CfgWorlds Config Reference – Arma 3
A
class AmbientA3
class AmbientA3
{
maxCost = 500; // max. cost of all animals spawned by the ambient system
class Main_spawn_circle_name
{
areaSpawnRadius = 440.0; // radius of the main spawn circle, testing circles are placed on this radius
areaMaxRadius = 500.0; // radius where animals are removed
spawnCircleRadius = 30.0; // radius of testing circles
spawnInterval = 4.7; // how often is the creation process started in seconds
class Species
{
class Animal_config_class // class of animal from CfgVehicles
{
maxCircleCount = 5; // expression - max. number of a given kind in testing circle
maxWorldCount = 8; // max. number of animals on map
cost = 3; // cost of animal
spawnCount = 1; // how many animals should be spawned at once
groupSpawnRadius = 10; // radius for spawning of animal group
maxAlt = 200; // if defined, an animal can be created only if [camera height above/under water/ground] < maxAlt
minAlt = -10; // if defined, an animal can be created only if [camera height above/under water/ground] > minAlt
};
};
};
};
For more information visit the Ambient Animals System Page
class AnomalyPars
class AnomalyPars
{
// outer model (should be sphere with radius of 1 and normals directed outwards)
outerModel = ""; /// path should be defined in data
// inner model (should be sphere with radius of 1 and normals directed inwards)
innerModel = ""; /// path should be defined in data
// scale of refraction (R, G, B - you can use different values to achieve abberation effect)
refractScale[] = {0.04, 0.03, 0.05};
// animation time coef (horizontal, vertical), use {0,0, 0} for no animation (third value not used)
timeScale[] = {0.03, 0.03, 0.0};
// distance (in meters) from the anomaly boundary, where the postprocess effect should be used (0 = no postprocess)
postProcessDistance = 3.0;
};
aroundSunCoefExponent
1.60 Float: Modifiers of around sun coefficient for pixel shader computations.
// coef = pow(coef * _aroundSunCoefMultiplier, _aroundSunCoefExponent);
aroundSunCoefExponent = "12.0f"; //value used by BI in all A3 terrains
aroundSunCoefMultiplier
1.60 Float: Modifiers of around sun coefficient for pixel shader computations.
// coef = pow(coef * _aroundSunCoefMultiplier, _aroundSunCoefExponent);
aroundSunCoefMultiplier = "1.4f"; //value used by BI in all A3 terrains
author
String: Defines the author of the world, which is shown in the loading screen
author = "$STR_A3_Bohemia_Interactive"; //value used by Tanoa, $STR_A3_Bohemia_Interactive corresponds to a stringtable entry
C
causticsBrightnessCoef
Float: Brightness coefficient
aroundSunCoefMultiplier = "1.4f"; //value used by BI in all A3 terrains
causticsDepthFadeCoef
Float: Coef used for caustics intensity fading with depth (how fast the intensity fades with depth), 1.0 = linear, 2.0 = quadratic,...
causticsDepthFadeCoef = "0.05f"; //value used by Tanoa
causticsDepthLimit
Float: Depth limit (under water) for caustics drawing (in m)
causticsDepthLimit = "80.0f"; //value used by Tanoa
causticsDistanceLimit
Float: Distance limit for caustics drawing (in m)
causticsDistanceLimit = "200.0f"; //value used by Tanoa
causticsEnabled
Integer: Enable/disable caustics
causticsEnabled = 1; //value used by Tanoa
causticsTexture
String: Caustics texture path
causticsTexture = "A3\data_f\caustics\caustic_anim_ca.paa"; //value used by Tanoa
causticsTextureArea
Float: Length of the side of the rectangle, that covers one caustics texture (in meters) in zero depth
causticsTextureArea = "2.0f"; //value used by Tanoa
causticsTextureAreaDeep
Float: Length of the side of the rectangle, that covers one caustics texture (in meters) in max depth causticsDepthLimit(causticsDepthLimit)
causticsTextureAreaDeep = "156.0f"; //value used by Tanoa
causticsTextureChangeInterval
Float: Interval of texture change (in s)
causticsTextureChangeInterval = "0.04f"; //value used by Tanoa
causticsTextureCount
Integer: Number of caustics textures
causticsTextureCount = 32; //value used by Tanoa
causticsTextureDepthGranularity
Float: Distance (in meters) over which we interpolate two caustics textures (in different depth)
causticsTextureDepthGranularity = "2.5f"; //value used by Tanoa
causticsTextureMask
String: Caustics texture mask path
causticsTextureMask = "A3\data_f\caustics\caustics_anim_%03d.paa"; //value used by Tanoa
causticsTextureNumRows
Integer: Number of textures in one row in caustic texture (we suppose that number of rows and columns is the same)
causticsTextureNumRows = 4; //value used by Tanoa
centerPosition[]
Array: Default center position
centerPosition[] = {7228, 6987, 0}; //value used by Tanoa
clouds[]
clouds[] = {"A3\data_f\mrak1.p3d", "A3\data_f\mrak2.p3d", "A3\data_f\mrak3.p3d", "A3\data_f\mrak4.p3d"}; //value used by Tanoa
class clutter
class clutter
{
class YourClutterName : DefaultClutter
{
// Determines the affection of the clutter to the wind (0 - stone, 1 - common grass)
affectedByWind = 0;
// Path to your clutter model
model = "path\to\your\clutter.p3d";
// If colored by the ground, desired color relative to the ground
relativeColor[] = {1, 1, 1, 1}; //not used in any A3 Clutter configs
// Maximal scale for random clutter scaling
scaleMax = 1.0;
// Minimal scale for random clutter scaling
scaleMin = 0.5;
// Use default lighting (0 = disable, 1 = enable). This should be enabled if your clutter uses the "Grass" pixel or vertex shader, otherwise it should be disabled
swLighting = 1;
};
};
clutterColoringFarCoef
Float: Max coef for clutter coloring at far distance (must be >=1, large coef means we can colorize more)
clutterColoringFarCoef = "5.0f"; //value used by Tanoa
clutterColoringFarSpeed
Float: Speed of far clutter coloration (1 = linear, 2 = quadratic, etc.)
clutterColoringFarSpeed = "2.0f"; //value used by Tanoa
clutterColoringFarStart
Float: Distance (in m) when clutterColoringFarCoef when we start to interpolate to clutterColoringFarCoef
clutterColoringFarStart = "20.0f"; //value used by Tanoa
clutterDist
Integer: How far clutter is visible
clutterDist = 100; //value used by Tanoa
clutterGrid
Integer: Controls density of clutters (size of square where single clutter is present)
clutterGrid = 0.8; //value used by Tanoa
clutterRadius
Integer: Maximal size of clutters (for clipping)
clutterRadius = 1; //value used by Tanoa
clutterRoadwayCheckRadiusCoef
Float: Coefficient for clutter radius to check against roadways (0 = check only center, 1 = check whole radius)
clutterRoadwayCheckRadiusCoef = "0.8f"; //value used by Tanoa
cutscenes[]
cutscenes[] = {"Tanoa_intro1"}; //value used by Tanoa
D
description
String: Name of the terrain
description = "$STR_A3_CFGWORLDS_TANOA0"; //value used by Tanoa, corresponds to a stringtable entry
class DOFPars
Parameters for depth of field
class DOFPars
{
// standard dof parameters
focusDistance = 25.0;
blur = 1.0;
farOnly = 1; //blur only far objects? (0 = disable, 1 = enable)
// underwater dof parameters (no goggles)
focusDistanceWater = 1.0;
blurWater = 1.3;
farOnlyWater = 1; //blur only far objects? (0 = disable, 1 = enable)
// underwater dof parameters (with goggles)
focusDistanceWaterGoggles = 4.0;
blurWaterGoggles = 1.0;
farOnlyWaterGoggles = 1; //blur only far objects? (0 = disable, 1 = enable)
};
drawTaxiway
drawTaxiway = 0; //value used by Tanoa
dynLightMinBrightnessAbsolute
Integer: These constants are used to determine the radius of dynamic lights. Radius is computed based on minimal brightness. Minimal brightness is computed: max(dynLightMinBrightnessAbsolute, sceneAmbient * dynLightMinBrightnessAmbientCoef) where sceneAmbient is current brightness of scene ambient light.
dynLightMinBrightnessAbsolute = 0.05; //value used by Tanoa
dynLightMinBrightnessAmbientCoef
Integer: These constants are used to determine the radius of dynamic lights. Radius is computed based on minimal brightness. Minimal brightness is computed: max(dynLightMinBrightnessAbsolute, sceneAmbient * dynLightMinBrightnessAmbientCoef) where sceneAmbient is current brightness of scene ambient light.
dynLightMinBrightnessAmbientCoef = 0.5; //value used by Tanoa
E
elevationOffset
elevationOffset = 0; //value used by Tanoa
enableBloodSplashes
Integer: Enable blood splashes
enableBloodSplashes = 1; //value used by Tanoa
enableFootsteps
Integer: Enable footsteps
enableFootsteps = 1; //value used by Tanoa
enableTracks
Integer: Enable vehicle tracks
enableTracks = 1; //value used by Tanoa
class EnvMaps
class EnvMaps
{
class EnvMap1
{
// overcast value for which this is used
overcast = 0;
texture = "A3\Map_Tanoabuka\data\env_land_ClearSky_ca.paa";
};
class EnvMap2
{
// overcast value for which this is used
overcast = 0.4;
texture = "A3\Map_Tanoabuka\data\env_land_SemiCloudySky_ca.paa";
};
class EnvMap3
{
// overcast value for which this is used
overcast = 0.8;
texture = "A3\Map_Tanoabuka\data\env_land_OvercastSky_ca.paa";
};
};
envTexture
String: Set global envTexture to be used instead of assets specific one if defined for the world.
envTexture = ""; //value used by Tanoa
F
fogBeta0Max
Integer: beta0 (macroscopic cross-section of atmospheric scatterers at base level) for fog value 1
fogBeta0Max = 0.05; //value used by Tanoa
fogBeta0Min
Integer: beta0 (macroscopic cross-section of atmospheric scatterers at base level) for fog value 0
fogBeta0Min = 0; //value used by Tanoa
fogHeight
Integer: Max height of the Arma fog for clouds (in meters)
fogHeight = 2000; //value used by Tanoa
Related commands: fog, setFog, fogParams, fogForecast
forecastFog
forecastFog = 0; //value used by Tanoa
Related commands: fog, setFog, fogParams, fogForecast
forecastFogBase
Integer: Base forecasted altitude for fog computations (in meters)
forecastFogBase = 250; //value used by Tanoa
Related commands: fog, setFog, fogParams, fogForecast
forecastFogDecay
Integer: Forecasted decay coefficient - decay of fog with altitude
forecastFogDecay = 0.014; //value used by Tanoa
Related commands: fog, setFog, fogParams, fogForecast
forecastGusts
Integer: Forecasted gusts
forecastGusts = 0; //value used by Tanoa
Related commands: gusts, setGusts
forecastLightnings
Integer: Forecasted lightning
forecastLightnings = 0; //value used by Tanoa
Related commands: lightnings, setLightnings
forecastRain
forecastRain = 0; //value used by Tanoa
Related commands: rain, setRain
forecastWaves
Integer: Forecasted waves
forecastWaves = 0.1; //value used by Tanoa
Related commands: waves, setWaves
forecastWeather
Integer: Forecasted weather
forecastWeather = 0; //value used by Tanoa
forecastWind
Integer: Forecasted wind
forecastWind = 0.1; //value used by Tanoa
Related commands: wind, setWind
forecastWindDir
Integer: Forecasted wind direction
forecastWindDir = 0; //value used by Tanoa
Related commands: windDir, windDir
fullDetailDist
Float: Distance where ground detail texture is fully visible (begin fading out)
fullDetailDist = 5; //value used by Tanoa
G
gridNumbersOverLines
Integer: Displays Numbering over Grid lines instead between
gridNumbersOverLines = 1; //value used by Tanoa
H
haloObject
String: Path to halo object model
haloObject = "A3\data_f\sunhalo.p3d"; //value used by Tanoa
hazeBaseBeta0
Integer: Linear regression according to the base height. More information
hazeBaseBeta0 = 8e-005; //value used by Tanoa
hazeBaseHeight
Integer: Base height for the haze computation (in meters). More information
hazeBaseHeight = 0; //value used by Tanoa
hazeDensityDecay
Integer: Density decay based on height. More information
hazeDensityDecay = 0.00036; //value used by Tanoa
hazeDistCoef
Integer: Coefficient used to compute haze distance (haze distance = fogFar * hazeDistCoef), can be > 1. If the value is negative, then standard haze computation is used.
hazeDistCoef = 0.1; //value used by Tanoa
hazeFogCoef
Integer: Fog value, that we want to have at haze distance (=distance computed using hazeDistCoef), 0 = full fog, 1 = no fog. If the value is negative, then standard haze computation is used
hazeFogCoef = 0.98; //value used by Tanoa
class HDRNewPars
class HDRNewPars
{
//@{ global aperture settings
// global minimal possible aperture
minAperture = 0.00001;
// global maximal possible aperture
maxAperture = 256;
// how many times greater than standard avg luminance must be current avg luminance to reach current max aperture
apertureRatioMax = 4;
// how many times smaller than standard avg luminance must be current avg luminance to reach current min aperture
apertureRatioMin = 10;
//@}
//@{ Bloom settings
// image scale for bloom composition
bloomImageScale = 1.0;
// bloom scale for bloom composition
bloomScale = 0.3;
// bloom exponent for bloom computation
bloomExponent = 1.0;
// luminance offset for bloom computation
bloomLuminanceOffset = 0.8;
// luminance scale for bloom computation
bloomLuminanceScale = 1;
// luminance exponent for bloom computation
bloomLuminanceExponent = 1.2;
//@}
//@{ Tone mapping settings
// tonemapping method (0 = none, 1 = filmic, 2 = Reinhard)
tonemapMethod = 2;
// params for filmic tonemapping
// Uncharted 2 tone mappping filmic curve
// for more information see http://www.slideshare.net/ozlael/hable-john-uncharted2-hdr-lighting
tonemapShoulderStrength = 0.22;
tonemapLinearStrength = 0.30;
tonemapLinearAngle = 0.10;
tonemapToeStrength = 0.20;
tonemapToeNumerator = 0.01;
tonemapToeDenominator = 0.30;
tonemapLinearWhite = 11.2;
tonemapExposureBias = 2.0;
// params for Reinhard tonemapping
tonemapLinearWhiteReinhard = 2.5;
//@}
//@{ settings for NVG
// min aperture when using NVG
nvgApertureMin = 1;
// standard aperture when using NVG
nvgApertureStandard = 7;
// max aperture when using NVG
nvgApertureMax = 15;
// average scene luminance for standard aperture when using NVG
nvgStandardAvgLum = 3;
// light gain when using NVG
nvgLightGain = 100;
// use transition effects when going to/from NVG (0 = disable, 1 = enable)
nvgTransition = 1;
// transition coefficient when we are putting NVG on
nvgTransitionCoefOn = 40.0;
// transition coefficient when we are putting NVG off
nvgTransitionCoefOff = 0.01;
//@}
//@{ settings for night eye (blue shift)
// min avg intensity (when the night shift is at full effect)
nightShiftMinAperture = 0;
// max avg intensity (when the night shift is at zero effect and begins to take some effect, effect of night shift is then interpolated based on min and max aperture)
nightShiftMaxAperture = 0.002;
// maximal possible effect of night shift (0-1, 0 disables it)
nightShiftMaxEffect = 0.6;
// luminance scale to determine night shift effects for individual pixels
nightShiftLuminanceScale = 600;
//@}
//@{ settings for light adaptation
// speed factor for adapting to light (greater number = faster)
eyeAdaptFactorLight = 0.6;
// speed factor for adapting to dark (greater number = faster)
eyeAdaptFactorDark = 0.2;
//@}
};
horizonFogColorationStart
Float: Starting vertical texture coordinate for horizon coloration with fog (use 1 to disable coloration)
horizonFogColorationStart = "0.8f"; //value used by Tanoa
horizonParallaxCoef
Integer: Parallax coef used for shifting horizon - the higher the camera, the lower we want the horizon range to be placed use 0 to switch off shifting
horizonParallaxCoef = 0; //value used by Tanoa
horizonSunColorationIntensity
Float: Intensity coefficient for horizon coloration by Sun
horizonSunColorationIntensity = "0.001f"; //value used by Tanoa
horizonSunColorationScale
Integer: Scale coefficient for horizon coloration by Sun
horizonSunColorationScale = 10; //value used by Tanoa
horizontObject
String: Path to model used for horizon object
horizontObject = "A3\Map_Tanoabuka\data\horizon.p3d"; //value used by Tanoa
humidityDownCoef
humidityDownCoef = 0.05; //value used by Tanoa
humidityUpCoef
humidityUpCoef = 0.1; //value used by Tanoa
I
icon
icon = ""; //value used by Tanoa
ilsDirection[]
ilsDirection[] = {-0.2002, 0.087, 0.9798}; //value used by Tanoa
ilsPosition[]
ilsPosition[] = {7085.57, 7681.84}; //value used by Tanoa
ilsTaxiIn[]
ilsTaxiIn[] = {6942.61, 7386.26, 6933.84, 7429.14, 6971.82, 7500.5, 7039.36, 7652, 7043.89, 7676.38, 7057.89, 7705.92, 7073.11, 7708.36, 7085.32, 7700.25, 7087.86, 7688.26}; //value used by Tanoa
ilsTaxiOff[]
ilsTaxiOff[] = {7220.87, 7017.23, 7198.22, 7021.06, 6985.25, 7287.09, 6955.16, 7323.2, 6942.61, 7386.26}; //value used by Tanoa
interpolateClutterColoring
Integer: If we should use interpolation of clutter coloring coef based on distance of clutter from camera. (0 = false, 1 = true)
interpolateClutterColoring = 1; //value used by Tanoa
L
landGrid
Integer: Grid size
landGrid = 50; //value used by Tanoa
latitude
Integer: Latitude on globe, positive is south
latitude = 17.698; //value used by Tanoa
layerMask
layerMask = ""; //value used by Tanoa
lightningsForced
Integer: (0 = false, 1 = true)
lightningsForced = 0; //value used by Tanoa
loadingTexts[]
Array: Random text shown during loading screens
loadingTexts[] = {"The mining and heavy ship industry have already devastated many areas of the Tanoan paradise archipelago.", "During the hottest summers, there are many occurrences of native men missing in the jungle.", "Local tribes claim that huge reptilian creatures can be encountered at the foot of the volcano.", "The native people have turned many parts of the wild jungle into fertile fields and plantations.", "Around the Tanoa archipelago, the native people worship a god of fertility and festivity called Darkon.", "The name of the archipelago comes from the Fijian word tanoa which means a bowl (the main island resembles a large bowl).", "Once upon a time, there was a living, fire-breathing volcano..."}; //value used by Tanoa
longitude
Integer: Longitude on globe, positive is east
longitude = 178.783; //value used by Tanoa
M
mapArea[]
Array: Lon/lat coordinates (not in UTM to assure .kml precision). Looks in Arma 3 this parameter is not used anyhow. [verify required]
mapArea[] = {
-20.268, 174.003, //Bottom Left
-20.1353, 174.146 //Top Right
}; //value used by Tanoa
mapDrawingBrightnessModifier
Float: Modifier for brightness of satellite map textures drawn on the map display view
mapDrawingBrightnessModifier = "1.0f"; //value used by Tanoa
mapSize
Integer: Size of the map in meters
mapSize = 15360; //value used by Tanoa
mapZone
Integer: UTM Zone
mapZone = 60; //value used by Tanoa
maxHillsAltitude
maxHillsAltitude = 450; //value used by Tanoa
midDetailTexture
String: Path to mid detail texture used
midDetailTexture = "A3\Map_Tanoabuka\Data\L_middle_mco.paa"; //value used by Tanoa
minHeight
Integer: Min. height - used to clamp data inside of the map during rendering
minHeight = -10; //value used by Tanoa
minHillsAltitude
minHillsAltitude = 80; //value used by Tanoa
minRocksInRockSquare
Integer: Minimum rocks needed in a square to show rock polygons on 2D map
minRocksInRockSquare = 2; //value used by Tanoa
minTreesInForestSquare
Integer: Minimum trees needed in a square to show forest polygons on 2D map
minTreesInForestSquare = 3; //value used by Tanoa
minObjInTownSquare
Integer: Unknown
minObjInTownSquare = 1.4; //value used by Tanoa
moonObject
String: Path to model used for moon object
moonObject = "A3\data_f\moon.p3d"; //value used by Tanoa
N
class Names
class Names
{
class SomeLocation
{
angle = 0;
demography = "CIV"; //not used by every location
name = "Some Location Name"; //name of the location, can be stringtable entry
position[] = {2089.06, 3523.68}; //position in world
radiusA = 300;
radiusB = 100;
type = "Airport";
};
};
newRoadsShape
String: Path to roads shape file
newRoadsShape = "A3\Map_Tanoabuka\data\roads\roads.shp"; //value used by Tanoa
noDetailDist
Integer: Where ground detail texture is no longer visible (end fading out)
noDetailDist = 50; //value used by Tanoa
class NVGPars
class NVGPars
{
// is film grain enabled for NVG (0 = disabled, 1 = enabled)?
filmGrainEnabled = true;
// film grain params (intensity, sharpness, grain size, intensityX0, intensityX1, monochromatic (0=mono, 1=color))
filmGrainPars[] = {0.4, 2.75, 1, 3, 1, 0};
};
O
outsideHeight
Integer: Height used outside of the map
outsideHeight = -10; //value used by Tanoa
outsideMaterial
outsideMaterial = ""; //value used by Tanoa
class OutsideTerrain
class OutsideTerrain
{
colorOutside[] = {0.227451, 0.27451, 0.384314, 1};
enableTerrainSynth = 0; // enable procedural terrain generation, can cause issues in some circumstances (0 = disable, 1 = enable)
satellite = "A3\map_Stratis\data\s_satout_co.paa"; // defines the satellite texture to be used outside of the terrain when viewing from a distance
class Layers
{
class Layer0
{
nopx = "A3\Map_Data\gdt_grass_green_nopx.paa"; // defines the parallax texture to be used outside of the terrain when viewing from close
texture = "A3\Map_Data\gdt_grass_green_co.paa"; // defines the diffuse texture to be used outside of the terrain when viewing from close
};
};
angleAltitudes[] = { { min1, max1 }, ... , { min512, max512 } }; // since Arma 3 v2.04 - min and max height for out-of-bounds terrain (360°/512 angles)
// angle starts from the East, next values go counter-clockwise up to 512 entries
analysisLength = 123; // since Arma 3 v2.04 - altitude analysis distance from terrain's border towards its centre
};
P
peakWaveBottom
Integer: Point where water peaks should start appearing
peakWaveBottom = -5; //value used by Tanoa
peakWaveTop
Integer: Point where water peaks should be max. visible before going offshore
peakWaveTop = -1; //value used by Tanoa
pictureMap
String: Path to map picture shown on world selection screen and background of loading screen for that terrain.
pictureMap = "A3\Map_Tanoabuka\data\pictureMap_ca.paa"; //value used by Tanoa
plateFormat
plateFormat = "T#$-####"; //value used by Tanoa
plateLetters
plateLetters = "ABCDEGHIKLMNOPRSTVXZ"; //value used by Tanoa
pointObject
String: Path to model used for point object
pointObject = "A3\data_f\point.p3d"; //value used by Tanoa
previewVideo
String: Path to video used for video preview in main menu for the terrain
previewVideo = "A3\Map_Tanoa_Scenes_F\Video\previewVideo.ogv"; //value used by Tanoa
R
class Rain
class Rain
{
levels[] = {8, 2};
raindrop = "\A3\data_f\raindrop.p3d"; //path to model used for rain drop
speed = 1;
texture = "A3\data_f\rain_ca.paa"; //path to texture used for rain drop
};
rainbowObject
String: Path to model used for rainbow object
rainbowObject = "A3\data_f\rainbow.p3d"; //value used by Tanoa
rainForced
Integer: (0 = false, 1 = true)
rainForced = 0; //value used by Tanoa
class RainParticles
class RainParticles
{
// Parameters for the new particle rain
// texture of the particle (r = alpha; g = normalX; b = normalY; a = color;)
rainDropTexture=PathDTextureAbs;
// dropsInTexture - the number of drops that are present in the drop texture
texDropCount=4;
// minimum rain strength when the effect starts to be rendered
minRainDensity = 0.01;
// distance of the effect
effectRadius=15;
// coefficient of how much the wind influences water drops
windCoef=0.05;
// fall speed of the drops
dropSpeed=15.0;
// random part of the fall speed
rndSpeed=0.2;
// coefficient of how much the drop could randomly change direction
rndDir=0.1;
// width of the single drop
dropWidth=0.04;
// height of the single drop
dropHeight=0.8;
// color of the drop
dropColor[]={0.1, 0.1, 0.1, 0.1};
// luminescence of the drop facing to sun
lumSunFront=0.3;
// luminescence of the drop opposite to sun
lumSunBack=0.1;
// coefficient that tells us how much "refracted" light from the scene is added to the drop color
refractCoef=0.3;
// coefficient to tune color saturation of the refraction effect (0=BW, 1=original color)
refractSaturation = 0.3;
// SINCE Arma 3 v2.07.148385
// rain is snow, will be used in "snow" env sound controller (optional, default is false)
snow=false;
// SINCE Arma 3 v2.07.148416
// when true, the dropColor is preserved and not affected by eye accommodation (optional, default is false)
dropColorStrong=false;
};
S
safePositionAnchor[]
Array: Used for random safe position finding.
safePositionAnchor[] = {9158, 9962}; //value used by Tanoa
safePositionRadius
Integer: Used for random safe position finding.
safePositionRadius = 100; //value used by Tanoa
satelliteMap
satelliteMap = ""; //value used by Tanoa
satelliteNormalBlendEnd
Integer: Distance, where blending of detail normal ends (satellite normal is fully visible)
satelliteNormalBlendEnd = 100; //value used by Tanoa
satelliteNormalBlendStart
Integer: Distance, where ground detail normal is starts to blend to satellite normal texture
satelliteNormalBlendStart = 10; //value used by Tanoa
satelliteNormalOnDetail
Integer: If the satellite normal map on detail maps is enabled. (0 = false, 1 = true)
satelliteNormalOnDetail = 1; //value used by Tanoa
seaBedUnderwaterDepth
Integer: Depth of sea bed plane under water, positive value means depth under water, negative value means autodetection.
seaBedUnderwaterDepth = 52; //value used by Tanoa
seagullPos[]
seagullPos[] = {1024, 130, 1024}; //value used by Tanoa
seaMaterial
String: Water material is used for sea landscape parts
seaMaterial = "#water"; //value used by Tanoa
seaTexture
String: Wave detection texture expected by the shaders
seaTexture = "#(rgb,8,8,3)color(0,0,0,1)"; //value used by Tanoa
class SeaWaterShaderPars
class SeaWaterShaderPars
{
// coefficient used to multiply move value of refractions
refractionMoveCoef = 0.01;
// minimal water surface opacity, when we are looking from above the water surface down
minWaterOpacity = 0.65;
// coef used to multiply square root of distance of pixel from water surface when coputing final opacity of water surface
// waterOpacity = MinWaterOpacity + sqrt(distance)*WaterOpacityDistCoef;
waterOpacityDistCoef = 0.07;
// opacity of water surface when we are under water
underwaterOpacity = 0.2;
// distance from object, where we start to fade the water surface to full opacity
waterOpacityFadeStart = 100;
// length of water surface opacity fading
waterOpacityFadeLength = 20;
};
For more information see the Visual update documentation.
shoreFoamMaterial
String: Shore material is used for sea and landscape interface parts - the foam part
shoreFoamMaterial = "#shoreFoam"; //value used by Tanoa
shoreMaterial
String: Shore material is used for sea and landscape interface parts
shoreMaterial = "#shore"; //value used by Tanoa
shoreTop
Integer: Top point where water is considered off-shore
shoreTop = 0; //value used by Tanoa
shoreWetMaterial
String: Shore wet material is used for sea and landscape interface parts - the wet part
shoreWetMaterial = "#shoreWet"; //value used by Tanoa
skyColorInfluencesFogColor
1.60 Integer: If sky color influences fog color. (0 = false, 1 = true) More information
skyColorInfluencesFogColor = 0; //value used by Tanoa
skyFogColorationStart
Float: Starting vertical texture coordinate for skybox coloration with fog (use 1 to disable coloration)
skyFogColorationStart = "0.7f"; //value used by Tanoa
skyObject
String: Path to model used for sky object
skyObject = "A3\Map_Tanoabuka\data\skydome.p3d"; //value used by Tanoa
skyTexture
String: Path to sky texture
skyTexture = "A3\Map_Tanoabuka\data\sky_semicloudy_sky.paa"; //value used by Tanoa
skyTextureR
String: Path to sky reflection texture, used only as default when there is no weather
skyTextureR = "A3\Map_Tanoabuka\data\sky_semicloudy_lco.paa"; //value used by Tanoa
soundMapSizeCoef
Integer: Defines size of soundMap as multiplier of landRange (soundMap.dimX = landRange * soundMapCoef). In more simple terms how detailed/rough the environment sounds areas are to be computed (trees, houses, sea, meadows).
soundMapSizeCoef = 4; //value used by Tanoa
class SpriteRefractionPars
class SpriteRefractionPars
{
// scale of refraction (R, G, B - you can use different values to achieve abberation effect)
refractScale[] = {0.02, 0.02, 0.02};
// animation time coef (horizontal, vertical), use {0,0, 0} for no animation (third value not used)
timeScale[] = {0.03, 0.03, 0.0};
};
starsObject
String: Path to model used for stars object
starsObject = "A3\data_f\stars.p3d"; //value used by Tanoa
startDate
String: Start date when terrain is loaded without a date preset (e.g. loading into editor)
startDate = "6/6/2035"; //value used by Tanoa
startFog
Integer: Start fog
startFog = 0; //value used by Tanoa
Related commands: fog, setFog, fogParams, fogForecast
startFogBase
Integer: Start base altitude for fog computations (in meters)
startFogBase = 250; //value used by Tanoa
Related commands: fog, setFog, fogParams, fogForecast
startFogDecay
Integer: Start decay coefficient - decay of fog with altitude
startFogDecay = 0.014; //value used by Tanoa
Related commands: fog, setFog, fogParams, fogForecast
startGusts
Integer: Start gusts
startGusts = 0; //value used by Tanoa
Related commands: gusts, setGusts
startLightnings
Integer: Start lightning
startLightnings = 0; //value used by Tanoa
Related commands: lightnings, setLightnings
startRain
Integer: Start rain
startRain = 0; //value used by Tanoa
Related commands: rain, setRain
startTime
String: Start time (military time)
startTime = "12:00"; //value used by Tanoa
startWaves
Integer: Start waves
startWaves = 0.1; //value used by Tanoa
Related commands: waves, setWaves
startWeather
startWeather = 0.3; //value used by Tanoa
startWind
startWind = 0.1; //value used by Tanoa
Related commands: wind, setWind
startWindDir
startWindDir = 0; //value used by Tanoa
Related commands: windDir, windDir
class Subdivision
Fractal and white noise random offset are added. White noise generated more "wild" terrain, while fractal tends to generate smooth, varied terrain
class Subdivision
{
// fractal component of subdivision
// changes are smaller for smaller rectangles
class Fractal
{
// texture roughness factor
rougness = 10;
// max. value for squares containing road
maxRoad = 0.2;
// max. value for squares containing track
maxTrack = 1.0;
// max. coeficient depending on slope
maxSlopeFactor = 0.05;
};
// white noise component of subdivision
// change size is independent on rectangle size
class WhiteNoise
{
rougness = 5;
// max. value for squares containing road
maxRoad = 0.1;
// max. value for squares containing track
maxTrack = 0.5;
// max. coeficient depending on slope
maxSlopeFactor = 0.025;
};
// do not divide surfaces that are under given limit
minY = -0.0;
// do not divide flat surfaces
minSlope = 0.02;
};
sunObject
String: Path to model used for sun object
sunObject = "A3\data_f\sun.p3d"; //value used by Tanoa
T
terrainBlendMaxBrightenCoef
Float: Maximal brightening coef for blending of satellite map and detail map on terrain (default = 1.0f, no brightening = 0.0f)
terrainBlendMaxBrightenCoef = "0.0f"; //value used by Tanoa
terrainBlendMaxDarkenCoef
Float: Maximal darkening coef for blending of satellite map and detail map on terrain (default = 0.0f, no darkening = 1.0f)
terrainBlendMaxDarkenCoef = "1.0f"; //value used by Tanoa
terrainMaterial
String: Terrain material is used for terrain solid ground, by default load from CfgMaterials
terrainMaterial = "#terrain"; //value used by Tanoa
timeOfChanges
Default time (in seconds) over which the weather changes. BI terrains usually have this set to 30 mins (i.e. 1800s). Mission maker can change this value from the weather settings window in the Eden editor.
Integer:
timeOfChanges = 1800; //value used by Tanoa
U
class Underwater
Parameters for underwater fog
class Underwater
{
/// fog color is changed based on the depth under the water surface
/// normal fog color -> water color -> deep water color
/// ^
/// noWaterFog -> fullWaterFog -> deepWaterFog
/// depth under the water, where water color starts (can be negative = distance above water)
noWaterFog = -0.3;
/// depth under the water, where water color is at full strength and deep water color starts
fullWaterFog = 0.1;
/// depth under the water, where deep water color is at full strength
deepWaterFog = 10;
/// distance of the water fog (fog far)
waterFogDistance = 20;
/// distance of the water fog (fog near)
waterFogDistanceNear = 0;
/// color of the water fog at fullWaterFog depth
waterColor[] = {0.02,0.08,0.12};
/// color of the water fog at deepWaterFog depth
deepWaterColor[] = {0.01,0.06,0.14};
/// skyTopColor (zenith) at fullWaterFog depth (reflections on water surface?)
surfaceColor[] = {0.20,0.30,0.25};
/// skyTopColor (zenith) at deepWaterFog depth (reflections on water surface?)
deepSurfaceColor[] = {0.10,0.18,0.22};
};
For more information see the Visual update documentation.
underwaterOcclusionObject
String: Path to model used for underwater occlusion object
underwaterOcclusionObject = "A3\data_f\horizont_sphere.p3d"; //value used by Tanoa
W
class WaterExPars
// parameters for water in expansion
class WaterExPars
{
// base density for water fog (exp coef used for water fog computation) (_A3_MULTI_COMPONENT_FOG)
fogDensity = 0.04;
// color of the water fog when the camera is on or above water surface
fogColor[] = { 0.003, 0.005, 0.01 };
// coefficients for water fog color extinction based on depth of the camera under water (coefs for RGB)
// this influences how fast the water fog color darkens when camera moves under water (depends on camera position)
fogColorExtinctionSpeed[] = { 0.2, 0.1, 0.04 };
// defines how light influences fog color (r = ambient influence, g = diffuse (sun) influence, b = overall light influence)
fogColorLightInfluence[] = { 0.6, 0.15, 0.5 };
// coefficient for water fog gradient (MIN coef, MIDDLE coef, MAX coef)
fogGradientCoefs[] = { 0.4, 1.0, 1.5 };
// coefficients for light extinction in water based on the point under water (coefs for RGB)
// this influences extinction of ambient light under water (depends on shaded point position)
ligtExtinctionSpeed[] = { 0.3, 0.1, 0.05 };
// coefficients for diffuse light extinction
diffuseLigtExtinctionSpeed[] = { 0.3, 0.1, 0.05 };
// screen space reflections - strength of reflections
// [0,1] (0 = no reflections, 1 = full reflections)
ssReflectionStrength = 0.85;
// screen space reflections - max. jitter used when sampling - this is used to randomize artifacts caused by sparse sampling
// [0,1] (0 = no jitter, 1 = max jitter)
ssReflectionMaxJitter = 1.0;
// screen space reflections - how much small ripples (from water normal map) influence the reflection
// [0,1] (0 = no influence, 1 = max influence)
ssReflectionRippleInfluence = 0.15;
// screen space reflections - coefficient for fading of reflection near screen borders (larger number = faster fading)
ssReflectionEdgeFadingCoef = 10.0;
// screen space reflections - coefficient for fading of reflection based on distance (larger number = faster fading)
ssReflectionDistFadingCoef = 4.0;
// minimal coef for refraction (at water surface)
refractionMinCoef = 0.02;
// maximal coef for refraction (at refractionMaxDist)
refractionMaxCoef = 0.07;
// distance (in meters) of the point from water surface, where refraction coefficient becomes refractionMaxCoef;
refractionMaxDist = 20.0;
// water surface opacity (should be 0 because of multicomponent fog, use higher values for debugging (-> Buldozer))
surfaceOpacity = 0.0;
// intensity of shadow on the water (1 = full shadow, 0 = no shadow)
shadowIntensity = 0.5;
// max intensity of specular on water
specularMaxIntensity = 25.0;
// specular power for overcast 0
specularPowerOvercast0 = 200.0;
// specular power for overcast 1
specularPowerOvercast1 = 50.0;
// how much we modify the normal for specular computation (0 = no modification, 1 = full modification)
specularNormalModifyCoef = 1.0;
// intensity of foam around objects
foamAroundObjectsIntensity = 0.25;
// coef for fading of foam (larger number = faster fade)
foamAroundObjectsFadeCoef = 8.0;
// coef for color of the foam
foamColorCoef = 2.0;
// coef for deformation of foam texture based on normal of water
foamDeformationCoef = 0.02;
// coef for mapping of foam texture based on world coordinates
foamTextureCoef = 0.2;
// speed of movement of foam based on time
foamTimeMoveSpeed = 0.2;
// amount of movement of foam based on time
foamTimeMoveAmount = 0.1;
// darkening of terrain near shore params
// maximal darkening coef (1.0 = max darkening, 0.0 = no darkening)
shoreDarkeningMaxCoef = 0.5;
// height offset above water level, where darkening is in its full power
shoreDarkeningOffset = 0.2;
// darkening gradient size
shoreDarkeningGradient = 0.2;
// speed of the waves (scaling of time)
shoreWaveTimeScale = 0.8;
// offset used to delay when the thick edge of foam appears and dissolves based on wave phase
shoreWaveShifDerivativeOffset = -0.8;
// overall shore foam intensity
shoreFoamIntensity = 0.5;
// max wave height on shore (in meters)
shoreMaxWaveHeight = 0.15;
// reflection intensity on the shore wet layer
shoreWetLayerReflectionIntensity = 1.0;
};
For more information see the Visual update documentation.
waterTexture
waterTexture = "#(argb,8,8,3)color(0.35,0.47,0.66,1)"; //value used by Tanoa
wavesForced
Integer: (0 = false, 1 = true)
wavesForced = 0; //value used by Tanoa
windForced
Integer: (0 = false, 1 = true)
windForced = 0; //value used by Tanoa
worldName
String: Path to WRP
worldName = "A3\Map_Tanoabuka\Tanoa.wrp"; //value used by Tanoa