PrecipitationData
Defines the droplets used in a storm (raindrops, snowflakes, etc).
Public Attributes
string
The name of the shader used for raindrops.
int
How many rows and columns are in the raindrop texture.
filename
Texture filename for drop particles.
Looping SFXProfile effect to play while Precipitation is active.
int
How many rows and columns are in the splash texture.
string
The name of the shader used for splashes.
filename
Texture filename for splash particles.
Detailed Description
Defines the droplets used in a storm (raindrops, snowflakes, etc).
datablock PrecipitationData( HeavyRain ) { soundProfile = "HeavyRainSound"; dropTexture = "art/environment/precipitation/rain"; splashTexture = "art/environment/precipitation/water_splash"; dropsPerSide = 4; splashesPerSide = 2; };
Public Attributes
string dropShader
The name of the shader used for raindrops.
int dropsPerSide
How many rows and columns are in the raindrop texture.
For example, if the texture has 16 raindrops arranged in a grid, this field should be set to 4.
filename dropTexture
Texture filename for drop particles.
The drop texture can contain several different drop sub-textures arranged in a grid. There must be the same number of rows as columns. A random frame will be chosen for each drop.
SFXTrack soundProfile
Looping SFXProfile effect to play while Precipitation is active.
int splashesPerSide
How many rows and columns are in the splash texture.
For example, if the texture has 9 splashes arranged in a grid, this field should be set to 3.
string splashShader
The name of the shader used for splashes.
filename splashTexture
Texture filename for splash particles.
The splash texture can contain several different splash sub-textures arranged in a grid. There must be the same number of rows as columns. A random frame will be chosen for each splash.