//----------------------------------------------------------------------------- // 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 = "data/FPSGameplay/sound/environment/amb"; description = AudioLoop2d; }; datablock PrecipitationData(HeavyRain) { soundProfile = "HeavyRainSound"; dropTexture = "data/FPSGameplay/art/environment/precipitation/rain"; splashTexture = "data/FPSGameplay/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 = "data/FPSGameplay/sound/environment/thunder1"; description = Audio2d; }; datablock SFXProfile(ThunderCrash2Sound) { filename = "data/FPSGameplay/sound/environment/thunder2"; description = Audio2d; }; datablock SFXProfile(ThunderCrash3Sound) { filename = "data/FPSGameplay/sound/environment/thunder3"; description = Audio2d; }; datablock SFXProfile(ThunderCrash4Sound) { filename = "data/FPSGameplay/sound/environment/thunder4"; description = Audio2d; }; datablock LightningData(DefaultStorm) { thunderSounds[0] = ThunderCrash1Sound; thunderSounds[1] = ThunderCrash2Sound; thunderSounds[2] = ThunderCrash3Sound; thunderSounds[3] = ThunderCrash4Sound; strikeTextures[0] = "data/FPSGameplay/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; };