During snowy scenes, the game does use a different shading technique and makes the reticle more visible by making the transparency weaker. With the proper know-how, you could write a shader to adjust the color automatically based on that adjusted alpha.
Without toying with shaders, you could write a read-only presentation that adds an additional marker to the center of the screen when the player party is on the correct terrain to spawn snowy terrain.
The terrain code you shared is of snowy terrain, the 4 here being snow terrain 0x00000001400389800003a4ea000058340000637a0000399b making the engine use the snowy-scene shading technique for the reticle.
I honestly didn't realize it made the crosshairs orange, as I only realized it used a different shading technique when I did my user-selectable crosshairs, I just thought it messed with the transparency alone.
Based on your earlier statement I assumed you were using a snowy terrain code already since you called it a "snowy" map and I misunderstood your question as a request for a more opaque crosshair for a single map.
This site uses cookies to help personalise content, tailor your experience and to keep you logged in if you register.
By continuing to use this site, you are consenting to our use of cookies.