Sims 3:0x1F886EAD/CAW/WorldEnvtIni Misc

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CAW Climate Tuning Tutorial

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Description

The WorldEnvt.ini are a collection of INI files that control visual tunings related to the sky lighting, fog, and cloud cover. Colors for the sky and clouds are influenced by separate color ramps in DDS format. Builders may find that, despite not understanding what each tuning does, they can get nice effects by trial and error. However those with a clear understanding of each tuning's effect can share their research in the annotations below. For more information on using this file see the tutorial on tuning world climates.

Extracted file name: x

Annotated Format

Format Notes
(Wiki editor annotations in green - EA annotations in red)
[MiscParams]
StarIntensity = 0-250 Range appears to be 0-250. Increases the degree to which the star field is visible on the sky.
ManmadeLightIntensity = 0-50 Range appears to be 0-50.
ProbabilityWeight = Numerical range? Affects the likelihood that the game will generate the weather outlined in this file.
DaytimeBloom = 0.0-1.0 Range appears to be 0.0-1.0. Affects the bloom in the sky.

[CloudLayer1Params]

VisibilityThreshold = 0-255 Range seems to be 0 (total cover)-255 (no cover). Affects how opaque the lower cloud layer is.
Sharpness = 0-1 Range 0-1, however small differences make big visual differences - for example, the difference between 0.992 to 0.995.

This affects the sharpness of cloud edges. Higher values make wispier clouds.


[CloudLayer1ScrollRate]

texCoordU = -1 to 1

texCoordV = -1 to 1

These move the clouds in two axes. If you have both equal, the clouds will move in a diagonal direction.

0=stationary

0.9= ridiculously fast

Sensible figures are <0.1

EA have very low figures, such as 0.00025 to give gently drifting clouds.

Negative figures give reversed direction.


[CloudLayer2Params]

VisibilityThreshold = 0-255 Cloud layer 2 parameters are tuned identically to cloud layer 1, except they affect the upper cloud layer.
Sharpness = 0-1 See cloud layer 1 above.

[CloudLayer2ScrollRate]

texCoordU = -1 to 1

texCoordV = -1 to 1

See cloud layer 1 above.

Fog Formula

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

;; Fog distance.

;; Fog equation is basically:

;; f = saturate(((end - distance) / (end - start))

;; f = pow(f, curve)

;; color = lerp(color, fogColor, f);

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

;; start ;; distance fog starts at

;; end ;; distance fog ends at (no longer increases)

;; curve ;; modifies distance curve:

;; fog = pow(fog, curve). (0.0-1.0 == increased fog curve, 1.0 == linear, 1.0-inf == more gradual fog curve)

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

Fog formula notes and details.

[FogDistance1]

start = Numerical range?

end = Numerical range?

Details on fog start and end.
curve = 0.0-1.0 Range: 0.0-1.0 == increased fog curve, 1.0 == linear, 1.0-inf == more gradual fog curve
timeOfDay = Time of day for effect by 24 hour clock.

[FogDistance2]

start = Numerical range?

end = Numerical range?

See fog distance 1 above.
curve = 0.0-1.0 See fog distance 1 above.
timeOfDay = See fog distance 1 above.

[FogDistance3]

start = Numerical range?

end = Numerical range?

See fog distance 1 above.
curve = 0.0-1.0 See fog distance 1 above.
timeOfDay = See fog distance 1 above.

[FogDistance4]

start = Numerical range?

end = Numerical range?

See fog distance 1 above.
curve = 0.0-1.0 See fog distance 1 above.
timeOfDay = See fog distance 1 above.

[FogDistance5]

start = Numerical range?

end = Numerical range?

See fog distance 1 above.
curve = 0.0-1.0 See fog distance 1 above.
timeOfDay = See fog distance 1 above.

[FogDistance6]

start = Numerical range?

end = Numerical range?

See fog distance 1 above.
curve = 0.0-1.0 See fog distance 1 above.
timeOfDay = See fog distance 1 above.
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