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Posted

Has anybody ever figured out a way to increase or decrease the chances for a certain type of weather in campaigns ??? I would like to increase the chances of "bad" weather in the Falklands mod (just like the real campaign), but have not found anything when using "search" that tells me how or if anybody has accomplished this yet !!!

 

Thanks;

Panama Red

Posted

http://forum.combatace.com/index.php?showtopic=33571

 

This thread talks about a modification to a terrain which allows 4 seasons (depending on the time of year you fly). If you note closely, you can see in the data.ini of the terrain that you can also specify the probability of different kinds of weather for each season.

 

So no, you cannot modify campaigns, however, if you modify the terrain data.ini, it is effectively the same thing.

 

FastCargo

Posted

My "IKE" computer that was suppose to have been fixed went kaput so,going off an older system (1999 Gateway,500 GHz :sclerosis: Too slow to play!@$#^!!!) and have no way of looking into game engine!But,off the top of my head...try working with enviromental.ini found in Flight folder and find the chance=,make it around 70-90% to make it rain more.Then again,it could be in woe1.camp (as an example) and look for the same as stated above.Remembering that I d/l'd a CA_stary Snowfall mod and the read me there was an insight on how to make it snow.Then,I would "EXPLORE" he's findings to be a weather god for TK series.Be careful,ALWAYS BACKUP!Before you try anything new!

Posted

Try this by 1st backing up your effects folder and copy/paste info below

 

[EffectType001]

Name=RainEffect

Element[01].ElementType=HOLD_EMITTER

Element[01].ElementName=RainEmitter

Element[01].StartTime=0.000000

Element[01].StartTimeDeviation=0.000000

Element[01].EjectTime=-1.000000

Element[01].EjectTimeDeviation=0.000000

Element[02].ElementType=HOLD_EMITTER

Element[02].ElementName=RainEmitter2

Element[02].StartTime=0.000000

Element[02].StartTimeDeviation=0.000000

Element[02].EjectTime=-1.000000

Element[02].EjectTimeDeviation=0.000000

Element[03].ElementType=HOLD_EMITTER

Element[03].ElementName=RainEmitter3

Element[03].StartTime=0.000000

Element[03].StartTimeDeviation=0.000000

Element[03].EjectTime=-1.000000

Element[03].EjectTimeDeviation=0.000000

 

[EmitterType001]

Name=RainEmitter

EmissionType=POINT_EMITTER

UpdateType=NON_MOVING

MaxVisibleDistance=1000.000000

EmissionRate=0.0025

EmissionVolume=25.000000,25.000000,0.000000

ParticleUpdateType=RANDOM_MOVING

ParticleRenderType=SPRITE

ParticleLifeTime=1.000000

ParticleWeight=2.00000

ParticleWindFactor=0.5

ParticleColorTableType=TABLE

ParticleColor[01].Time=0.000000

ParticleColor[01].Value=1.000000,1.000000,1.000000,0.000000

ParticleColor[02].Time=0.10000

ParticleColor[02].Value=1.000000,1.000000,1.000000,0.600000

ParticleColor[03].Time=0.900000

ParticleColor[03].Value=1.000000,1.000000,1.000000,0.600000

ParticleColor[04].Time=1.000000

ParticleColor[04].Value=1.000000,1.000000,1.000000,0.000000

ParticleTailFade=0.000000,0.000000,1.000000,0.000000

ParticleSizeTableType=CONSTANT<----------------------------------------------------this is what to look at

ParticleSize=5.0

TextureMaterial=RainMaterial

 

[EmitterType002]

Name=RainEmitter2

EmissionType=POINT_EMITTER

UpdateType=NON_MOVING

MaxVisibleDistance=2000.000000

EmissionRate=0.0050

EmissionVolume=50.000000,50.000000,0.000000

ParticleUpdateType=RANDOM_MOVING

ParticleRenderType=SPRITE

ParticleLifeTime=1.000000

ParticleWeight=2.00000

ParticleWindFactor=0.5

ParticleColorTableType=TABLE

ParticleColor[01].Time=0.000000

ParticleColor[01].Value=1.000000,1.000000,1.000000,0.000000

ParticleColor[02].Time=0.10000

ParticleColor[02].Value=1.000000,1.000000,1.000000,0.600000

ParticleColor[03].Time=0.900000

ParticleColor[03].Value=1.000000,1.000000,1.000000,0.600000

ParticleColor[04].Time=1.000000

ParticleColor[04].Value=1.000000,1.000000,1.000000,0.000000

ParticleTailFade=0.000000,0.000000,1.000000,0.000000

ParticleSizeTableType=CONSTANT

ParticleSize=10.0

TextureMaterial=RainMaterial

 

[EmitterType003]

Name=BlizzardEmitter3

EmissionType=POINT_EMITTER

UpdateType=NON_MOVING

MaxVisibleDistance=3000.000000

EmissionRate=0.0050

EmissionVolume=100.000000,100.000000,5.000000

ParticleUpdateType=RANDOM_MOVING

ParticleRenderType=SPRITE

ParticleLifeTime=1.000000

ParticleWeight=2.00000

ParticleWindFactor=0.5

ParticleColorTableType=TABLE

ParticleColor[01].Time=0.000000

ParticleColor[01].Value=1.000000,1.000000,1.000000,0.000000

ParticleColor[02].Time=0.10000

ParticleColor[02].Value=1.000000,1.000000,1.000000,0.700000

ParticleColor[03].Time=0.900000

ParticleColor[03].Value=1.000000,1.000000,1.000000,0.700000

ParticleColor[04].Time=1.000000

ParticleColor[04].Value=1.000000,1.000000,1.000000,0.000000

ParticleTailFade=0.000000,0.000000,1.000000,0.000000

ParticleSizeTableType=CONSTANT<----------------------------------------same here

ParticleSize=10.0

TextureMaterial=RainMaterial

 

[blizzardMaterial]

DepthBufferCheck=TRUE

DepthBufferWrite=FALSE

IgnoreRenderOrder=FALSE

AlphaTestEnabled=FALSE

LightEnabled=FALSE

UseLightLevel=TRUE

SpecularEnabled=FALSE

EmissiveEnabled=FALSE

AmbientColor=1.000000,1.000000,1.000000,1.000000

DiffuseColor=1.000000,1.000000,1.000000,1.000000

ZBufferOffset=0.000000

PriorityLevel=2

BlendOp=BLEND_SRC_ALPHA

NumTextureStages=1

TextureStage[01].TextureName=rain.tga

TextureStage[01].MipMap=TRUE

TextureStage[01].FilterEnabled=TRUE

TextureStage[01].StageColorOp=TEXTURE_MODULATE_DIFFUSE

TextureStage[01].StageAlphaOp=TEXTURE_MODULATE_DIFFUSE

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