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- //-----------------------------------------------------------------------------
- // Copyright (c) 2012 GarageGames, LLC
- //
- // Permission is hereby granted, free of charge, to any person obtaining a copy
- // of this software and associated documentation files (the "Software"), to
- // deal in the Software without restriction, including without limitation the
- // rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
- // sell copies of the Software, and to permit persons to whom the Software is
- // furnished to do so, subject to the following conditions:
- //
- // The above copyright notice and this permission notice shall be included in
- // all copies or substantial portions of the Software.
- //
- // THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
- // IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
- // FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
- // AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
- // LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
- // FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
- // IN THE SOFTWARE.
- //-----------------------------------------------------------------------------
- // ENVIROMENTAL EFFECTS GO HERE (PRECIPITATION - LIGHTNING)
- // ----------------------------------------------------------------------------
- // Rain
- // ----------------------------------------------------------------------------
- datablock SFXProfile(HeavyRainSound)
- {
- filename = "art/sound/environment/amb";
- description = AudioLoop2d;
- };
- datablock PrecipitationData(HeavyRain)
- {
- soundProfile = "HeavyRainSound";
- dropTexture = "art/environment/precipitation/rain";
- splashTexture = "art/environment/precipitation/water_splash";
- dropSize = 0.35;
- splashSize = 0.1;
- useTrueBillboards = false;
- splashMS = 500;
- };
- // ----------------------------------------------------------------------------
- // Lightning
- // ----------------------------------------------------------------------------
- // When setting up thunder sounds for lightning it should be known that:
- // - strikeSound is a 3d sound
- // - thunderSounds[n] are 2d sounds
- datablock SFXProfile(ThunderCrash1Sound)
- {
- filename = "art/sound/environment/thunder1";
- description = Audio2d;
- };
- datablock SFXProfile(ThunderCrash2Sound)
- {
- filename = "art/sound/environment/thunder2";
- description = Audio2d;
- };
- datablock SFXProfile(ThunderCrash3Sound)
- {
- filename = "art/sound/environment/thunder3";
- description = Audio2d;
- };
- datablock SFXProfile(ThunderCrash4Sound)
- {
- filename = "art/sound/environment/thunder4";
- description = Audio2d;
- };
- datablock LightningData(DefaultStorm)
- {
- thunderSounds[0] = ThunderCrash1Sound;
- thunderSounds[1] = ThunderCrash2Sound;
- thunderSounds[2] = ThunderCrash3Sound;
- thunderSounds[3] = ThunderCrash4Sound;
- strikeTextures[0] = "art/environment/lightning";
- };
- datablock ReflectorDesc( DefaultCubeDesc )
- {
- texSize = 256;
- nearDist = 0.1;
- farDist = 1000.0;
- objectTypeMask = 0xFFFFFFFF;
- detailAdjust = 1.0;
- priority = 1.0;
- maxRateMs = 15;
- useOcclusionQuery = true;
- };
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