This is a "code" to replace all things in "sky_and_sun" mission group Code: new SimGroup(sky_and_sun) { canSave = "1"; canSaveDynamicFields = "1"; new TimeOfDay(tod) { axisTilt = "320"; dayLength = "30"; startTime = "0.01"; time = "0.01"; play = "0"; azimuthOverride = "0"; dayScale = "1"; nightScale = "1"; position = "-324.943 84.1285 120.549"; rotation = "1 0 0 0"; scale = "1 1 1"; canSave = "1"; canSaveDynamicFields = "1"; }; new LevelInfo(theLevelInfo) { nearClip = "0.1"; visibleDistance = "4000"; decalBias = "0.0015"; gravity = "-9.80665"; fogColor = "0.741176 0.858824 0.996078 1"; fogDensity = "0.008"; fogDensityOffset = "2"; fogAtmosphereHeight = "4000"; canvasClearColor = "Black"; ambientLightBlendPhase = "1"; ambientLightBlendCurve = "0 0 -1 -1"; advancedLightmapSupport = "0"; globalEnviromentMap = "BNG_Sky_02_cubemap"; soundAmbience = "AudioAmbienceDefault"; soundDistanceModel = "DistanceModelLogarithmic"; canSave = "1"; canSaveDynamicFields = "1"; enabled = "1"; }; new ScatterSky(sunsky) { skyBrightness = "7"; mieScattering = "0.0045"; sunSize = "1"; colorizeAmount = "2"; colorize = "0.654902 0.654902 0.654902 1"; rayleighScattering = "0.01"; sunScale = "Black"; ambientScale = "0.498039 0.498039 0.498039 1"; fogScale = "0.596078 0.596078 0.596078 1"; exposure = "15"; azimuth = "20"; elevation = "20"; moonAzimuth = "0"; moonElevation = "45"; castShadows = "0"; brightness = "1"; flareType = "BNG_Sunflare_2"; flareScale = "5"; nightColor = "0.0235294 0.0235294 0.0235294 1"; nightFogColor = "0.00392157 0.00392157 0.00392157 1"; moonEnabled = "1"; moonMat = "Moon_Glow_Mat"; moonScale = "0.03"; moonLightColor = "0.196078 0.196078 0.196078 1"; useNightCubemap = "1"; nightCubemap = "BNG_Sky_Space"; attenuationRatio = "0 1 1"; ShadowType = "PSSM"; texSize = "1024"; overDarkFactor = "40000 8000 1800 650"; shadowDistance = "1600"; shadowSoftness = "0.2"; numSplits = "4"; logWeight = "0.99"; fadeStartDistance = "1000"; lastSplitTerrainOnly = "1"; representedInLightmap = "0"; shadowDarkenColor = "0 0 0 -1"; includeLightmappedGeometryInShadow = "0"; position = "70.3971 4.53921 73.9923"; rotation = "1 0 0 0"; scale = "1 1 1"; canSave = "1"; canSaveDynamicFields = "1"; }; new CloudLayer(clouds) { texture = "levels/jungle_rock_island_rainy/art/skies/SkyNormals_05.dds"; texScale[0] = "1.5"; texScale[1] = "3"; texScale[2] = "4"; texDirection[0] = "1 0"; texDirection[1] = "0.8 0.2"; texDirection[2] = "0.2 0.5"; texSpeed[0] = "0.002"; texSpeed[1] = "0.025"; texSpeed[2] = "0.035"; baseColor = "0.996078 0.996078 0.996078 0.996078"; exposure = "1.3"; coverage = "0.08"; windSpeed = "0.2"; height = "3"; position = "547.217 -452.972 609.745"; rotation = "1 0 0 0"; scale = "1 1 1"; canSave = "1"; canSaveDynamicFields = "1"; }; new CloudLayer(clouds1) { texture = "levels/jungle_rock_island_rainy/art/skies/SkyNormals_05.dds"; texScale[0] = "1"; texScale[1] = "2"; texScale[2] = "0.5"; texDirection[0] = "1 0"; texDirection[1] = "0.8 0.2"; texDirection[2] = "0.2 0.5"; texSpeed[0] = "0.002"; texSpeed[1] = "0.025"; texSpeed[2] = "0.035"; baseColor = "0.996078 0.996078 0.996078 0.996078"; exposure = "1.3"; coverage = "0.2"; windSpeed = "0.2"; height = "7"; position = "-1278.56 -1211.33 -186.731"; rotation = "1 0 0 0"; scale = "1 1 1"; canSave = "1"; canSaveDynamicFields = "1"; cloneOrigin = "clouds"; }; new Precipitation(rain_single_drops) { numDrops = "400"; boxWidth = "10"; boxHeight = "6"; dropSize = "0.3"; splashSize = "0.5"; splashMS = "100"; animateSplashes = "1"; dropAnimateMS = "0"; fadeDist = "5"; fadeDistEnd = "10"; useTrueBillboards = "0"; useLighting = "0"; glowIntensity = "InvisibleBlack"; reflect = "0"; rotateWithCamVel = "1"; doCollision = "1"; hitPlayers = "1"; hitVehicles = "1"; followCam = "1"; useWind = "1"; minSpeed = "0.4"; maxSpeed = "0.5"; minMass = "4"; maxMass = "5"; useTurbulence = "1"; maxTurbulence = "0.1"; turbulenceSpeed = "0.2"; dataBlock = "rain_drop"; position = "599.051 -8.8959 465.411"; rotation = "1 0 0 0"; scale = "1 1 1"; canSave = "1"; canSaveDynamicFields = "1"; cloneOrigin = "rain_coverage"; }; new Precipitation(rain_coverage) { numDrops = "400"; boxWidth = "10"; boxHeight = "6"; dropSize = "0.3"; splashSize = "0.5"; splashMS = "100"; animateSplashes = "1"; dropAnimateMS = "0"; fadeDist = "5"; fadeDistEnd = "10"; useTrueBillboards = "0"; useLighting = "0"; glowIntensity = "InvisibleBlack"; reflect = "0"; rotateWithCamVel = "1"; doCollision = "1"; hitPlayers = "1"; hitVehicles = "1"; followCam = "1"; useWind = "1"; minSpeed = "0.4"; maxSpeed = "0.5"; minMass = "4"; maxMass = "5"; useTurbulence = "1"; maxTurbulence = "0.1"; turbulenceSpeed = "0.2"; dataBlock = "rain_drop"; position = "599.051 -8.8959 465.411"; rotation = "1 0 0 0"; scale = "1 1 1"; canSave = "1"; canSaveDynamicFields = "1"; }; new SFXEmitter(rain) { track = "amb_rain_medium"; playOnAdd = "1"; useTrackDescriptionOnly = "0"; isLooping = "1"; isStreaming = "0"; sourceGroup = "AudioChannelEffects"; volume = "1"; pitch = "1"; fadeInTime = "0"; fadeOutTime = "0"; is3D = "1"; referenceDistance = "1"; maxDistance = "100"; scatterDistance = "0 0 0"; coneInsideAngle = "360"; coneOutsideAngle = "360"; coneOutsideVolume = "1"; position = "248.319 550.17 225.977"; rotation = "1 0 0 0"; scale = "100 100 100"; canSave = "1"; canSaveDynamicFields = "1"; }; };
It's CS code for the Torque 3D engine. It's the same as going into the world editor and creating an object. You paste that code into a cs file somewhere in the map files.