mesh_seasonal_material
v1.4.8
Swaps the entity's material by season. Each field is the material name for that season.
Find placed ones with s:mesh_seasonal_material. See Filter.
Where you put it
Put it on the outer mesh or the border. Every mesh under the entity should use the same material. A missing name keeps the mesh's own material for that season.
What you set
Native panel. outermesh_mountains_a stores this order. Older borders omit SummerMaterial.
| Panel field | What to do with it |
|---|---|
| SummerMaterial | Material name for summer. |
| FallMaterial | Material name for fall. |
| WinterMaterial | Material name for winter. Often a _winter material. |
| SpringMaterial | Material name for spring. |
What it does
The season picks one of the four names and applies it. If that name is empty or missing, the mesh keeps its original material for that season.
Where it lives
Native script. Mountain shells are in Modules\Native\Prefabs\outermeshes.xml. Borders are in Modules\Native\Prefabs\natural_landscapes.xml.
Examples
Mountain shell, winter swap. outermeshes.xml, entity outermesh_mountains_a. Summer, fall, and spring are outermesh_mountains_a_mat. Winter is outermesh_mountains_a_winter_mat. The entity is flagged not_affected_by_season.
Desert outer mesh. natural_landscapes.xml, entity outer_mesh_a. The mesh material is outer_mesh_desert_a. Summer, fall, and spring are empty. Winter is outer_mesh_desert_a_winter.
Border with three empty seasons. natural_landscapes.xml, entity mountain_border_b. FallMaterial, WinterMaterial, and SpringMaterial are empty. SummerMaterial is not written.