Torque3D Documentation / _generateds / PrecipitationData

PrecipitationData

consoledoc.h

Defines the droplets used in a storm (raindrops, snowflakes, etc).

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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.