Bartas01 napisał(a):2. który plik odpowiada za przedmioty otrzymywane na początku od wilka


The levels point to a specific weather file in environment.ltx.
[weathers]
map = sect_map
test = sect_test
default = sect_default_weather
indoor = sect_indoor
indoor_x18 = sect_indoor_x18
pripyat = sect_prypyat
radar = sect_radar
rain = sect_rain
sarkofag = sect_sarkofag
stancia = sect_stancia
stancia2 = sect_stancia2
yantar = sect_yantar
yantar_indoor = sect_yantar_indoor
Most of those files only have a few weather presets in them (as opposed to the 25 in my weather_default.ltx). For those that only have a day and night weather preset, night would be very easy to change.
Here is a description of what I think the items in each weather preset do. Color items mean: 1.0, 0.5, 0.25 = R255, G128, B64.
flares = flares_gradient1 (sky effects referenced in flares.ltx such as sun glare, etc...)
sky_texture = skysky_14_cube (sky texture)
sky_rotation = 0 (rotation of sky in degrees +/-)
sky_color = 0.20, 0.20, 0.20 (color of the sky, RGB... affects cloud color)
clouds_texture = skysky_oblaka (clouds texture)
clouds_color = 0.05, 0.09, 0.15, 0.0014, 0.1 (color of the clouds in the sky, RGB... maybe Alpha? and some other value that I haven't tested)
far_plane = 350 (farthest viewing distance)
fog_distance = 350 (distance at which fog is thickest)
fog_color = 0.003, 0.003, 0.015 (color of fog, RGB)
fog_density = 0.9 (density of fog)
rain_density = 0.2 (density of rain)
rain_color = 0.21, 0.21, 0.27 (color of rain, RGB... if enabled in env_ambient)
thunderbolt = thunderbolt_collection_default (remove this value to turn off lightening, or add it to turn lightening on)
bolt_period = 5.0f (approximate time between bolt strikes)
bolt_duration = 0.35f (approximate time a lightening bolt lasts)
wind_velocity = 0.0 (velocity of wind)
wind_direction = 0.0 (direction in degrees the wind blows)
ambient = 0.0425, 0.045, 0.0475 (color of ambient lighting, usually one tenth of hemi_color by default)
lmap_color = 1.0, 1.0, 1.0 (perhaps the color shade of the lightmaps, RGB?)
hemi_color = 0.125, 0.15, 0.175, 0.1 (hemisphere/ground lighting, RGB... A?)
sun_color = 0.0 , 0.0 , 0.0 (color of dynamic sunlight in full dynamic lighting, RGB)
sun_dir = -18.0, 291 (direction of sun in degrees: vertical, horizontal)
env_ambient = ambient_env_rain (ambient environment refrenced in env_ambient.ltx)
The 'ambient' value is untouched in this mod because it wasn't modified in Badmagic's original. The hemi_color and fog_color are used instead. Perhaps this would be a good place to start if one was interested in darkening the other areas. Then the sky_color would be the place to go from there.


















Famiru napisał(a):W tym modzie cieszyłbym sie gdybyś zrobił :
- M4A1 niezawodne (skoro jest Ak47 to czemu nie M4)
Chybiony pomysł. W grze nie ma broni modelem podobnej do M4, więc to niemożliwe. No chyba, że uznamy LR300 za podobny do M4.
- Możliwośc kupna wszystkich broni u Handlarzy oraz sprzedarzy ich dla NPC.
Wtedy rozgrywka byłaby za prosta. To ma być trudny i straszny mod, a możliwość kupienia wszystkiego u takiego sida nie utrudnia gry.
- Pojazdy ,Dużo.. Dużo.. Pojazdów![]()
To też ułatwia rozgrywkę. W samochodzie czujesz się bezpiecznie, a tak ma nie być.
- Tanie Apteczki i Bandarze
Chodzi o to, żeby było trudno je dostać i żeby były cholernie drogie.




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