<?xml version="1.0"?>
<rss version="2.0"><channel><title>Documentation: INI Files</title><link>https://w3dhub.com/forum/documentation/w3d-engine-documentation/inis/?d=1</link><description>Documentation: INI Files</description><language>en</language><item><title>Armor.ini</title><link>https://w3dhub.com/forum/documentation/w3d-engine-documentation/inis/armorini-r17/</link><description><![CDATA[<p>
	Armor.ini defines not only the skin/shield types that W3D can use, but also the various types of warhead that weapons, explosions, etc. use.
</p>

<ul type="disc">
	<li>
		<span ipsnoautolink="true">[Warhead_Types]</span>
	</li>
	<li>
		<span ipsnoautolink="true">[Armor_Types]</span>
	</li>
	<li>
		<span ipsnoautolink="true">[Soft_Armor]</span>
	</li>
	<li>
		<span ipsnoautolink="true">[Armor_Save_IDs]</span>
	</li>
	<li>
		<span ipsnoautolink="true">[Scale_...]</span>
	</li>
	<li>
		<span ipsnoautolink="true">[Shield_...]</span>
	</li>
	<li>
		<span ipsnoautolink="true">[Special_Damage_Type]</span>
	</li>
	<li>
		<span ipsnoautolink="true">[Special_Damage_Probability]</span>
	</li>
	<li>
		<span ipsnoautolink="true">[Special_Damage_...]</span>
	</li>
	<li>
		<span ipsnoautolink="true">[Impervious_...]</span>
	</li>
	<li>
		<span ipsnoautolink="true">[Visceroid_Probability] </span>
	</li>
</ul>

<h2 id="armor.ini-[Warhead_Types]">
	<span>[Warhead_Types]</span>
</h2>

<p>
	Warhead types is a list of the various warheads that your mod uses. The list starts from zero and is in the format below:
</p>

<p>
	<b><span>Example</span></b><span> </span>
</p>

<pre class="ipsCode" id="ips_uid_2935_46">[Warhead_Types]
0=None
1=Earth
2=Bullets
3=TankShell
4=FlamethrowerWarhead
5=BadFlamethrowerWarhead</pre>

<p>
	 
</p>

<p>
	<span style="font-size:15.0pt">[Warhead_Save_IDs]</span>
</p>

<p>
	This is simply the warhead types list, but with the number at the end, rather than at the beginning.
</p>

<p>
	<b><span>Example</span></b><span> </span>
</p>

<pre class="ipsCode" id="ips_uid_2935_44">[Warhead_Save_IDs]
None=0
Earth=1
Bullets=2
TankShell=3
FlamethrowerWarhead=4
BadFlamethrowerWarhead=5</pre>

<h2>
	 
</h2>

<h2 id="armor.ini-[Armor_Types]">
	<span>[Armor_Types]</span>
</h2>

<p>
	Armor types defines what different skins and shields that you have. The list is in the same format as Warhead_Types.
</p>

<p>
	<b><span>Example</span></b><span> </span>
</p>

<pre class="ipsCode" id="ips_uid_2935_42">[Armor_Types]
0=None
1=Blamo
2=InfantrySkin
3=FlakJacketArmor
4=FlameproofSkin</pre>

<h2>
	 
</h2>

<h2 id="armor.ini-[Soft_Armor]">
	<span>[Soft_Armor]</span>
</h2>

<p>
	This list defines if a skin/shield can have an Ammo with a SoftPierceLimit greater than 0 penetrate straight through it. Both the unit's skin and shield type must be on this list if a shot is to go through. The list is in the same format as the Warhead_Types list.
</p>

<p>
	<b><span>Example</span></b><span> </span>
</p>

<pre class="ipsCode" id="ips_uid_2935_40">[Soft_Armor]
0=None
1=InfantrySkin</pre>

<h2>
	 
</h2>

<h2 id="armor.ini-[Armor_Save_IDs]">
	<span>[Armor_Save_IDs]</span>
</h2>

<p>
	This list is simply the Armor_Types list, but in the same, reversed format as Warhead_Save_IDs.
</p>

<p>
	<b><span>Example</span></b><span> </span>
</p>

<pre class="ipsCode" id="ips_uid_2935_38">[Armor_Save_IDs]
None=0
Blamo=1
InfantrySkin=2
FlakJacketArmor=3
FlameproofSkin=4</pre>

<h2>
	 
</h2>

<h2 id="armor.ini-[Scale_...]">
	<span>[Scale_...]</span>
</h2>

<p>
	There are a number of Scale_... entries, one for each armor type that you have. Each entry has every type of warhead you have defined in Warhead_Types, with a number following which is the damage multiplier for that warhead towards that armor. A multiplier of 0 will do no damage, a multiplier of 1 will do full damage, a multiplier of 2 will do double damage, and so on.
</p>

<p>
	<b><span>Example</span></b><span> </span>
</p>

<pre class="ipsCode" id="ips_uid_2935_36">[Scale_InfantrySkin]
None=1
Earth=1
Bullets=1
TankShell=0.2
FlamethrowerWarhead=2
BadFlamethrowerWarhead=0.75</pre>

<h2>
	 
</h2>

<h2 id="armor.ini-[Shield_...]">
	<span>[Shield_...]</span>
</h2>

<p>
	There are also a number of Shield_... entries. These entries aren't mandatory if you are only going to use the armor type as a skin, but if you are going to use it as a shield type, then these entries are required. Each entry has every type of warhead you have defined in Warhead_Types. The number that follows is the percentage of damage that the armor absorbs (and then gets removed from the armor bar). The remaining percentage gets removed from the health of the player.
</p>

<p>
	A value of 0 will mean that damage from that warhead bypasses that shield type, a value of 1 means that the armor absorbs the damage fully.
</p>

<p>
	<b><span>Example</span></b><span> </span>
</p>

<pre class="ipsCode" id="ips_uid_2935_20">[Shield_FlakJacketArmor]
None=1
Earth=0
Bullets = 0.5
TankShell= 0
FlamethrowerWarhead= 0
BadFlamethrowerWarhead= 0.5</pre>

<h2>
	 
</h2>

<h2 id="armor.ini-[Special_Damage_Type]">
	<span>[Special_Damage_Type]</span>
</h2>

<p>
	This block defines what special damage type a warhead has. For example, a flamethrower with a burning effect would have a special damage of type Fire, etc. Warheads don't require this.
</p>

<p>
	<b><span>Example</span></b><span> </span>
</p>

<pre class="ipsCode" id="ips_uid_2935_22">[Special_Damage_Type]
FlamethrowerWarhead=Fire
BadFlamethrowerWarhead=WeakFire</pre>

<h2>
	 
</h2>

<h2 id="armor.ini-[Special_Damage_Probability]">
	<span>[Special_Damage_Probability]</span>
</h2>

<p>
	This block defines how the percentage chance that a warhead will deal special damage. 1 means it will always deal it, 0 means it will never, etc. 
</p>

<p>
	<b><span>Example</span></b><span> </span>
</p>

<pre class="ipsCode" id="ips_uid_2935_24">[Special_Damage_Probability]
FlamethrowerWarhead=1
BadFlamethrowerWarhead=0.25</pre>

<h2>
	 
</h2>

<h2 id="armor.ini-[Special_Damage_...]">
	<span>[Special_Damage_...]</span>
</h2>

<p>
	There are a number of special damage entries, one for each type of special damage you have defined. Warhead defines what warhead the special damage does, duration is how long it lasts for in seconds, and Scale is damage multiplier for the special damage. (The original weapon's per shot damage is multiplied by this, and applied over the period of time.)
</p>

<p>
	<b><span>Example</span></b><span> </span>
</p>

<pre class="ipsCode" id="ips_uid_2935_26">[Special_Damage_Fire]
Warhead=None
Duration=5
Scale=1</pre>

<pre> </pre>

<pre class="ipsCode" id="ips_uid_2935_28">[Special_Damage_WeakFire]
Warhead=None
Duration=2.5
Scale=0.5</pre>

<pre> </pre>

<pre class="ipsCode" id="ips_uid_2935_30">[Special_Damage_HealingOverTime]
Warhead=MedicalWarhead
Duration=5
Scale=-10</pre>

<h2>
	 
</h2>

<h2 id="armor.ini-[Impervious_...]">
	<span>[Impervious_...]</span>
</h2>

<p>
	With this, you can make certain armor types impervious to special damage. Note that the unit's skin type is what's checked for imperviousness, not the shield type.
</p>

<p>
	<b><span>Example</span></b><span> </span>
</p>

<pre class="ipsCode" id="ips_uid_2935_32">[Impervious_Fire]
0=None
1=Blamo
2=FlameproofSkin</pre>

<h2>
	 
</h2>

<h2 id="armor.ini-[Visceroid_Probability]">
	<span>[Visceroid_Probability] </span>
</h2>

<p>
	This defines the percentage chance that a killing shot from this warhead will create a Visceroid. If a warhead isn't listed, then it will never make a Visceroid. This will usually be unused. The type of object that will be created can be set, however, in the "Global Settings&gt;General&gt;General" Preset, under VisceroidName.
</p>

<p>
	<b><span>Example</span></b><span> </span>
</p>

<pre class="ipsCode" id="ips_uid_2935_34">[Visceroid_Probability]
NastyChemicalWeapon=1
NotSoNastyChemicalWeapon=0.25</pre>

<p>
	 
</p>
]]></description><guid isPermaLink="false">17</guid><pubDate>Wed, 26 Jan 2022 20:41:00 +0000</pubDate></item><item><title>Buildings.ini</title><link>https://w3dhub.com/forum/documentation/w3d-engine-documentation/inis/buildingsini-r18/</link><description><![CDATA[<p>
	This controls the entries that appear in the Buildings part of the encyclopedia, either in single player, or if the multiplayer version is enabled in TT.ini.
</p>

<p>
	 
</p>

<p>
	Each entry needs a name in square brackets (e.g. [<abbr title="Global Defence Initiative">GDI</abbr> Construction Yard]), then these items:
</p>

<table border="1" cellpadding="0" cellspacing="0" style="border-collapse:collapse; border:none">
	<colgroup>
		<col>
		<col>
		<col>
	</colgroup>
	<tbody>
		<tr>
			<td style="border:solid windowtext 1.0pt; padding:3.75pt 3.75pt 3.75pt 3.75pt">
				<p align="center" style="text-align:center">
					<b><span>Name</span></b>
				</p>
			</td>
			<td style="border-left:none; border:solid windowtext 1.0pt; padding:3.75pt 3.75pt 3.75pt 3.75pt">
				<p align="center" style="text-align:center">
					<b><span>Type</span></b>
				</p>
			</td>
			<td style="border-left:none; border:solid windowtext 1.0pt; padding:3.75pt 3.75pt 3.75pt 3.75pt">
				<p align="center" style="text-align:center">
					<b><span>Description</span></b>
				</p>
			</td>
		</tr>
		<tr>
			<td style="border-top:none; border:solid windowtext 1.0pt; padding:3.75pt 3.75pt 3.75pt 3.75pt">
				<p>
					<span>NameID</span>
				</p>
			</td>
			<td style="border-bottom:solid windowtext 1.0pt; border-left:none; border-right:solid windowtext 1.0pt; border-top:none; padding:3.75pt 3.75pt 3.75pt 3.75pt">
				<p>
					<span>string</span>
				</p>
			</td>
			<td style="border-bottom:solid windowtext 1.0pt; border-left:none; border-right:solid windowtext 1.0pt; border-top:none; padding:3.75pt 3.75pt 3.75pt 3.75pt">
				<p>
					<span>Name of the unit in the encyclopedia, this should be the name of a strings.tdb entry.</span>
				</p>
			</td>
		</tr>
		<tr>
			<td style="border-top:none; border:solid windowtext 1.0pt; padding:3.75pt 3.75pt 3.75pt 3.75pt">
				<p>
					<span>DescriptionID</span>
				</p>
			</td>
			<td style="border-bottom:solid windowtext 1.0pt; border-left:none; border-right:solid windowtext 1.0pt; border-top:none; padding:3.75pt 3.75pt 3.75pt 3.75pt">
				<p>
					<span>string</span>
				</p>
			</td>
			<td style="border-bottom:solid windowtext 1.0pt; border-left:none; border-right:solid windowtext 1.0pt; border-top:none; padding:3.75pt 3.75pt 3.75pt 3.75pt">
				<p>
					<span>Description of the unit in the encyclopedia, this should be the name of a strings.tdb entry.</span>
				</p>
			</td>
		</tr>
		<tr>
			<td style="border-top:none; border:solid windowtext 1.0pt; padding:3.75pt 3.75pt 3.75pt 3.75pt">
				<p>
					<span>Model</span>
				</p>
			</td>
			<td style="border-bottom:solid windowtext 1.0pt; border-left:none; border-right:solid windowtext 1.0pt; border-top:none; padding:3.75pt 3.75pt 3.75pt 3.75pt">
				<p>
					<span>string</span>
				</p>
			</td>
			<td style="border-bottom:solid windowtext 1.0pt; border-left:none; border-right:solid windowtext 1.0pt; border-top:none; padding:3.75pt 3.75pt 3.75pt 3.75pt">
				<p>
					<span>This should be the name of a W3D file. This will appear in the model viewer area.</span>
				</p>
			</td>
		</tr>
		<tr>
			<td style="border-top:none; border:solid windowtext 1.0pt; padding:3.75pt 3.75pt 3.75pt 3.75pt">
				<p>
					<span>Anim</span>
				</p>
			</td>
			<td style="border-bottom:solid windowtext 1.0pt; border-left:none; border-right:solid windowtext 1.0pt; border-top:none; padding:3.75pt 3.75pt 3.75pt 3.75pt">
				<p>
					<span>string</span>
				</p>
			</td>
			<td style="border-bottom:solid windowtext 1.0pt; border-left:none; border-right:solid windowtext 1.0pt; border-top:none; padding:3.75pt 3.75pt 3.75pt 3.75pt">
				<p>
					<span>This should be the name of a W3D file with an animation. The model will play this animation on loop in the model viewer area. This is optional.</span>
				</p>
			</td>
		</tr>
		<tr>
			<td style="border-top:none; border:solid windowtext 1.0pt; padding:3.75pt 3.75pt 3.75pt 3.75pt">
				<p>
					<span>ID</span>
				</p>
			</td>
			<td style="border-bottom:solid windowtext 1.0pt; border-left:none; border-right:solid windowtext 1.0pt; border-top:none; padding:3.75pt 3.75pt 3.75pt 3.75pt">
				<p>
					<span>int</span>
				</p>
			</td>
			<td style="border-bottom:solid windowtext 1.0pt; border-left:none; border-right:solid windowtext 1.0pt; border-top:none; padding:3.75pt 3.75pt 3.75pt 3.75pt">
				<p>
					<span>This is the ID number for the entry. If you have a single player campaign, the object that will unlock this entry should have this ID in it's EncyclopediaID field.</span>
				</p>
			</td>
		</tr>
		<tr>
			<td style="border-top:none; border:solid windowtext 1.0pt; padding:3.75pt 3.75pt 3.75pt 3.75pt">
				<p>
					<span>MinDist</span>
				</p>
			</td>
			<td style="border-bottom:solid windowtext 1.0pt; border-left:none; border-right:solid windowtext 1.0pt; border-top:none; padding:3.75pt 3.75pt 3.75pt 3.75pt">
				<p>
					<span>float</span>
				</p>
			</td>
			<td style="border-bottom:solid windowtext 1.0pt; border-left:none; border-right:solid windowtext 1.0pt; border-top:none; padding:3.75pt 3.75pt 3.75pt 3.75pt">
				<p>
					<span>This controls how far away the camera is from the object, if it is too close.</span>
				</p>
			</td>
		</tr>
		<tr>
			<td style="border-top:none; border:solid windowtext 1.0pt; padding:3.75pt 3.75pt 3.75pt 3.75pt">
				<p>
					<span>Team</span>
				</p>
			</td>
			<td style="border-bottom:solid windowtext 1.0pt; border-left:none; border-right:solid windowtext 1.0pt; border-top:none; padding:3.75pt 3.75pt 3.75pt 3.75pt">
				<p>
					<span>int</span>
				</p>
			</td>
			<td style="border-bottom:solid windowtext 1.0pt; border-left:none; border-right:solid windowtext 1.0pt; border-top:none; padding:3.75pt 3.75pt 3.75pt 3.75pt">
				<p>
					<span>This controls what team an encyclopedia entry represents, 0 is for Nod (or that equivalent team), 1 is for <abbr title="Global Defence Initiative">GDI</abbr> (or equivalent). Defaults to -2. Optional if the object isn't teamed. If the object is teamed, it will also colour the name in the team appropriate colours (set in the variables NodHouse/GDIHouse in hud.ini)</span>
				</p>
			</td>
		</tr>
		<tr>
			<td style="border-top:none; border:solid windowtext 1.0pt; padding:3.75pt 3.75pt 3.75pt 3.75pt">
				<p>
					<span>HideInMP</span>
				</p>
			</td>
			<td style="border-bottom:solid windowtext 1.0pt; border-left:none; border-right:solid windowtext 1.0pt; border-top:none; padding:3.75pt 3.75pt 3.75pt 3.75pt">
				<p>
					<span>bool</span>
				</p>
			</td>
			<td style="border-bottom:solid windowtext 1.0pt; border-left:none; border-right:solid windowtext 1.0pt; border-top:none; padding:3.75pt 3.75pt 3.75pt 3.75pt">
				<p>
					<span>If you have a singleplayer campaign, and want to hide an entry from the MP side; ensure this is set to true. That will allow for the object to have an entry in the SP campaign, while not showing up in MP.</span>
				</p>
			</td>
		</tr>
	</tbody>
</table>

<p>
	<span> </span>
</p>
]]></description><guid isPermaLink="false">18</guid><pubDate>Wed, 26 Jan 2022 20:50:37 +0000</pubDate></item><item><title>Cameras.ini</title><link>https://w3dhub.com/forum/documentation/w3d-engine-documentation/inis/camerasini-r19/</link><description><![CDATA[<p>
	The <code><span style="font-size:10.0pt">[Profile_List]</span></code> section defines a list of camera profiles with name strings:
</p>

<p>
	 
</p>

<p>
	<b><span>Example</span></b><span> </span>
</p>

<pre class="ipsCode" id="ips_uid_4191_9">[Profile_List]
0=Default
1=Sniper
2=First_Person
3=Death
4=APC
5=Ranger
6=Allied_Artillery
7=Arty_Side
8=Arty_Side2</pre>

<p>
	 
</p>

<p>
	Following that are sections which define the parameters of these cameras:
</p>

<p>
	<b><span>Example</span></b><span> </span>
</p>

<pre class="ipsCode" id="ips_uid_4191_7">[Default]
Name=Default
TranslationTilt=22.5
ViewTilt=0
Distance=1.5
Height=1.4
FOV=90
LagUp=0.2</pre>

<p>
	 
</p>

<p>
	There are five hard coded cameras that must<strong> </strong>be defined:<code><span style="font-size:10.0pt"> Default, First_Person, Death, Sniper, Cinematic </span></code>(the last one is optional for MP games).
</p>

<p>
	 
</p>

<p>
	In Mammoth, the cameras can then be applied to vehicle presets using the Profile and Alt. Camera Profiles settings:
</p>

<p>
	<a class="ipsAttachLink ipsAttachLink_image" data-fileext="png" data-fileid="33071" href="https://w3dhub.com/forum/uploads/monthly_2022_01/image.png.d11de868b2136ea283822d640efa42fe.png" rel=""><img alt="image.png" class="ipsImage ipsImage_thumbnailed" data-fileid="33071" data-ratio="38.00" data-unique="dez0nrwi9" style="" title="" width="400" src="https://w3dhub.com/forum/uploads/monthly_2022_01/image.thumb.png.9dd9fb1c01ced56f98e7050186bae00f.png"></a>
</p>

<h2>
	 
</h2>

<h2 id="cameras.ini-ProfileParameters">
	Profile Parameters
</h2>

<p>
	All angular values are specified in degrees, distances in world space meters. Take note that the default values are not 0 for many of these parameters. This is especially important if you want to use OriginOffsetUp instead of Height.<br>
	In W3D Engine version 5.0, the parameters can be changed at runtime using the edit_camera console command (only works on a listen server with max player count 1, will not save the changes to cameras.ini).
</p>

<table border="1" cellpadding="0" cellspacing="0" style="border-collapse: collapse; border: none; width: 836px;" width="59%">
	<colgroup>
		<col>
		<col>
		<col>
	</colgroup>
	<tbody>
		<tr>
			<td style="border:solid windowtext 1.0pt; padding:3.75pt 3.75pt 3.75pt 3.75pt">
				<p align="center" style="text-align:center">
					<b><span>Parameter</span></b>
				</p>
			</td>
			<td style="border-left:none; border:solid windowtext 1.0pt; padding:3.75pt 3.75pt 3.75pt 3.75pt">
				<p align="center" style="text-align:center">
					<b><span>Default</span></b>
				</p>
			</td>
			<td style="border: 1pt solid windowtext; padding: 3.75pt; width: 766px;">
				<p align="center" style="text-align:center">
					<b><span>Description</span></b>
				</p>
			</td>
		</tr>
		<tr>
			<td style="border-top:none; border:solid windowtext 1.0pt; padding:3.75pt 3.75pt 3.75pt 3.75pt">
				<p>
					<code><span style="font-size:10.0pt">FOV</span></code>
				</p>
			</td>
			<td style="border-bottom:solid windowtext 1.0pt; border-left:none; border-right:solid windowtext 1.0pt; border-top:none; padding:3.75pt 3.75pt 3.75pt 3.75pt">
				<p>
					<code><span style="font-size:10.0pt">65</span></code>
				</p>
			</td>
			<td style="border-bottom: 1pt solid windowtext; border-left: none; border-right: 1pt solid windowtext; border-top: none; padding: 3.75pt; width: 766px;">
				<p>
					<span>FOV measured in 4:3 aspect ratio (i.e. 16:9 will get wider than this value).</span>
				</p>
			</td>
		</tr>
		<tr>
			<td style="border-top:none; border:solid windowtext 1.0pt; padding:3.75pt 3.75pt 3.75pt 3.75pt">
				<p>
					<code><span style="font-size:10.0pt">Height</span></code>
				</p>
			</td>
			<td style="border-bottom:solid windowtext 1.0pt; border-left:none; border-right:solid windowtext 1.0pt; border-top:none; padding:3.75pt 3.75pt 3.75pt 3.75pt">
				<p>
					<code><span style="font-size:10.0pt">0.2</span></code>
				</p>
			</td>
			<td style="border-bottom: 1pt solid windowtext; border-left: none; border-right: 1pt solid windowtext; border-top: none; padding: 3.75pt; width: 766px;">
				<p>
					<span>Height of camera pivot point above the model center in terms of the <em>world space</em> up-axis.</span>
				</p>
			</td>
		</tr>
		<tr>
			<td style="border-top:none; border:solid windowtext 1.0pt; padding:3.75pt 3.75pt 3.75pt 3.75pt">
				<p>
					<code><span style="font-size:10.0pt">Distance</span></code>
				</p>
			</td>
			<td style="border-bottom:solid windowtext 1.0pt; border-left:none; border-right:solid windowtext 1.0pt; border-top:none; padding:3.75pt 3.75pt 3.75pt 3.75pt">
				<p>
					<code><span style="font-size:10.0pt">3.1</span></code>
				</p>
			</td>
			<td style="border-bottom: 1pt solid windowtext; border-left: none; border-right: 1pt solid windowtext; border-top: none; padding: 3.75pt; width: 766px;">
				<p>
					<span>Distance of the camera from the pivot point.</span>
				</p>
			</td>
		</tr>
		<tr>
			<td style="border-top:none; border:solid windowtext 1.0pt; padding:3.75pt 3.75pt 3.75pt 3.75pt">
				<p>
					<code><span style="font-size:10.0pt">ViewTilt</span></code>
				</p>
			</td>
			<td style="border-bottom:solid windowtext 1.0pt; border-left:none; border-right:solid windowtext 1.0pt; border-top:none; padding:3.75pt 3.75pt 3.75pt 3.75pt">
				<p>
					<code><span style="font-size:10.0pt">20</span></code>
				</p>
			</td>
			<td style="border-bottom: 1pt solid windowtext; border-left: none; border-right: 1pt solid windowtext; border-top: none; padding: 3.75pt; width: 766px;">
				<p>
					<span>A tilt angle (pitch) offset for the camera. Positive values tilt the camera down.</span>
				</p>
			</td>
		</tr>
		<tr>
			<td style="border-top:none; border:solid windowtext 1.0pt; padding:3.75pt 3.75pt 3.75pt 3.75pt">
				<p>
					<code><span style="font-size:10.0pt">TiltTweak</span></code>
				</p>
			</td>
			<td style="border-bottom:solid windowtext 1.0pt; border-left:none; border-right:solid windowtext 1.0pt; border-top:none; padding:3.75pt 3.75pt 3.75pt 3.75pt">
				<p>
					<code><span style="font-size:10.0pt">0.6</span></code>
				</p>
			</td>
			<td style="border-bottom: 1pt solid windowtext; border-left: none; border-right: 1pt solid windowtext; border-top: none; padding: 3.75pt; width: 766px;">
				<p>
					<span>Multiplies the camera tilt from mouse movement before applying it to the "Distance" vector (from the pivot point to your camera).<br>
					A value lower than 1 means the camera origin will always stay slightly more behind the model instead of rotating towards the front as you tilt your camera down.<br>
					This value will also determine when the camera will collide with an invisible plane and stop moving lower. At 1 it will never collide, at 0 it will collide at the height of the pivot point.</span>
				</p>
			</td>
		</tr>
		<tr>
			<td style="border-top:none; border:solid windowtext 1.0pt; padding:3.75pt 3.75pt 3.75pt 3.75pt">
				<p>
					<code><span style="font-size:10.0pt">TranslationTilt</span></code>
				</p>
			</td>
			<td style="border-bottom:solid windowtext 1.0pt; border-left:none; border-right:solid windowtext 1.0pt; border-top:none; padding:3.75pt 3.75pt 3.75pt 3.75pt">
				<p>
					<code><span style="font-size:10.0pt">19.9</span></code>
				</p>
			</td>
			<td style="border-bottom: 1pt solid windowtext; border-left: none; border-right: 1pt solid windowtext; border-top: none; padding: 3.75pt; width: 766px;">
				<p>
					<span>Tilt angle offset applied to the "Distance" vector before doing the above. Determines at which angle the camera is positioned from the pivot.</span>
				</p>
			</td>
		</tr>
		<tr>
			<td style="border-top:none; border:solid windowtext 1.0pt; padding:3.75pt 3.75pt 3.75pt 3.75pt">
				<p>
					<code><span style="font-size:10.0pt">LagUp</span></code><br>
					<code><span style="font-size:10.0pt">LagLeft</span></code><br>
					<code><span style="font-size:10.0pt">LagForward</span></code>
				</p>
			</td>
			<td style="border-bottom:solid windowtext 1.0pt; border-left:none; border-right:solid windowtext 1.0pt; border-top:none; padding:3.75pt 3.75pt 3.75pt 3.75pt">
				<p>
					<code><span style="font-size:10.0pt">0</span></code>
				</p>
			</td>
			<td style="border-bottom: 1pt solid windowtext; border-left: none; border-right: 1pt solid windowtext; border-top: none; padding: 3.75pt; width: 766px;">
				<p>
					<span>This is a time value in seconds (hopefully, not 100% sure) which is used to make the camera not immediately follow sudden movement, for example jumping.</span>
				</p>
			</td>
		</tr>
		<tr>
			<td style="border-top:none; border:solid windowtext 1.0pt; padding:3.75pt 3.75pt 3.75pt 3.75pt">
				<p>
					<code><span style="font-size:10.0pt">Forward<sup>†</sup></span></code><br>
					<code><span style="font-size:10.0pt">Sideways<sup>†</sup></span></code>
				</p>
			</td>
			<td style="border-bottom:solid windowtext 1.0pt; border-left:none; border-right:solid windowtext 1.0pt; border-top:none; padding:3.75pt 3.75pt 3.75pt 3.75pt">
				<p>
					<code><span style="font-size:10.0pt">0</span></code>
				</p>
			</td>
			<td style="border-bottom: 1pt solid windowtext; border-left: none; border-right: 1pt solid windowtext; border-top: none; padding: 3.75pt; width: 766px;">
				<p>
					These are used to move the camera position *after* all other transformations including rotations are applied. They can be beneficial for sidecams, e.g. the Artillery or V2 in <abbr title="Red Alert: A Path Beyond"><abbr title="Red Alert: A Path Beyond">APB</abbr></abbr>, but should not be used for "first person" or turret cams. Also, "Forward" is actually applied up in world space, so it's mostly useless. See video below for usage example.
				</p>
			</td>
		</tr>
		<tr>
			<td style="border-top:none; border:solid windowtext 1.0pt; padding:3.75pt 3.75pt 3.75pt 3.75pt">
				<p>
					<code><span style="font-size:10.0pt">OriginOffsetForward<sup>†</sup></span></code><br>
					<code><span style="font-size:10.0pt">OriginOffsetLeft<sup>†</sup></span></code><br>
					<code><span style="font-size:10.0pt">OriginOffsetUp<sup>†</sup></span></code>
				</p>
			</td>
			<td style="border-bottom:solid windowtext 1.0pt; border-left:none; border-right:solid windowtext 1.0pt; border-top:none; padding:3.75pt 3.75pt 3.75pt 3.75pt">
				<p>
					<code><span style="font-size:10.0pt">0</span></code>
				</p>
			</td>
			<td style="border-bottom: 1pt solid windowtext; border-left: none; border-right: 1pt solid windowtext; border-top: none; padding: 3.75pt; width: 766px;">
				<p>
					<span>These offsets are applied to the camera pivot point before all other transformations. This allows you to make the camera essentially stick to specific point on the model, e.g. for first person or turret cams. Height will always translate up in <em>world space</em> while OriginOffsetUp will operates in <em>object space</em>, i.e. the camera pivot point will follow your vehicle's orientation if you set OriginOffset, which is why it's good for first person cams. The Forward/Left/Up axes are meant to be X/Y/Z in object space respectively, so if your specific model has different orientations you may need to exchange some values.</span>
				</p>

				<p>
					Small note on infantry cameras: Do not under any circumstances use OriginOffset or Sideways for the third person camera. For the first person camera, you should set everything to 0 except FOV. You may use OriginOffsetUp to modify first person camera height (but I wouldn't overdo it), while Left and Forward are definitely not recommended.
				</p>
			</td>
		</tr>
		<tr>
			<td style="border-top:none; border:solid windowtext 1.0pt; padding:3.75pt 3.75pt 3.75pt 3.75pt">
				<p>
					<code><span style="font-size:10.0pt">FollowVehicleOrientation<sup>†</sup></span></code>
				</p>
			</td>
			<td style="border-bottom:solid windowtext 1.0pt; border-left:none; border-right:solid windowtext 1.0pt; border-top:none; padding:3.75pt 3.75pt 3.75pt 3.75pt">
				<p>
					<code><span style="font-size:10.0pt">False</span></code>
				</p>
			</td>
			<td style="border-bottom: 1pt solid windowtext; border-left: none; border-right: 1pt solid windowtext; border-top: none; padding: 3.75pt; width: 766px;">
				<p>
					<em><span>Note: Experimental, implementation may change at any time.</span></em><br>
					<span>Forces the camera to face forward on entering a vehicle and then fully transfers any vehicle orientation changes to the camera (on all axes). Might be useful for planes in the future or for non-combat first person cameras (e.g. Supply Truck). Currently can't be used for mouse controlled planes and also leaves camera in a semi-random heading when exiting the vehicle.</span>
				</p>
			</td>
		</tr>
		<tr>
			<td style="border-top:none; border:solid windowtext 1.0pt; padding:3.75pt 3.75pt 3.75pt 3.75pt">
				<p>
					<code><span style="font-size:10.0pt">DisableFloatingPlayerName<sup>†</sup></span></code>
				</p>
			</td>
			<td style="border-bottom:solid windowtext 1.0pt; border-left:none; border-right:solid windowtext 1.0pt; border-top:none; padding:3.75pt 3.75pt 3.75pt 3.75pt">
				<p>
					<code><span style="font-size:10.0pt">False</span></code>
				</p>
			</td>
			<td style="border-bottom: 1pt solid windowtext; border-left: none; border-right: 1pt solid windowtext; border-top: none; padding: 3.75pt; width: 766px;">
				<p>
					<span>Disable the floating player name for this camera (useful for first person views).</span>
				</p>
			</td>
		</tr>
		<tr>
			<td style="border-top:none; border:solid windowtext 1.0pt; padding:3.75pt 3.75pt 3.75pt 3.75pt">
				<p>
					<code><span style="font-size:10.0pt">CameraBone<sup>†</sup></span></code>
				</p>
			</td>
			<td style="border-bottom:solid windowtext 1.0pt; border-left:none; border-right:solid windowtext 1.0pt; border-top:none; padding:3.75pt 3.75pt 3.75pt 3.75pt">
				<p>
					<code><span style="font-size:10.0pt">&lt;empty&gt;</span></code>
				</p>
			</td>
			<td style="border-bottom: 1pt solid windowtext; border-left: none; border-right: 1pt solid windowtext; border-top: none; padding: 3.75pt; width: 766px;">
				<p>
					You can specify the name of a bone here that will replace the player origin as the anchor point of the camera.
				</p>

				<p>
					This adds a new method to do first person / turret cameras:
				</p>

				<ol start="1" type="1">
					<li>
						<span>Attach the camera to the "turret" bone (or any other bone).</span>
					</li>
					<li>
						<span>Set all parameters except FOV to 0.</span>
					</li>
					<li>
						<span>Use Forward/Sideways/Distance to tune position.</span>
					</li>
				</ol>

				<p>
					Keep in mind that Forward is actually up (can't change due to backwards compatibility). You can raise TiltTweak to prevent clipping into the vehicle below.
				</p>

				<p>
					<em>Note: I tried making OriginOffset work with the bone orientation instead of the vehicle orientation, but that can cause problems with the game auto-adjusting turret orientation to match the 3rd person targeting mechanics. This will also affect you if you try to attach the camera to the muzzle bone since that will actually change </em>position<em> based on targeting.</em>
				</p>
			</td>
		</tr>
		<tr>
			<td style="border-top:none; border:solid windowtext 1.0pt; padding:3.75pt 3.75pt 3.75pt 3.75pt">
				<p>
					<code><span style="font-size:10.0pt">NearClip<sup>†</sup></span></code>
				</p>
			</td>
			<td style="border-bottom:solid windowtext 1.0pt; border-left:none; border-right:solid windowtext 1.0pt; border-top:none; padding:3.75pt 3.75pt 3.75pt 3.75pt">
				<p>
					<code><span style="font-size:10.0pt">0.1</span></code>
				</p>
			</td>
			<td style="border-bottom: 1pt solid windowtext; border-left: none; border-right: 1pt solid windowtext; border-top: none; padding: 3.75pt; width: 766px;">
				<p>
					<span>This value adjusts where the near clip plane is for this camera. I would not recommend adjusting this below zero.</span>
				</p>

				<p>
					The Near and Far Clip Planes determine where the camera’s view begins and ends. The planes are laid out perpendicular to the Camera’s direction and are measured from its position. The Near plane is the closest location that will be rendered, and the Far plane is the furthest. The Far plane is controlled by the DrawDistance command in tt.ini. This is useful for if a vehicular first person view requires a little bit more culling than the default 0.1 near clip plane provides.
				</p>
			</td>
		</tr>
	</tbody>
</table>

<p>
	 
</p>

<p>
	<code><sup><span style="color:white; font-size:10.0pt">†</span></sup></code>Added in W3D Engine version 5.0
</p>

<p>
	The following is a comparison video of using Forward/Sideways (first half of the video) vs OriginOffset (second half). For side views like the ones of the Artillery, OriginOffset feels a bit weird because the camera pivots around empty space and the pivot is moving in a circle along the model orientation when you drive around. Turret cams are what OriginOffset was intended for, which is clearly visible in the Cruiser example, where side cams are woefully inadequate.
</p>

<p>
	<iframe allowfullscreen="" frameborder="0" id="ips_uid_8936_6" mozallowfullscreen="" src="https://w3dhub.com/forum/applications/core/interface/index.html" type="text/html" webkitallowfullscreen="" data-embed-src="file://www.youtube.com/embed/9JT3IRlT-74%3Fwmode=opaque"></iframe> 
</p>
]]></description><guid isPermaLink="false">19</guid><pubDate>Wed, 26 Jan 2022 20:52:23 +0000</pubDate></item><item><title>Characters.ini</title><link>https://w3dhub.com/forum/documentation/w3d-engine-documentation/inis/charactersini-r20/</link><description><![CDATA[<p>
	This controls the entries that appear in the Characters part of the encyclopedia, either in single player, or if the multiplayer version is enabled in TT.ini.
</p>

<p>
	 
</p>

<p>
	Each entry needs a name in square brackets (e.g. [<abbr title="Global Defence Initiative">GDI</abbr> Light Infantry]), then these items:
</p>

<table border="1" cellpadding="0" cellspacing="0" style="border-collapse:collapse; border:none">
	<colgroup>
		<col>
		<col>
		<col>
	</colgroup>
	<tbody>
		<tr>
			<td style="border:solid windowtext 1.0pt; padding:3.75pt 3.75pt 3.75pt 3.75pt">
				<p align="center" style="text-align:center">
					<b><span>Name</span></b>
				</p>
			</td>
			<td style="border-left:none; border:solid windowtext 1.0pt; padding:3.75pt 3.75pt 3.75pt 3.75pt">
				<p align="center" style="text-align:center">
					<b><span>Type</span></b>
				</p>
			</td>
			<td style="border-left:none; border:solid windowtext 1.0pt; padding:3.75pt 3.75pt 3.75pt 3.75pt">
				<p align="center" style="text-align:center">
					<b><span>Description</span></b>
				</p>
			</td>
		</tr>
		<tr>
			<td style="border-top:none; border:solid windowtext 1.0pt; padding:3.75pt 3.75pt 3.75pt 3.75pt">
				<p>
					<span>NameID</span>
				</p>
			</td>
			<td style="border-bottom:solid windowtext 1.0pt; border-left:none; border-right:solid windowtext 1.0pt; border-top:none; padding:3.75pt 3.75pt 3.75pt 3.75pt">
				<p>
					<span>string</span>
				</p>
			</td>
			<td style="border-bottom:solid windowtext 1.0pt; border-left:none; border-right:solid windowtext 1.0pt; border-top:none; padding:3.75pt 3.75pt 3.75pt 3.75pt">
				<p>
					<span>Name of the unit in the encyclopedia, this should be the name of a strings.tdb entry.</span>
				</p>
			</td>
		</tr>
		<tr>
			<td style="border-top:none; border:solid windowtext 1.0pt; padding:3.75pt 3.75pt 3.75pt 3.75pt">
				<p>
					<span>DescriptionID</span>
				</p>
			</td>
			<td style="border-bottom:solid windowtext 1.0pt; border-left:none; border-right:solid windowtext 1.0pt; border-top:none; padding:3.75pt 3.75pt 3.75pt 3.75pt">
				<p>
					<span>string</span>
				</p>
			</td>
			<td style="border-bottom:solid windowtext 1.0pt; border-left:none; border-right:solid windowtext 1.0pt; border-top:none; padding:3.75pt 3.75pt 3.75pt 3.75pt">
				<p>
					<span>Description of the unit in the encyclopedia, this should be the name of a strings.tdb entry.</span>
				</p>
			</td>
		</tr>
		<tr>
			<td style="border-top:none; border:solid windowtext 1.0pt; padding:3.75pt 3.75pt 3.75pt 3.75pt">
				<p>
					<span>AffiliationID</span>
				</p>
			</td>
			<td style="border-bottom:solid windowtext 1.0pt; border-left:none; border-right:solid windowtext 1.0pt; border-top:none; padding:3.75pt 3.75pt 3.75pt 3.75pt">
				<p>
					<span>string</span>
				</p>
			</td>
			<td style="border-bottom:solid windowtext 1.0pt; border-left:none; border-right:solid windowtext 1.0pt; border-top:none; padding:3.75pt 3.75pt 3.75pt 3.75pt">
				<p>
					<span>A string which shows what side this belongs to. This should be the name of a strings.tdb entry.</span>
				</p>
			</td>
		</tr>
		<tr>
			<td style="border-top:none; border:solid windowtext 1.0pt; padding:3.75pt 3.75pt 3.75pt 3.75pt">
				<p>
					<span>Model</span>
				</p>
			</td>
			<td style="border-bottom:solid windowtext 1.0pt; border-left:none; border-right:solid windowtext 1.0pt; border-top:none; padding:3.75pt 3.75pt 3.75pt 3.75pt">
				<p>
					<span>string</span>
				</p>
			</td>
			<td style="border-bottom:solid windowtext 1.0pt; border-left:none; border-right:solid windowtext 1.0pt; border-top:none; padding:3.75pt 3.75pt 3.75pt 3.75pt">
				<p>
					<span>This should be the name of a W3D file. This will appear in the model viewer area.</span>
				</p>
			</td>
		</tr>
		<tr>
			<td style="border-top:none; border:solid windowtext 1.0pt; padding:3.75pt 3.75pt 3.75pt 3.75pt">
				<p>
					<span>Anim</span>
				</p>
			</td>
			<td style="border-bottom:solid windowtext 1.0pt; border-left:none; border-right:solid windowtext 1.0pt; border-top:none; padding:3.75pt 3.75pt 3.75pt 3.75pt">
				<p>
					<span>string</span>
				</p>
			</td>
			<td style="border-bottom:solid windowtext 1.0pt; border-left:none; border-right:solid windowtext 1.0pt; border-top:none; padding:3.75pt 3.75pt 3.75pt 3.75pt">
				<p>
					<span>This should be the name of a W3D file with an animation. The model will play this animation on loop in the model viewer area. This is optional.</span>
				</p>
			</td>
		</tr>
		<tr>
			<td style="border-top:none; border:solid windowtext 1.0pt; padding:3.75pt 3.75pt 3.75pt 3.75pt">
				<p>
					<span>ID</span>
				</p>
			</td>
			<td style="border-bottom:solid windowtext 1.0pt; border-left:none; border-right:solid windowtext 1.0pt; border-top:none; padding:3.75pt 3.75pt 3.75pt 3.75pt">
				<p>
					<span>int</span>
				</p>
			</td>
			<td style="border-bottom:solid windowtext 1.0pt; border-left:none; border-right:solid windowtext 1.0pt; border-top:none; padding:3.75pt 3.75pt 3.75pt 3.75pt">
				<p>
					<span>This is the ID number for the entry. If you have a single player campaign, the object that will unlock this entry should have this ID in it's EncyclopediaID field.</span>
				</p>
			</td>
		</tr>
		<tr>
			<td style="border-top:none; border:solid windowtext 1.0pt; padding:3.75pt 3.75pt 3.75pt 3.75pt">
				<p>
					<span>MinDist</span>
				</p>
			</td>
			<td style="border-bottom:solid windowtext 1.0pt; border-left:none; border-right:solid windowtext 1.0pt; border-top:none; padding:3.75pt 3.75pt 3.75pt 3.75pt">
				<p>
					<span>float</span>
				</p>
			</td>
			<td style="border-bottom:solid windowtext 1.0pt; border-left:none; border-right:solid windowtext 1.0pt; border-top:none; padding:3.75pt 3.75pt 3.75pt 3.75pt">
				<p>
					<span>This controls how far away the camera is from the object, if it is too close.</span>
				</p>
			</td>
		</tr>
		<tr>
			<td style="border-top:none; border:solid windowtext 1.0pt; padding:3.75pt 3.75pt 3.75pt 3.75pt">
				<p>
					<span>Team</span>
				</p>
			</td>
			<td style="border-bottom:solid windowtext 1.0pt; border-left:none; border-right:solid windowtext 1.0pt; border-top:none; padding:3.75pt 3.75pt 3.75pt 3.75pt">
				<p>
					<span>int</span>
				</p>
			</td>
			<td style="border-bottom:solid windowtext 1.0pt; border-left:none; border-right:solid windowtext 1.0pt; border-top:none; padding:3.75pt 3.75pt 3.75pt 3.75pt">
				<p>
					<span>This controls what team an encyclopedia entry represents, 0 is for Nod (or that equivalent team), 1 is for <abbr title="Global Defence Initiative">GDI</abbr> (or equivalent). Defaults to -2. Optional if the object isn't teamed. If the object is teamed, it will also colour the name in the team appropriate colours (set in the variables NodHouse/GDIHouse in hud.ini)</span>
				</p>
			</td>
		</tr>
		<tr>
			<td style="border-top:none; border:solid windowtext 1.0pt; padding:3.75pt 3.75pt 3.75pt 3.75pt">
				<p>
					<span>HideInMP</span>
				</p>
			</td>
			<td style="border-bottom:solid windowtext 1.0pt; border-left:none; border-right:solid windowtext 1.0pt; border-top:none; padding:3.75pt 3.75pt 3.75pt 3.75pt">
				<p>
					<span>bool</span>
				</p>
			</td>
			<td style="border-bottom:solid windowtext 1.0pt; border-left:none; border-right:solid windowtext 1.0pt; border-top:none; padding:3.75pt 3.75pt 3.75pt 3.75pt">
				<p>
					<span>If you have a singleplayer campaign, and want to hide an entry from the MP side; ensure this is set to true. That will allow for the object to have an entry in the SP campaign, while not showing up in MP.</span>
				</p>
			</td>
		</tr>
	</tbody>
</table>

<p>
	 
</p>
]]></description><guid isPermaLink="false">20</guid><pubDate>Wed, 26 Jan 2022 20:53:39 +0000</pubDate></item><item><title>HUD.ini</title><link>https://w3dhub.com/forum/documentation/w3d-engine-documentation/inis/hudini-r21/</link><description><![CDATA[<h1>
	<strong><span>Overview</span></strong>
</h1>

<p>
	The Hud.ini is the main editable .ini text file that creates the colors and placements for all the HUD (Heads Up Display) you see in-game. While it typically utilizes .dds files inside the always.dat as well.. the hud.ini is the main part where a lot of the settings including color (Which follows the RGB code of numbers 0-255) of the HUD can be edited.
</p>

<p>
	There are a lot of HUDs created for different games across the W3DHub game spectrum including A Path Beyond and of course Renegade itself. However, should you choose to transfer one HUD meant for Renegade to A Path Beyond you will typically have to adjust the settings to accommodate the new game layout. Furthermore be aware that when crossing HUDs into different games a certain script may be needed to make said HUD work at all.
</p>

<h1 id="hud.ini-ExplanationofabasicHud.ini">
	<strong><span>Explanation of a basic Hud.ini</span></strong>
</h1>

<h3 id="hud.ini-[General]Section">
	<span>[General] Section</span>
</h3>

<pre class="ipsCode" id="ips_uid_9016_11">NodHouseRed=int (Nod color for chat messages, goes from 0 to 255)
NodHouseGreen=int (Nod color for chat messages, goes from 0 to 255)
NodHouseBlue=int (Nod color for chat messages, goes from 0 to 255)
GDIHouseRed=int (GDI color for chat messages, goes from 0 to 255)
GDIHouseGreen=int (GDI color for chat messages, goes from 0 to 255)
GDIHouseBlue=int (GDI color for chat messages, goes from 0 to 255)
PrivateMessageRed=int (private message color for chat messages, goes from 0 to 255)
PrivateMessageGreen=int (private message color for chat messages, goes from 0 to 255)
PrivateMessageBlue=int (private message color for chat messages, goes from 0 to 255)
PublicMessageRed=int (public message color for chat messages, goes from 0 to 255)
PublicMessageGreen=int (public message color for chat messages, goes from 0 to 255)
PublicMessageBlue=int (public message color for chat messages, goes from 0 to 255)
TitleColor=color (changes UI colors)
TitleHilightColor=color (changes UI colors)
TextColor=color (changes UI colors)
TextShadowColor=color (changes UI colors)
LineColor=color (changes UI colors)
BkColor=color (changes UI colors)
DisabledTextColor=color (changes UI colors)
DisabledTextShadowColor=color (changes UI colors)
DisabledLineColor=color (changes UI colors)
DisabledBkColor=color (changes UI colors)
HilightColorBkColor=color (changes UI colors)
TabTextColor=color (changes UI colors)
TabGlowColor=color (changes UI colors)
DialogTextTitleColor=color (changes UI colors)
DialogTextTitleGlowColor=color (changes UI colors)
MenuHiliteColor=color (changes UI colors)
MerchandiseTextColor=color (changes UI colors)
MenuStaticGlowColor=color (changes UI colors)
MenuActiveGlowColor=color (changes UI colors)
MenuPushedBaseGlowColor=color (changes UI colors)
MenuPushedHighlightGlowColor=color (changes UI colors)
ListColumnColorEnabled=bool (whether to change the list column color)
ListColumnColorRed=int (list column color, goes from 0 to 255)
ListColumnColorGreen=int (list column color, goes from 0 to 255)
ListColumnColorBlue=int (list column color, goes from 0 to 255)
HidePlayerList=bool (hide the player list)
HideBottomText=bool (hide the time and credits text)
LodBudgetDialogValue1=int (value to use for lower LOD budget position on the config dialog)
LodBudgetDialogValue2=int (value to use for higher LOD budget position on the config dialog)
CenterMainMenu=bool (whether to center the main menu)
WinScreenGDIColor=color (color to use for GDI on the win screen)
WinScreenNodColor=color (color to use for Nod on the win screen)
HideHelpScreenKeys=bool (hides the key text on the help screen
HideWeaponBox=bool (hide the weapon box)
HideInfoBox=bool (hide the info box)
HideCenter=bool (hide the centre bits)
HidePowerupIcons=bool (hide the powerup icons)
WeaponChartColor=color (color for the weapon chart icons
WeaponChartEmptyColor=color (color for the empty weapon chart icons)
DecalLimit=int (decal limit)
MaxStaticLODBudget=int (max static lod budget)
MaxDynamicLODBudget=int (max dynamic lod budget)</pre>

<h3 id="hud.ini-[TeamHUD]Section">
	<span>[Team HUD] Section</span>
</h3>

<pre class="ipsCode" id="ips_uid_9016_9">Enabled=bool (enable per-team hud stuff)</pre>

<p>
	 
</p>

<h3 id="hud.ini-[Crosshair]Section">
	<span>[Crosshair] Section</span>
</h3>

<p>
	This section documents the crosshair displacement tech, which is used to move the crosshair when weapon spread is applied by any of the following settings in a weapon and/or ammo preset (see image to the right).
</p>

<p>
	This section was written by <a contenteditable="false" data-ipshover="" data-ipshover-target="https://w3dhub.com/forum/profile/1484-owa/?do=hovercard" data-mentionid="1484" href="https://w3dhub.com/forum/profile/1484-owa/" rel="">@ <b><span style="color:#3380e0;">OWA</span></b> </a>
</p>

<p>
	 
</p>

<p>
	Spray Settings
</p>

<div align="center" style="text-align:center">
	<hr align="center" size="2" width="100%">
</div>

<p>
	<strong>Weapon Settings</strong>
</p>

<p>
	<a class="ipsAttachLink ipsAttachLink_image" href="https://w3dhub.com/forum/uploads/monthly_2022_01/image.png.1a1c792131674c9887dec2f00c71f282.png" data-fileid="33074" data-fileext="png" rel=""><img class="ipsImage ipsImage_thumbnailed" data-fileid="33074" data-ratio="69.25" data-unique="ey6otf1pn" style="" title="" width="400" alt="image.png" src="https://w3dhub.com/forum/uploads/monthly_2022_01/image.thumb.png.8ecda5c23f6077a9491bc3d9f60a226d.png"></a>
</p>

<p>
	 
</p>

<div align="center" style="text-align:center">
	<hr align="center" size="2" width="100%">
</div>

<p>
	<strong>Ammo Settings</strong>
</p>

<p>
	<a class="ipsAttachLink ipsAttachLink_image" href="https://w3dhub.com/forum/uploads/monthly_2022_01/image.png.9bd5585a3d2e04b93f7307a96c924a64.png" data-fileid="33073" data-fileext="png" rel=""><img class="ipsImage ipsImage_thumbnailed" data-fileid="33073" data-ratio="33.50" data-unique="kddpw7ap6" style="" title="" width="400" alt="image.png" src="https://w3dhub.com/forum/uploads/monthly_2022_01/image.thumb.png.bf81158fcde8c11cbb050585a2e8512f.png"></a>
</p>

<p>
	 
</p>

<table border="1" cellpadding="0" cellspacing="0" style="border-collapse:collapse; border:none" width="89%">
	<colgroup>
		<col>
		<col>
		<col>
	</colgroup>
	<tbody>
		<tr>
			<td style="border:solid windowtext 1.0pt; padding:3.75pt 3.75pt 3.75pt 3.75pt">
				<p align="center" style="text-align:center">
					<b><span>Control</span></b>
				</p>
			</td>
			<td style="border-left:none; border:solid windowtext 1.0pt; padding:3.75pt 3.75pt 3.75pt 3.75pt">
				<p align="center" style="text-align:center">
					<b><span>Type</span></b>
				</p>
			</td>
			<td style="border-left:none; border:solid windowtext 1.0pt; padding:3.75pt 3.75pt 3.75pt 3.75pt">
				<p align="center" style="text-align:center">
					<b><span>Description</span></b>
				</p>
			</td>
		</tr>
		<tr>
			<td style="border-top:none; border:solid windowtext 1.0pt; padding:3.75pt 3.75pt 3.75pt 3.75pt">
				<p>
					<span>Enabled</span>
				</p>
			</td>
			<td style="border-bottom:solid windowtext 1.0pt; border-left:none; border-right:solid windowtext 1.0pt; border-top:none; padding:3.75pt 3.75pt 3.75pt 3.75pt">
				<p align="center" style="text-align:center">
					<span>True/False Bool</span>
				</p>
			</td>
			<td style="border-bottom:solid windowtext 1.0pt; border-left:none; border-right:solid windowtext 1.0pt; border-top:none; padding:3.75pt 3.75pt 3.75pt 3.75pt">
				<p>
					<span>Enables/Disables the dynamic crosshair</span>
				</p>
			</td>
		</tr>
		<tr>
			<td style="border-top:none; border:solid windowtext 1.0pt; padding:3.75pt 3.75pt 3.75pt 3.75pt">
				<p>
					<span>Up_Left</span>
				</p>
			</td>
			<td style="border-bottom:solid windowtext 1.0pt; border-left:none; border-right:solid windowtext 1.0pt; border-top:none; padding:3.75pt 3.75pt 3.75pt 3.75pt">
				<p align="center" style="text-align:center">
					<span>Integer</span>
				</p>
			</td>
			<td rowspan="16" style="border-bottom:solid windowtext 1.0pt; border-left:none; border-right:solid windowtext 1.0pt; border-top:none; padding:3.75pt 3.75pt 3.75pt 3.75pt">
				<p>
					All of these various controls are used to tell the engine where the edges of each part of the crosshair are on the crosshair texture (hd_reticule.dds).
				</p>

				<p>
					The values for each of these correspond to the number of pixels from the left side or bottom of the image file that the sides of the various elements (up/down/left/right) occupy.
				</p>

				<p>
					See the labelled diagram to the right for a visual reference of what each control corresponds to.
				</p>

				<p>
					The code block to the right contains the settings used in the diagram.
				</p>

				<p>
					Note: Top and Bottom being the wrong way round is intentional. That's the way the engine reads it.
				</p>
			</td>
		</tr>
		<tr>
			<td style="border-top:none; border:solid windowtext 1.0pt; padding:3.75pt 3.75pt 3.75pt 3.75pt">
				<p>
					<span>Up_Top</span>
				</p>
			</td>
			<td style="border-bottom:solid windowtext 1.0pt; border-left:none; border-right:solid windowtext 1.0pt; border-top:none; padding:3.75pt 3.75pt 3.75pt 3.75pt">
				<p align="center" style="text-align:center">
					<span>Integer</span>
				</p>
			</td>
		</tr>
		<tr>
			<td style="border-top:none; border:solid windowtext 1.0pt; padding:3.75pt 3.75pt 3.75pt 3.75pt">
				<p>
					<span>Up_Right</span>
				</p>
			</td>
			<td style="border-bottom:solid windowtext 1.0pt; border-left:none; border-right:solid windowtext 1.0pt; border-top:none; padding:3.75pt 3.75pt 3.75pt 3.75pt">
				<p align="center" style="text-align:center">
					<span>Integer</span>
				</p>
			</td>
		</tr>
		<tr>
			<td style="border-top:none; border:solid windowtext 1.0pt; padding:3.75pt 3.75pt 3.75pt 3.75pt">
				<p>
					<span>Up_Bottom</span>
				</p>
			</td>
			<td style="border-bottom:solid windowtext 1.0pt; border-left:none; border-right:solid windowtext 1.0pt; border-top:none; padding:3.75pt 3.75pt 3.75pt 3.75pt">
				<p align="center" style="text-align:center">
					<span>Integer</span>
				</p>
			</td>
		</tr>
		<tr>
			<td style="border-top:none; border:solid windowtext 1.0pt; padding:3.75pt 3.75pt 3.75pt 3.75pt">
				<p>
					<span>Down_Left</span>
				</p>
			</td>
			<td style="border-bottom:solid windowtext 1.0pt; border-left:none; border-right:solid windowtext 1.0pt; border-top:none; padding:3.75pt 3.75pt 3.75pt 3.75pt">
				<p align="center" style="text-align:center">
					<span>Integer</span>
				</p>
			</td>
		</tr>
		<tr>
			<td style="border-top:none; border:solid windowtext 1.0pt; padding:3.75pt 3.75pt 3.75pt 3.75pt">
				<p>
					<span>Down_Top</span>
				</p>
			</td>
			<td style="border-bottom:solid windowtext 1.0pt; border-left:none; border-right:solid windowtext 1.0pt; border-top:none; padding:3.75pt 3.75pt 3.75pt 3.75pt">
				<p align="center" style="text-align:center">
					<span>Integer</span>
				</p>
			</td>
		</tr>
		<tr>
			<td style="border-top:none; border:solid windowtext 1.0pt; padding:3.75pt 3.75pt 3.75pt 3.75pt">
				<p>
					<span>Down_Right</span>
				</p>
			</td>
			<td style="border-bottom:solid windowtext 1.0pt; border-left:none; border-right:solid windowtext 1.0pt; border-top:none; padding:3.75pt 3.75pt 3.75pt 3.75pt">
				<p align="center" style="text-align:center">
					<span>Integer</span>
				</p>
			</td>
		</tr>
		<tr>
			<td style="border-top:none; border:solid windowtext 1.0pt; padding:3.75pt 3.75pt 3.75pt 3.75pt">
				<p>
					<span>Down_Bottom</span>
				</p>
			</td>
			<td style="border-bottom:solid windowtext 1.0pt; border-left:none; border-right:solid windowtext 1.0pt; border-top:none; padding:3.75pt 3.75pt 3.75pt 3.75pt">
				<p align="center" style="text-align:center">
					<span>Integer</span>
				</p>
			</td>
		</tr>
		<tr>
			<td style="border-top:none; border:solid windowtext 1.0pt; padding:3.75pt 3.75pt 3.75pt 3.75pt">
				<p>
					<span>Left_Left</span>
				</p>
			</td>
			<td style="border-bottom:solid windowtext 1.0pt; border-left:none; border-right:solid windowtext 1.0pt; border-top:none; padding:3.75pt 3.75pt 3.75pt 3.75pt">
				<p align="center" style="text-align:center">
					<span>Integer</span>
				</p>
			</td>
		</tr>
		<tr>
			<td style="border-top:none; border:solid windowtext 1.0pt; padding:3.75pt 3.75pt 3.75pt 3.75pt">
				<p>
					<span>Left_Top</span>
				</p>
			</td>
			<td style="border-bottom:solid windowtext 1.0pt; border-left:none; border-right:solid windowtext 1.0pt; border-top:none; padding:3.75pt 3.75pt 3.75pt 3.75pt">
				<p align="center" style="text-align:center">
					<span>Integer</span>
				</p>
			</td>
		</tr>
		<tr>
			<td style="border-top:none; border:solid windowtext 1.0pt; padding:3.75pt 3.75pt 3.75pt 3.75pt">
				<p>
					<span>Left_Right</span>
				</p>
			</td>
			<td style="border-bottom:solid windowtext 1.0pt; border-left:none; border-right:solid windowtext 1.0pt; border-top:none; padding:3.75pt 3.75pt 3.75pt 3.75pt">
				<p align="center" style="text-align:center">
					<span>Integer</span>
				</p>
			</td>
		</tr>
		<tr>
			<td style="border-top:none; border:solid windowtext 1.0pt; padding:3.75pt 3.75pt 3.75pt 3.75pt">
				<p>
					<span>Left_Bottom</span>
				</p>
			</td>
			<td style="border-bottom:solid windowtext 1.0pt; border-left:none; border-right:solid windowtext 1.0pt; border-top:none; padding:3.75pt 3.75pt 3.75pt 3.75pt">
				<p align="center" style="text-align:center">
					<span>Integer</span>
				</p>
			</td>
		</tr>
		<tr>
			<td style="border-top:none; border:solid windowtext 1.0pt; padding:3.75pt 3.75pt 3.75pt 3.75pt">
				<p>
					<span>Right_Left</span>
				</p>
			</td>
			<td style="border-bottom:solid windowtext 1.0pt; border-left:none; border-right:solid windowtext 1.0pt; border-top:none; padding:3.75pt 3.75pt 3.75pt 3.75pt">
				<p align="center" style="text-align:center">
					<span>Integer</span>
				</p>
			</td>
		</tr>
		<tr>
			<td style="border-top:none; border:solid windowtext 1.0pt; padding:3.75pt 3.75pt 3.75pt 3.75pt">
				<p>
					<span>Right_Top</span>
				</p>
			</td>
			<td style="border-bottom:solid windowtext 1.0pt; border-left:none; border-right:solid windowtext 1.0pt; border-top:none; padding:3.75pt 3.75pt 3.75pt 3.75pt">
				<p align="center" style="text-align:center">
					<span>Integer</span>
				</p>
			</td>
		</tr>
		<tr>
			<td style="border-top:none; border:solid windowtext 1.0pt; padding:3.75pt 3.75pt 3.75pt 3.75pt">
				<p>
					<span>Right_Right</span>
				</p>
			</td>
			<td style="border-bottom:solid windowtext 1.0pt; border-left:none; border-right:solid windowtext 1.0pt; border-top:none; padding:3.75pt 3.75pt 3.75pt 3.75pt">
				<p align="center" style="text-align:center">
					<span>Integer</span>
				</p>
			</td>
		</tr>
		<tr>
			<td style="border-top:none; border:solid windowtext 1.0pt; padding:3.75pt 3.75pt 3.75pt 3.75pt">
				<p>
					<span>Right_Bottom</span>
				</p>
			</td>
			<td style="border-bottom:solid windowtext 1.0pt; border-left:none; border-right:solid windowtext 1.0pt; border-top:none; padding:3.75pt 3.75pt 3.75pt 3.75pt">
				<p align="center" style="text-align:center">
					<span>Integer</span>
				</p>
			</td>
		</tr>
		<tr>
			<td style="border-top:none; border:solid windowtext 1.0pt; padding:3.75pt 3.75pt 3.75pt 3.75pt">
				<p>
					<span>DistanceFromCenter</span>
				</p>
			</td>
			<td style="border-bottom:solid windowtext 1.0pt; border-left:none; border-right:solid windowtext 1.0pt; border-top:none; padding:3.75pt 3.75pt 3.75pt 3.75pt">
				<p align="center" style="text-align:center">
					<span>Decimal Number</span>
				</p>
			</td>
			<td style="border-bottom:solid windowtext 1.0pt; border-left:none; border-right:solid windowtext 1.0pt; border-top:none; padding:3.75pt 3.75pt 3.75pt 3.75pt">
				<p>
					<span>Used to define how far away each of the dynamic crosshair parts are from the centre by default.</span>
				</p>
			</td>
		</tr>
		<tr>
			<td style="border-top:none; border:solid windowtext 1.0pt; padding:3.75pt 3.75pt 3.75pt 3.75pt">
				<p>
					<span>OffsetMultiplier</span>
				</p>
			</td>
			<td style="border-bottom:solid windowtext 1.0pt; border-left:none; border-right:solid windowtext 1.0pt; border-top:none; padding:3.75pt 3.75pt 3.75pt 3.75pt">
				<p align="center" style="text-align:center">
					<span>Decimal Number</span>
				</p>
			</td>
			<td style="border-bottom:solid windowtext 1.0pt; border-left:none; border-right:solid windowtext 1.0pt; border-top:none; padding:3.75pt 3.75pt 3.75pt 3.75pt">
				<p>
					<span>Multiplies the </span><code><span style="font-size:10.0pt">SprayAdd*</span></code><span> penalties for movement from the weapon preset to control how far the dynamic crosshair elements go away from the centre.*</span>
				</p>
			</td>
		</tr>
		<tr>
			<td style="border-top:none; border:solid windowtext 1.0pt; padding:3.75pt 3.75pt 3.75pt 3.75pt">
				<p>
					<span>AddSprayAngle</span>
				</p>
			</td>
			<td style="border-bottom:solid windowtext 1.0pt; border-left:none; border-right:solid windowtext 1.0pt; border-top:none; padding:3.75pt 3.75pt 3.75pt 3.75pt">
				<p align="center" style="text-align:center">
					<span>True/False Bool</span>
				</p>
			</td>
			<td style="border-bottom:solid windowtext 1.0pt; border-left:none; border-right:solid windowtext 1.0pt; border-top:none; padding:3.75pt 3.75pt 3.75pt 3.75pt">
				<p>
					<span>This adds the </span><code><span style="font-size:10.0pt">SprayAngle</span></code><span> from the ammo preset to how far away the dynamic crosshair elements are from the center. This angle can be dynamic (see </span><code><span style="font-size:10.0pt">SprayAngleIncreasePerShot</span></code><span>).<br>
					<em>NOTE: This setting is currently always on.</em></span>
				</p>
			</td>
		</tr>
		<tr>
			<td style="border-top:none; border:solid windowtext 1.0pt; padding:3.75pt 3.75pt 3.75pt 3.75pt">
				<p>
					<span>SprayAngleMultiplier</span>
				</p>
			</td>
			<td style="border-bottom:solid windowtext 1.0pt; border-left:none; border-right:solid windowtext 1.0pt; border-top:none; padding:3.75pt 3.75pt 3.75pt 3.75pt">
				<p align="center" style="text-align:center">
					<span>Decimal Number</span>
				</p>
			</td>
			<td style="border-bottom:solid windowtext 1.0pt; border-left:none; border-right:solid windowtext 1.0pt; border-top:none; padding:3.75pt 3.75pt 3.75pt 3.75pt">
				<p>
					<span>Multiplies the </span><code><span style="font-size:10.0pt">SprayAngle</span></code><span> component to control how far the dynamic crosshair elements go away from the centre.*</span>
				</p>
			</td>
		</tr>
	</tbody>
</table>

<p>
	<span style="color:white">*The spray penalties are calculated in radians in the engine, so the multipliers are pretty large. An example calculation:</span><br>
	 
</p>

<p>
	<code><span style="font-size:10.0pt">SprayAddJumping      = 3.25 deg (~0.057 rad)</span></code><br>
	<span style="font-size:10.0pt"><code>SprayAngle           = 0.75 deg (~0.013 rad)</code></span><br>
	<code><span style="font-size:10.0pt">OffsetMultiplier     = 600</span></code><br>
	<span style="font-size:10.0pt"><code>SprayAngleMultiplier = 300</code><br>
	<code>DistanceFromCenter   = 2 pixels</code><br>
	<code>Resulting Offset     = 600 * 0.013 + 300 * 0.057 + 2 = 26.9 pixels</code></span>
</p>

<p>
	 
</p>

<p>
	Diagram
</p>

<p>
	<a class="ipsAttachLink ipsAttachLink_image" href="https://w3dhub.com/forum/uploads/monthly_2022_01/image.png.6e3b431a87b7d67d02769e472c0497c4.png" data-fileid="33072" data-fileext="png" rel=""><img class="ipsImage ipsImage_thumbnailed" data-fileid="33072" data-ratio="99.34" data-unique="n0r9cd0qf" style="" title="" width="302" alt="image.png" src="https://w3dhub.com/forum/uploads/monthly_2022_01/image.thumb.png.df54f8384fb38ac7e416e51fb6595e23.png"></a>
</p>

<p>
	 
</p>

<pre class="ipsCode" id="ips_uid_9016_7">[Crosshair]
Enabled=true
Up_Left=30
Up_Top=43
Up_Right=34
Up_Bottom=57
Down_Left=30
Down_Top=7
Down_Right=34
Down_Bottom=21
Left_Left=7
Left_Top=30
Left_Right=21
Left_Bottom=34
Right_Left=43
Right_Top=30
Right_Right=57
Right_Bottom=34
DistanceFromCenter=2
OffsetMultiplier=600
AddSprayAngle=true
SprayAngleMultiplier=300</pre>

<p>
	<span> </span>
</p>

<h3 id="hud.ini-Todo">
	<span>Todo</span>
</h3>

<p>
	Hud.ini stuff I can't document, <a contenteditable="false" data-ipshover="" data-ipshover-target="https://w3dhub.com/forum/profile/8063-romanov/?do=hovercard" data-mentionid="8063" href="https://w3dhub.com/forum/profile/8063-romanov/" rel="">@ <b><span style="color:#03b550;">Romanov</span></b> </a> will probably be able to help with this given his rewrite of hud.ini and all the work he did in adding things to it:
</p>

<p>
	Colors, TextureQuads, Bullet, Clip, WeaponText, WeaponImage, HealthBar, ShieldBar, HealthText, ShieldText, Compass, Credits, TimeRemaining, HealthIcon, ShieldIcon, VeterancyBar, VeterancyText, VeterancyIcon, SprintIcon, BurnIcon, CooldownHUD, ElectricfiedIcon, ChemIcon, Radar, WeaponChargeBar, SneakIcon, SuperweaponTimer, BuildingHealth, Mines, TrackingLock, Target Box Shield Bar, Target Ctrl settings.
</p>

<p>
	 
</p>

<p>
	Also the ObjectiveMarker stuff (<abbr title="Red Alert 2: Apocalypse Rising">AR</abbr> only)
</p>

<p>
	 
</p>
]]></description><guid isPermaLink="false">21</guid><pubDate>Wed, 26 Jan 2022 21:05:56 +0000</pubDate></item><item><title>Paths.ini</title><link>https://w3dhub.com/forum/documentation/w3d-engine-documentation/inis/pathsini-r22/</link><description><![CDATA[<h2>
	[paths] section
</h2>

<p>
	 
</p>

<pre class="ipsCode" id="ips_uid_7795_9">RegBase=string (sets base registry path)
RegClient=string (sets client registry path)
RegFDS=string (sets FDS registry path)
FileBase=string (sets base file path)
FileClient=string (sets client file path)
FileFDS=string (sets FDS file path)
UseRenFolder=bool (set this to use the renegade folder for data storage instead of the documents folder)
ConfigExe=string (exe file to load for configuration instead of wwconfig.exe)</pre>

<p>
	 
</p>
]]></description><guid isPermaLink="false">22</guid><pubDate>Wed, 26 Jan 2022 21:08:20 +0000</pubDate></item><item><title>SurfaceEffects.ini</title><link>https://w3dhub.com/forum/documentation/w3d-engine-documentation/inis/surfaceeffectsini-r23/</link><description><![CDATA[<p>
	This file has one section per combination of surface and hitter type. The names must be specified <em>exactly</em> as in the lists below, including capitalization.
</p>

<p>
	<br>
	There are also three more sections called "<code><span style="font-size:10.0pt">Bullet_Stopping</span></code>", "<code><span style="font-size:10.0pt">Damage_Warhead</span></code>" and "<code><span style="font-size:10.0pt">Damage_Rate</span></code>".
</p>

<h2 id="surfaceeffects.ini-SurfaceTypes:">
	<strong><span>Surface Types</span></strong><span>:</span>
</h2>

<ul type="disc">
	<li>
		<span>Light Metal</span>
	</li>
	<li>
		<span>Heavy Metal</span>
	</li>
	<li>
		<span>Water</span>
	</li>
	<li>
		<span>Sand</span>
	</li>
	<li>
		<span>Dirt</span>
	</li>
	<li>
		<span>Mud</span>
	</li>
	<li>
		<span>Grass</span>
	</li>
	<li>
		<span>Wood</span>
	</li>
	<li>
		<span>Concrete</span>
	</li>
	<li>
		<span>Flesh</span>
	</li>
	<li>
		<span>Rock</span>
	</li>
	<li>
		<span>Snow</span>
	</li>
	<li>
		<span>Ice</span>
	</li>
	<li>
		<span>Default</span>
	</li>
	<li>
		<span>Glass **</span>
	</li>
	<li>
		<span>Cloth</span>
	</li>
	<li>
		<span>Tiberium Field</span>
	</li>
	<li>
		<span>Foliage Permeable</span>
	</li>
	<li>
		<span>Glass Permeable **</span>
	</li>
	<li>
		<span>Ice Permeable</span>
	</li>
	<li>
		<span>Cloth Permeable</span>
	</li>
	<li>
		<span>Electrical</span>
	</li>
	<li>
		<span>Electrical Permeable</span>
	</li>
	<li>
		<span>Flammable</span>
	</li>
	<li>
		<span>Flammable Permeable</span>
	</li>
	<li>
		<span>Steam</span>
	</li>
	<li>
		<span>Steam Permeable</span>
	</li>
	<li>
		<span>Water Permeable</span>
	</li>
	<li>
		<span>Tiberium Water</span>
	</li>
	<li>
		<span>Tiberium Water Permeable</span>
	</li>
	<li>
		<span>Underwater Dirt</span>
	</li>
	<li>
		<span>Underwater Tiberium Dirt</span>
	</li>
	<li>
		<span>Blue Tiberium *</span>
	</li>
	<li>
		<span>Red Tiberium *</span>
	</li>
	<li>
		<span>Tiberium Veins *</span>
	</li>
	<li>
		<span>Laser *</span>
	</li>
</ul>

<p>
	<em>* Scripts 5.0 only</em>
</p>

<p>
	<em>** Surface types "</em><code><i><span style="font-size:10.0pt">Glass</span></i></code><em>" and "</em><code><i><span style="font-size:10.0pt">Glass Permeable</span></i></code><em>" are special in that they are the </em><strong><i>only </i></strong><em>ones able to apply decals to transparent meshes and they will also not be applied to neighboring <u>objects</u> if you hit near the edge between them (unfortunately does not discriminate between individual meshes that are part of an object). This is currently hard coded.</em>
</p>

<p>
	 
</p>

<h2 id="surfaceeffects.ini-HitterTypes:">
	<strong><span>Hitter Types:</span></strong>
</h2>

<ul type="disc">
	<li>
		<span>None</span>
	</li>
	<li>
		<span>Generic Object</span>
	</li>
	<li>
		<span>Footstep Run</span>
	</li>
	<li>
		<span>Footstep Walk</span>
	</li>
	<li>
		<span>Footstep Crouched</span>
	</li>
	<li>
		<span>Footstep Jump</span>
	</li>
	<li>
		<span>Footstep Land</span>
	</li>
	<li>
		<span>Bullet</span>
	</li>
	<li>
		<span>Bullet Fire</span>
	</li>
	<li>
		<span>Bullet Grenade</span>
	</li>
	<li>
		<span>Bullet Chem</span>
	</li>
	<li>
		<span>Bullet Electric</span>
	</li>
	<li>
		<span>Bullet Laser</span>
	</li>
	<li>
		<span>Bullet Squish</span>
	</li>
	<li>
		<span>Bullet Tib Spray</span>
	</li>
	<li>
		<span>Bullet Tib</span>
	</li>
	<li>
		<span>Bullet Shotgun</span>
	</li>
	<li>
		<span>Bullet Silenced</span>
	</li>
	<li>
		<span>Bullet Sniper</span>
	</li>
	<li>
		<span>Bullet Water</span>
	</li>
	<li>
		<span>Eject Casing</span>
	</li>
	<li>
		<span>Shell Shotgun</span>
	</li>
	<li>
		<span>Tire Rolling</span>
	</li>
	<li>
		<span>Tire Sliding</span>
	</li>
	<li>
		<span>Track Rolling</span>
	</li>
	<li>
		<span>Track Sliding</span>
	</li>
	<li>
		<span>Footstep Ladder ***</span>
	</li>
</ul>

<p>
	<em>*** This is hard coded to hit the</em><code><i><span style="font-size:10.0pt"> "Light Metal" </span></i></code><em>surface type whenever you are stepping up/down a ladder, so you do not need to specify its effects for each surface type (unless you for some reason decide to make an ammo preset with this hitter type).</em>
</p>

<p>
	 
</p>

<h2 id="surfaceeffects.ini-[Bullet_Stopping]">
	<strong><span>[Bullet_Stopping]</span></strong>
</h2>

<p>
	This section sets whether a given surface type stops bullets when hit. If there is no entry for a surface type, it defaults to <code><span style="font-size:10.0pt">true</span></code>.
</p>

<p>
	<b><span>Example</span></b><span> </span>
</p>

<pre class="ipsCode" id="ips_uid_1289_13">[Bullet_Stopping]
Cloth=true
Cloth Permeable=false
Concrete=true
Default=true
Dirt=true
Electrical=true
Electrical Permeable=false</pre>

<h2>
	 
</h2>

<h2 id="surfaceeffects.ini-[Damage_Warhead]">
	<strong><span>[Damage_Warhead]</span></strong>
</h2>

<p>
	This section determines the damage warhead (see <a href="/display/WH/armor.ini" rel="">armor.ini</a>) of the given surface type. Shown below is a specific example from <abbr title="Red Alert: A Path Beyond">APB</abbr> that handles barbed wire and water damage.
</p>

<p>
	<b><span>Example</span></b><span> </span>
</p>

<pre data-syntaxhighlighter-params="brush: text; gutter: false; theme: Confluence" data-theme="Confluence">; Water = water surface (instakills helicopters)</pre>

<pre>; Underwater Tiberium Dirt = underwater surface (minor damage to vehicles; the main bulk of the damage is dealt by the water script zone, for vehicles that are fully submerged in deep water)</pre>

<pre>; Tiberium Water = top of barbed wire fence (hurts infantry only, not so lethal to those with armour)</pre>

<pre>; Tiberium Field = places infantry should not be able to access, like un-laddered rooftops (instant death)</pre>

<pre class="ipsCode" id="ips_uid_1289_11">[Damage_Warhead]
Water=AntiAircraft2
Water Permeable=AntiAircraft2
Underwater Tiberium Dirt=Water
Tiberium Water=Splash
Tiberium Field=Splash</pre>

<h2>
	 
</h2>

<h2 id="surfaceeffects.ini-[Damage_Rate]">
	<strong><span>[Damage_Rate]</span></strong>
</h2>

<p>
	This section determines the damage caused per second when touching the given surface type.
</p>

<p>
	<b><span>Example</span></b><span> </span>
</p>

<pre class="ipsCode" id="ips_uid_1289_9">[Damage_Rate]
Water=9999.0
Water Permeable=9999.0
Underwater Tiberium Dirt=15.0
Tiberium Water=30.0
Tiberium Field=9999.0</pre>

<h2>
	 
</h2>

<h2 id="surfaceeffects.ini-[SurfaceTypeName_HitterTypeName]">
	<strong><span>[SurfaceTypeName_HitterTypeName]</span></strong>
</h2>

<p>
	This section determines the effects created when "<code><span style="font-size:10.0pt">HitterTypeName</span></code>" hits/touches "<code><span style="font-size:10.0pt">SurfaceTypeName</span></code>".
</p>

<p>
	Note that there can be an arbitrary number of entries named <code><span style="font-size:10.0pt">Sound/Emitter/Decal</span></code> by adding a number<code><span style="font-size:10.0pt"> </span></code><em><span style="font-size:10.0pt">N</span></em><code><span style="font-size:10.0pt"> </span></code>at the end of the entry name. Numbers must start at 0 and must be contiguous. The game will pick <strong>one</strong> of these entries at random each time the effect is spawned.
</p>

<table border="1" cellpadding="0" cellspacing="0" style="border-collapse:collapse; border:none" width="60%">
	<colgroup>
		<col>
		<col>
		<col>
		<col>
	</colgroup>
	<tbody>
		<tr>
			<td style="border:solid windowtext 1.0pt; padding:3.75pt 3.75pt 3.75pt 3.75pt">
				<p align="center" style="text-align:center">
					<b><span>Entry</span></b>
				</p>
			</td>
			<td style="border-left:none; border:solid windowtext 1.0pt; padding:3.75pt 3.75pt 3.75pt 3.75pt">
				<p align="center" style="text-align:center">
					<b><span>Type</span></b>
				</p>
			</td>
			<td style="border-left:none; border:solid windowtext 1.0pt; padding:3.75pt 3.75pt 3.75pt 3.75pt">
				<p align="center" style="text-align:center">
					<b><span>Default</span></b>
				</p>
			</td>
			<td style="border-left:none; border:solid windowtext 1.0pt; padding:3.75pt 3.75pt 3.75pt 3.75pt">
				<p align="center" style="text-align:center">
					<b><span>Description</span></b>
				</p>
			</td>
		</tr>
		<tr>
			<td style="border-top:none; border:solid windowtext 1.0pt; padding:3.75pt 3.75pt 3.75pt 3.75pt">
				<p>
					<code><span style="font-size:10.0pt">Sound</span></code><em><span style="font-size:10.0pt">N</span></em>
				</p>
			</td>
			<td style="border-bottom:solid windowtext 1.0pt; border-left:none; border-right:solid windowtext 1.0pt; border-top:none; padding:3.75pt 3.75pt 3.75pt 3.75pt">
				<p>
					<span>String (Preset Name)</span>
				</p>
			</td>
			<td style="border-bottom:solid windowtext 1.0pt; border-left:none; border-right:solid windowtext 1.0pt; border-top:none; padding:3.75pt 3.75pt 3.75pt 3.75pt">
				 
			</td>
			<td style="border-bottom:solid windowtext 1.0pt; border-left:none; border-right:solid windowtext 1.0pt; border-top:none; padding:3.75pt 3.75pt 3.75pt 3.75pt">
				<p>
					<span>Sound to play when surface is hit by this hitter.</span>
				</p>
			</td>
		</tr>
		<tr>
			<td style="border-top:none; border:solid windowtext 1.0pt; padding:3.75pt 3.75pt 3.75pt 3.75pt">
				<p>
					<code><span style="font-size:10.0pt">Emitter</span></code><em><span style="font-size:10.0pt">N</span></em>
				</p>
			</td>
			<td style="border-bottom:solid windowtext 1.0pt; border-left:none; border-right:solid windowtext 1.0pt; border-top:none; padding:3.75pt 3.75pt 3.75pt 3.75pt">
				<p>
					<span>String (Model Name)</span>
				</p>
			</td>
			<td style="border-bottom:solid windowtext 1.0pt; border-left:none; border-right:solid windowtext 1.0pt; border-top:none; padding:3.75pt 3.75pt 3.75pt 3.75pt">
				 
			</td>
			<td style="border-bottom:solid windowtext 1.0pt; border-left:none; border-right:solid windowtext 1.0pt; border-top:none; padding:3.75pt 3.75pt 3.75pt 3.75pt">
				<p>
					<span>Particle emitter to create when surface is hit by this hitter (can be an HLOD model).</span>
				</p>
			</td>
		</tr>
		<tr>
			<td style="border-top:none; border:solid windowtext 1.0pt; padding:3.75pt 3.75pt 3.75pt 3.75pt">
				<p>
					<code><span style="font-size:10.0pt">Decal</span></code><em><span style="font-size:10.0pt">N</span></em>
				</p>
			</td>
			<td style="border-bottom:solid windowtext 1.0pt; border-left:none; border-right:solid windowtext 1.0pt; border-top:none; padding:3.75pt 3.75pt 3.75pt 3.75pt">
				<p>
					<span>String (Texture File Name)</span>
				</p>
			</td>
			<td style="border-bottom:solid windowtext 1.0pt; border-left:none; border-right:solid windowtext 1.0pt; border-top:none; padding:3.75pt 3.75pt 3.75pt 3.75pt">
				 
			</td>
			<td style="border-bottom:solid windowtext 1.0pt; border-left:none; border-right:solid windowtext 1.0pt; border-top:none; padding:3.75pt 3.75pt 3.75pt 3.75pt">
				<p>
					Decal to create on the surface when it is hit by this hitter.
				</p>
			</td>
		</tr>
		<tr>
			<td style="border-top:none; border:solid windowtext 1.0pt; padding:3.75pt 3.75pt 3.75pt 3.75pt">
				<p>
					<code><span style="font-size:10.0pt">DecalSize</span></code>
				</p>
			</td>
			<td style="border-bottom:solid windowtext 1.0pt; border-left:none; border-right:solid windowtext 1.0pt; border-top:none; padding:3.75pt 3.75pt 3.75pt 3.75pt">
				<p>
					<span>Float (Decimal Number)</span>
				</p>
			</td>
			<td style="border-bottom:solid windowtext 1.0pt; border-left:none; border-right:solid windowtext 1.0pt; border-top:none; padding:3.75pt 3.75pt 3.75pt 3.75pt">
				<p>
					<code><span style="font-size:10.0pt">1.0</span></code>
				</p>
			</td>
			<td style="border-bottom:solid windowtext 1.0pt; border-left:none; border-right:solid windowtext 1.0pt; border-top:none; padding:3.75pt 3.75pt 3.75pt 3.75pt">
				<p>
					<span>Decal radius in meters.</span>
				</p>
			</td>
		</tr>
		<tr>
			<td style="border-top:none; border:solid windowtext 1.0pt; padding:3.75pt 3.75pt 3.75pt 3.75pt">
				<p>
					<code><span style="font-size:10.0pt">DecalSizeRandom</span></code>
				</p>
			</td>
			<td style="border-bottom:solid windowtext 1.0pt; border-left:none; border-right:solid windowtext 1.0pt; border-top:none; padding:3.75pt 3.75pt 3.75pt 3.75pt">
				<p>
					<span>Float (Decimal Number)</span>
				</p>
			</td>
			<td style="border-bottom:solid windowtext 1.0pt; border-left:none; border-right:solid windowtext 1.0pt; border-top:none; padding:3.75pt 3.75pt 3.75pt 3.75pt">
				<p>
					<code><span style="font-size:10.0pt">0.0</span></code>
				</p>
			</td>
			<td style="border-bottom:solid windowtext 1.0pt; border-left:none; border-right:solid windowtext 1.0pt; border-top:none; padding:3.75pt 3.75pt 3.75pt 3.75pt">
				<p>
					<span>Random variation of decal radius in meters.</span>
				</p>
			</td>
		</tr>
		<tr>
			<td style="border-top:none; border:solid windowtext 1.0pt; padding:3.75pt 3.75pt 3.75pt 3.75pt">
				<p>
					<code><span style="font-size:10.0pt">Duration</span></code>
				</p>
			</td>
			<td style="border-bottom:solid windowtext 1.0pt; border-left:none; border-right:solid windowtext 1.0pt; border-top:none; padding:3.75pt 3.75pt 3.75pt 3.75pt">
				<p>
					<span>Float (Decimal Number)</span>
				</p>
			</td>
			<td style="border-bottom:solid windowtext 1.0pt; border-left:none; border-right:solid windowtext 1.0pt; border-top:none; padding:3.75pt 3.75pt 3.75pt 3.75pt">
				<p>
					<code><span style="font-size:10.0pt">-1.0</span></code>
				</p>
			</td>
			<td style="border-bottom:solid windowtext 1.0pt; border-left:none; border-right:solid windowtext 1.0pt; border-top:none; padding:3.75pt 3.75pt 3.75pt 3.75pt">
				<p>
					Lifetime of the emitter in seconds.<br>
					If specified as <code><span style="font-size:10.0pt">-1.0</span></code> <em>and</em> the emitter model is <em>just</em> an emitter (not an HLOD), it will use the emitter's own lifetime setting instead.
				</p>
			</td>
		</tr>
		<tr>
			<td style="border-top:none; border:solid windowtext 1.0pt; padding:3.75pt 3.75pt 3.75pt 3.75pt">
				<p>
					<code><span style="font-size:10.0pt">Friction</span></code>
				</p>
			</td>
			<td style="border-bottom:solid windowtext 1.0pt; border-left:none; border-right:solid windowtext 1.0pt; border-top:none; padding:3.75pt 3.75pt 3.75pt 3.75pt">
				<p>
					<span>Float (Decimal Number)</span>
				</p>
			</td>
			<td style="border-bottom:solid windowtext 1.0pt; border-left:none; border-right:solid windowtext 1.0pt; border-top:none; padding:3.75pt 3.75pt 3.75pt 3.75pt">
				<p>
					<code><span style="font-size:10.0pt">0.5</span></code>
				</p>
			</td>
			<td style="border-bottom:solid windowtext 1.0pt; border-left:none; border-right:solid windowtext 1.0pt; border-top:none; padding:3.75pt 3.75pt 3.75pt 3.75pt">
				<p>
					<span>Extra friction applied if touching this surface. *</span>
				</p>
			</td>
		</tr>
		<tr>
			<td style="border-top:none; border:solid windowtext 1.0pt; padding:3.75pt 3.75pt 3.75pt 3.75pt">
				<p>
					<code><span style="font-size:10.0pt">Drag</span></code>
				</p>
			</td>
			<td style="border-bottom:solid windowtext 1.0pt; border-left:none; border-right:solid windowtext 1.0pt; border-top:none; padding:3.75pt 3.75pt 3.75pt 3.75pt">
				<p>
					<span>Float (Decimal Number)</span>
				</p>
			</td>
			<td style="border-bottom:solid windowtext 1.0pt; border-left:none; border-right:solid windowtext 1.0pt; border-top:none; padding:3.75pt 3.75pt 3.75pt 3.75pt">
				<p>
					<code><span style="font-size:10.0pt">0.0</span></code>
				</p>
			</td>
			<td style="border-bottom:solid windowtext 1.0pt; border-left:none; border-right:solid windowtext 1.0pt; border-top:none; padding:3.75pt 3.75pt 3.75pt 3.75pt">
				<p>
					<span>Extra drag applied if touching this surface. *</span>
				</p>
			</td>
		</tr>
	</tbody>
</table>

<p>
	<em><span style="color:white">* </span></em><strong><i>Only</i></strong><em> applies to hitter types "</em><code><i><span style="font-size:10.0pt">Generic Object</span></i></code><em>", "</em><code><i><span style="font-size:10.0pt">Tire Rolling</span></i></code><em>" and "</em><code><i><span style="font-size:10.0pt">Track Rolling</span></i></code><em>". Generic objects currently only apply friction (not drag), tracked vehicles currently do not apply either friction or drag.</em>
</p>

<p>
	 
</p>

<p>
	<b><span>Example</span></b><span> </span>
</p>

<pre class="ipsCode" id="ips_uid_1289_7">[Wood_Bullet Silenced]
Sound0=Wood Ricochet Sounds Twiddler
Emitter0=e_wdblt
Duration=3
Decal0=D_BH_s_wood1.tga
Decal1=D_BH_s_wood2.tga
Decal2=D_BH_s_wood3.tga
DecalSize=0.05
DecalSizeRandom=0.01</pre>

<p>
	 
</p>
]]></description><guid isPermaLink="false">23</guid><pubDate>Wed, 26 Jan 2022 21:10:23 +0000</pubDate></item><item><title>tt.ini</title><link>https://w3dhub.com/forum/documentation/w3d-engine-documentation/inis/ttini-r24/</link><description><![CDATA[<h2>
	[General] Section
</h2>

<p>
	 
</p>

<pre class="ipsCode" id="ips_uid_9964_8">ContinueReloadOnVehicleExit=bool (enables reloading to continue when vehicles are empty)

VehicleOwnershipDisable=bool (disables the stock Renegade vehicle locking feature to allow e.g. spies to be able to steal vehicles)

VehicleBuildingDisable=bool (changes how the code determines if a factory is busy, if you have naval/air or you have the sidebar, you will want this off)

DisableVehicleFlipKill=bool (disables the killing of vehicles when they flip over)

MapPrefix=string (changes the map prefix for multiplayer maps from the default of C&amp;C_ to something else)

NeutralVechiclePointsFix=bool (ensures you get points for killing a vehicle even if the players get out of it)

DrawDistance=float (changes the distance at which stuff gets drawn, also changes matching things in the netcode)

ScriptsLastTeamTime=int (sets how long the vehicle will remain teamed after you get out of it, set to -1 for infinite time)

NukeWeatherDisable=bool (disable weather effects for the nuke beacon)

IonWeatherDisable=bool (disable weather effects for the ion beacon)

CreditsMultiplier=float (multiplier for how many credits you get for every one score value you get)

DisableOnFire=bool (disables some "when you are on fire, you can't shoot" code for soldiers)

MultiplayerTutorialEnable=bool (makes the tutorial run in a special version of skirmish mode rather than in single player mode)

MultiplayerTutorialTeam=int (what team the player should be in the multiplayer tutorial mode)

StreamedSoundBufferSize=int (controls the size at which a sound becomes a streamed sound, you can only have one streamed sound playing at once)

ScriptZoneDebug=bool (enable this to make script zones visible in-game for debugging purposes)

SectorDebug=bool (enable this to make pathfind sectors visible in-game for debugging purposes)

PortalDebug=bool (enable this to make pathfind portals visible in-game for debugging purposes)

PathfindingDebug=bool (enable this to make pathfind web paths visible in-game for debugging purposes)

HUDDebug=bool (enable this to show HUD element extensions in-game for debugging purposes)

DialogDebug=bool (enable this to show dialog element extensions in-game for debugging purposes)

StealthShader=string (shader fx file to use for the stealth effect)

UndergroundShader=string (shader fx file to use for the underground effect)

NewUnpurchaseableLogic=bool (special case logic if you are using the old PTs and are using certain features related to air and naval, chances are you want this enabled)

RefillLimit=float (limits how often you can refill)

DisableKillMessages=bool (disables the stock kill messages if you have custom ones instead)

DisableSP=bool (disables the "single player" button from working)

HidePassengerRadarIcons=bool (hides icons for vehicle passengers on the radar)

LoadingMusic=string (sets the music track for when a player is loading)

OverrideHelpWithNewEncyclopedia=bool (if set to true, replaces the help menu with a version of the old SP encyclopedia)



SidebarHUDEnabled=bool (set this to false to disable the rendering of the HUD while the ingame sidebar is open)

SidebarDescriptionCostEnabled=bool (set this to true to show the cost of the selected unit in the sidebar, next to the description, uses IDS_MERCH_DESCRIPTION_COST for translation)

SidebarBuyButtonEnabled=bool (set this to true to show an exclusive buy button on the sidebar)

SidebarShowCredits=bool (set this to true to show an extra text near the sidebar that shows the current credits of the player, uses IDS_HUD_CREDITS for translation)

GDIBuyTexture=string (texture to display on the buy button for team 1)

NODBuyTexture=string (texture to display on the buy button for team 0)

SidebarCostsEnabled=bool (set this to false to disable showing the costs of merch items)

SidebarNamesEnabled=bool (set this to true to enable showing the names of merch items)

SidebarCustomCostsEnabled=bool (set this to true to enable showing the costs of merch items in the top right corner of the merch boxes, uses IDS_MERCH_COST for translation)

SidebarCustomNamesEnabled=bool (set this to true to enable showing the names of merch items in the bottom center of merch boxes)

SidebarExtraSlotsEnabled=bool (set this to true to enable 10 merchandise slots instead of the default 8 slots)

GDITabTexture1=string (texture to display on the tabbed sidebar's 1st button for team 1, change number from 1 to 2/3/4 for the other tabs)

GDITabTexture1Selected=string (texture to display on the tabbed sidebar's 1st button for team 1 if active, change number from 1 to 2/3/4 for the other tabs)

NODTabTexture1=string (texture to display on the tabbed sidebar's 1st button for team 0, change number from 1 to 2/3/4 for the other tabs)

NODTabTexture1Selected=string (texture to display on the tabbed sidebar's 1st button for team 0 if active, change number from 1 to 2/3/4 for the other tabs)
</pre>

<p>
	 
</p>

<p>
	 
</p>
]]></description><guid isPermaLink="false">24</guid><pubDate>Wed, 26 Jan 2022 21:11:47 +0000</pubDate></item><item><title>Vehicles.ini</title><link>https://w3dhub.com/forum/documentation/w3d-engine-documentation/inis/vehiclesini-r25/</link><description><![CDATA[<p>
	This controls the entries that appear in the Vehicle part of the encyclopedia, either in single player, or if the multiplayer version is enabled in TT.ini.
</p>

<p>
	 
</p>

<p>
	Each entry needs a name in square brackets (e.g. [<abbr title="Global Defence Initiative">GDI</abbr> Titan]), then these items:
</p>

<table border="1" cellpadding="0" cellspacing="0" style="border-collapse:collapse; border:none">
	<colgroup>
		<col>
		<col>
		<col>
	</colgroup>
	<tbody>
		<tr>
			<td style="border:solid windowtext 1.0pt; padding:3.75pt 3.75pt 3.75pt 3.75pt">
				<p align="center" style="text-align:center">
					<b><span>Name</span></b>
				</p>
			</td>
			<td style="border-left:none; border:solid windowtext 1.0pt; padding:3.75pt 3.75pt 3.75pt 3.75pt">
				<p align="center" style="text-align:center">
					<b><span>Type</span></b>
				</p>
			</td>
			<td style="border-left:none; border:solid windowtext 1.0pt; padding:3.75pt 3.75pt 3.75pt 3.75pt">
				<p align="center" style="text-align:center">
					<b><span>Description</span></b>
				</p>
			</td>
		</tr>
		<tr>
			<td style="border-top:none; border:solid windowtext 1.0pt; padding:3.75pt 3.75pt 3.75pt 3.75pt">
				<p>
					<span>NameID</span>
				</p>
			</td>
			<td style="border-bottom:solid windowtext 1.0pt; border-left:none; border-right:solid windowtext 1.0pt; border-top:none; padding:3.75pt 3.75pt 3.75pt 3.75pt">
				<p>
					<span>string</span>
				</p>
			</td>
			<td style="border-bottom:solid windowtext 1.0pt; border-left:none; border-right:solid windowtext 1.0pt; border-top:none; padding:3.75pt 3.75pt 3.75pt 3.75pt">
				<p>
					<span>Name of the unit in the encyclopedia, this should be the name of a strings.tdb entry.</span>
				</p>
			</td>
		</tr>
		<tr>
			<td style="border-top:none; border:solid windowtext 1.0pt; padding:3.75pt 3.75pt 3.75pt 3.75pt">
				<p>
					<span>DescriptionID</span>
				</p>
			</td>
			<td style="border-bottom:solid windowtext 1.0pt; border-left:none; border-right:solid windowtext 1.0pt; border-top:none; padding:3.75pt 3.75pt 3.75pt 3.75pt">
				<p>
					<span>string</span>
				</p>
			</td>
			<td style="border-bottom:solid windowtext 1.0pt; border-left:none; border-right:solid windowtext 1.0pt; border-top:none; padding:3.75pt 3.75pt 3.75pt 3.75pt">
				<p>
					<span>Description of the unit in the encyclopedia, this should be the name of a strings.tdb entry.</span>
				</p>
			</td>
		</tr>
		<tr>
			<td style="border-top:none; border:solid windowtext 1.0pt; padding:3.75pt 3.75pt 3.75pt 3.75pt">
				<p>
					<span>AffiliationID</span>
				</p>
			</td>
			<td style="border-bottom:solid windowtext 1.0pt; border-left:none; border-right:solid windowtext 1.0pt; border-top:none; padding:3.75pt 3.75pt 3.75pt 3.75pt">
				<p>
					<span>string</span>
				</p>
			</td>
			<td style="border-bottom:solid windowtext 1.0pt; border-left:none; border-right:solid windowtext 1.0pt; border-top:none; padding:3.75pt 3.75pt 3.75pt 3.75pt">
				<p>
					<span>A string which shows what side this belongs to. This should be the name of a strings.tdb entry.</span>
				</p>
			</td>
		</tr>
		<tr>
			<td style="border-top:none; border:solid windowtext 1.0pt; padding:3.75pt 3.75pt 3.75pt 3.75pt">
				<p>
					<span>Model</span>
				</p>
			</td>
			<td style="border-bottom:solid windowtext 1.0pt; border-left:none; border-right:solid windowtext 1.0pt; border-top:none; padding:3.75pt 3.75pt 3.75pt 3.75pt">
				<p>
					<span>string</span>
				</p>
			</td>
			<td style="border-bottom:solid windowtext 1.0pt; border-left:none; border-right:solid windowtext 1.0pt; border-top:none; padding:3.75pt 3.75pt 3.75pt 3.75pt">
				<p>
					<span>This should be the name of a W3D file. This will appear in the model viewer area.</span>
				</p>
			</td>
		</tr>
		<tr>
			<td style="border-top:none; border:solid windowtext 1.0pt; padding:3.75pt 3.75pt 3.75pt 3.75pt">
				<p>
					<span>Anim</span>
				</p>
			</td>
			<td style="border-bottom:solid windowtext 1.0pt; border-left:none; border-right:solid windowtext 1.0pt; border-top:none; padding:3.75pt 3.75pt 3.75pt 3.75pt">
				<p>
					<span>string</span>
				</p>
			</td>
			<td style="border-bottom:solid windowtext 1.0pt; border-left:none; border-right:solid windowtext 1.0pt; border-top:none; padding:3.75pt 3.75pt 3.75pt 3.75pt">
				<p>
					<span>This should be the name of a W3D file with an animation. The model will play this animation on loop in the model viewer area. This is optional.</span>
				</p>
			</td>
		</tr>
		<tr>
			<td style="border-top:none; border:solid windowtext 1.0pt; padding:3.75pt 3.75pt 3.75pt 3.75pt">
				<p>
					<span>DefinitionName</span>
				</p>
			</td>
			<td style="border-bottom:solid windowtext 1.0pt; border-left:none; border-right:solid windowtext 1.0pt; border-top:none; padding:3.75pt 3.75pt 3.75pt 3.75pt">
				<p>
					<span>string</span>
				</p>
			</td>
			<td style="border-bottom:solid windowtext 1.0pt; border-left:none; border-right:solid windowtext 1.0pt; border-top:none; padding:3.75pt 3.75pt 3.75pt 3.75pt">
				<p>
					<span>This should be the name of a vehicle definition in Mammoth. The encyclopedia will use this to properly set the suspension height for the object.</span>
				</p>
			</td>
		</tr>
		<tr>
			<td style="border-top:none; border:solid windowtext 1.0pt; padding:3.75pt 3.75pt 3.75pt 3.75pt">
				<p>
					<span>ID</span>
				</p>
			</td>
			<td style="border-bottom:solid windowtext 1.0pt; border-left:none; border-right:solid windowtext 1.0pt; border-top:none; padding:3.75pt 3.75pt 3.75pt 3.75pt">
				<p>
					<span>int</span>
				</p>
			</td>
			<td style="border-bottom:solid windowtext 1.0pt; border-left:none; border-right:solid windowtext 1.0pt; border-top:none; padding:3.75pt 3.75pt 3.75pt 3.75pt">
				<p>
					<span>This is the ID number for the entry. If you have a single player campaign, the object that will unlock this entry should have this ID in it's EncyclopediaID field.</span>
				</p>
			</td>
		</tr>
		<tr>
			<td style="border-top:none; border:solid windowtext 1.0pt; padding:3.75pt 3.75pt 3.75pt 3.75pt">
				<p>
					<span>MinDist</span>
				</p>
			</td>
			<td style="border-bottom:solid windowtext 1.0pt; border-left:none; border-right:solid windowtext 1.0pt; border-top:none; padding:3.75pt 3.75pt 3.75pt 3.75pt">
				<p>
					<span>float</span>
				</p>
			</td>
			<td style="border-bottom:solid windowtext 1.0pt; border-left:none; border-right:solid windowtext 1.0pt; border-top:none; padding:3.75pt 3.75pt 3.75pt 3.75pt">
				<p>
					<span>This controls how far away the camera is from the object, if it is too close.</span>
				</p>
			</td>
		</tr>
		<tr>
			<td style="border-top:none; border:solid windowtext 1.0pt; padding:3.75pt 3.75pt 3.75pt 3.75pt">
				<p>
					<span>Team</span>
				</p>
			</td>
			<td style="border-bottom:solid windowtext 1.0pt; border-left:none; border-right:solid windowtext 1.0pt; border-top:none; padding:3.75pt 3.75pt 3.75pt 3.75pt">
				<p>
					<span>int</span>
				</p>
			</td>
			<td style="border-bottom:solid windowtext 1.0pt; border-left:none; border-right:solid windowtext 1.0pt; border-top:none; padding:3.75pt 3.75pt 3.75pt 3.75pt">
				<p>
					<span>This controls what team an encyclopedia entry represents, 0 is for Nod (or that equivalent team), 1 is for <abbr title="Global Defence Initiative">GDI</abbr> (or equivalent). Defaults to -2. Optional if the object isn't teamed. If the object is teamed, it will also colour the name in the team appropriate colours (set in the variables NodHouse/GDIHouse in hud.ini)</span>
				</p>
			</td>
		</tr>
		<tr>
			<td style="border-top:none; border:solid windowtext 1.0pt; padding:3.75pt 3.75pt 3.75pt 3.75pt">
				<p>
					<span>HideInMP</span>
				</p>
			</td>
			<td style="border-bottom:solid windowtext 1.0pt; border-left:none; border-right:solid windowtext 1.0pt; border-top:none; padding:3.75pt 3.75pt 3.75pt 3.75pt">
				<p>
					<span>bool</span>
				</p>
			</td>
			<td style="border-bottom:solid windowtext 1.0pt; border-left:none; border-right:solid windowtext 1.0pt; border-top:none; padding:3.75pt 3.75pt 3.75pt 3.75pt">
				<p>
					<span>If you have a singleplayer campaign, and want to hide an entry from the MP side; ensure this is set to true. That will allow for the object to have an entry in the SP campaign, while not showing up in MP.</span>
				</p>
			</td>
		</tr>
	</tbody>
</table>

<p>
	<span> </span>
</p>
]]></description><guid isPermaLink="false">25</guid><pubDate>Wed, 26 Jan 2022 21:12:39 +0000</pubDate></item><item><title>Weapons.ini</title><link>https://w3dhub.com/forum/documentation/w3d-engine-documentation/inis/weaponsini-r26/</link><description><![CDATA[<p>
	This controls the entries that appear in the Weapons part of the encyclopedia, either in single player, or if the multiplayer version is enabled in TT.ini.
</p>

<p>
	 
</p>

<p>
	Each entry needs a name in square brackets (e.g. [M16 Mk 2 Pulse Rifle]), then these items:
</p>

<table border="1" cellpadding="0" cellspacing="0" style="border-collapse:collapse; border:none">
	<colgroup>
		<col>
		<col>
		<col>
	</colgroup>
	<tbody>
		<tr>
			<td style="border:solid windowtext 1.0pt; padding:3.75pt 3.75pt 3.75pt 3.75pt">
				<p align="center" style="text-align:center">
					<b><span>Name</span></b>
				</p>
			</td>
			<td style="border-left:none; border:solid windowtext 1.0pt; padding:3.75pt 3.75pt 3.75pt 3.75pt">
				<p align="center" style="text-align:center">
					<b><span>Type</span></b>
				</p>
			</td>
			<td style="border-left:none; border:solid windowtext 1.0pt; padding:3.75pt 3.75pt 3.75pt 3.75pt">
				<p align="center" style="text-align:center">
					<b><span>Description</span></b>
				</p>
			</td>
		</tr>
		<tr>
			<td style="border-top:none; border:solid windowtext 1.0pt; padding:3.75pt 3.75pt 3.75pt 3.75pt">
				<p>
					<span>NameID</span>
				</p>
			</td>
			<td style="border-bottom:solid windowtext 1.0pt; border-left:none; border-right:solid windowtext 1.0pt; border-top:none; padding:3.75pt 3.75pt 3.75pt 3.75pt">
				<p>
					<span>string</span>
				</p>
			</td>
			<td style="border-bottom:solid windowtext 1.0pt; border-left:none; border-right:solid windowtext 1.0pt; border-top:none; padding:3.75pt 3.75pt 3.75pt 3.75pt">
				<p>
					<span>Name of the unit in the encyclopedia, this should be the name of a strings.tdb entry.</span>
				</p>
			</td>
		</tr>
		<tr>
			<td style="border-top:none; border:solid windowtext 1.0pt; padding:3.75pt 3.75pt 3.75pt 3.75pt">
				<p>
					<span>DescriptionID</span>
				</p>
			</td>
			<td style="border-bottom:solid windowtext 1.0pt; border-left:none; border-right:solid windowtext 1.0pt; border-top:none; padding:3.75pt 3.75pt 3.75pt 3.75pt">
				<p>
					<span>string</span>
				</p>
			</td>
			<td style="border-bottom:solid windowtext 1.0pt; border-left:none; border-right:solid windowtext 1.0pt; border-top:none; padding:3.75pt 3.75pt 3.75pt 3.75pt">
				<p>
					<span>Description of the unit in the encyclopedia, this should be the name of a strings.tdb entry.</span>
				</p>
			</td>
		</tr>
		<tr>
			<td style="border-top:none; border:solid windowtext 1.0pt; padding:3.75pt 3.75pt 3.75pt 3.75pt">
				<p>
					<span>AffiliationID</span>
				</p>
			</td>
			<td style="border-bottom:solid windowtext 1.0pt; border-left:none; border-right:solid windowtext 1.0pt; border-top:none; padding:3.75pt 3.75pt 3.75pt 3.75pt">
				<p>
					<span>string</span>
				</p>
			</td>
			<td style="border-bottom:solid windowtext 1.0pt; border-left:none; border-right:solid windowtext 1.0pt; border-top:none; padding:3.75pt 3.75pt 3.75pt 3.75pt">
				<p>
					<span>A string which shows what side this belongs to. This should be the name of a strings.tdb entry.</span>
				</p>
			</td>
		</tr>
		<tr>
			<td style="border-top:none; border:solid windowtext 1.0pt; padding:3.75pt 3.75pt 3.75pt 3.75pt">
				<p>
					<span>Model</span>
				</p>
			</td>
			<td style="border-bottom:solid windowtext 1.0pt; border-left:none; border-right:solid windowtext 1.0pt; border-top:none; padding:3.75pt 3.75pt 3.75pt 3.75pt">
				<p>
					<span>string</span>
				</p>
			</td>
			<td style="border-bottom:solid windowtext 1.0pt; border-left:none; border-right:solid windowtext 1.0pt; border-top:none; padding:3.75pt 3.75pt 3.75pt 3.75pt">
				<p>
					<span>This should be the name of a W3D file. This will appear in the model viewer area.</span>
				</p>
			</td>
		</tr>
		<tr>
			<td style="border-top:none; border:solid windowtext 1.0pt; padding:3.75pt 3.75pt 3.75pt 3.75pt">
				<p>
					<span>Anim</span>
				</p>
			</td>
			<td style="border-bottom:solid windowtext 1.0pt; border-left:none; border-right:solid windowtext 1.0pt; border-top:none; padding:3.75pt 3.75pt 3.75pt 3.75pt">
				<p>
					<span>string</span>
				</p>
			</td>
			<td style="border-bottom:solid windowtext 1.0pt; border-left:none; border-right:solid windowtext 1.0pt; border-top:none; padding:3.75pt 3.75pt 3.75pt 3.75pt">
				<p>
					<span>This should be the name of a W3D file with an animation. The model will play this animation on loop in the model viewer area. This is optional.</span>
				</p>
			</td>
		</tr>
		<tr>
			<td style="border-top:none; border:solid windowtext 1.0pt; padding:3.75pt 3.75pt 3.75pt 3.75pt">
				<p>
					<span>ID</span>
				</p>
			</td>
			<td style="border-bottom:solid windowtext 1.0pt; border-left:none; border-right:solid windowtext 1.0pt; border-top:none; padding:3.75pt 3.75pt 3.75pt 3.75pt">
				<p>
					<span>int</span>
				</p>
			</td>
			<td style="border-bottom:solid windowtext 1.0pt; border-left:none; border-right:solid windowtext 1.0pt; border-top:none; padding:3.75pt 3.75pt 3.75pt 3.75pt">
				<p>
					<span>This is the ID number for the entry. If you have a single player campaign, the object that will unlock this entry should have this ID in it's EncyclopediaID field.</span>
				</p>
			</td>
		</tr>
		<tr>
			<td style="border-top:none; border:solid windowtext 1.0pt; padding:3.75pt 3.75pt 3.75pt 3.75pt">
				<p>
					<span>MinDist</span>
				</p>
			</td>
			<td style="border-bottom:solid windowtext 1.0pt; border-left:none; border-right:solid windowtext 1.0pt; border-top:none; padding:3.75pt 3.75pt 3.75pt 3.75pt">
				<p>
					<span>float</span>
				</p>
			</td>
			<td style="border-bottom:solid windowtext 1.0pt; border-left:none; border-right:solid windowtext 1.0pt; border-top:none; padding:3.75pt 3.75pt 3.75pt 3.75pt">
				<p>
					<span>This controls how far away the camera is from the object, if it is too close.</span>
				</p>
			</td>
		</tr>
		<tr>
			<td style="border-top:none; border:solid windowtext 1.0pt; padding:3.75pt 3.75pt 3.75pt 3.75pt">
				<p>
					<span>Team</span>
				</p>
			</td>
			<td style="border-bottom:solid windowtext 1.0pt; border-left:none; border-right:solid windowtext 1.0pt; border-top:none; padding:3.75pt 3.75pt 3.75pt 3.75pt">
				<p>
					<span>int</span>
				</p>
			</td>
			<td style="border-bottom:solid windowtext 1.0pt; border-left:none; border-right:solid windowtext 1.0pt; border-top:none; padding:3.75pt 3.75pt 3.75pt 3.75pt">
				<p>
					<span>This controls what team an encyclopedia entry represents, 0 is for Nod (or that equivalent team), 1 is for <abbr title="Global Defence Initiative">GDI</abbr> (or equivalent). Defaults to -2. Optional if the object isn't teamed. If the object is teamed, it will also colour the name in the team appropriate colours (set in the variables NodHouse/GDIHouse in hud.ini)</span>
				</p>
			</td>
		</tr>
		<tr>
			<td style="border-top:none; border:solid windowtext 1.0pt; padding:3.75pt 3.75pt 3.75pt 3.75pt">
				<p>
					<span>HideInMP</span>
				</p>
			</td>
			<td style="border-bottom:solid windowtext 1.0pt; border-left:none; border-right:solid windowtext 1.0pt; border-top:none; padding:3.75pt 3.75pt 3.75pt 3.75pt">
				<p>
					<span>bool</span>
				</p>
			</td>
			<td style="border-bottom:solid windowtext 1.0pt; border-left:none; border-right:solid windowtext 1.0pt; border-top:none; padding:3.75pt 3.75pt 3.75pt 3.75pt">
				<p>
					<span>If you have a singleplayer campaign, and want to hide an entry from the MP side; ensure this is set to true. That will allow for the object to have an entry in the SP campaign, while not showing up in MP.</span>
				</p>
			</td>
		</tr>
	</tbody>
</table>

<p>
	<span> </span>
</p>
]]></description><guid isPermaLink="false">26</guid><pubDate>Thu, 01 Jan 1970 00:00:00 +0000</pubDate></item><item><title>xxx_map.ini</title><link>https://w3dhub.com/forum/documentation/w3d-engine-documentation/inis/xxx_mapini-r27/</link><description><![CDATA[<p>
	xxx_map.ini (where xxx is the name of the map)
</p>

<p>
	 
</p>

<pre class="ipsCode" id="ips_uid_5977_10">[General]
GDIWinBanner=HUD_GDIWINBAN (w3d file to use for the GDI win banner, no .w3d on the end)
NodWinBanner=HUD_NODWINBAN (w3d file to use for the Nod win banner, no .w3d on the end)
LoadingMusic=filename
OverrideNightTime=bool (set this to true to cause it to be night time no matter what the actual time is set to)
</pre>

<pre> </pre>

<pre>[CustomBackdrop]</pre>

<pre>Works just like campaign.ini backdrop settings (documentation on how this works needed)
</pre>

<pre>; You can specify a 'color' in two ways:</pre>

<pre>; 1. Separate Red/Green/Blue components:</pre>

<pre>;<span>    </span>SkyColorRed=112</pre>

<pre>;<span>    </span>SkyColorGreen=146</pre>

<pre>;<span>    </span>SkyColorBlue=176</pre>

<pre>; 2. Hex color (ARGB):</pre>

<pre>;<span>    </span>SkyColorHex = 0xFF7092b0</pre>

<pre class="ipsCode" id="ips_uid_6683_9">[SkyColors]
OverrideSkyColors=bool (enable this to override the sky colors)
WarmSkyColor=color (Warm sky color - Clouded sky's additional, color around the sun)
ColdSkyColor=color (Cold sky colors - Clouded sky's additional color everywhere else + Fog color (bottom skydome))
SunColor=color (Sun color)
SunHaloColor=color (Sun halo color)
MoonHaloColor=color (Moon halo color)
SkyColor=color (Sky color (top skydome))
GloominessColor=color (Cloud gloominess color)
StarfieldAlpha=int (Star field transparency, 255 - Stars appear (good for clear sky night time); 0 - No stars)</pre>

<pre> </pre>

<pre>; These are the defaults.</pre>

<pre class="ipsCode" id="ips_uid_5977_16">Textures for sky settings:
[SkyTextures]
StarTexture=Star.tga
LightningTexture=LightningBolt.tga
LightningSource=LightningSource.tga
SunTexture=Sun.tga
SunHaloTexture=SunHalo.tga
MoonHaloTexture=MoonHalo.tga
CloudTexture=CloudLayer.tga
MoonTexture1=FullMoon.tga
MoonTexture2=PartMoon.tga
EarthTexture1=FullEarth.tga
EarthTexture2=PartEarth.tga

Thunder sounds
[ThunderSounds]
ThunderSound1=Thunder01
ThunderSound2=Thunder02
ThunderSound3=Thunder03
ThunderSound4=Thunder04
ThunderSound5=Thunder05
ThunderSound6=Thunder06
WarBlitzSound=SFX.Ambient_Explosion_01

Weather textures
[WeatherTextures]
WeatherTexture=WeatherParticles.tga

Weather sounds
[WeatherSounds]
WindSound=Wind01
RainSound=Rainfall01
</pre>

<p>
	All sounds set in this ini file are sound preset names and should work as twiddlers. Although the sounds are loaded once when the level is loaded or the weather settings get changed by e.g. a script command (at least for the thunder, wind and rain sounds, war blitz sound is weird and I don't fully understand that one)
</p>

<p>
	 
</p>
]]></description><guid isPermaLink="false">27</guid><pubDate>Wed, 26 Jan 2022 21:15:55 +0000</pubDate></item><item><title>xxx_tt.ini</title><link>https://w3dhub.com/forum/documentation/w3d-engine-documentation/inis/xxx_ttini-r28/</link><description><![CDATA[<p>
	 xxx_tt.ini (where xxx is the name of the map, these are the tt.ini settings that can either go in the per-map tt.ini or the main tt.ini)
</p>

<p>
	 
</p>

<pre class="ipsCode" id="ips_uid_2567_7">[General] section
AirFactoryVehicleLimit=int (vehicle limit for air factories)
NavalFactoryVehicleLimit=int (vehicle limit for naval factories)
VehicleFactoryVehicleLimit=int (vehicle limit for vehicle factories)
LowPowerDamageScale=float (when buildings are damaged and power is off, the damage is scaled by this amount)
UseExtraPTPages=bool (enables the extra "secret" pages on the PT, not relavent for the sidebar)
BuildingRefillDisable=bool (enable this to allow you to require a specific building in order to refill. If the building doesn't exist on the map or its alive, refill works, otherwise its disabled)
NodBuildingRefillDisable=string (building controller preset for Nod for the above feature)
GDIBuildingRefillDisable=string (building controller preset for GDI for the above feature)
NoPowerCostMultiplier=float (what to multiply purchase costs by when the power is low)
BuildTimeDelay=float (what to multiply build time by when the power is low)
NewTechLevel=bool (enable the new tech level and factory stuff that works through settings on the presets)
VisceroidEnable=bool (enable the Visceroid Probability stuff in armor.ini that might spawn a Visceroid when you die)
OverrideMuzzleDirection=bool (let AI infantry aim their muzzles like player infantry do)
GDIUpArrowTexture=string (texture for the up arrow on the GDI sidebar)
GDIDownArrowTexture=string (texture for the down arrow on the GDI sidebar)
GDIBackgroundTexture1=string (texture for the background upper part on the GDI sidebar)
GDIBackgroundTexture2=string (texture for the background lower part on the GDI sidebar)
NODUpArrowTexture=string (texture for the up arrow on the Nod sidebar)
NODDownArrowTexture=string (texture for the down arrow on the Nod sidebar)
NODBackgroundTexture1=string (texture for the background upper part on the Nod sidebar)
NODBackgroundTexture2=string (texture for the background lower part on the Nod sidebar)
Sidebar=bool (whether to enable the sidebar)
SidebarSoundsEnabled=bool (whether to enable the sidebar sounds)
SidebarRefillSound=string (sound to use when purchasing refill on the sidebar)
SidebarRefillSoundNod=string (sound to use when purchasing refill on the Nod sidebar)
SidebarRefillSoundGDI=string (sound to use when purchasing refill on the GDI sidebar)
SidebarInfantrySound=string (sound to use when purchasing infantry on the sidebar)
SidebarInfantrySoundNod=string (sound to use when purchasing infantry on the Nod sidebar)
SidebarInfantrySoundGDI=string (sound to use when purchasing infantry on the GDI sidebar)
SidebarVehicleSound=string (sound to use when purchasing vehicles on the sidebar)
SidebarVehicleSoundNod=string (sound to use when purchasing vehicles on the Nod sidebar)
SidebarVehicleSoundGDI=string (sound to use when purchasing vehicles on the GDI sidebar)
SidebarRefillEnabled=string (enable refill on the sidebar)
SidebarTabsEnabled=string (enable tabs on the sidebar)
TabCharacters=int (what tab to put infantry on)
TabCharactersSecret=int (what tab to put secret infantry on)
TabVehicles=int (what tab to put vehicles on)
TabVehiclesSecret=int (what tab to put secret vehicles on)
TabAir=int (what tab to put air vehicles on)
TabAirSupplemental=int (what tab to put supplemental air vehicles on)
TabNaval=int (what tab to put naval vehicles on)
GDISidebarPowerOnTexture1=string (sidebar power on texture for GDI)
GDISidebarPowerOnTexture2=string (sidebar power on texture for GDI)
GDISidebarPowerOffTexture1=string (sidebar power off texture for GDI)
GDISidebarPowerOffTexture2=string (sidebar power off texture for GDI)
NODSidebarPowerOnTexture1=string (sidebar power on texture for Nod)
NODSidebarPowerOnTexture2=string (sidebar power on texture for Nod)
NODSidebarPowerOffTexture1=string (sidebar power off texture for Nod)
NODSidebarPowerOffTexture2=string (sidebar power off texture for Nod)
GDITabTexture1=string (sidebar tab 1 texture for GDI)
GDITabTexture2=string (sidebar tab 2 texture for GDI)
GDITabTexture3=string (sidebar tab 3 texture for GDI)
GDITabTexture4=string (sidebar tab 4 texture for GDI)
NODTabTexture1=string (sidebar tab 1 texture for Nod)
NODTabTexture2=string (sidebar tab 2 texture for Nod)
NODTabTexture3=string (sidebar tab 3 texture for Nod)
NODTabTexture4=string (sidebar tab 4 texture for Nod)</pre>

<p>
	 
</p>
]]></description><guid isPermaLink="false">28</guid><pubDate>Wed, 26 Jan 2022 21:17:47 +0000</pubDate></item><item><title>Weather System Updates</title><link>https://w3dhub.com/forum/documentation/w3d-engine-documentation/inis/weather-system-updates-r125/</link><description><![CDATA[<p>
	<span class="classich3">Feature Overview</span>
</p>

<p>
	The new updated weather system operates differently in two primary ways; by introducing more customization capabilities on a per-map basis, and by introducing the capability of rendering surface level weather VFX.
</p>

<p>
	The primary means of assigning a weather type to a level (rain, snow, ash) remains unchanged, via Mammoth.
</p>

<p dir="ltr">
	<b><span style="background-color:transparent;color:#000000;font-size:11pt;vertical-align:baseline;"><span style="border:none;"><img data-ratio="56.25" height="339" width="602" alt="AD_4nXdvK_kjENGwC-jYFicf4xNSoRsTpSbSXy1_vi2d5aQukHHfytCTcCp1Hephnn2rvdR8jgHmYuIefpCxzgRYevgxPMrjyWCdMRPQAPVCd9jovREUojbwu_IgPnGgBh40hBIf9b1ITIJp7Q1yby7Auw?key=hRqVlhkG3pC5EXGyBdVFqg" src="https://lh7-rt.googleusercontent.com/docsz/AD_4nXdvK_kjENGwC-jYFicf4xNSoRsTpSbSXy1_vi2d5aQukHHfytCTcCp1Hephnn2rvdR8jgHmYuIefpCxzgRYevgxPMrjyWCdMRPQAPVCd9jovREUojbwu_IgPnGgBh40hBIf9b1ITIJp7Q1yby7Auw?key=hRqVlhkG3pC5EXGyBdVFqg" /></span></span></b>
</p>

<p dir="ltr">
	<b><span style="background-color:transparent;color:#000000;font-size:11pt;vertical-align:baseline;"><span style="border:none;"><img data-ratio="56.25" height="339" width="602" alt="AD_4nXcBC-UGzRfSOOLfJpepV0NNGscwj4OYlPs8KBWLeuwkVtdkIiH3LhduPd6I9mCLknKsQoOmEA72-hAopg8j2ZEDGCMcDwP8Eq7owpoMJ3FCDsOP35K5KpRFXNCCUGXW-FRoYc8tQTptzwN1SL2d5A?key=hRqVlhkG3pC5EXGyBdVFqg" src="https://lh7-rt.googleusercontent.com/docsz/AD_4nXcBC-UGzRfSOOLfJpepV0NNGscwj4OYlPs8KBWLeuwkVtdkIiH3LhduPd6I9mCLknKsQoOmEA72-hAopg8j2ZEDGCMcDwP8Eq7owpoMJ3FCDsOP35K5KpRFXNCCUGXW-FRoYc8tQTptzwN1SL2d5A?key=hRqVlhkG3pC5EXGyBdVFqg" /></span></span></b>
</p>

<p>
	<span class="classich3">New Per-Map Options</span>
</p>

<p>
	Your map-specific INI files (the same file containing skybox information and a couple of other things), now also contain new parameters for weather related settings, as well as a few additional skybox settings. 
</p>

<p>
	All the new settings, including their default values, are seen here in this example:
</p>

<pre class="ipsCode">[SkyTextures]
MoonTexture1=FullMoon.dds
MoonTexture2=PartMoon.dds
EarthTexture1=FullEarth.dds
EarthTexture2=PartEarth.dds
SunTexture=Sun.dds
SunHaloTexture=SunHalo.dds
MoonHaloTexture=MoonHalo.dds
CloudTexture=CloudLayer.dds
StarTexture=Star.dds
LightningTexture=LightningBolt.tga
LightningSource=LightningSource.dds

[WeatherTextures]
WeatherTexture=weatherparticles.dds

; Sounds look for presets by name, not audio files.
[ThunderSounds]
ThunderSound1=Thunder01
ThunderSound2=Thunder02
ThunderSound3=Thunder03
ThunderSound4=Thunder04
ThunderSound5=Thunder05
ThunderSound6=Thunder06
WarBlitzSound=SFX.Ambient_Explosion_01

[WeatherSounds]
WindSound=Wind01
RainSound=Rainfall01

[WeatherEffects]
; When a weather particle hits the ground, it will generate a random
; number between 0 and 1000 and if that number is less than
; WeatherEffectChance, it will trigger the "weather effect".
; See surfaceeffects.ini for weather hitter type data.
; Value from 0 to 1000.
WeatherEffectChance=750

; Area size around the camera to render weather in.
RainSize=20.0
SnowSize=40.0
AshSize=40.0</pre>

<p>
	<span class="classich3">New Surface Effects</span>
</p>

<p>
	In order to generate the new client-side localized weather VFX, you need to update your <strong>surfaceeffects.ini</strong> with additional hitter type entries for each weather type (rain, snow, ash). Once you have listed your weather hitter types, you can then assign VFX to them like you would any other hitter type. 
</p>

<p>
	Below is an example for the Rain hitter type:
</p>

<pre class="ipsCode prettyprint lang-html prettyprinted"><span class="pln">;    Weather Effects
;    RAIN

[Light Metal_Rain]
Emitter0=e_rainspla
Emitter1=e_rainsplb

[Heavy Metal_Rain]
Emitter0=e_rainspla
Emitter1=e_rainsplb</span></pre>

<p>
	You can do the same for the other weather hitter types.
</p>

<p>
	<br />
	<u><strong>Bonus tip</strong></u>: If your project has an unused weather type (most likely Ash), you can remove the ash texture from <strong>weatherparticles.dds</strong> and then use that weather to, for example, create wind effects in a sandy map.<br />
	 
</p>
]]></description><guid isPermaLink="false">125</guid><pubDate>Thu, 19 Sep 2024 17:41:27 +0000</pubDate></item></channel></rss>
