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----- Русский -----

Если ваш сайт содержит большую коллекцию SCM/CLEO-скриптов (больше 16), напишите на мой e-mail, и я добавлю его в список. Приветствуются скрипты, которые не встречаются на других сайтах ... Спасибо. ))))


----- English -----

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, and I will add it to the list. The unique scripts are preferable ... Thank you. ))))

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Timecyc.dat file

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1 Timecyc.dat file on Mon Feb 09, 2009 7:59 am

Description


timecyc.dat is a file sets the color of the sky and time for each region. This file can be opened with any text editor. The file is found in the data folder; San Andreas/data/timecyc.dat There is one line of data per hour in the game, per weather type. To comment in the file put // before what you are going to write, like in Sanny Builder.

Format


Code:

amb amb_obj dir skytop skybot suncore suncorona sunsz sprsz sprbght shdw lightshd poleshd farclp fogst LOG lcloud bcloud water alpha1 RGB1 alpha2 RGB2 clouda

Code:

Amb (Color)   
Amb_Obj (Color)
Dir (Color)
Sky top (Color)
Sky bot (Color)
SunCore (Color)
SunCorona (Color)
SunSz (float)
SprSz (float)
SprBght (float)
Shdw (integer)
LightShd (integer)
PoleShd (integer)
FarClp (float)
FogSt (float)
LightOnGround (float)
LowCloudsRGB (Color)
BottomCloudRGB (Color)
WaterRGBA (Color) 
; see below for description of what they mean.

Example:

Code:

25 22 22 220 212 130 255 255 255 0 23 24 0 31 32 255 128 0 5 0 0 1.00 1.00 0.30 200 100 0 400.00 100.00 1.00 30 20 0 3 3 3 85 85 65 240 255 87 87 87 255 60 121 122 0 90 0

Here is what they mean:

Code:

Amb; the amount of ambient color on static map objects, like most buildings, structures and landmasses.

Code:

Amb_Obj; the the amount of ambient light on dynamic objects, like pedestrians and vehicles

Code:

Dir; the amount of direct light on pedestrians and vehicles


Code:

Sky top; color of the top of the games sky.


Code:

Sky bot; color of the bottom of the games sky.

Code:

SunCore; color of the sun's core image.

Code:

SunCorona; color of the sun's corona image.

Code:

SunSz;    size of the sun's corona sprite.

Code:

SprSz;    size of the sun's core sprite.

Code:

SprBght; how bright sprites will be.

Code:

Shdw;   intensity of pedestrian, vehicle, and lamp shadows. 0 is transparent, 100 seems to be about "normal", and values past that make the shadow darker and darker. 500 will produce almost pure black shadows.

Code:

LightShd; the cast light alpha on traffic signals and lampposts. changing produces no visible results.

Code:

PoleShd; integral thickness of the shadow of the column.


Code:

FarClp; the clipping plane that limits maximum visibility. Setting the value to a smaller number produces a short visibility range, whereas larger numbers mean you can see further. The average value for this entry is around 2000.0 and most of the map is visible with this value

Code:

FogSt; fog start position/distance

Code:

LightOnGround; fractional light hit the ground?


Code:

LowCloudsRGB; sets colour for low thin clouds.

Code:

BottomCloudRGB; RGB color of the clouds of low altitude, colour for underside of large clouds.


Code:

WaterRGBA; water RGBA color and opacity of the water. On the PC version of the game, the water texture is green-blue color.

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