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I'm making a total conversion mod and I want to add a new weather overlay. However the game requires a "material" which from what I can see is somewhat locked off. I downloaded a bunch of weather mods and looked into their files to see how they managed it, but it seems they all just used the base game overlays and slightly modified their colours, vectors, speeds, etc. I want to add an entirely new weather overlay with it's own custom material. Is this possible?

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over 5 years ago - /u/TynanSylvester - Direct link

Honestly I'm not sure. Haven't worked with weather overlays for years myself. Materials are a Unity thing, so if you were to do it you'd have to do it through whatever Unity pathways exist. Maybe there's some Internet help on how to do it.

over 5 years ago - /u/TynanSylvester - Direct link

Originally posted by ----buster----

I had a look at the way WeatherOverlay creates its material, which is the MatLoader class, which requires a "path" parameter. It then appends this path to "Materials/" and casts an Object created by Resources.Load(appended_path) to a Material.

I guess my question is now, where is the "Materials/"? Is it an actual folder, or is this just a pseudo-folder system that Unity uses?

Anyways, I'll try looking at the original assets with some sort of program like you said, thanks for the suggestion.

Edit0: couldn't seem to find any legit ways to look into Unity assets.

Edit1: also just noticed that the "moveSpeedMultiplier" in WeatherDefs doesn't seem to have any effect. Is this deprecated? Edit2: I'm stupid, it does work

Materials/ is in the unity assets. I think there is software that can browse unity asset packs.