Muto Winter Snow — Whole-Map Snow, No Slippery Roads
🎬 Video: https://youtu.be/deB4Ey4WXaI
Turn the whole map into winter without the game's snow weather: terrain, grass, sidewalks, flat roofs, trees and palms go white, every LOD level out to the horizon included. Asphalt, lane markings and water stay clean, and roads never get slippery. Icicles and snow lips hang from real roof eaves, tyres throw snow instead of mud, and footsteps crunch like snow. One admin command switches it on and off for every player.
What is inside
- Whole-map snow through texture swaps: 5,554 textures across HD, LOD and SLOD1-4, so the distant view is white too, not only the ground near you
- Roads stay clean: asphalt, lane markings, parking lots and water are protected, pixel by pixel on the distant LOD atlases
- No slipping: vehicle grip is locked to the normal value while snow is on, even under XMAS weather
- Icicles and snow lips on roof eaves, found from the real building geometry: 79,198 pieces on 3,300 buildings, loaded only around the player
- Tyres throw snow instead of mud, dirt and sand (40 particle effects), mud tracks become slush, footprints and tyre tracks turn white
- Snow footstep sound on grass, dirt, sand, gravel, rock, paving and roofs (separate resource, uses the game's own snow footsteps). Asphalt, concrete and interiors keep their normal sound
- Admin command /snow on | off | auto | status (ACE permission). Auto mode follows your synced weather (XMAS, SNOW, SNOWLIGHT, BLIZZARD)
- Server-authoritative state: every player, late joiners included, sees the same mode
- English and Turkish texts, one config file, exports SetMode / GetMode
Performance
- Snow textures ~130 MB in 68 small dictionaries, loaded when snow turns on and spread over frames
- Near-to-far loading: only the area around the player is watched, so snow is applied the moment an area streams in, before it reaches the screen
- Icicles in 100 m cells within 150 m of the player, no shadows
Good to know
- Standalone: works with QBCore, Qbox, ESX or no framework. No database
- The footstep sound is loaded with the game's audio data, so it is a separate resource you enable for the winter season
- Close-range parallax ground (the game's "depth" terrain shader) can stay green up close while it is white from a distance
- Roofs that share a texture with walls stay unsnowed, so walls never turn white
- It is a visual change: ground materials, tyre grip and physics stay as without snow
- Lua is escrow protected (Cfx Asset Escrow). Textures and maps are streamed to every client, as with any FiveM asset