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Rain

Discussion in 'General Discussion' started by Vinh, May 23, 2016.

  1. Vinh

    Vinh
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    Banned

    Joined:
    Nov 15, 2015
    Messages:
    2,975
    Recently, i saw the ECA rainy map and i think it's great. But how can i add rain to other maps?
     
  2. Car_Killer

    Car_Killer
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    QA / Mod Support
    BeamNG Team

    Joined:
    Sep 24, 2013
    Messages:
    1,652
    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";
          };
       };
     
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  3. Vinh

    Vinh
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    Banned

    Joined:
    Nov 15, 2015
    Messages:
    2,975
    Wut? can't understand it
     
  4. austint30

    austint30
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    Joined:
    Aug 7, 2013
    Messages:
    242
    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.
     
    • Like Like x 1
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