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GameStar 2006 January
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Gamestar_80_2006-01_dvd.iso
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Dema
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splatmagazinerenegadepaintball_demo.exe
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scenario.ini
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2005-10-13
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// Folder where auxillary level data is stored: lightmaps, vertex lights, octree skeleton.
// Multiple scenarios can share the same auxillaries if they use the same set of terrain meshes.
AuxillaryFolder = data/terrain/Speedball/Woodland
// Terrain Meshes used to load this level.
NumTerrainMeshes = 3
TerrainMesh0 = data/terrain/Speedball/Woodland/terrain_extras.mesh
TerrainMesh1 = data/terrain/Speedball/Woodland/sounds.mesh
TerrainMesh2 = data/terrain/Speedball/Woodland/billboards.mesh
// Skymesh to load for the background.
SkyMesh = data/terrain/Speedball/Woodland/sky.mesh
// Flags and options.
ForceHardAlpha = false
DisableMeshFaceAlphaSort = false
EnableTerrainCastShadows = true
EnableTerrainCollisionAndPhysics=true
LoadTerrainXRefs = true
renderskydomefirst = false
Shadowsettings = {
shadowintensity=.35
NumShadowsHD_256=0
NumShadowsMD_128=0
}
// Proceedural terrain and Foliage files
ProceduralTerrain=data/terrain/Speedball/Woodland/Flat.tga
ProceduralGroundCache=data/terrain/Speedball/Woodland/terrain.map
ProceduralGroundMap=data/terrain/Level01/ground.tga
KeepGroundCacheCurrent=true
ProceduralGroundInfo= data/terrain/ground.ini // data/terrain/ground.ini
//ProceduralFoliageIni=data/terrain/foliage.ini
//ProceduralFoliageMap=data/terrain/Level01/foliage.mob
PatchNumSections = 80
PatchNumHDSections = 0
PatchMaxFacesPerSection = 128//512
PatchMaxVertsPerSection = 81//289
PatchTextureSize = 256
PatchHDTextureSize = 256
PatchLightmapTextureSize = 256
PatchNumLightmapTexturesX = 2
PatchNumLightmapTexturesY = 2
PatchDimensions = 192,176,0
PatchSize = 48,44
PatchOrigin = 0, 0, 0
// ground detail mapping
GroundDetail = data/terrain/grounddetail.ini
// Camera Settings
SwoopCam = {
ZoomOutDist = 300
ZoomInDist = 5
ZoomOutFOV = 1.0
ZoomInFOV = 1.0
ZoomPower = 1.0
MaxRotate = 10000.0
ZoomOutPitchAngle = -1.2
ZoomInPitchAngle = 0
PitchPower = 1.6
ZoomInPitchOffset = 0.35f
ZoomOutPitchOffset = 0.0f
FocalPlaneHeightOffset = 0.8f
NearClipPlane = 0.5f
FarFog = {
constantFog = false
zeroVisibilityDistance = 100000.0f // zero vis very far for no fog effects.
zeroVisibilityDistanceLayer = 100000.0f // zero vis very far for no fog effects.
farClipPlane = 2000.0f // far clip plane just big enough to see everything.
fogStartElevation = 20
fogEndElevation = 70
offsetCoefficient = 0.0f
insideFogColor = 255,255,255
outsideFogColor = 255,255,255
}
}
// Loadscreen UI .bin file location
LoadScreenUI = data/UI/shell/loadprogress/progress.bin
weather = {
ForecastTime = 0.00000000
TransitionTime = 0.00000000
WindOrientation = (-0.620379,0.778804,-0.092708), (-0.784301,-0.615857,0.074780), (0.001144,0.119102,0.992882), (296.64,-387.10,15.07)
DirectionVolatility = 0.00000000
WindType = Idle
//P recipType = Rain.psys
PrecipStrength = 1.00000000
Temperature = 35.00000000
AlternateSkyMeshID = File Not Found!
AlternateSkyStrength = 0
AffectFog = false
FogColor = -1
FogDistance = 1600
FogOffsetCoefficient = 0 // .3
UseLayeredFog = false
LayerBottom = 0
LayerTop = 50
LayerDistance = 160
}