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// Tree Wind Sway Recalculator | |
// Recalculates vertex colors based on the height. | |
// Allows limiting sway with an adjustable multiplier. | |
var sway = 0.69f; // Sway multiplier 0.0 (none) to 1.0 (max) | |
var asset = ToolsModifierControl.toolController.m_editPrefabInfo as TreeInfo; | |
Vector3[] vertices = asset.m_mesh.vertices; Color[] colors = new Color[vertices.Length]; | |
for (int i = 0; i < vertices.Length; i++) |
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var shader = Shader.Find("Custom/Props/Prop/Fence"); | |
var asset = ToolsModifierControl.toolController.m_editPrefabInfo as PropInfo; | |
if(asset.m_material != null) asset.m_material.shader = shader; | |
if(asset.m_lodMaterial != null) asset.m_lodMaterial.shader = shader; | |
asset.m_requireHeightMap = true; |
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var shader = Shader.Find("Custom/Props/Prop/Default"); | |
var asset = ToolsModifierControl.toolController.m_editPrefabInfo as PropInfo; | |
if(asset.m_material != null) asset.m_material.shader = shader; | |
if(asset.m_lodMaterial != null) asset.m_lodMaterial.shader = shader; | |
asset.m_requireHeightMap = false; |
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var shader = Shader.Find("Custom/Buildings/Building/Floating"); | |
var asset = ToolsModifierControl.toolController.m_editPrefabInfo as BuildingInfo; | |
if(asset.m_material != null) asset.m_material.shader = shader; | |
if(asset.m_lodMaterial != null) asset.m_lodMaterial.shader = shader; |
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var shader = Shader.Find("Custom/Buildings/Building/Fence"); | |
var asset = ToolsModifierControl.toolController.m_editPrefabInfo as BuildingInfo; | |
if(asset.m_material != null) asset.m_material.shader = shader; | |
if(asset.m_lodMaterial != null) asset.m_lodMaterial.shader = shader; | |
asset.m_requireHeightMap = true; |
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var shader = Shader.Find("Custom/Buildings/Building/Default"); | |
var asset = ToolsModifierControl.toolController.m_editPrefabInfo as BuildingInfo; | |
if(asset.m_material != null) asset.m_material.shader = shader; | |
if(asset.m_lodMaterial != null) asset.m_lodMaterial.shader = shader; | |
asset.m_requireHeightMap = false; |
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// props | |
var asset = ToolsModifierControl.toolController.m_editPrefabInfo as PropInfo; | |
asset.m_UIPriority = 1; | |
// trees | |
var asset = ToolsModifierControl.toolController.m_editPrefabInfo as TreeInfo; | |
asset.m_UIPriority = 1; | |
// buildings |
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// Prop Rotating Script for multiple rotating parts. | |
// Control rotation axis, pivot and speed. | |
// Run in asset editor and see effects in real time. | |
// Prop Rotating Params Mod is not required for using the scripts and saving the asset. | |
// It's only needed to load the data in-game. | |
// The LODs are not rotating, they are like regular props. |
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// Building (and Building Sub Mesh) Anim UV Scripts | |
// Create scrolling or multi-frame animations for buildings. | |
// Run in asset editor and see effects in real time. | |
// Ingame the building might require electricity to animate. | |
// No mods required, the changes save and load in vanilla. |
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var asset = ToolsModifierControl.toolController.m_editPrefabInfo as NetInfo; | |
// change half width | |
asset.m_halfWidth = 22.0f; | |
// enable create pavement | |
asset.m_createPavement = true; | |
// change the color of basic segment 0 |