SnowAndRainTextureDefiner
v1.4.8
Paints the campaign-map snow and rain mask. SnowAndRainTexture is the mask. WeatherNodeGridWidthAndHeight is how many nodes that mask is divided into.
Find placed ones in the Scene panel with s:SnowAndRainTextureDefiner. See Filter.
Where you put it
Put it on one entity in a map scene that has terrain. The ready-made prefab is MapSnowAndRainDefiner in SandBox\Prefabs\map_icons.xml.
What you set
That prefab stores this order.
| Panel field | What to do with it |
|---|---|
| SnowAndRainTexture | The mask texture. The prefab stores main_map_snow_flowmap. Changing it in the editor updates the dynamic snow texture when the scene has terrain. |
| WeatherNodeGridWidthAndHeight | Grid size passed with the texture. The prefab stores 32. |
What it does
On the campaign map, the texture and the grid size are handed to the map as the snow and rain data. A terrain reload applies them again.
Where it lives
Managed script. The only prefab is MapSnowAndRainDefiner. No scene file stores the script.
Examples
Map mask. SandBox\Prefabs\map_icons.xml, entity MapSnowAndRainDefiner. Texture main_map_snow_flowmap, grid 32.