More Dynamic Mud 2 – SpinTires 03.03.16



Even more variation and better generation than before. With the new effect I rebalanced the current ones so its not overboard and tweaked the variation parameters for better realism.
I’ve added ‘dirt bursts’ back in (I replaced them with chunks) but repurposed them to represent dry topsoil! The first few inches of mud/dirt now produce sprays of dry dirt along with everything else
Significantly more variation added through a combination of increased situational effect and a small amount of pure randomisation.

Dust has been tweaked a bit more to give more of that rally-esque look by lasting longer and having more colour variation. density has been lowered a bit to compensate

Water/Mud crossover point adjusted so that mud’n’stuff still flings out in water and lessens as it deepens instead of just stopping

MDM has been adjusted to be completely compatible with particle collisions (available in the version and Steam + Draconis Fix)! To be honest MDM should work on any recent build of Spintires as the code has been the same for a while

Finally the tweaks to water and other bits have been moved out of MDM into an optional download (Temp’s Tweaks)

Author: TemplarGFX


More Dynamic Mud – SpinTires 03.03.16



This Modification simply takes the existing mud particle system and expands the number of variations and improves how they generate. The effect is (in my opinion) much cooler looking mud!

Top soil is drier and lighter than the mud underneath and the clay really deep down is heavy and chunky!

Spintires ships with the following particle effects :
Dust (1 Particle Type)
Debris (1 Particle Type)
Mud (2 Particle Types)
Slide (1 Particle Type)

I have expanded these to :
Dust (3 Particle Types)
Debris (4 Particle Types)
Mud (3 Particle Types)
Dirt Chunks (5 Particle Types)
Slide (2 Particle Types)

For the most part, particle types are split into Dry Dirt, Wet Dirt, Thick Mud, Clay Mud, Rock (where appropriate). Each type of particle has its own velocity and gravity settings (dirt shoots out slower but weighs less than mud so it takes a bit longer to come back down)

The game uses each wheel’s Mud Depth, Mud Coverage, Traction Level, Water Level and Wheel Spin to decide the strength of each effect and the type of particle used.

Author: TemplarGFX