[X-CESSIVE] Mr. Sage

Tanoa And Snow?

6 posts in this topic

Just curious if enabling snow in tanoa would work?

class Snow
        {
            // 1 = enabled, 0 = disabled
            enable = 0;

            // https://community.bistudio.com/wiki/surfaceType
            surfaces[] = {};
        };
b_560_95_1.png

Edited by [X-CESSIVE] Mr. Sage

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I think this just determines what surface the player is walking on for sounds etc. It's not possible to change the core texture without releasing an edited map.

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You could make a mission side overwrite to change when snow is enabled, by default it's based on the surface. My PTWS script has a misson overwrite that makes it snow when the climate temperature is <= 0 and the overcast needs to be >= 0.60. Exile Reborn has it based on ASL.

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On 9/25/2016 at 2:06 AM, ArchAngelOfDeath said:

Contact the dude who made Taviana and have him share it again.

He just bans people from ts when you contact him about it. Would not recommend

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On 9/23/2016 at 11:49 PM, [X-CESSIVE] Mr. Sage said:

Just curious if enabling snow in tanoa would work?


class Snow
        {
            // 1 = enabled, 0 = disabled
            enable = 0;

            // https://community.bistudio.com/wiki/surfaceType
            surfaces[] = {};
        };


 

Course it would, you just need to enable it and populate the surfaces[] array with surface types.

Go into the editor on a tanoa map, stand on a surface you want snow to appear and type this in debug

_surface = surfaceType position player; copyToClipBoard str _surface;

Local exec it, the surface type will now be copied to your clip board, and paste it above

class Snow
        {
            // 1 = enabled, 0 = disabled
            enable = 0;

            // https://community.bistudio.com/wiki/surfaceType
            surfaces[] = {"#Gdt_beach","#Gdt_sand"..etc..etc};
        };

 

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