Okay, did that and now this pops up as an error:
Unknown block ‘SnowEnabled'.
Error parsing INI block ‘SnowEnabled’ in file ‘c\documents and setting… \map.ini.
5 addresses:
(unknown)(0): game.dat+240382 Debug::PostStaticInit+3390
(unknown)(0): game.dat+2335123 IntRange::IntRange+81793
(unknown)(0): game.dat+11323 operator<<+2084
(unknown)(0): game.dat+6542103 Xfer::~Xfer+118430
(unknown)(0): kernel32.dll+94167 RegisterWaitForInputIdle+73
Because of the severity of this error the game will now exit.
Not sure why it's doing that, but as you can see, I'm no computer programmer :-). This is the sample I downloaded from the site provided at EA games' website. I'm going to cut and paste the script up to where the particle system for snow begins so you can see what it looks like.
;/////////////////////////////////////////////////////////////////////////////
;/// General Map Settings ///
;/////////////////////////////////////////////////////////////////////////////
;; ---------------------------------
;; FOG
;; ---------------------------------
;; change RGB color of fog and density of fog
Weather
HardwareFogColor = R:120 G:166 B:191 ;RGB values for the color & density of the fog
HardwareFogEnable = Yes ;is there fog on this map?
HardwareFogStart = 500 ;distance that atmospheric fog begins. There is no fog closer than this value
HardwareFogEnd = 2000 ;distance that atmospheric fog reaches full effect
End
;; ---------------------------------
;; WATER REFLECTIONS
;; ---------------------------------
;; You can change the height of ocean/pond. Only one reflection plane per map.
WaterTransparency
ReflectionPlaneZ = 40.0 ;height of the water reflections
ReflectionOn = Yes ;are there reflections on this map?
End
;; ---------------------------------
;; LOW LEVEL OF DETAIL TREES
;; ---------------------------------
;; Your choices are TreeLowLODHarlindon, TreeLowLODArnor, TreeLowLODHighPass, TreeLowLODMordor,
;;TreeLowLODGreyHavens, TreeLowLODTowerHills, TreeLowLODIronHills, TreeLowLODMirkwood
AIData
LowLodTreeName = TreeLowLODArnor ;what tree will render on low-end computers?
END
;; ---------------------------------
;; FALLING SNOW
;; ---------------------------------
;; This code will automatically put in falling snow. The denser the snow, the more laggy the map.
SnowEnabled = Yes ; enable/disable snow on the map.
IsSnowing = Yes ; is it snowing today?
SnowTexture = EXSnowFlake2.tga
SnowBoxHeight = 500 ; height from which snow falls
SnowSpacing = 30 ; snow spacing -- less means more
NumberTiles = 4
SnowAmplitude = 20 ; amount of side-to-side movement.
SnowFrequencyScaleX = 0.01 ; speed of side-to-side wave movement.
SnowFrequencyScaleY = 0.005 ; speed of side-to-side wave movement.
SnowPointSize = 2 ; scale the size of snow particles.
SnowMinPointSize = 3 ; min point size
SnowMaxPointSize = 8 ; max point size
SnowPointSprites = No ; set to "no" for point-sprite emulation.
SnowQuadSize = 3 ; scale the size of snow particles when using point-sprite emulation.
SnowSpeed = 60 ; speed at which snow falls
SnowXYSpeed = X:40 Y:25
End
;/////////////////////////////////////////////////////////////////////////////
;/// Particle System for Snow ///
;/////////////////////////////////////////////////////////////////////////////
; This replaces every brown dirt effect with white powder effects. Whew!
This is what it looks like. The script for partical snow follows and goes on for many many pages worth of script.
Thanks for your help so far. Maybe you can make heads and tails of this stuff.