Torque3D/Templates/Full/game/art/datablocks/environment.cs

101 lines
3.1 KiB
C#

//-----------------------------------------------------------------------------
// 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;
};