DB/Weather: Difference between revisions
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Barncastle (talk | contribs) m (→6.0.1.18179) |
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uint32_t m_ambienceID; | uint32_t m_ambienceID; | ||
uint32_t m_type; | uint32_t m_type; | ||
uint32_t m_effectType; | uint32_t m_effectType; // 0 : None, 1: Rain, 2: Snow, 3: Sand | ||
float m_intensity[2]; | float m_intensity[2]; | ||
float m_transitionSkyBox; | float m_transitionSkyBox; |
Latest revision as of 12:54, 26 March 2018
This defines weather effect such as rain, snow and sandstorms.
Structure
Column | Field | Type | Notes |
---|---|---|---|
1 | ID | Integer | |
2 | ambienceID | iRefID | The sound played when the weather is taking place. |
3 | effectType | Integer | 1 = Rain, 2 = Snow, 3 = Sandstorm |
cata | transitionSkyBox | Integer | |
4 | effectColor | Float[3] | |
7 | effectTexture | String | Holds a texture for some effects. |
* whenever i changed this field it actually faded whatever color i had to white..setting the value of this to 100 and the other two to 1.0 gave me very transclucent pale blue rain...i tried it several times, same each time...maybe i did it
- --watcher, 00:08, 13 August 2007
6.0.1.18179
struct WeatherRec { uint32_t m_ID; uint32_t m_ambienceID; uint32_t m_type; uint32_t m_effectType; // 0 : None, 1: Rain, 2: Snow, 3: Sand float m_intensity[2]; float m_transitionSkyBox; float m_effectColor[3]; stringrefⁱ m_effectTexture; uint32_t m_soundAmbienceID; uint32_t m_windSettingsID; };