Divergent/mods/Atmospherics/gamedata/configs/environment/dynamic_weather_graphs.ltx

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; AtmosFear 3 by Cromm Cruac
; Tronex
; 2018/2019
; Global Weather
; support for Weather cycles and presets
; Every cycle has presets, those presets represent the weather files (match their names so the script will read them correctly)
; You can have as much as you want of cycles and presets for them
; Example of weather preset/profile: w_cloudy.ltx
; Naming rule: w_(cycle preset)_(moon pharse)
; Directory: environment\weathers\
; cycle preset: a name of your choice, its better to have the cycle name included. like foggy_01 and foggy_02
; moon pharse: only needed for clear and partly presets, used to detemind the moon pharse for the weather preset
; NOTE: add your new presets to [dof_kernels] section too, this will help with extra weather effects based on preset parameters (and prevent crashes)
;------------------------------------------
;-- Weather cycles
;------------------------------------------
[weather_cycles]
clear
partly
cloudy
rain
storm
foggy
;------------------------------------------
;-- Presets per cycle
;------------------------------------------
[cycle_clear]
w_clear1
w_clear2
[cycle_partly]
w_partly1
w_partly2
[cycle_cloudy]
w_cloudy1
w_cloudy2_dark
w_cloudy3
w_cloudy3_dark
[cycle_rain]
w_rain1
w_rain2
w_rain3
[cycle_storm]
w_storm1
w_storm2
[cycle_foggy]
w_foggy1
w_foggy2
w_foggy3
[cycle_pre_blowout] ;-- special, only used before emission/psi-storm event
w_foggy2
;------------------------------------------
;-- Weather parameter modifiers
;------------------------------------------
; These are modifiers for weather color parameters, they are picked based on brightness choice from weather settings then applied to weather parameters when game is loaded
; You can boost a weather parameter value by brightness, renderer, weather like this:
; [index].[renderer].[weather].[parameter] = [value] , [hour1]:[hour2]:[hour3]:[hour4]...
; [index]: doesn't serve any purpose except for having unlimited keys, in case you have identical lines
; [renderer]: you can specify modifiers by used renderer, for example "r2" will apply the modifier only on r2 (DX9). use "rr" if you want to apply a modifer regardless of the used renderer
; [weather]: you can specify a weather profile to be affected by a modifier, for example "w_rain2" will apply the modifier only for w_rain2. use "all" if you want to apply a modifer to all weather profiles
; [parameter]: the parameter that you want to be modified, keep in mind not all of them work. it's mainly aimed for color parameters
; [hour]: determine when your modifier is activated by defining hours range
; Example:
; 1.r2.w_foggy2.rain_color = 0.2 , 21:22:23:0:1:2:3:4
; This modifier will add +0.2 to rain color from 9 PM to 4 AM, in foggy weather "w_foggy2", and only if you're playing on DX9 "r2"
; NOTE:
; modifiers that meet same conditions will add to each others for a total value effect, this allows you combine modifiers freely
;------------------------------------------
[global_modifiers] ;-- put modifiers that can work on all brightness settings here
[brightness_bright]:global_modifiers
1.rr.all.ambient_color = 0.002 , 21:22:23:0:1:2:3:4
1.rr.all.hemisphere_color = 0.02 , 21:22:23:0:1:2:3:4
1.rr.all.rain_color = 0.2 , 21:22:23:0:1:2:3:4
1.rr.all.sky_color = 0.1 , 21:22:23:0:1:2:3:4
1.rr.all.sun_color = 0.02 , 21:22:23:0:1:2:3:4
[brightness_medium]:global_modifiers
1.rr.all.ambient_color = 0.001 , 21:22:23:0:1:2:3:4
1.rr.all.hemisphere_color = 0.01 , 21:22:23:0:1:2:3:4
1.rr.all.rain_color = 0.1 , 21:22:23:0:1:2:3:4
1.rr.all.sky_color = 0.05 , 21:22:23:0:1:2:3:4
1.rr.all.sun_color = 0.01 , 21:22:23:0:1:2:3:4
[brightness_slight]:global_modifiers ;-- reference, no modified color
[brightness_dark]:global_modifiers
1.rr.all.ambient_color = -0.002 , 21:22:23:0:1:2:3:4
1.rr.all.hemisphere_color = -0.01 , 21:22:23:0:1:2:3:4
1.rr.all.rain_color = -0.1 , 21:22:23:0:1:2:3:4
1.rr.all.sky_color = -0.05 , 21:22:23:0:1:2:3:4
1.rr.all.sun_color = -0.01 , 21:22:23:0:1:2:3:4
;------------------------------------------
;-- DoF kernals, used for effects
;------------------------------------------
[dof_kernels]
w_clear1 = 2
w_clear2 = 2
w_partly1 = 2
w_partly2 = 2
w_foggy1 = 6
w_foggy2 = 6
w_foggy3 = 6
w_cloudy1 = 3
w_cloudy2_dark = 3
w_cloudy3 = 3
w_cloudy3_dark = 3
w_rain1 = 8
w_rain2 = 8
w_rain3 = 8
w_storm1 = 4
w_storm2 = 4
;------------------------------------------
;-- Distant storm sounds
;------------------------------------------
[distant_storm_sounds]
nature\pre_storm_6
nature\pre_storm_7
nature\pre_storm_8
nature\pre_storm_9
nature\pre_storm_10
nature\pre_storm_11
nature\pre_storm_12
nature\pre_storm_new_1
nature\pre_storm_new_2
nature\pre_storm_new_3
nature\pre_storm_new_4
nature\pre_storm_new_5
nature\pre_storm_new_6
nature\pre_storm_new_7
nature\pre_storm_new_8
nature\pre_storm_new_9