mod and if you could look into it for us Xbox players it would be great keep up the good work
This is why i gave up Buying consoles. You cannot Mod on these systems. Plus they are a limitation on a working system, a I have you now It is this or nothing.
Just more of the same with better CARTOONISH shiny graphics and new machine brands basically.. and i bet it will come overpriced $$$.. why can't they just bring something more exciting, like a new game engine with lots of realistic features, farming simulator had its glory years for me.. im just not into the same thing over and over again... the hard work its on hands of the modding community always has been... and the game itself is just implementing the cool stuff on the next game release, seasons mod.. dynamic terrain and etc.. resuming it in my most sincere words THEY BECOMING MONEY GRABBERS!!!
I am looking in to a xbox one to be my 1st console and i will wait like two years to then get a xbox x because i want to see What fs25 has in store i really want to see all the brands in fs 25
Have been lookin' for something like this FOREVER!!! 😮After 4 mod submission rejections from Giants due to this very problem is a GOD SEND!!! Appreciate you putting this information out!!! I was definitely feeling lost at what direction to go to get past this!!
Thank you for explaining it. Always wondered why theres so many mods that aren't for modhub, but is already a licensed brand, not a script etc but now i see how hard and probably annoying it is
Great video bud. Little tip for better quality normal maps. The 2nd way you did it is the best was for quality… 1. image texture size is best in 8k the resize to what ever you need after 2. Any parts that you have duplicates of i.e the when nuts on this model are all identical so you only need one of each part that has duplicates for the bake this gives more space in the uv map there for higher quality 3. Marking sharps and seams is a huge one for quality… also in the UV editor you can “display stretch“ this does what it says on the tin and displays the stretch so that you can then add seams to the correct areas which will prevent stretched textures once ingamed, massively increasing quality of the model. I hope this helps and also I’m not trying to teach you how to suck eggs I’m just hoping to help people that I can because everything I have learned I had to do it the hard way 😀
You nailed it buddy. Been down that road with GIANTS. The documentation on the modding process from GIANTS is poorly done. A documentation dump from a generated export tool does not qualify as documentation. Maybe if that code was commented, but it leaves modders to reverse engineer for most tasks. For a game that literally lives on mods, it’s sorta amazing.
Don't mean to be a dick, but I hope that UV was a throwaway made for this video, otherwise you desperately need to brush up on your UVs. Also, why not bake from a high poly? Would give you ideal results. Its just a matter of duplicating the model and using subdiv + suport edges/creases/bevels etc... Also, if you can afford it get either Substance Painter or Marmoset, their bakers are leagues above Blender's.
I get the sense that you are coming from a more traditional asset creation perspective. If you aren't doing this for very specific Farming Simulator workflows then this doesn't necessarily apply to you.