PrecipitationData

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

Inherit:
GameBaseData

Description

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

Example:

datablock PrecipitationData( HeavyRain )
{
   soundProfile = "HeavyRainSound";
   dropTexture = "art/environment/precipitation/rain";
   splashTexture = "art/environment/precipitation/water_splash";
   dropsPerSide = 4;
   splashesPerSide = 2;
};

Fields

string PrecipitationData::dropShader

The name of the shader used for raindrops.

int PrecipitationData::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 PrecipitationData::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 PrecipitationData::soundProfile

Looping SFXProfile effect to play while Precipitation is active.

int PrecipitationData::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 PrecipitationData::splashShader

The name of the shader used for splashes.

filename PrecipitationData::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.