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@ronyx69
ronyx69 / PropIlluminationRange.cs
Created March 21, 2018 13:59
Changes the times when a prop is illuminated.
var asset = ToolsModifierControl.toolController.m_editPrefabInfo as PropInfo;
var off = 15.0f; // amount of hours the light is turned off during the day (15 max) (0 means always on)
var random = 0.3f; // adds randomness to time lights turn on/off, if 0 then all lights turn on/off at the same time
asset.m_illuminationOffRange.x = 6*Convert.ToSingle(Math.Pow(Convert.ToDouble((6-off/2.5)/6), Convert.ToDouble(1/1.09)));
asset.m_illuminationOffRange.y = Mathf.Clamp(6*Convert.ToSingle(Math.Pow(Convert.ToDouble((6-off/2.5)/6), Convert.ToDouble(1/1.09)))-random, 0, 6);
@ronyx69
ronyx69 / ChangeNetworkVariables_AssetEditor.cs
Last active April 4, 2018 14:59
Change various network variables in asset editor.
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
@ronyx69
ronyx69 / AnimUV_Buildings_AssetEditor.cs
Last active November 16, 2020 06:31
Scripts for using AnimUV shader on buildings and building sub meshes.
// 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.
@ronyx69
ronyx69 / PropRotating_Multiple_Script.cs
Last active June 23, 2019 16:07
Script for saving PropRotating params in props for multiple rotating parts. (Added modless shader parameter saving method by boformer.)
// 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.
@ronyx69
ronyx69 / UIPriority_AssetEditor.cs
Created May 8, 2018 22:25
Scripts for changing UI priority for the main prefab types. Determines item order in the menus.
// 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
@ronyx69
ronyx69 / ShaderChange_Building_Default.cs
Last active March 12, 2019 02:51
Change the shader of a building to Default in asset editor.
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;
@ronyx69
ronyx69 / ShaderChange_Building_Fence.cs
Last active May 9, 2018 16:49
Change the shader of a building to Fence in asset editor.
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;
@ronyx69
ronyx69 / ShaderChange_Building_Floating.cs
Last active May 8, 2018 22:40
Change the shader of a building to Floating in asset editor.
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;
@ronyx69
ronyx69 / ShaderChange_Prop_Default.cs
Created May 16, 2018 14:13
Change the shader of a prop to Default in asset editor.
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;
@ronyx69
ronyx69 / ShaderChange_Prop_Fence.cs
Created May 16, 2018 14:15
Change the shader of a prop to Fence in asset editor.
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;