#tutorial Tumblr posts

  • sayedvlogs
    21.10.2021 - 13 minutes ago

    7 Useful Extensions for Developers & Designers - Learn from Tutorial

    7 Useful Extensions for Developers & Designers – Learn from Tutorial

    7 Useful Extensions for Developers & Designers There is no need to mention that majority of us are working in Development or Design sectors. It is also a fact that most of us use Google Chrome as our preferred browser. Therefore, I thought of looking up to some available extensions that I can use to make my work easier. I was amazed by the number of options that were there. Almost 30-40…

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  • sanjaysarafeducationalinsti-blog
    21.10.2021 - 18 minutes ago
    #Options Trading Strategies #Hedging Strategy#Options Training #Options Trading Courses #options trading for beginners #advanced option trading #options trading tutorial #complete options trading #advanced options trading coaching
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  • asifalifx
    21.10.2021 - 37 minutes ago

    Projectile in UE4.27 Niagara Tutorial | Download Files

    Projectile in UE4.27 Niagara Tutorial | Download Files

    Download – https://www.patreon.com/posts/57670665👉👉 If you Liked it – https://bit.ly/2UZmiZ4Channel Ashif – https://bit.ly/3aYaniwSupport me on – https://www.patreon.com/AshifSupport me on – paypal.me/9953280644Projectile in UE4.27 Niagara Tutorial | Download Fileshi, guys today I have created simple projectile fx in ue4.27 Niagara. mainly this effect is done in the material I have just used…

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    #cg how#cghow #cghow.com #GAME FX#game projectile#mesh projectile#niagara#niagara effect#niagara tutorial #projectile in ue4 #projectile material #projectile n ue4 niagara #projectile tutorial#realtime#realtimevfx#rtvfx#ue4 blackbody#ue4 niagara #ue4 niagara tutorial #ue4 niagara vfx #ue5#ue5 niagara#ue5niagara #unreal engine 4 vfx #unreal engine 5 #unreal engine niagara tutorial #unreal engine tutorial #unreal engine vfx tutorial
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  • battyartistry
    21.10.2021 - 1 hour ago

    Some tattoo rough concepts I’m working on do not steal please I am willing to design tattoo commissions dm me on my Instagram bath.artistry

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  • etheringtonbrothers
    21.10.2021 - 1 hour ago

    HEAD STRUACTURE! My FULL SET of tutorials BOOKS are BACK ON KICKSTARTER right HERE NOW, but only for A FEW MORE DAYS!  ALL books will SELL OUT by the end of the campaign! Get ALL FOUR How to THINK when you DRAW books in the HIGHER TIERS of our new Kickstarter RIGHT HERE!The books are ONLY ON Kickstarter - not available anywhere else (online, in shops, Amazon etc) outside of Kickstarter for at least the next two years. Lorenzo!

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  • pudding-parade
    21.10.2021 - 2 hours ago

    This is the third of four parts, wherein we will tackle the snow and rain settings. Don't worry; it's shorter than the last part, but it does still contain basic division.

    You are here: Part Three - I've Seen Fire Snow and I've Seen Rain.

    There are also these parts: Part One - The Easy Stuff, WTF Happened to My Plants, & Holidays Part Two - Wait, I Thought This Mod Was About Weather?? (AKA, The Scary Math Part) Part Four - Creating Non-Default Weather Settings (AKA, Losing the Last Bit of Your Sanity)

    OK, the James Taylor reference in the title of this part was probably way too obscure for the young 'uns, but do I care? No. No, I don't. The young 'uns need better music. Anyway, read on. Or, you know, not. Up to you.

    Rain and snow have the most complex settings, but they are actually the same, so I'm only going to do one of them. Both rain and snow's sub-menu looks like this:

    Woo, baby. It has the familiar duration, required temperature, and weighting settings, but it has a bunch of new stuff, too. We'll hit the familiar ones first.

    Duration: Since I base these settings on real places, I do a bit of research and find out how much rain/snow falls in the real place in a given season. If it's a lot when compared to other areas of the world, I set the durations pretty high, say 4:6. If it's not much compared to other places, I set it shorter, say 1:4. If it's very little, I'll set it to 0:2, and if it's a shit-ton (like places that get hurricanes/typhoons or places that have a monsoon season or, in the case of snow, if it's a place prone to prolonged blizzards), I'll give it very long possible durations, but also offset that by a lower minimum so that it doesn't rain/snow constantly. So, I'll do something like 2:12. In other words, it's an inexact science and is also affected by weighting both in terms of overall pattern weighting and intensity weighting, and, again, it requires testing to get the "feel" and the balance right.

    Required temperature: The default required temps for rain seem to mirror the temperature ranges for the season as a whole. In this case, it has rain possible at 20F/~-7C, but I find that pretty unrealistic. If it was that cold, it'd snow, not rain. So, I prefer to just set required temps for snow at -1000:40F (meaning, 40F/~4C and below) and rain at 30:1000 or 35:1000 (meaning, 30F/-1C or 35F/~2C and up, depending on whether I want more or less rain compared to snow), across the board because that's pretty much how it works in the real world. You do want some degree of overlap here because at some temperatures it can either rain or snow in most of the places in the world that are cold enough for snow, including places like coastal Greenland or Antarctica. How much overlap you want is up to you, of course, but I find the above ranges to be good.

    Intensity Weighting:

    That's these bits here:

    Rain and snow have three intensity levels, light, medium, and heavy. As with the overall pattern weighting that we went over in the previous part, the important thing is the ratio between the three numbers, not necessarily the numbers themselves. If you don't want a particular intensity at all, you put in 0 for its weight. Otherwise, you choose numbers in the ratio you want. In the default here, heavy rain is twice as likely as either light or medium rain, and light and medium rain are equally likely.

    When I'm setting intensities, I again look at the real precipitation data, and places that get more rain or snow in a given season I'll also tend to give higher intensities. I also consider places like hail-prone areas, and if the climate has hail weighted pretty high, I'll also weight high-intensity rain storms higher than lower-intensity ones. Again, it's a balance, but overall it's a less-important detail to me, so I don't worry about it as much.

    Finally, we have the transition-related settings, which are these:

    There are intensity change weights, minimum intensity duration (in hours), and transition times (in hours). These settings regulate how many intensity changes can happen in a storm and how likely a certain number of transitions is, how long each intensity level lasts if there's more than one, and how long the transitions take if there's more than one intensity.

    First off, I leave the transition time range at the default 0.25:0.75 because I've never seen a reason to change it. I suppose if you have really, really long storms you might want longer transition times to stretch things out. I don't do really, really long storms, though.

    Next, intensity change weights. When you click on that line, you get this window:

    Again, these are weights and the important thing is the ratio between the numbers you enter. If you want no variable intensity in your storms at all or if your intensity weights are such that only one intensity is possible (like if you only have light rain/snow enabled, for instance), simply enter 0 here and you're done. Don't even bother with the other settings. If you do want variation and your intensity weights are such that more than one intensity is possible, then you can enter change weights in this window, separated by commas. As the text in the window says, the first number is the weight for just one intensity change within a storm, the second is for two changes, etc.

    As far as I know there is no upper limit for the number of changes you can enter, but the duration of the storm and the minimum intensity duration you set are going to put limits on this. Me, I have no more than three intensity changes in any one storm, and generally have only one or two because I don't generally have super-long storm durations. So, what you set here will largely be personal preference and very dependent on other settings you have in place. Since I don't generally have long storm durations and I don't like chaotic intensity changes, most of my presets are set at 3,1 here, if multiple intensities are possible at all.

    Finally, minimum intensity duration is the shortest possible intensity you want to allow, if you allow multiple intensities in a storm. This can be in fractional hours. If I'm in a season where multiple intensities are allowed and storm durations are long enough that intensity changes make sense, I usually set this between 0.5 and 1, depending on the possible storm duration and how many intensity changes are allowed. For shorter storms, I just keep it at 1 hour, if I allow intensity changes at all.

    So, there’s all the settings involved in editing the default setting. But we’re not quite done yet! In the next part, we’ll cover creating and using non-default settings and why you might want to bother. Click here for complete nuttery.

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  • pudding-parade
    21.10.2021 - 2 hours ago

    Continuing on with this monster. In this part we actually get to, you know, the weather.

    You are here: Part Two - Wait, I Thought This Mod Was About Weather?? (AKA, The Scary Math Part)

    There are also these parts: Part One - The Easy Stuff, WTF Happened to My Plants, & Holidays Part Three - I've Seen Fire Snow and I've Seen Rain. Part Four - Creating Non-Default Weather Settings (AKA, Losing the Last Bit of Your Sanity)

    Read on at your own risk. There is a little math involved, sort of, but if you comprehend basic division, you'll be OK.

    OK, buckle up because now we get to the meat of the thing, the actual weather. I assume you’ve read Part One, so let’s just jump right in.

    After you click on the city hall or any computer in your world to bring up Tempest's main menu, you click on "Weather" to bring up its sub-menu, which looks like this:

    This is straight-forward. You’ll go through and adjust each season individually by clicking on the season you want to mess with. For the sake of this demonstration, I'm just going to look at fall, since it’s first on the list. All of the seasons work the same and have the same menus. So, the season-specific sub-menu looks like this:

    You have two options. You can simply edit the default setting or you can add a new entry. (The presets I've shared alter only the default setting.) We'll cover editing the default first, while adding a new entry is covered in Part Four. As you can see above, by default, the default setting is set to be in effect for the entire season, which by default is seven days long. That's why it says 1:7 on this line. If you had set your seasons to be, say, 12 days long, it would say 1:12 instead. In other words, the default entry will always pick up however long you have the season in question set to be in the Game Options menu. For a default setting that lasts the whole season, you don't want to change this. Just click on that line to bring up the next menu, which looks like this:

    The first eight lines on this menu have no sub-menus, so we'll go through them in order.

    Current Day: If you're editing the current season, this will say what day of the season it currently is. Since I took these pics in a brand-new save, the current season is summer. Since I'm editing fall, it says "Off Season" because the season I'm editing isn't currently active.

    Enabled: If you set this to false, it will disable the season entirely unless you add your own new settings for the season. That's really not the way to disable a season, though. You should do it in the game's Options settings. You should only disable this setting if you're adding your own settings to the seasons and you don't want to use the default one.

    Range: This is the range of days in the season that this setting will be in effect. If you play the standard-length seasons or shorter, you should leave this alone. If you play longer seasons and you'll want to make further monthly and/or weekly non-default settings...Well, you'll probably still want to leave this alone but just disable the setting altogether and then make all-new non-default entries for the more-specific weather you want. We'll get to that, but we're not there yet.

    Rename Profile: Since this is the default, you don't need to do anything with this. No clicky needed.

    Temperature settings: There are four of them, as you can see, and they specify possible temperature ranges at different times of the day. The format is (Minimum temp):(Maximum temp). The game chooses the "target" temperature for each time and then fills in the temperatures for each hour between them as needed. So, these settings are pretty self-explanatory. IIRC, "night" is midnight, "morning" is 0800, "noon" is noon (DUH!), and "evening" is 2000. (Yes, I prefer the 24-hour-clock because I come from a military family. AM and PM bug the shit out of me.) The possible ranges can be whatever you want them to be. You can base them on real temperature data in a real place, or it can be complete fantasy. As far as I know, there is no upper or lower temperature limit, so if you're making a setting for an alien planet, you can have -200-degree nights or +250-degree days. The important thing is that, whatever your temperature ranges, you want overlap between them like you see in the default settings above or else you'll see weird jumps in the temperature throughout the day.

    With default settings, there's not much you can do to affect what temperatures the game is likely to choose on any given day of the season, but it is coded to have a somewhat reasonable transition period of 2 days. This means that it will pick, for instance, lower temperatures within the allowed ranges on the last two days of a season when transitioning from a warmer season to a cooler one. This is fine if you stick to around the standard season lengths. I find it's fine with 12-day seasons, but if you get much longer than that, you will want this mod, which allows both longer seasons than 28 days and, more importantly, longer transition periods. On top of that, non-default Tempest settings can give you much more specific control of what temperature ranges are possible during specific stretches of days within a longer season but, again, we're not there yet.

    So now, finally, we're at the weather patterns, which do require a bit of mathematical thinking on your part. As you can see, any season can have a maximum of five weather patterns for the game to choose from:

    Some are more customizable than others. We'll go through fog, hail, and sunny in this part because they're easy, but first I need to explain how weighting works because it's the main influence over what weather pattern the game will choose at any given time and, when we get to the individual pattern settings, what intensity of precipitation the game will choose as well as how many transitions there can be between intensities in any one storm.

    The weather pattern weighting is the numbers you see on the lines in the pic above that say, for instance, Weather:Fog. The important thing to remember is that the numbers themselves aren't that important. What is important is the ratios between the numbers because that's what determines how much more likely the game is to choose one weather pattern over another.

    First, any patterns that have a weight of 0 are disabled for the particular season you're working on. (So, in this case, it will not snow at all by default in fall.) The non-zero numbers are weights. So, in the case of the default here, hail and rain have an equal weight of 1, meaning they are equally likely to happen if the temperature does not disallow one or the other or both. (We'll get to that.) Fog and Sunny, on the other hand, have equal weights of 4, which means that they are equally likely to happen if the temperature does not disallow one or the other. However, because of the 4:1 ratio, fog and sun are 4x more likely to happen than either hail or rain, assuming that the temperature is one where all four enabled patterns are possible.

    Now, imagine that the weighting was like this instead:

    Fog: 1 Hail: 1 Rain: 3 Snow: 2 Sunny: 4

    Assume that the temperature is such that the game can choose between all five patterns, which would be unlikely in the real world, but for the sake of demonstration it's fine. This weighting would make fog and hail, with a weight of 1 each, equally likely. Snow, with a weight of 2, would be 2x more likely than both fog and hail because of the 2:1 ratio between their weights. Rain, with a weight of 3, would be 3x more likely than fog or hail (3:1 ratio) but only 1.5x more likely than snow because that's a 3:2 ratio and 3 divided by 2 is 1.5. Finally, sun would be 4x more likely than fog or hail (4:1 ratio), 2x more likely than snow (4:2 ratio, which is the same as 2:1), but only 1.33x more likely than rain because that ratio is 4:3 and 4 divided by 3 is 1.3333333333...

    Now, say you wanted a situation where you want a tiny-but-still-possible chance of snow in winter. In that case, you need to make sure your temperature range in winter allows for snow, but you also must make it so that the other possible weather patterns greatly outweigh snow but do not greatly outweigh each other. So you might do something like this:

    Snow: 1 Rain: 15 Sunny: 45

    With this, again assume that the temperature is such that the game could choose any of the three patterns. The ratio of rain to snow is 15:1, making the game 15x more likely to choose rain than snow. The ratio of sun to snow is 45:1, so the game is 45x more likely to choose sun than snow. However, the ratio of sun to rain is 45:15, which reduced is 3:1, making sun only 3x more likely than rain, even though the weight numbers are much bigger than 3 and 1. Note that the above setting isn't likely to give you snow ever unless you play really, really long seasons and/or you play a save for a really long time. They're exaggerated for demonstration purposes. The point is that you use 1 for the weight of the pattern you want to greatly outweigh, then choose much bigger numbers for the other patterns, without the ratios between those bigger numbers being huge.

    To sum up: When creating weather patterns, the two most influential things in terms of making the game more likely to choose one weather pattern over another are the weighting and the allowed temperature ranges that you set for each type of weather. Those are the things you need to pay the most attention to. The rest is details. Hopefully, you understand weighting now. (Feel free to ask questions if not!) Now we'll move on to the specifics of the individual weather patterns and what you can do with them, including setting allowed temperature ranges. Fog, hail, and sun are simple, so I’ll do those in this part. Rain and Snow are more complicated, so those will comprise the next part.

    Fog: The sub-menu looks like this:

    You can only change the possible duration (in hours, and the format is min:max) the required temperature, and the weighting for the pattern. Unfortunately, there are no intensities, so you can't have thin fogs or thick fogs, just game-standard fog, which is pretty thick.

    Duration is self-explanatory, and we've gone over weighting in general, so all that’s left is required temperature. Required temperature is in degrees and the format is min:max. With this default in play, fog is only going to happen if the temperature is 50F/~10C or less. If the current temperature is outside of that range when the game is choosing a weather pattern, it cannot choose fog and will choose one of the other allowed patterns instead.

    You may or may not want to give fog a required temperature range. I tend to use it to simulate misty or often-overcast atmospheres (Like a rain forest, for instance), and when that’s what I’m doing I just give it a -1000:1000 temperature range. But sometimes I only want it in a cooler part of a season, so I’ll cap it at the temperature threshold I want, just like the default range here.

    Hail: The sub-menu looks like this:

    It has the same three settings as fog. The thing is, in reality, hail happens during strong thunderstorms and mostly in specific parts of the world, most notably east of the Rocky Mountains in the US and Canada in the spring and summer. So, this one is hard to be realistic with. I'm pretty sure the devs sort of confused it with sleet, which is just frozen rain that happens in winter. But I don't know. Whatever. Generally, I only enable hail when I'm making a climate based on a place where it happens in the real world and, in those cases I give it an unlimited temperature range (-1000:1000) and weight it to be less common than rain. Also, I make it very short in duration, 0:1, since it usually happens in very strong but also fast-moving thunderstorms, so it doesn't hang around for long. That's the best that can be done in terms of realism for hail, I think.

    Sun: The sub-menu looks like this, which ought to be familiar by now:

    The way I see the sunny setting is that it has the power to break things up. Bear in mind that, because of required temperatures, the game can sometimes have only a few patterns to choose from when it needs to choose a new one. This makes it more likely that it will choose the same one multiple times in a row, so you can end up with some very long rain or snow storms, especially if you've set those to have long possible durations. Now, in the real world it doesn't generally rain or snow constantly for days on end like it can in the game under default settings. There are usually stretches of at least no rain, if not actual sun. So, the idea here is to try to weight sun and set its duration such that it will tend to outweigh its usual competitor (which is most often rain) but not by too much, unless you're going for a really sunny season. It's a delicate balance and requires testing. This is why it sometimes takes me a while to share a preset, because I'm busy trying to get this particular balance right in all four seasons. Generally speaking, I find that a 4:8 hour sun duration range is good for an averagely-sunny climate, but weighting of course is also a big factor. Tempest is a delicate dance, kids. :)

    And that’s it for this part! The next part goes over the far more complicated rain and snow settings. Click here to go to Part Three.

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  • pudding-parade
    21.10.2021 - 2 hours ago

    This is the tutorial that ate Manhattan my entire day. Ah, retirement is great. It started out as a single post and ended up as four, so if this at all interests you, grab Tempest if you don't already have it, and get a snack while you're at it. Please note that the individual parts of this tutorial don't stand alone; they assume you've read the part(s) previous to the one you're reading. I just can't put it all in one post because it'd be too many pictures for Tumblr's delicate sensibilities.

    You are here: Part One - The Easy Stuff, WTF Happened to My Plants, & Holidays

    There are also these parts: Part Two - Wait, I Thought This Mod Was About Weather?? (AKA, The Scary Math Part) Part Three - I've Seen Fire Snow and I've Seen Rain. Part Four - Creating Non-Default Weather Settings (AKA, Losing the Last Bit of Your Sanity)

    I've been sharing default presets for this mod that are easy to download and import into whatever world you want to use them in. But what if you're unhappy with something I did and want to tweak them a little but you don't know what you need to do? What if you want to make a setting of your own from scratch and you have no idea how to go about it? What if you want more detailed and realistic weather patterns than a compressed default setting can provide, details like weather changing by "month" or week if you're playing with very long seasons? To answer all that and possibly more, I decided to put together this guide, to supplement the basic Tempest information on the NRaas site. Like it says on the tin, it's comprehensive, with some pics, so I am cutting the rest. If you're interested in this sort of stuff, then read on. If you aren't, then scroll on by. :)

    First of all: I'm 'Murican, so my game uses the Fahrenheit temperature scale. Don't argue with me about how Celsius is better because it's just as arbitrary as Fahrenheit is and, in my opinion, it doesn't have enough fine gradations to describe temperature on Earth without resorting to decimals. But whatever! If your game uses Celsius, the temperatures on the menu pictures throughout this guide will obviously be different from what you'll see in your own game. Tempest understands and works with both scales and will even convert the numbers for you if you plunk a preset made in a Fahrenheit game into a Celsius game, so don't worry about that.

    Now, off we go.

    To use and configure Tempest, you need to have Tempest installed (Duh!) and a world loaded. Click on the city hall or any computer in your world. From there, choose NRaas/Tempest. That will bring up this screen, where all the pain begins:

    Some of these options are self-explanatory and just require clicking on the line in question to change, and some have sub-menus.

    Export Tuning: This exports settings to an XML file that can be used by a separate tuning file for the mod, which is available for download on the NRaas site. I believe at one time this was the only way to export/import Tempest settings between saves. Nowadays, the better way to do it is to export/import the settings using NRaas Overwatch as explained here. That way, any settings you create and export are saved in your Library folder, and you can then easily import them to any save you subsequently start.

    Fireplace Auto-Lighting: If the line that says NRaas.Tempest.AutoLightFireplaces:MenuName (Which should say "Auto Light Upgraded Fireplaces In Cold Weather;" I don't know if the broken text is just my game or what) is set to true (which it is by default), then the "Fireplace Auto Light Temperature" line dictates at what temperature to light such fireplaces. If I want this option enabled at all, I usually pick 50F/10C or 10 Fahrenheit degrees above the coldest winter temperature, whichever is higher. You can set it to whatever you want, of course.

    Remove Fallen Leaves During Winter: False means no. True means yes. Duh. Set it to true if you can't be bothered having Sims rake leaves but you also don't want the leaves hanging around forever. It will clear leaves world-wide, not just on your active lot.

    Show Debugging: Leave this false, unless you're a developer or something. Pie only knows what it does.

    Suppress Insects During Winter: True means that the bug spawners (which includes nanite spawners) won't work in the winter. False means they will work. I usually use true for climates with snowy and/or freezing winters and false for climates with milder winters but, again, it's a preference thing.

    Total Reset: If you click this, everything in the mod resets back to its default values, so if you screwed everything up and want to start fresh, click this. Otherwise, don't touch it. Especially not if you’ve been working on a huge preset and haven’t exported a WIP of it recently and no, I have not done this nor have I sworn like a sailor for hours after doing it.

    Version: This is simply the version number of the mod that you have installed. Version 15 is the current one. If you're showing a different number on that line and you're patched to 1.67/1.69, go to the NRaas site and get and install the latest version.

    OK, that's it for the easy stuff and leaves us with the options that have sub-menus: Holidays, Plants, and Weather. We'll cover Holidays and Plants in this part, but Weather is ginormous and has two entire parts of this guide all to itself.

    Plants: This is the simplest one. It dictates if and how hail and snow will affect harvestable plants. The menu looks like this and is self-explanatory:

    You enter the percent chance that hail will render a harvestable plant dead and/or whether or not hail or snow will "damage" any ready-to-harvest produce by setting the plant's growth stage back to mature. The chance of both is 0 by default, but you can change one or the other or both to your likings. If you want a 10 percent chance of plant death and a 20 percent chance of produce damage, just click those lines and enter those numbers on them.

    Holidays: This one's main sub-menu looks like this:

    Notice that there's options for each season, which look like this when you click on them:

    The first line is the default holiday for the season you chose. If you click on it, you get this:

    From there, you can change the day on which the holiday falls by clicking on that line. Entering a negative number counts backward from the end of the season while a positive number counts forward from the start of the season. If you enter 0, that will cancel the holiday altogether and erase the line from the menu. (So if you want no holidays in your game at all, do that for each season and voila! No more holidays! War on Christmas, suckers!) So, in this case, the -2 on the Day line means that the holiday is set to fall two days before the end of the season, and it's going to be a Love Day because it says "Spring" on the Holiday line.

    If you don't want spring's default holiday to be a Love Day, you can set it to be any of the four holidays included with Seasons by clicking on that line and then making your choice from this menu that comes up:

    So, you could, for example, have a Spooky Day/trick-or-treating in every season rather than the other holidays by choosing the Fall holiday instead of the spring, summer, or winter one in each of those seasons.

    You can also create more than one holiday in a season or extend the default holiday by using the "Add New Entry" option. This can be useful if you're playing really long seasons or if you just want lots of holidays for whatever reason. When you click "Add New Entry," you get this:

    Notice that it just duplicates the season's default holiday, so that you have two lines that are the same. Simply click on one of them to edit it as above for your new holiday. Obviously you'll want it to be on a different day than the season's original holiday.

    In addition, if you wanted, say, a fall Spooky Day that lasts for three days, then in the fall season you'd add two new entries and change the days on the new entries so that you have Spooky Day for three consecutive days. It would look like this:

    And that’s it for the easy stuff. In the next part we’ll get into the, you know, weather. Click here to go to Part Two.

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  • ctrlpunk
    21.10.2021 - 2 hours ago

    Condoleezza Rice

    source https://trends.google.com/trends/trendingsearches/daily?geo=US#Condoleezza%20Rice

    #google trends#photography tips #drop shadow tutorial #drop shadow service #photoshop drop shadow
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  • soyoelviento
    21.10.2021 - 2 hours ago

    Liked on YouTube: 📣GOOD NEWS😍SHIBA INU COIN TWO LISTING🔥MILLION COINS BURN🔥HIT $1 SOON!🔥SHIBA INU READY TO FLY🤑#shiba https://www.youtube.com/watch?v=umZiMf9x9HA

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  • sayedvlogs
    21.10.2021 - 2 hours ago

    Connecting React App to firebase - Learn from Tutorial

    Connecting React App to firebase – Learn from Tutorial

    Connecting React App to firebase Create React App Open your terminal and go to the directory or location where you want to create the app. Run this command npx create-react-app firebasetut Go into the app directory by command cd firebasetut Install firebase module Run this command in your terminal to install firebase module npm i firebase It will take some time to install. After it get…

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  • reportwire
    21.10.2021 - 3 hours ago

    How To Secure MySQL 8 With SSL/TLS on Ubuntu 20.04

    How To Secure MySQL 8 With SSL/TLS on Ubuntu 20.04

    systemctl start mysql systemctl enable mysql Set a MySQL Root Password By default, the MySQL root password is not set. So it is recommended to set the MySQL root password for security reasons. Run the following command to set the MySQL root password: mysql_secure_installation You will be asked several questions as shown below: Press y|Y for Yes, any other key for No: Y Please enter 0 = LOW, 1 =…

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  • asifalifx
    21.10.2021 - 3 hours ago

    Book FX in UE4.27 Niagara Tutorial | Download Files

    Book FX in UE4.27 Niagara Tutorial | Download Files

    Download – https://cghow.gumroad.com/l/kKQkoDownload – https://www.artstation.com/a/9882857👉👉 If you Liked it – https://bit.ly/2UZmiZ4Channel Ashif – https://bit.ly/3aYaniwSupport me on – https://www.patreon.com/AshifSupport me on – paypal.me/9953280644Book FX in UE4.27 Niagara Tutorial | Download Files hi, guys today I have created a book fx in ue4 Niagara in this fx book pages turn when bending…

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  • tricksfx
    21.10.2021 - 3 hours ago

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    21.10.2021 - 3 hours ago
    #tutorial? #myart
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