#SNOW RUNNER PDF#
If you want an offline copy, you can download the full guide in the PDF format here. Part #4 - Post-production operations: Packing a Map, Testing a Map, Publishing a Map, Playing on a Map (Chapters 6 to 10).Part #3 - Creation of a Map, continuation (Chapter 5, from 5.12 to 5.15) that covers:.Part #2 - Creation of a Map, beginning (Chapter 5, from 5.1 to 5.11) that covers:.Part #1 - Introduction to SnowRunner™ Editor: First Launch, UI, File Paths (Chapters 1 to 4).Or, you can open the folder with the documentation package directly from SnowRunner™ Editor, by selecting Help > Guides in its main menu. \en_us\Sources\BinEditor\Guides" directory.
#SNOW RUNNER PC#
On the PC platform, the same guides are available at the folder of the *installed game* within the ". However, you can find up-to-date versions of guides in PDF format here: Unfortunately, we have issues with updating the web version of this guide due to the large size of our guides (we have reached the max limit for pictures for an account, etc). New to Snowrunner is that vehicles can be fitted with different air intakes that change the maximum water depth a vehicle can pass through before sustaining damage.UPD: =
When crossing a river, natural rules apply - heavy vehicles are less affected by the current and lighter vehicles are more likely to float and capsize. Water in Snowrunner, like in Mudrunner, can flow at different speeds. Loaded vehicles will sink deeper, but the wheels have better traction with the ground… but only if the mass is well distributed! With the chains, no problem to cross the ice patches.įor both snow and mud environments, there is always a trade-off between vehicle mass and off-road handling. On snow-covered terrain, surfaces hard like asphalt and covered with the moisture mask, act like ice and vehicles will naturally slide on it, unless special wheels are installed. Note: There is no “wet” snow, as the moisture mask is ignored for snowy surfaces. Therefore, no matter how dark it is or not, the difficulty to walk through it remains the same, unlike mud. This means that the vehicle will sink into the snow until it reaches the ground below.Īll-terrain tires enhance the vehicle's off-road capabilities in snow and mud environments.ĭeep snow always behaves like a high viscosity surface regardless of its thickness. However, when you are driving in deep snow, you will see chunks of snow flying under your wheels and your vehicle will behave differently. When the snow depth is zero, you will see your wheels digging in the mud. You can't see it in the game (the depth of snow is painted in the map editor with a special brush), but vehicles behave differently depending on how deep the snow it is rolling over.
Snow-covered surfaces may have different snow depth. Moisture mask affects viscosity in the same way as tint, so you're more likely to get stuck on wet surfaces. The author of the map paints it with a special brush, making the floor look wet where it should (in MudRunner the floor looked dry everywhere). It is often used to make swamps, mud roads, or other difficult to cross routes difficult to navigate.īut what is fundamentally new in Snowrunner is the “moisture mask”. You can't see it in the game, but card makers can paint it with a special tool. In Snowrunner, the color panel is bigger, but the idea remains the same (darker = more stickiness and more chance of getting stuck).Īnother thing that changes the way vehicles dig into the terrain is what is called “extrusion data”. In MudRunner, the tint had two colors (brown for grassy surfaces and greenish for others). The higher the viscosity of a soil, the darker the soil appears, marking the difference between dry and wet soil. This differentiation was not present in MudRunner.
Soft surfaces all have a different coefficient of friction, and logically you're more likely to get stuck when driving on sand than on grass, for example.
In SnowRunner, there are soft surfaces (grass, dirt, sand, etc.) and hard surfaces (asphalt, concrete, rock, etc.). To give you an overview, Saber Interactive shares, via the Focus forum, some details on the interaction between the terrain and the vehicles. The goal of the developers is to be at the forefront of the industry and when we know that it is always Havok who drives all this, we can only expect high end. SnowRunner has evolved considerably on all fronts since MudRunner, especially when it comes to the physics of the terrain and its behavior towards vehicles.