CCG/Example: Water2

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Contents

Water2

Directory Structure

A typical asset of this kind has the following File\Directory Structure:

CCG water2 dir1.jpg


Required Files

config.txt - The config file for the asset.

thumb.jpg - The thumbnail image for this asset. A 240x180 jpeg.

water.anim.txt - Contains the animation variables for the water asset.

water.bmp, wateropacity.texture.txt - The texture files applied to the water. See the section on Texture.txt files on Page 96 for more information.

water.config.txt - Contains the tile size and material properties for the water asset.


Config.txt File Listing

kuid                       <kuid:56113:1226>
trainz-build               2.9
category-class             "EW"
category-region            "00"
category-era               "2010s"
username                   "TestWater"
kind                       "water2"
description                "This is a test water2 kind written for the 2006 CCG."
thumbnails
{
  0
    {
      image                "thumb.jpg"
      width                240
      height               180
    }
}


Anim.txt File Listing

water.anim.txt

version .00
// Water DetailAnim configuration file
// Is used from DefaultWater.config.txt
DetailAnim
{
  AnimName = WaterAnimationPN;      //Perlin noise
  animation.AnimSampleRate = 0;     // Sample rate (samples per sec)
  AnimPeriod = 3;                   // Looping period in sec.
  AnimSpeed = .0;                   // Speed of waves
  AnimSize = 2,2;                   // Bump map dimensions
//AnimSize = 32,32;               // Bump map dimensions
  AnimWorldSize = 0.0;              // "Size" of one tile
  AnimMaxHeight = .0;               // Max height of the wave
  AnimScaleNormXY = .0;             // scale X,Y coordinates of the normal map for better interpolation
  Perlin
   {
     AnimPerlinFreq = .0;
     AnimPerlinSpeed = 0.0;
     AnimPerlinOctaves = 3.0;
   }
  FFT
   {
     AnimFFTWindVec = -.0,.0;        // Direction and speed of the wind affecting length of the waves
     AnimPhillipsA = .0e-3;          // Phillips spectrum constant affecting heights of the waves
     AnimFFTSeed = 0;                // Reduce height of waves in direction perpendicular to wind 
    (CosMin <= cos(dir) <= CosMax)
 
  //acrossCosMax      // Default -. (disabled) (.0 same direction, 0.0 - perpendicular, -.0 opposite)
  //acrossCosMim      // Default .
  //acrossRatio       // Default .0
  // Reduce height of waves in direction opposite to wind
  //oppositeCos    // Default -. (disabled) (.0 same direction, -.0 opposite direction)
 
  //oppositeRatio     // Default .0
   }
}

Water.Config.txt File Listing

water.config.txt

version .00
// WaterManager config data
WaterManager("WaterManagerGeneric")
{
   WaterMaterial
   {
       materialColor = (0.20, 0., 0., 0.);
       materialRI = 0.3;
       opacityTex = WaterOpacity.texture;
       opacityAmount = 0.;
   }
 
// Compiled DetailAnim or text ConfigData file `water.anim.txt'
// This is now loaded manually by Trainz so Trainz can cache the anim file in a separate folder.
// DetailAnimFile = water.anim;
}
// WaterGeometry config data
WaterGeometry
{
   UVScrollVelocity = 0.0, 0.0;
   TileUVScale           = .0, .0;
   GridSpacing       = 0.0;               // "Size" of one cell of the grid (is used if MaxAmp > 0)
   TileGridSize     = 2, 2;               // Number of vertices in one tile (use more if MaxAmp > 0)
   WaveFreq           = 0.0;//0.;
   MaxAmp                = 0.0;//0.2;
// Mesh animation
// TileGridSize      = 3, 3;      // Number of vertices in one tile (use more if MaxAmp > 0)
// WaveFreq             = 0.;
// MaxAmp               = 0.2;
}


Download this asset

This asset is available for download from the TRS2006 website at:

http://files.auran.com/TRS2006/Downloads/Example_Download.zip


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