Panama Red Posted November 13, 2008 Posted November 13, 2008 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 Quote
+FastCargo Posted November 15, 2008 Posted November 15, 2008 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 Quote
WDH Posted November 15, 2008 Posted November 15, 2008 My "IKE" computer that was suppose to have been fixed went kaput so,going off an older system (1999 Gateway,500 GHz 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! Quote
WDH Posted November 15, 2008 Posted November 15, 2008 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 Quote
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