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data_ini_water.ini
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2006-01-31
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78 lines
;//////////////////////////////////////////////////////////////////////////////
;FILE: Water.ini (System)
;//////////////////////////////////////////////////////////////////////////////
WaterSet MORNING
SkyTexture = TSCloudWis.tga
WaterTexture = TSWater.tga
Vertex00Color = R:200 G:200 B:200
Vertex10Color = R:200 G:200 B:200
Vertex01Color = R:200 G:200 B:200
Vertex11Color = R:200 G:200 B:200
DiffuseColor = R:175 G:175 B:175 A:255
TransparentDiffuseColor = R:150 G:150 B:150 A:128
UScrollPerMS = 0.002
VScrollPerMS = 0.002
SkyTexelsPerUnit = 0.8
WaterRepeatCount = 32
End
WaterSet AFTERNOON
SkyTexture = TSCloudWis.tga
WaterTexture = TSWater.tga
Vertex00Color = R:225 G:225 B:225
Vertex10Color = R:225 G:225 B:225
Vertex01Color = R:225 G:225 B:225
Vertex11Color = R:225 G:225 B:225
DiffuseColor = R:185 G:185 B:185 A:255
TransparentDiffuseColor = R:255 G:255 B:255 A:128
UScrollPerMS = 0.002
VScrollPerMS = 0.002
SkyTexelsPerUnit = 0.8
WaterRepeatCount = 32
End
WaterSet EVENING
SkyTexture = TSCloudSun.tga
WaterTexture = TSWater.tga
Vertex00Color = R:150 G:150 B:150
Vertex10Color = R:150 G:150 B:150
Vertex01Color = R:150 G:150 B:150
Vertex11Color = R:150 G:150 B:150
DiffuseColor = R:225 G:225 B:225 A:255
TransparentDiffuseColor = R:150 G:150 B:150 A:96
UScrollPerMS = 0.002
VScrollPerMS = 0.002
SkyTexelsPerUnit = 0.8
WaterRepeatCount = 32
End
WaterSet NIGHT
SkyTexture = TSStarFeld.tga
WaterTexture = TSWater.tga
Vertex00Color = R:255 G:255 B:255 A:255
Vertex10Color = R:255 G:255 B:255 A:255
Vertex01Color = R:255 G:255 B:255 A:255
Vertex11Color = R:255 G:255 B:255 A:255
DiffuseColor = R:100 G:100 B:100 A:255
TransparentDiffuseColor = R:255 G:255 B:255 A:128
UScrollPerMS = 0.0
VScrollPerMS = 0.0
SkyTexelsPerUnit = 1.6
WaterRepeatCount = 32
End
; WaterTransparency can be overridden per each map to change these values.
WaterTransparency
TransparentWaterMinOpacity = 1.0 ;opacity of water at maximum depth - 1.0 is opaque, 0 transparent.
TransparentWaterDepth = 3.0 ;depth below water surface at which it becomes opaque (unless clipped by TransparentWaterMinOpacity)
RiverTransparencyMultiplier = 1.0 ;alpha multiplier used to set the transparency of rivers (multiplied against alpha found in river edge texture)
StandingWaterColor = R:255 G:255 B:255 ;material color used to tint the water surface.
StandingWaterTexture = TWWater01.tga ; main texture used for water (usually something blue that looks like water).
AdditiveBlending = no; use additive blending instead of alpha blending?
RadarWaterColor = R:140 G:140 B:255 ; color of water on radar display.
ReflectionPlaneZ = 59.0;
ReflectionOn = No
; ReflectionGuard = X:0.0 Y:0.0 ; some margin for big objects near the camera frustum, so that reflections do not pop in
End