Sims 3:0x1F886EAD/CAW/SkyCommon

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CAW Climate Tuning Tutorial

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Description

SkyCommon.ini is an INI file that can be imported into world files. SkyCommon.ini controls various general aspects of a world's sky such as the size of the sun and moon, the reflections of astral bodies on the ocean, and the frequency that the weather will change. The lighting colors for the world are not controlled by this file, but by color ramps. For more information on using this file see the tutorial on tuning world climates.

Extracted file name: '

Annotated Format

Format Notes
(Wiki editor annotations in green - EA annotations in red)
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;

;; Tunable Parameters Related to Sky ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;


;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; ;;


[MiscSkyParams]

;; Radii of the sun, sun glow, and moon in metric arbitrary units
SunRadius = c.150-280 Default figure seems to be 150-280. Makes the sun bigger or smaller. Very large sun/moon radii may cause game lag.
SunHaloRadius = Default c.0 //this does not do anything Default is 0. Claims not to have an effect, but widens the radius of the sun's halo.
MoonRadius = c.200 Default is around 200. Makes the moon bigger or smaller. Very large sun/moon radii may cause game lag.

;; Number of degrees off the sky's "equator" for the sun and moon. An offset of 0 would indicate

;; tracking the equator exactly. Values approaching 90 become fairly degenerate; with the sun rising and setting

;; near the same pole in the sky. A strong astronomical argument could be made that the Starfield and SUn offsets should be

;; identical, but they can be tuned separately anyway...

SunDegreeOffset = 0-90
MoonDegreeOffset = 0-90
StarfieldDegreeOffset = 0-90 A tuning of 90 gives sideways moving stars!

;; Affects the sunlight transitions, especially for shadows.

SunDegreeMovementStep = Range? Effects?
SunDegreeMovementBlendThreshold = Range? Effects?

;; Number of DAYS for the moon to go through a complete lunar cycle

;; Note that changes in this position will yank the moon to a new position in the sky.

LunarCycleTime = Range? Effects?

;; Moon water reflection size as a fraction of sun water reflection size. This is in sky

;; because it's calculated by the sky because this reflection size value is driven by the

;; sun and moon positions rather than the water directly. 0.0 = no moon reflection;

;; 1.0 = full moons are as bright as the sun. New moons should never reflect regardless of what

;; value is entered here.

MoonReflectionFactor = 0-100+ 0.5 seems to give a visible reflection; much lower and it's not too visible.

;; This value will skew the sun and moon lighting directions towards the horizon. This currently

;; affects only the light, and not the actual sun or moon position. More oblique angles give more dramatic shadows

;; and lighting. Values approaching zero will spend very little time lighting from the center of the sky. A value

;; of one indicates a homogenous circular lighting track. Values above one will be increasingly averse to horizon

;; lighting.

HorizonLightSkewFactor = Range? Effects?

;; This value will set a minimum distance (in Metric Arbitrary Units) that the sun or moon can approach the horizon.

;; A value of zero indicates no minimum. This value is useful for tuning the maximum shadow stretchiness as the sun approaches

;; the horizon.

HorizonLightMinimum = Range? Effects?

;; This value will affect the abruptness of the sunset dimming effect for sun and moon reflections. Small values

;; indicate long, gradual transitions from full-brightness to dimness; large values indicate abrupt transitions.

SunsetDimmingSpeed = Range? Effects?

;; Modifies the sunrise and sunset time. This will rescale the values fetched from the timeline automagically: the 6:00/18:00

;; timeline values will stay sunrise and sunset, but they'll happen at SunriseTime and SunsetTime instead.

SunriseTime = Default is 6.0

SunsetTime = Default is 18.0.

Effects?

;; How long before sunrise or after sunset does the sun control the light direction? Note that the HorizonLightMinimum can be used

;; to keep the "sunlight direction" above the horizon. This makes it possible to defer the Sun Directional Light -> Ambience Only ->

;; Moon Directional Light transition until after the visual sunset, with a period of "twilight" in between the time the sun

;; goes beneath the horizon and the time the moonlight takes over as the dominant skylight. This value expresses time in hours.

;; It does not cause any reinterpretation of the timeline time keys.

SunDominanceTime = Default is 6.0 Effects?

;; Pick a new weather type every N hours

WeatherRandomizeInterval = Default is 8 Changes how often the game fishes for new weather. It may choose the same weather twice in a row, leaving it unchanged. The probability for each weather is tuned in under "ProbabilityWeight =" in the various WorldEnvtIni files that define cloud cover.
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;

;;


[Bloom]


;; Must be between -1 and 0

BloomThreshold = -1 to 0 Effects?

;; Keep this high (>5 or so)

BloomSlope = Higher than 5 Effects?

[Bloom:Xenon]

BloomThreshold = Range Effects?

[Bloom:Ps3]

BloomThreshold = Range Effects?
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