Ortorin Posted November 10, 2013 Share Posted November 10, 2013 So I have two different ideas for roads during the winter. The first is the Road Salt. Crafted with niter and rocks, this is deployed using the tile deploy tool. Used on cobblestone roads, the snow on that title melts. Sunny Roads is the idea that after X amount of time the cobblestone roads are exposed to sunlight, the snow on that tile melts. I'm thinking something like 12 minutes so it will take two days after a snow storm for the snow to melt. Whatcha think? Link to comment Share on other sites More sharing options...
HoneyHam Posted November 10, 2013 Share Posted November 10, 2013 I really like this because during winter I get so lost because I cant see the roads. Link to comment Share on other sites More sharing options...
Silentdarkness1 Posted November 10, 2013 Share Posted November 10, 2013 Thirded. I like the idea. Link to comment Share on other sites More sharing options...
Ortorin Posted November 10, 2013 Author Share Posted November 10, 2013 These mod ideas hinge on whether or not we have a modder that can figure out how to trigger snow melting on a specific tile. @simplex? Link to comment Share on other sites More sharing options...
simplex Posted November 10, 2013 Share Posted November 10, 2013 Don't summon a modder to implement a request. Please. Link to comment Share on other sites More sharing options...
Ortorin Posted November 11, 2013 Author Share Posted November 11, 2013 Don't summon a modder to implement a request. Please. I was wondering if you knew of a way to melt the snow on a specific tile. You seem to be the most knowledgeable modder on these forums, so I just wanted to pick your brain. Other than sharing if you know of a way or not, I am asking nothing else of you. Link to comment Share on other sites More sharing options...
simplex Posted November 11, 2013 Share Posted November 11, 2013 I was wondering if you knew of a way to melt the snow on a specific tile. You seem to be the most knowledgeable modder on these forums, so I just wanted to pick your brain. Other than sharing if you know of a way or not, I am asking nothing else of you.I don't believe there's a way, no. The snow cover is applied over the whole ground, with no differentiation, by an engine subsystem. In prefabs/forest.lua (the world entity for anywhere but caves), the overlay texture is specifiedinst.Map:SetOverlayTexture( "levels/textures/snow.tex" )and then the SeasonManager component just adjusts its global intensity based on the calculated snow levelGetWorld().Map:SetOverlayLerp( self.ground_snow_level * 3) Link to comment Share on other sites More sharing options...
Ortorin Posted November 11, 2013 Author Share Posted November 11, 2013 I don't believe there's a way, no. The snow cover is applied over the whole ground, with no differentiation, by an engine subsystem. In prefabs/forest.lua (the world entity for anywhere but caves), the overlay texture is specifiedinst.Map:SetOverlayTexture( "levels/textures/snow.tex" )and then the SeasonManager component just adjusts its global intensity based on the calculated snow levelGetWorld().Map:SetOverlayLerp( self.ground_snow_level * 3) Well it was worth a thought. Thanks. Link to comment Share on other sites More sharing options...
Recommended Posts
Archived
This topic is now archived and is closed to further replies.
Please be aware that the content of this thread may be outdated and no longer applicable.