Quote:
Originally Posted by Goblin Wizard
LoadCloud() function is a base function, fixed in exe. You can't change it.
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It's not entirely true. In the Main.ini there is EditClouds = 0 parameter. When changed to 1 editor should start but I've never tried this. There is full guide inside ../Data/PFX/DustFX/Editor Description - Russian.zip. Disabling LoadCloud function is probably faster and easier than modifying all those cloud files.
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I set EditClouds = 1, but that didn't seem to do anything (unless there are editing hotkeys).
We need [spoiler] tags so that long posts don't stretch the page too much. Oh well. The guide is in Russian, running it through lolgoogletranslate produced:
Quote:
Description editor of clouds.
Editor starts by setting EditClouds = 1 in the section
[START_OPTION] file Main.INI.
After starting the editor you can create clouds. By default loaded texture dust1.bmp. Center of the cloud shown in yellow box.
Office of the keyboard and mouse:
Mouse to turn the camera, with clenched right-wheel - move on
vector surveillance.
The cursor to move the camera in the plane of the camera.
A / D - me, the size of the particle.
W / S - my number particle in texture (see command cl_side_count).
Management console:
cl_glow_factor <move (INT)> <koef.uvelicheniya distance (FLOAT)> -
installation of automatic increase of particle size on the distance to camera. The increase is the formula: size = size_bazovy coefficient.
increase * rasstoyanie_do_chastitsy.
If the step is -1, an automatic increase is disabled.
Example:
cl_glow_factor 3 0.1 - every 3 particles increased to rstoyanie * 0.1
cl_fade_factors <initial limit of expression (FLOAT)> <initial limit of
damping (FLOAT)> <ultimate limit damping (FLOAT)> - install
damping and the manifestation of particles from a distance. Transparency distributed
between these paramtremi so:
Position (0) - transparency (0)
Position (initial manifestations of the border) - transparency (0xFF000000)
Position (initial boundary damping) - transparency (0xFF000000)
Position (finite boundary damping and more) - transparency (0)
If nachalnach limit is -1, the effect is completely disabled.
PrimerZh
cl_fade_factors 1,100,200
(Note: if you set the distance to take into account the maximum distance Z
buffer)
cl_color <tekuschiy_tsvet 0xFFFFFFFF> - sets the current color of the particle.
Example:
cl_color 0xFFFF000000 - Set the opacity of the color red.
(Please note: When you can just set the parameter alpha particles. But it will shut down when you turn cl_fade_factors. When you turn off this setting transparency to all the particles placed in 0xFF000000)
cl_texture_name <name of the texture> - load the texture with the specified name. If you enter no parameters, will give the name of the current texture. In texture should have an alpha channel.
Example:
cl_texture_name dust1.bmp
cl_side_count <count (INT)> - set the number of particles on one side texture. Total number of particles is equal to the square of this value. In According to this value will raschityvatsya texture coordinates for the following set of particles.
Example:
cl_side_count 3 - install 3 x 3 pattern, ie in her 9 particles.
cl_rotate_params <step (INT)> <speed (FLOAT)> - install rotation for the particles. Step specifies which N-th particle will rotate rate sets the maximum speed of the particle. Take the chance to this value.
If the step is -1, to disable this effect for all particles.
Example:
cl_rotate_params 3 0.2 - rotate every third particle speeds up to 0.2
cl_pos_factor <coefficient. increase (FLOAT)> - is designed for visual increase the volume and size of the cloud. Apply only after placement all particles, because of the regime included the installation of the particles produced in incorrect place. By setting the coefficients.
increase in 0 - the effect is muted.
Valid values from 1 to several hundred.
Example:
cl_pos_factor 30 - Magnification 30 times.
(Note: use this mode carefully, checking the map on presence of artifacts. When activated, it applies tricks with reference to chamber. Pay attention to the correct position of the clouds in space such a regime.)
cl_save_cld <name fayla.cld> - save the cloud in a file name. Files are saved in the folder DATA \ PFX \ DUSTFX \. The recommended expansion of CLD.
cl_load_cld <name fayla.cld> - load the cloud from a file with the specified name. Name to indicate no path but with extension.
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Doesn't really help me. The cld files also don't appear to be plaintext.
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Edit: What about include scripts, rather than system-specific ones? There's references to clouds in 3 include scripts:
- Create_clouds.script -- cloud creation function? Looks like it's possible to mess with the parameters
- ObjectList.script -- appears to contain definitions
- RandomObjects.script -- several functions with "cloud" in the name; appears to generate debris
I'll do some editing and see what testing will turn up. I think I'll have to start a new game, as saves appear to contain info on systems we've already visited.
Edit 2:
Okay, I commented out the CreateCloud() calls (lines 64-66, 149-151) in Create_clouds.script, but I'm not sure if it worked. There's still the fog effect in Hephaestus, but I can't remember if it's less than before. Screenshot attached (got blown up by the turrets, lol).