Class-Members

beamng/BeamNGEnvTrigger:
  • time: float Time of day
  • play: bool Play time of day
  • speed: float The speed of time
  • windSpeed: float The speed of wind
  • cloudCover: float The amount of cloud
  • fogDensity: float The density of fog
  • rainDrops: float The number of rain drops
  • gravity: float gravity
beamng/BeamNGGameplayArea:
  • area2D: bool 2D area or 3D volume
beamng/BeamNGPointOfInterest:
  • desc: string
  • title: string
  • type: string
beamng/BeamNGTrigger:
  • TriggerType: BeamNGTriggerType the trigger shape
  • TriggerMode: BeamNGTriggerMode when to trigger
  • TriggerTestType: BeamNGTriggerTestType type of test to use
  • luaFunction: TypeCommand The Lua function to call: leave empty to use ‘onBeamNGTrigger’
  • tickPeriod: int Tick period
  • debug: bool Show debug
  • ticking: bool Ticking calls enabled
  • triggerColor: ColorI
  • cameraOnEnter: string camera to switch to on enter
  • defaultOnLeave: bool switch to normal camera on exit
beamng/BeamNGVehicle:
  • JBeam: string The jbeam file to load
  • partConfig: string The part configuration file to load
  • renderDistance: float The range in meters from when the object will be hidden
  • renderFade: float The percent at when it starts fading the object away
beamng/BeamNGWaypoint:
  • drawDebug: bool draws a sphere where the waypoint is
  • directionalWaypoint: bool cuts the waypoint in half: which gives a flat surface for checkpoint detection instead of a sphere.
beamng/ProceduralMesh:
  • material: string
CEF/CefGui:
  • startURL: string the initially loaded URL
  • FPS: int the FPS to use. 0 for unlimited mode
  • debugEnabled: bool enables or disables debug
console/arrayObject:
  • caseSensitive: bool
console/simObject:
  • internalName: string
  • canSaveDynamicFields: bool
console/test/runtimeClassRepTest:
  • fooField: bool: Offset;
environment/basicClouds:
  • layerEnabled: bool Enable or disable rendering of this layer.
  • texture: string Texture for this layer.
  • texScale: float Texture repeat for this layer.
  • texDirection: Point2F Texture scroll direction for this layer: relative to the world axis.
  • texSpeed: float Texture scroll speed for this layer.
  • texOffset: Point2F UV offset for this layer.
  • height: float Abstract number which controls the curvature and height of the dome mesh
environment/cloudLayer:
  • texture: string
  • texScale: float Controls the texture repeat of this slot.
  • texDirection: Point2F Controls the direction this slot scrolls.
  • texSpeed: float Controls the speed this slot scrolls.
  • baseColor: ColorF Base cloud color before lighting.
  • exposure: float Brightness scale so CloudLayer can be overblown if desired.
  • coverage: float Fraction of sky covered by clouds 0-1.
  • windSpeed: float Overall scalar to texture scroll speed.
  • height: float Abstract number which controls the curvature and height of the dome mesh.
environment/decalRoad:
  • drivability: float if the AI should use this road or not: -1 = no use: 1 = optimal: 0.5 = dirt road
  • lanesLeft: int Amount of lanes on the left side
  • lanesRight: int Amount of lanes on the right side
  • oneWay: bool road is only one way
  • flipDirection: bool road direction is inverted
environment/editors/guiAIPathEditorCtrl:
  • DefaultWidth: float
  • HoverSplineColor: ColorI
  • SelectedSplineColor: ColorI
  • HoverNodeColor: ColorI
  • isDirty: bool
  • materialName: string
environment/editors/guiMeshRoadEditorCtrl:
  • DefaultWidth: float
  • DefaultDepth: float
  • DefaultNormal: Point3F
  • HoverSplineColor: ColorI
  • SelectedSplineColor: ColorI
  • HoverNodeColor: ColorI
  • isDirty: bool
  • topMaterialName: string
  • bottomMaterialName: string
  • sideMaterialName: string
environment/editors/guiRiverEditorCtrl:
  • DefaultWidth: float
  • DefaultDepth: float
  • DefaultNormal: Point3F
  • HoverSplineColor: ColorI
  • SelectedSplineColor: ColorI
  • HoverNodeColor: ColorI
  • isDirty: bool
environment/editors/guiRoadEditorCtrl:
  • DefaultWidth: float
  • HoverSplineColor: ColorI
  • SelectedSplineColor: ColorI
  • HoverNodeColor: ColorI
  • isDirty: bool
  • materialName: string
environment/meshRoad:
  • topMaterial: string
  • bottomMaterial: string
  • sideMaterial: string
  • textureLength: float
  • breakAngle: float
  • widthSubdivisions: int
environment/river:
  • SegmentLength: float
  • SubdivideLength: float
  • FlowMagnitude: float
  • LowLODDistance: float
environment/scatterSky:
  • skyBrightness: float Global brightness and intensity applied to the sky and objects in the level.
  • sunSize: float Affects the size of the sun’s disk.
  • colorizeAmount: float Controls how much the the alpha component of Color brigthens the sky. Setting to 0 returns default behavior.
  • colorize: ColorF Tints the sky the color specified: the alpha controls the brigthness. The brightness is multipled by the value of colorizeAmt.
  • ColorizeGradientFile: *string
  • sunScale: ColorF Modulates the directional color of sunlight.
  • sunScalegradientFile: string
  • ambientScale: ColorF Modulates the ambient color of sunlight.
  • ambientScaleGradientFile: string Modulates the ambient color of sunlight.
  • fogScale: ColorF Modulates the fog color. Note that this overrides the LevelInfo.fogColor property: so you should not use LevelInfo.fogColor if the level contains a ScatterSky object.
  • fogScaleGradientFile: string
  • exposure: float Controls the contrast of the sky and sun during daytime.
  • moonAzimuth: float The horizontal angle of the moon measured clockwise from the positive Y world axis. This is not animated by time or networked.
  • moonElevation: float The elevation angle of the moon above or below the horizon. This is not animated by time or networked.
  • castShadows: bool Enables/disables shadows cast by objects due to ScatterSky light.
  • brightness: float The brightness of the ScatterSky’s light object.
  • flareType: LightFlareData Datablock for the flare produced by the ScatterSky.
  • flareScale: float Changes the size and intensity of the flare.
  • nightColor: ColorF The ambient color during night. Also used for the sky color if useNightCubemap is false.
  • nightFogColor: ColorF The fog color during night.
  • moonEnabled: bool Enable or disable rendering of the moon sprite during night.
  • moonMat: string Material for the moon sprite.
  • moonScale: float Controls size the moon sprite renders: specified as a fractional amount of the screen height.
  • moonLightColor: ColorF Color of light cast by the directional light during night.
  • useNightCubemap: bool Transition to the nightCubemap during night. If false we use nightColor.
  • nightCubemap: TypeCubemapName Cubemap visible during night.
environment/skyBox:
  • material: string The name of a cubemap material for the sky box.
  • drawBottom: bool If false the bottom of the skybox is not rendered.
  • fogBandHeight: float of the fog band from the horizon to the top of the SkyBox.
environment/sun:
  • azimuth: float
  • elevation: float
  • color: ColorF
  • ambient: ColorF Color shading applied to surfaces not
  • brightness: float
  • castShadows: bool
  • coronaEnabled: bool
  • coronaMaterial: string
  • coronaScale: float
  • coronaTint: ColorF
  • coronaUseLightColor: bool
  • flareType: LightFlareData
  • flareScale: float
environment/timeOfDay:
  • axisTilt: float The angle in degrees between global equator and tropic.
  • startTime: float
  • azimuthOverride: float
  • dayScale: float Scalar applied to time that elapses while the sun is up.
  • nightScale: float Scalar applied to time that elapses while the sun is down.
environment/waterObject:
  • density: float: T3DFIELDOFFSET
  • viscosity: float Affects drag force applied to an object submerged in this container.
  • liquidType: string Liquid type of WaterBlock: such as water: ocean: lava
  • baseColor: ColorI Changes color of water fog.
  • fresnelBias: float Extent of fresnel affecting reflection fogging.
  • fresnelPower: float Measures intensity of affect on reflection based on fogging.
  • specularPower: float
  • specularColor: ColorF
  • emissive: bool When true the water colors don’t react to changes to environment lighting.
  • waveDir: Point2F MAX_WAVES: Direction waves flow toward shores.
  • waveSpeed: float MAX_WAVES: Speed of water undulation.
  • waveMagnitude: float MAX_WAVES: Height of water undulation.
  • overallWaveMagnitude: float Master variable affecting entire body
  • rippleTex: string Normal map used to simulate small surface ripples
  • rippleDir: Point2F MAX_WAVES: Modifies the direction of ripples on the surface.
  • rippleSpeed: float MAX_WAVES: Modifies speed of surface ripples.
  • rippleTexScale: Point2F MAX_WAVES: Intensifies the affect of the normal map
  • rippleMagnitude: float MAX_WAVES: Intensifies the vertext modification of the surface.
  • overallRippleMagnitude: float Master variable affecting entire surface
  • foamTex: string: T3DFIELDOFFSET
  • foamDir: Point2F MAX_FOAM:
  • foamSpeed: float MAX_FOAM:
  • foamTexScale: Point2F MAX_FOAM:
  • foamOpacity: float MAX_FOAM:
  • overallFoamOpacity: float
  • foamMaxDepth: float
  • foamAmbientLerp: float
  • foamRippleInfluence: float
  • cubemap: TypeCubemapName Cubemap used instead of reflection texture if fullReflect is off.
  • reflectivity: float Overall scalar to the reflectivity of the water surface.
  • reflectPriority: float Affects the sort order of reflected objects.
  • reflectMaxRateMs: int Affects the sort time of reflected objects.
  • reflectDetailAdjust: float scale up or down the detail level for objects rendered in a reflection
  • reflectNormalUp: bool always use z up as the reflection normal
  • useOcclusionQuery: bool
  • reflectTexSize: int: T3DFIELDOFFSET
  • waterFogDensity: float Intensity of underwater fogging.
  • waterFogDensityOffset: float Delta: or limit: applied to waterFogDensity.
  • wetDepth: float The depth in world units at which full darkening will be received,
  • wetDarkening: float The refract color intensity scaled at wetDepth.
  • depthGradientTex: string 1D texture defining the base water color by depth
  • depthGradientMax: float Depth in world units: the max range of the color gradient texture.
  • distortStartDist: float Determines start of distortion effect where water
  • distortEndDist: float Max distance that distortion algorithm is performed.
  • distortFullDepth: float Determines the scaling down of distortion
  • clarity: float Relative opacity or transparency of the water surface.
  • underwaterColor: ColorI Changes the color shading of objects beneath
  • soundAmbience: TypeSFXAmbienceName Ambient sound environment when listener is submerged.
forest/editor/forestBrushElement:
  • forestItemData: ForestItemData
  • probability: float
  • rotationRange: float
  • scaleMin: float
  • scaleMax: float
  • scaleExponent: float
  • sinkMin: float
  • sinkMax: float
  • sinkRadius: float
  • slopeMin: float
  • slopeMax: float
  • elevationMin: float
  • elevationMax: float
forest/editor/forestBrushTool:
  • mode: BrushMode >;
forest/forest:
  • dataFile: string
  • lodReflectScalar: float
forest/forestItem:
  • shapeFile: string Shape file for this item type
  • collidable: bool Can other objects or spacial queries hit items of this type.
  • radius: float Radius used during placement to ensure items are not crowded.
  • mass: float Mass used in calculating spring forces on the trunk. Generally how springy a plant is.
  • rigidity: float Rigidity used in calculating spring forces on the trunk. How much the plant resists the wind force
  • tightnessCoefficient: float Coefficient used in calculating spring forces on the trunk. How much the plant resists bending.
  • dampingCoefficient: float Coefficient used in calculating spring forces on the trunk. Causes oscillation and forces to decay faster over time.
  • windScale: float Overall scale to the effect of wind.
  • trunkBendScale: float Overall bend amount of the tree trunk by wind and impacts.
  • branchAmp: float Amplitude of the effect on larger branches.
  • detailAmp: float Amplitude of the winds effect on leafs/fronds.
  • detailFreq: float of the effect on leafs/fronds.
  • annotation: TypeObjectAnnotation Annotation Type
  • mode: TYPEID<BeamNGAnnotationModes>: Annotation Mode
forest/forestWindEmitter:
  • windEnabled: bool Determines if the emitter will be counted in wind calculations.
  • radialEmitter: bool Determines if the emitter is a global direction or local radial emitter.
  • strength: float The strength of the wind force.
  • radius: float The radius of the emitter for local radial emitters.
  • gustStrength: float The maximum strength of a gust.
  • gustFrequency: float The frequency of gusting in seconds.
  • gustYawAngle: float
  • gustYawFrequency: float The frequency of wind yaw drift: in seconds.
  • gustWobbleStrength: float The amount of random wobble added to gust and turbulence vectors.
  • turbulenceStrength: float The strength of gust turbulence.
  • turbulenceFrequency: float The frequency of gust turbulence: in seconds.
gfx/sim/cubemapData:
  • cubeFile: string
  • cubeFace: string 6,
  • dynamic: bool
  • dynamicSize: int
  • dynamicNearDist: float
  • dynamicFarDist: float
  • dynamicObjectTypeMask: int
gfx/sim/gfxStateBlockData:
  • blendDefined: bool ,
  • blendEnable: bool ,
  • blendSrc: GFXBlend ,
  • blendDest: GFXBlend ,
  • blendOp: GFXBlend ,
  • separateAlphaBlendDefined: bool ,
  • separateAlphaBlendEnable: bool ,
  • separateAlphaBlendSrc: GFXBlend ,
  • separateAlphaBlendDest: GFXBlend ,
  • separateAlphaBlendOp: GFXBlend ,
  • alphaDefined: bool
  • alphaTestEnable: bool
  • alphaTestFunc: TypeGFXCmpFunc
  • alphaTestRef: int
  • colorWriteDefined: bool ,
  • colorWriteRed: bool ,
  • colorWriteBlue: bool ,
  • colorWriteGreen: bool ,
  • colorWriteAlpha: bool ,
  • cullDefined: bool
  • cullMode: GFXCullMode
  • zDefined: bool
  • zEnable: bool
  • zWriteEnable: bool
  • zFunc: TypeGFXCmpFunc
  • zBias: float
  • zSlopeBias: float
  • stencilDefined: bool
  • stencilEnable: bool
  • stencilFailOp: GFXStencilOp
  • stencilZFailOp: GFXStencilOp
  • stencilPassOp: GFXStencilOp
  • stencilFunc: TypeGFXCmpFunc
  • stencilRef: int
  • stencilMask: int
  • stencilWriteMask: int
  • ffLighting: bool
  • vertexColorEnable: bool
  • samplersDefined: bool
  • samplerStates: TYPEID<GFXSamplerStateData>: GFX_SAMPLER_COUNT,
  • textureFactor: ColorI
  • textureColorOp: TypeGFXTextureOp
  • colorArg1: GFXTextureArgument
  • colorArg2: GFXTextureArgument
  • colorArg3: GFXTextureArgument
  • alphaOp: TypeGFXTextureOp
  • alphaArg1: GFXTextureArgument
  • alphaArg2: GFXTextureArgument
  • alphaArg3: GFXTextureArgument
  • addressModeU: TypeGFXTextureAddressMode
  • addressModeV: TypeGFXTextureAddressMode
  • addressModeW: TypeGFXTextureAddressMode
  • magFilter: GFXTextureFilterType
  • minFilter: GFXTextureFilterType
  • mipFilter: GFXTextureFilterType
  • mipLODBias: float
  • maxAnisotropy: int
  • textureTransform: TypeGFXTextureTransformFlags
  • resultArg: TypeGFXTextureArgument
gfx/video/theoraTextureObject:
  • theoraFile: string
  • texTargetName: string
  • sfxDescription: TypeSFXDescriptionName
  • loop: bool
lua/GameEngineLuaTest:
  • staticFieldS32: int
  • staticField*float*: float
  • staticFieldF64: TypeF64
  • staticFieldC*string*: string
  • staticField*string*: string
  • staticField*Point3F*: Point3F
materials/customMaterialDefinition:
  • version: float
  • shader: string
  • target: string
  • forwardLit: bool
materials/materialDefinition:
  • mapTo: string
  • version: float version.
  • diffuseColor: ColorF
  • instanceDiffuse: bool
  • diffuseMap: string
  • diffuseMapUV: bool
  • overlayMapUV: bool
  • detailMapUV: bool
  • normalMapUV: bool
  • normalDetailMapUV: bool
  • opacityMapUV: bool
  • colorPaletteMapUV: bool
  • speculareMapUV: bool
  • reflectivityMapUV: bool
  • colorMap: string
  • normalMap: string
  • baseColorMap: string
  • base*ColorF*actor: ColorF
  • metallicFactor: float
  • roughnessMap: string
  • roughnessFactor: float
  • ambientOcclusionMap: string
  • ambientOcclusionFactor: float
  • specularityMap: string
  • emissiveMap: string
  • emissiveFactor: ColorF
  • clearCoatMap: string
  • clearCoatFactor: float
  • clearCoatRoughnessMap: string
  • clearcoat2ndNormalMap: string
  • clearCoatRoughnessFactor: float
  • overlayMap: string
  • opacityMap: string
  • colorPaletteMap: string
  • lightMap: string
  • detailMap: string
  • detailScale: Point2F
  • detailNormalMap: string
  • detailNormalMapStrength: float
  • specularMap: string
  • envMap: string
  • reflectivityMap: string
  • specular: ColorF
  • specularPower: float
  • pixelSpecular: bool
  • annotationMap: string
  • parallaxScale: float
  • useAnisotropic: bool
  • vertLit: bool
  • vertColor: bool
  • minnaertConstant: float
  • subSurface: bool
  • subSurfaceColor: ColorF
  • subSurfaceRolloff: float
  • glow: bool
  • emissive: bool
  • doubleSided: bool
  • invertBackFaceNormals: bool
  • scrollDir: Point2F
  • scrollSpeed: float
  • rotSpeed: float
  • rotPivotOffset: Point2F
  • waveFreq: float
  • waveAmp: float
  • sequenceFramePerSec: float
  • sequenceSegmentSize: float
  • cellIndex: TypePoint2I
  • cellLayout: TypePoint2I
  • cellSize: int
  • bumpAtlas: bool
  • castShadows: bool
  • translucent: bool
  • translucentZWrite: bool
  • alphaTest: bool
  • alphaRef: int
  • cubemap: string
  • dynamicCubemap: bool
  • groundType: string
  • groundDepth: float
  • showFootprints: bool
  • showDust: bool
  • effectColor: ColorF
  • footstepSoundId: int
  • customFootstepSound: TypeSFXTrackName
  • impactSoundId: int
  • customImpactSound: TypeSFXTrackName
  • friction: float
  • directSoundOcclusion: float
  • reverbSoundOcclusion: float
materials/shaderData:
  • DXVertexShaderFile: string
  • DXPixelShaderFile: string
  • DXComputShaderName: string
  • OGLVertexShaderFile: string
  • OGLPixelShaderFile: string
  • useDevicePixVersion: bool
  • pixVersion: float
  • defines: string
navigation/guiNavEditorCtrl:
  • isDirty: bool
  • spawnClass: string Class of object to spawn in test mode.
  • spawnDatablock: string Datablock to give new objects in test mode.
navigationavMesh:
  • fileName: string
  • waterMethod: TYPEID<NavMeshWaterMethod>,
  • smallCharacters: bool
  • regularCharacters: bool
  • largeCharacters: bool
  • vehicles: bool
  • coverGroup: string
  • innerCover: bool
  • coverDist: float
  • peekDist: float
navigationavPath:
  • isLooping: bool
  • isSliced: bool
  • allowWalk: bool
  • allowJump: bool
  • allowDrop: bool
  • allowSwim: bool
  • allowLedge: bool
  • allowClimb: bool
  • allowTeleport: bool
  • alwaysRender: bool
  • xray: bool
  • renderSearch: bool
platform/menus/popupMenu:
  • isPopup: bool true if this is a pop-up/context menu. defaults to false.
  • barTitle: TypeCase*string* the title of this menu when attached to a menu bar
platformWin32ativeDialogs/fileDialog:
  • title: string
  • fileMustExist: string File that must be in selected folder for it to be valid
postFx/postEffect:
  • shader: string
  • target: string
  • targetDepthStencil: string
  • targetScale: Point2F
  • targetSize: TypePoint2I
  • targetFormat: TypeGFXFormat
  • targetClearColor: ColorF
  • targetClear: PFXTargetClear
  • targetViewport: PFXTargetViewport
  • texture: string
  • textureCube: string
  • renderBin: string
  • renderPriority: float
  • allowReflectPass: bool
  • onThisFrame: bool
  • oneFrameOnly: bool
  • skip: bool
renderInstance/renderBinManager:
  • binType: string
  • renderOrder: float
renderInstance/renderFormatChanger:
  • aaLevel: int
scene/reflector:
  • texSize: intreflection texture. For a cubemap this value is interpreted as size of each face.
  • nearDist: float Near plane distance to use when rendering this reflection. Adjust this to limit self-occlusion artifacts.
  • farDist: float Far plane distance to use when rendering reflections.
  • objectTypeMask: int Object types which render into this reflection.
  • detailAdjust: float
  • useLowDetailMaterials: float Set the material use a very low detail when objects are rendering into this reflection.
  • priority: float Priority for updating this reflection: relative to others.
  • maxRateMs: int If less than maxRateMs has elapsed since this relfection was last updated: then do not update it again. This ‘skip’ can be disabled by setting maxRateMs to zero.
  • useOcclusionQuery: bool If available on the device use HOQs to determine if the reflective object is visible before updating its reflection.
scene/sceneObject:
  • rotationMatrix: TypeMatrixF
  • annotation: TypeObjectAnnotation Annotation Type
  • mode: TYPEID<BeamNGAnnotationModes>: Annotation Mode
scene/simPath:
  • timeToNext: float Seconds to next marker in sequence.
  • positionSmooth: float Smoothing factor for the translation. 0-1: 0 = no smooth: 1 = completely smooth.
  • rotationSmooth: float Smoothing factor for the rotation. 0-1: 0 = no smooth: 1 = completely smooth.
  • speedSmooth: float Smoothing factor for the camera speed. 0-1: 0 = no smooth: 1 = completely smooth.
sfx/fmod/sfxFMODEvent:
  • fmodName: string DO NOT MODIFY!!
  • fmodParameterRanges: Point2F MaxNumParameters: DO NOT MODIFY!!
  • fmodParameterValues: float MaxNumParameters: DO NOT MODIFY!!
sfx/fmod/sfxFMODEventGroup:
  • fmodProject: SFXFMODProject DO NOT MODIFY!!
  • fmodGroup: SFXFMODEventGroup DO NOT MODIFY!!
  • fmodName: string DO NOT MODIFY!!
sfx/fmod/sfxFMODProject:
  • fileName: string The compiled .fev file from FMOD Designer.
  • mediaPath: string Path to the media files; if unset: defaults to project directory.
sfx/sfxAmbience:
  • environment: TypeSFXEnvironmentName Reverb environment active in the ambience zone. @ref SFX_reverb
  • soundTrack: TypeSFXTrackName Sound track to play in the ambience zone.
  • rolloffFactor: float The rolloff factor to apply to distance-based volume attenuation in this space. Defaults to 1.0. @note This applies to the logarithmic distance model only. @ref SFXSource_volume
  • dopplerFactor: float The factor to apply to the doppler affect in this space. Defaults to 0.5. @ref SFXSource_doppler
  • states: TypeSFXStateNameand deactivated when the space is exited again.
  • VizColor: Type*ColorF*
sfx/sfxController:
  • trace: bool
sfx/sfxDescription:
  • sourceGroup: TypeSFXSourceName Group that sources playing with this description should be put into. When a sound source is allocated: it will be made a child of the source group that is listed in its description. This group will then modulate several properties of the sound as it is played. For example: one use of groups is to segregate sounds so that volume levels of different sound groups such as interface audio and game audio can be controlled independently. @ref SFXSource_hierarchies
  • volume: float Default is 1. @ref SFXSource_volume
  • pitch: float Pitch shift to apply to playback. The pitch assigned to a sound determines the speed at which it is played back. A pitch shift of 1 plays the sound at its default speed. A greater shift factor speeds up playback and a smaller shift factor slows it down. Must be >0. Default is 1.
  • isLooping: bool If true: the sound will be played in an endless loop. Default is false.
  • loopStopsAfterNIterations: bool If true and if it’s a loop: the sound will be stopped after N iterations of its loop. Default is false.
  • maxLoopIterations: int Amount of iterations after which loop is stopped. Default is 0.
  • priority: float When there are more concurrently active sounds than supported by the audio mixer: some of the sounds need to be culled. Which sounds are culled first depends primarily on total audibility of individual sounds. However: the priority of invidual sounds may be decreased or decreased through this field. @ref SFXSound_virtualization
  • useHardware: bool Whether the sound is allowed to be mixed in hardware. If true: the sound system will try to allocate the voice for the sound directly on the sound hardware for mixing by the hardware mixer. Be aware that a hardware mixer may not provide all features available to sounds mixed in software. @note This flag currently only takes effect when using FMOD. @note Generally: it is preferable to let sounds be mixed in software.
  • parameters: TypeSFXParameterName MaxNumParameters: Names of the parameters to which sources using this description will automatically be linked. Individual parameters are identified by their #internalName. @ref SFX_interactive
  • useSimTime: bool
  • fadeInTime: float Number of seconds to gradually fade in volume from zero when playback starts. Must be >= 0. @ref SFXSource_fades
  • fadeOutTime: float Number of seconds to gradually fade out volume down to zero when playback is stopped or paused. Must be >=0. @ref SFXSource_fades
  • fadeInEase: TypeEaseF Easing curve for fade-in transition. Volume fade-ins will interpolate volume along this curve. @ref SFXSource_fades
  • fadeOutEase: TypeEaseF Easing curve for fade-out transition. Volume fade-outs will interpolate volume along this curve. @ref SFXSource_fades
  • fadeLoops: bool and a fade-out is only applied when the sound is explicitly paused or stopped: set this field to true. Default is false. @ref SFXSource_fades
  • is3D: bool If true: sounds played with this description will have a position and orientation in space. Unlike a non-positional sound: a 3D sound will have its volume attenuated depending on the distance to the listener in space. The farther the sound moves away from the listener: the less audible it will be. Non-positional sounds: in contrast: will remain at their original volume regardless of where the listener is. @note Whether a sound is positional or non-positional cannot be changed once the sound was created so this field determines up front which is the case for a given sound. @ref SFX_3d @ref SFXSource_volume
  • referenceDistance: float the volume halves. A rule of thumb is that for sounds that require you to be close to hear them in the real world: set the reference distance to small values whereas for sounds that are widely audible set it to larger values. Only applies to 3D sounds. @see LevelInfo::soundDistanceModel @ref SFX_3d @ref SFXSource_volume
  • maxDistance: float The distance at which attenuation stops. In the linear distance model: the attenuated volume will be zero at this distance. In the logarithmic model: attenuation will simply stop at this distance and the sound will keep its attenuated volume from there on out. As such: it primarily functions as a cutoff factor to exponential distance attentuation to limit the number of voices relevant to updates. Only applies to 3D sounds. @see LevelInfo::soundDistanceModel @ref SFX_3d @ref SFXSource_volume
  • scatterDistance: Point3F @endverbatim
  • coneInsideAngle: intn Valid values are from 0 to 360. Must be less than coneOutsideAngle. Default is 360. Only for 3D sounds. @ref SFXSource_cones
  • coneOutsideAngle: int Outer sound cone angle in degrees. This value determines the angle of the outer volume cone that protrudes out in the direction of a sound and surrounds the inner volume cone. Within this cone: volume will linearly interpolate from the outer cone hull inwards to the inner coner hull starting with the base volume scaled by coneOutsideVolume and ramping up/down to the full base volume. Valid values are from 0 to 360. Must be >= coneInsideAngle. Default is 360. Only for 3D sounds. @ref SFXSource_cones
  • coneOutsideVolume: float as amplification is only supported on XAudio2 but not on the other devices. Only for 3D sound. @ref SFXSource_cones
  • rolloffFactor: float Scale factor to apply to logarithmic distance attenuation curve. If -1: the global rolloff setting is used. @note Per-sound rolloff is only supported on OpenAL the moment. With other divices: the global rolloff setting is used for all sounds. @see LevelInfo::soundDistanceModel
  • isStreaming: bool If true: incrementally stream sounds; otherwise sounds are loaded in full. @ref SFX_streaming
  • streamPacketSize: int Number of seconds of sample data per single streaming packet. This field allows to fine-tune streaming for individual sounds. The streaming system processes streamed sounds in batches called packets. Each packet will contain a set amount of sample data determined by this field. The greater its value: the more sample data each packet contains: the more work is done per packet. @note This field only takes effect when Torque’s own sound system performs the streaming. @ref SFX_streaming
  • streamReadAhead: int Number of sample packets to read and buffer in advance. This field determines the number of packets that the streaming system will try to keep buffered in advance. As such it determines the number of packets that can be consumed by the sound device before the playback queue is running dry. Greater values thus allow for more lag in the streaming pipeline. @note This field only takes effect when Torque’s own sound system performs the streaming. @ref SFX_streaming
  • useCustomReverb: bool If true: use the reverb properties defined here on sounds. By default: sounds will be assigned a generic reverb profile. By setting this flag to true: a custom reverb setup can be defined using the /Reverb/ properties that will then be assigned to sounds playing with the description. @ref SFX_reverb
  • reverbDirect: int @note SUPPORTED: EAX/I3DL2 @see http://www.atc.creative.com/algorithms/eax20.pdf
  • reverbDirectHF: int Relative direct path level at high frequencies. @note SUPPORTED: EAX/I3DL2 @see http://www.atc.creative.com/algorithms/eax20.pdf
  • reverbRoom: int @note SUPPORTED: EAX/I3DL2 @see http://www.atc.creative.com/algorithms/eax20.pdf
  • reverbRoomHF: int Relative room effect level at high frequencies. @note SUPPORTED: EAX/I3DL2 @see http://www.atc.creative.com/algorithms/eax20.pdf
  • reverbObstruction: int @note SUPPORTED: EAX/I3DL2 @see http://www.atc.creative.com/algorithms/eax20.pdf
  • reverbObstructionLFRatio: float Obstruction low-frequency level re. main control. @note SUPPORTED: EAX/I3DL2 @see http://www.atc.creative.com/algorithms/eax20.pdf
  • reverbOcclusion: int @note SUPPORTED: EAX/I3DL2 @see http://www.atc.creative.com/algorithms/eax20.pdf
  • reverbOcclusionLFRatio: float Occlusion low-frequency level re. main control. @note SUPPORTED: EAX/I3DL2 @see http://www.atc.creative.com/algorithms/eax20.pdf
  • reverbOcclusionRoomRatio: float Relative occlusion control for room effect. @note SUPPORTED: EAX Only @see http://www.atc.creative.com/algorithms/eax20.pdf
  • reverbOcclusionDirectRatio: float Relative occlusion control for direct path. @note SUPPORTED: EAX Only @see http://www.atc.creative.com/algorithms/eax20.pdf
  • reverbExclusion: int @note SUPPORTED: EAX Only @see http://www.atc.creative.com/algorithms/eax20.pdf
  • reverbExclusionLFRatio: float Exclusion low-frequency level re. main control. @note SUPPORTED: EAX Only @see http://www.atc.creative.com/algorithms/eax20.pdf
  • reverbOutsideVolumeHF: int Outside sound cone level at high frequencies. @note SUPPORTED: EAX Only @see http://www.atc.creative.com/algorithms/eax20.pdf
  • reverbDopplerFactor: float Per-source doppler factor. @note SUPPORTED: EAX Only @see http://www.atc.creative.com/algorithms/eax20.pdf
  • reverbReverbRolloffFactor: float Per-source logarithmic falloff factor. @note SUPPORTED: EAX Only @see http://www.atc.creative.com/algorithms/eax20.pdf
  • reverbRoomRolloffFactor: float Room effect falloff factor. @note SUPPORTED: EAX/I3DL2 @see http://www.atc.creative.com/algorithms/eax20.pdf
  • reverbAirAbsorptionFactor: float Multiplies SFXEnvironment::airAbsorptionHR. @note SUPPORTED: EAX Only @see http://www.atc.creative.com/algorithms/eax20.pdf
  • reverbFlags: int Bitfield combination of per-sound reverb flags. @see REVERB_DIRECTHFAUTO @see REVERB_ROOMAUTO @see REVERB_ROOMHFAUTO @see REVERB_INSTANCE0 @see REVERB_INSTANCE1 @see REVERB_INSTANCE2 @see REVERB_INSTANCE3
sfx/sfxEnvironment:
  • envSize: float Environment size in meters.
  • envDiffusion: float Environment diffusion.
  • room: int Room effect level at mid-frequencies.
  • roomHF: int Relative room effect level at high frequencies.
  • roomLF: int Relative room effect level at low frequencies.
  • decayTime: float Reverberation decay time at mid frequencies.
  • decayHFRatio: float High-frequency to mid-frequency decay time ratio.
  • decayLFRatio: float Low-frequency to mid-frequency decay time ratio.
  • reflections: int Early reflections level relative to room effect.
  • reflectionsDelay: float Initial reflection delay time.
  • reflectionsPan: float 3: Early reflections panning vector.
  • reverb: int Late reverberation level relative to room effect.
  • reverbDelay: float Late reverberation delay time relative to initial reflection.
  • reverbPan: float 3: Late reverberation panning vector.
  • echoTime: float Echo time.
  • echoDepth: float Echo depth.
  • modulationTime: float Modulation time.
  • modulationDepth: float Modulation depth.
  • airAbsorptionHF: float Change in level per meter at high frequencies.
  • HFReference: float Reference high frequency in Hertz.
  • LFReference: float Reference low frequency in Hertz.
  • roomRolloffFactor: float Logarithmic distance attenuation rolloff scale factor for reverb room size effect.
  • diffusion: float Value that controls the echo density in the late reverberation decay.
  • density: float Value that controls the modal density in the late reverberation decay.
  • flags: int A bitfield of reverb flags.
sfx/sfxParameter:
  • description: string
sfx/sfxPlayList:
  • random: ERandomMode Slot playback order randomization pattern. By setting this field to something other than otRandom/ to order in which slots of the playlist are processed can be changed from sequential to a random pattern. This allows to to create more varied playback patterns. Defaults to otRandom/.
  • loopMode: ELoopMode Behavior when description has looping enabled. The loop mode determines whether the list will loop over a single slot or loop over all the entire list of slots being played. @see SFXDescription::isLooping
  • numSlotsToPlay: int Number of slots to play. Up to a maximum of 16: this field determines the number of slots that are taken from the list for playback. Only slots that have a valid #track assigned will be considered for this.
  • track: TypeSFXTrackName NUM_SLOTS: Track to play in this slot. This must be set for the slot to be considered for playback. Other settings for a slot will not take effect except this field is set.
  • replay: EReplayMode NUM_SLOTS: Behavior when an already playing sound is encountered on this slot from a previous cycle. Each slot can have an arbitrary number of sounds playing on it from previous cycles. This field determines how SFXController will handle these sources.
  • transitionIn: ETransitionMode this slot determines what the controller will do before actually playing the slot.
  • transitionOut: ETransitionMode this slot determines what the controller will do before moving on to the next slot.
  • delayTimeIn: float NUM_SLOTS: Seconds to wait after moving into slot before #transitionIn.
  • delayTimeInVariance: Point2F NUM_SLOTS: Bounds on randomization of #delayTimeIn. @ref SFXPlayList_randomization
  • delayTimeOut: float NUM_SLOTS: Seconds to wait before moving out of slot after #transitionOut.
  • delayTimeOutVariance: Point2F NUM_SLOTS: Bounds on randomization of #delayTimeOut. @ref SFXPlayList_randomization
  • fadeTimeIn: float @see SFXDescription::fadeTimeIn
  • fadeTimeInVariance: Point2F NUM_SLOTS: Bounds on randomization of #fadeInTime. @ref SFXPlayList_randomization
  • fadeTimeOut: float @see SFXDescription::fadeTimeOut
  • fadeTimeOutVariance: Point2F NUM_SLOTS: Bounds on randomization of #fadeOutTime @ref SFXPlayList_randomization
  • referenceDistance: float @see SFXDescription::referenceDistance
  • referenceDistanceVariance: Point2F NUM_SLOTS: Bounds on randomization of #referenceDistance. @ref SFXPlayList_randomization
  • maxDistance: float @see SFXDescription::maxDistance
  • maxDistanceVariance: Point2F NUM_SLOTS: Bounds on randomization of #maxDistance. @ref SFXPlayList_randomization
  • volumeScale: float NUM_SLOTS: Scale factor to apply to volume of sounds played on this list slot. This value will scale the actual volume level set on the track assigned to the slot: i.e. a value of 0.5 will cause the track to play at half-volume.
  • volumeScaleVariance: Point2F NUM_SLOTS: Bounds on randomization of #volumeScale. @ref SFXPlayList_randomization
  • pitchScale: float NUM_SLOTS: Scale factor to apply to pitch of sounds played on this list slot. This value will scale the actual pitch set on the track assigned to the slot: i.e. a value of 0.5 will cause the track to play at half its assigned speed.
  • pitchScaleVariance: Point2F NUM_SLOTS: Bounds on randomization of #pitchScale. @ref SFXPlayList_randomization
  • repeatCount: int NUM_SLOTS: Number of times to loop this slot.
  • state: TypeSFXStateName NUM_SLOTS: State that must be active for this slot to play. @ref SFXPlayList_states
  • stateMode: EStateMode NUM_SLOTS: Behavior when assigned state is deactivated while slot is playing. @ref SFXPlayList_states
  • trace: bool If this is true: SFXControllers attached to the list will automatically run in trace mode.
sfx/sfxProfile:
  • filename: string %Path to the sound file. If the extension is left out: it will be inferred by the sound system. This allows to easily switch the sound format without having to go through the profiles and change the filenames there: too.
  • preload: bool Whether to preload sound data when the profile is added to system. @note This flag is ignored by streamed sounds. @ref SFXProfile_loading
sfx/sfxSource:
  • statusCallback: string
sfx/sfxState:
  • includedStates: TypeSFXStateName MaxIncludedStates: States that will automatically be activated when this state is activated. @ref SFXState_activation
  • excludedStates: TypeSFXStateName MaxExcludedStates: States that will automatically be disabled when this state is activated. @ref SFXState_activation
sfx/sfxTrack:
  • description: TypeSFXDescriptionName Playback setup description for this track. If unassigned: the description named /AudioEffects/ will automatically be assigned to the track. If this description is not defined: track creation will fail.
  • parameters: TypeSFXParameterName MaxNumParameters: Parameters to automatically attach to SFXSources created from this track. Individual parameters are identified by their #internalName.
T3D/aiPlayer:
  • allowWalk: bool
  • allowJump: bool
  • allowDrop: bool
  • allowSwim: bool
  • allowLedge: bool
  • allowClimb: bool
  • allowTeleport: bool
T3D/camera:
  • newtonMode: bool camera movements.
  • newtonRotation: bool camera rotations.
  • mass: float
  • drag: float
  • force: float
  • angularDrag: float
  • angularForce: float
T3D/convexShape:
  • groundType: string The ground type to be used for this shape
  • groundDepth: float The depth of the ground type specified
  • material: string Material used to render the ConvexShape surface.
T3D/decal/decalData:
  • size: float Width and height of the decal in meters before scale is applied.
  • fadeStartPixelSize: float LOD value - size in pixels at which decals of this type begin to fade out. This should be a larger value than #fadeEndPixelSize. However: you may also set this to a negative value to disable lod-based fading.
  • fadeEndPixelSize: float LOD value - size in pixels at which decals of this type are fully faded out. This should be a smaller value than #fadeStartPixelSize.
  • renderPriority: TypeS8
  • clippingAngle: float The angle in degrees used to clip geometry that faces away from the decal projection direction.
  • frame: int Index of the texture rectangle within the imagemap to use for this decal.
  • randomize: bool If true: a random frame from the imagemap is selected for each instance of the decal.
  • textureCoordCount: int
  • texRows: int Number of rows in the supplied imagemap. Use #texRows and #texCols if the imagemap frames are arranged in a grid; use #textureCoords to manually specify UV coordinates for irregular sized frames.
  • texCols: int Number of columns in the supplied imagemap. Use #texRows and #texCols if the imagemap frames are arranged in a grid; use #textureCoords to manually specify UV coordinates for irregular sized frames.
  • textureCoords: TypeRectF representing the UV coordinates for each frame in the imagemap. @note This field should only be set if the imagemap frames are irregular in size. Otherwise use the #texRows and #texCols fields and the UV coordinates will be calculated automatically.
  • annotation: TypeObjectAnnotation Annotation Type
  • mode: TYPEID<BeamNGAnnotationModes>: Annotation Mode
T3D/examples/renderMeshExample:
  • material: string
T3D/examples/renderShapeExample:
  • shapeFile: string
T3D/fx/groundCover:
  • material: string Material used by all GroundCover segments.
  • radius: float Outer generation radius from the current camera position.
  • dissolveRadius: float This is less than or equal to radius and defines when fading of cover elements begins.
  • reflectScale: float Scales the various culling radii when rendering a reflection. Typically for water.
  • gridSize: int The number of cells per axis in the grid.
  • zOffset: float Offset along the Z axis to render the ground cover.
  • seed: int This RNG seed is saved and sent to clients for generating the same cover.
  • maxElements: int The maximum amount of cover elements to include in the grid at any one time.
  • maxBillboardTiltAngle: float The maximum amout of degrees the billboard will tilt down to match the camera.
  • shapeCullRadius: float This is the distance at which DTS elements are completely culled out.
  • shapesCastShadows: bool Whether DTS elements should cast shadows or not.
  • billboardUVs: TypeRectUV MAX_COVERTYPES: Subset material UV coordinates for this cover billboard.
  • shapeFilename: string MAX_COVERTYPES: The cover shape filename. [Optional]
  • layer: TypeTerrainMaterialName MAX_COVERTYPES: Terrain material name to limit coverage to: or blank to not limit.
  • invertLayer: bool MAX_COVERTYPES: Indicates that the terrain material index given in ‘layer’ is an exclusion mask.
  • probability: float
  • sizeMin: float MAX_COVERTYPES: The minimum random size for each cover type.
  • sizeMax: float MAX_COVERTYPES: The maximum random size of this cover type.
  • sizeExponent: float MAX_COVERTYPES: An exponent used to bias between the minimum and maximum random sizes.
  • windScale: float MAX_COVERTYPES: The wind effect scale.
  • maxSlope: float MAX_COVERTYPES: The maximum slope angle in degrees for placement.
  • minElevation: float MAX_COVERTYPES: The minimum world space elevation for placement.
  • maxElevation: float MAX_COVERTYPES: The maximum world space elevation for placement.
  • minClumpCount: int MAX_COVERTYPES: The minimum amount of elements in a clump.
  • maxClumpCount: int MAX_COVERTYPES: The maximum amount of elements in a clump.
  • clumpExponent: float MAX_COVERTYPES: An exponent used to bias between the minimum and maximum clump counts for a particular clump.
  • clumpRadius: float MAX_COVERTYPES: The maximum clump radius.
  • windDirection: Point2F The direction of the wind.
  • windGustLength: float The length in meters between peaks in the wind gust.
  • windGustFrequency: float Controls how often the wind gust peaks per second.
  • windGustStrength: float The maximum distance in meters that the peak wind gust will displace an element.
  • windTurbulenceFrequency: float Controls the overall rapidity of the wind turbulence.
  • windTurbulenceStrength: float The maximum distance in meters that the turbulence can displace a ground cover element.
  • lockFrustum: bool Debug parameter for locking the culling frustum which will freeze the cover generation.
  • renderCells: bool Debug parameter for displaying the grid cells.
  • noBillboards: bool Debug parameter for turning off billboard rendering.
  • noShapes: bool Debug parameter for turning off shape rendering.
T3D/fx/particle:
  • windCoefficient: float Strength of wind on the particles.
  • constantAcceleration: float Constant acceleration to apply to this particle.
  • lifetimeMS: S32 Time in milliseconds before this particle is destroyed.
  • lifetimeVarianceMS: S32 Variance in lifetime of particle: from 0 - lifetimeMS.
  • spinSpeed: float Speed at which to spin the particle.
  • useInvAlpha: bool Controls how particles blend with the scene. If true: particles blend like ParticleBlendStyle NORMAL: if false: blend like ParticleBlendStyle ADDITIVE. @note If ParticleEmitterData::blendStyle is set: it will override this value.
  • animateTexture: bool If true: allow the particle texture to be an animated sprite.
  • framesPerSec: S32 If animateTexture is true: this defines the frames per second of the sprite animation.
  • textureCoords: Point2F 4: 4 element array defining the UV coords into textureName to use for this particle. Coords should be set for the first tile only when using animTexTiling; coordinates for other tiles will be calculated automatically. /0 0/ is top left and /1 1/ is bottom right.
  • animTexTiling: Point2I >. A maximum of 256 frames can be stored in a single texture when using animTexTiling. Value should be umColumns NumRows/: for example /4 4/.
  • animTexFrames: string stringTableEntry >. Frame numbers exceeding the number of tiles will wrap. @tsexample animTexFrames = /0-16 20 19 18 17 31-21/; @endtsexample
  • textureName: string stringTableEntry Texture file to use for this particle.
  • animTexName: string stringTableEntry Texture file to use for this particle if animateTexture is true. Deprecated. Use textureName instead.
  • colors: ColorF PDC_NUM_KEYS: Particle RGBA color keyframe values. The particle color will linearly interpolate between the color/time keys over the lifetime of the particle.
T3D/fx/particleEmitter:
  • softnessDistance: float > where particles will be faded based on the difference in depth between the particle and the scene geometry.
  • ambientFactor: float Used to generate the final particle color by controlling interpolation between the particle color and the particle color multiplied by the ambient light color.
  • overrideAdvance: bool If false: particles emitted in the same frame have their positions adjusted. If true: adjustment is skipped and particles will clump together.
  • orientParticles: bool If true: Particles will always face the camera.
  • orientOnVelocity: bool If true: particles will be oriented to face in the direction they are moving.
  • particles: string stringTableEntry List of space or TAB delimited ParticleData datablock names. A random one of these datablocks is selected each time a particle is emitted.
  • lifetimeMS: S32 >.
  • lifetimeVarianceMS: S32 Variance in particle lifetime from 0 - lifetimeMS.
  • useEmitterSizes: bool If true: use emitter specified sizes instead of datablock sizes. Useful for Debris particle emitters that control the particle size.
  • useEmitterColors: bool If true: use emitter specified colors instead of datablock colors. Useful for ShapeBase dust and WheeledVehicle wheel particle emitters that use the current material to control particle color.
  • blendStyle: ParticleRenderInst::BlendStyle B*string* value that controls how emitted particles blend with the scene.
  • sortParticles: bool If true: particles are sorted furthest to nearest.
  • reverseOrder: bool > if sortParticles is true. Setting this field to true will reverse that order: oldest first: or nearest first if sortParticles is true.
  • textureName: string stringTableEntry Optional texture to override ParticleData::textureName.
  • alignParticles: bool If true: particles always face along the axis defined by alignDirection.
  • highResOnly: bool This particle system should not use the mixed-resolution renderer. If your particle system has large amounts of overdraw: consider disabling this option.
  • renderReflection: bool Controls whether particles are rendered onto reflective surfaces like water.
  • backLighting: float Fraction of lighting affect in all normal directions.
  • useLighting: bool Enables particle lighting.
T3D/fx/particleEmitterNode:
  • timeMultiple: float Time multiplier for particle emitter nodes. Increasing timeMultiple is like running the emitter at a faster rate - single-shot emitters will complete in a shorter time: and continuous emitters will generate particles more quickly. Valid range is 0.01 - 100.
  • active: bool Controls whether particles are emitted from this node.
  • emitter: ParticleEmitterData Datablock to use when emitting particles.
  • velocity: float >.
T3D/fx/precipitation:
  • soundProfile: SFXTrack Looping SFXProfile effect to play while Precipitation is active.
  • dropTexture: string Texture filename for drop particles. The drop texture can contain several different drop sub-textures arranged in a grid. There must be the same number of rows as columns. A random frame will be chosen for each drop.
  • dropShader: string The name of the shader used for raindrops.
  • splashTexture: string Texture filename for splash particles. The splash texture can contain several different splash sub-textures arranged in a grid. There must be the same number of rows as columns. A random frame will be chosen for each splash.
  • splashShader: string The name of the shader used for splashes.
  • dropsPerSide: int How many rows and columns are in the raindrop texture. For example: if the texture has 16 raindrops arranged in a grid: this field should be set to 4.
  • splashesPerSide: int How many rows and columns are in the splash texture. For example: if the texture has 9 splashes arranged in a grid: this field should be set to 3.
  • boxWidth: float of the precipitation box.
  • boxHeight: float of the precipitation box.
  • dropSize: float Size of each drop of precipitation. This will scale the texture.
  • splashSize: float Size of each splash animation when a drop collides with another surface.
  • splashMS: int Lifetime of splashes in milliseconds.
  • animateSplashes: bool Set to true to enable splash animations when drops collide with other surfaces.
  • dropAnimateMS: intto display each drop frame. If #dropAnimateMS <= 0: drops select a single random frame at creation that does not change throughout the drop’s lifetime. If #dropAnimateMS > 0: each drop cycles through the the available frames in the drop texture at the given rate.
  • fadeDist: float The distance at which drops begin to fade out.
  • fadeDistEnd: float The distance at which drops are completely faded out.
  • useTrueBillboards: bool billboards.
  • useLighting: bool Set to true to enable shading of the drops and splashes by the sun color.
  • glowIntensity: ColorF Set to 0 to disable the glow or or use it to control the intensity of each channel.
  • reflect: bool This enables precipitation rendering during reflection passes. @note This is expensive.
  • rotateWithCamVel: bool Set to true to include the camera velocity when calculating drop rotation speed.
  • doCollision: bool Allow drops to collide with world objects. If #animateSplashes is true: drops that collide with another object will produce a simple splash animation. @note This can be expensive as each drop will perform a raycast when it is created to determine where it will hit.
  • followCam: bool
  • useWind: bool Controls whether drops are affected by wind. @see ForestWindEmitter
  • minSpeed: float Minimum speed at which a drop will fall. On creation: the drop will be assigned a random speed between #minSpeed and #maxSpeed.
  • maxSpeed: float Maximum speed at which a drop will fall. On creation: the drop will be assigned a random speed between #minSpeed and #maxSpeed.
  • minMass: float Minimum mass of a drop. Drop mass determines how strongly the drop is affected by wind and turbulence. On creation: the drop will be assigned a random speed between #minMass and #minMass.
  • maxMass: float Maximum mass of a drop. Drop mass determines how strongly the drop is affected by wind and turbulence. On creation: the drop will be assigned a random speed between #minMass and #minMass.
  • useTurbulence: bool Check to enable turbulence. This causes precipitation drops to spiral while falling.
  • maxTurbulence: float Radius at which precipitation drops spiral when turbulence is enabled.
  • turbulenceSpeed: float Speed at which precipitation drops spiral when turbulence is enabled.
T3D/gameBase/gameBase:
  • category: TypeCase*string* The group that this datablock will show up in under the /Scripted/ tab in the World Editor Library.
T3D/groundPlane:
  • squareSize: float Square size in meters to which %GroundPlane subdivides its geometry.
  • scaleU: float Scale of texture repeat in the U direction.
  • scaleV: float Scale of texture repeat in the V direction.
  • material: string Name of Material used to render %GroundPlane’s surface.
T3D/guiObjectView:
  • shapeFile: string The object model shape file to show in the view.
  • skin: string The skin to use on the object model.
  • animSequence: string The animation sequence to play on the model.
  • lightColor: ColorF Diffuse color of the sunlight used to render the model.
  • lightAmbient: ColorF Ambient color of the sunlight used to render the model.
  • lightDirection: Point3F Direction from which the model is illuminated.
  • orbitDiststance: float Distance from which to render the model.
  • minOrbitDiststance: float Maxiumum distance to which the camera can be zoomed out.
  • maxOrbitDiststance: float Minimum distance below which the camera will not zoom in further.
  • cameraSpeed: float Multiplier for mouse camera operations.
  • cameraRotation: Point3F Set the camera rotation.
T3D/levelInfo:
  • nearClip: float Closest distance from the camera’s position to render the world.
  • visibleDistance: float Furthest distance fromt he camera’s position to render the world.
  • decalBias: float
  • fogColor: ColorF
  • fogDensity: float
  • fogDensityOffset: float
  • fogAtmosphereHeight: float
  • canvasClearColor: ColorI
  • ambientLightBlendPhase: float
  • advancedLightmapSupport: bool
  • globalEnviromentMap: TYPEID<CubemapData>,
  • soundAmbience: TypeSFXAmbienceName The global ambient sound environment.
  • soundDistanceModel: TypeSFXDistanceModel The distance attenuation model to use.
T3D/lightAnimData:
  • offsetA: float The value of the A key in the keyframe sequence.
  • offsetZ: float The value of the Z key in the keyframe sequence.
  • offsetPeriod: float The animation time for keyframe sequence.
  • offsetKeys: string The keyframe sequence encoded into a string where characters from A to Z define a position between the two animation values.
  • offsetSmooth: bool If true the transition between keyframes will be smooth.
  • rotA: float The value of the A key in the keyframe sequence.
  • rotZ: float The value of the Z key in the keyframe sequence.
  • rotPeriod: float The animation time for keyframe sequence.
  • rotKeys: string The keyframe sequence encoded into a string where characters from A to Z define a position between the two animation values.
  • rotSmooth: bool If true the transition between keyframes will be smooth.
  • colorA: float The value of the A key in the keyframe sequence.
  • colorZ: float The value of the Z key in the keyframe sequence.
  • colorPeriod: float The animation time for keyframe sequence.
  • colorKeys: string The keyframe sequence encoded into a string where characters from A to Z define a position between the two animation values.
  • colorSmooth: bool If true the transition between keyframes will be smooth.
  • brightnessA: float The value of the A key in the keyframe sequence.
  • brightnessZ: float The value of the Z key in the keyframe sequence.
  • brightnessPeriod: float The animation time for keyframe sequence.
  • brightnessKeys: string The keyframe sequence encoded into a string where characters from A to Z define a position between the two animation values.
  • brightnessSmooth: bool If true the transition between keyframes will be smooth.
T3D/lightBase:
  • color: ColorF Changes the base color hue of the light.
  • brightness: float Adjusts the lights power: 0 being off completely.
  • castShadows: bool Enables/disabled shadow casts by this light.
  • priority: float Used for sorting of lights by the light manager.
  • animate: bool Toggles animation for the light on and off
  • animationType: LightAnimData
  • animationPhase: float The phase used to offset the animation start time to vary the animation of nearby lights.
  • flareScale: float Globally scales all features of the light flare
T3D/lightDescription:
  • color: ColorF Changes the base color hue of the light.
  • brightness: float Adjusts the lights power: 0 being off completely.
  • range: float float of the light
  • castShadows: bool Enables/disabled shadow casts by this light.
  • animationType: LightAnimData
  • animationPeriod: float The length of time in seconds for a single playback of the light animation
  • animationPhase: float The phase used to offset the animation start time to vary the animation of nearby lights.
  • flareType: LightFlareData
  • flareScale: float Globally scales all features of the light flare
T3D/lightFlareData:
  • overallScale: float Size scale applied to all elements of the flare.
  • occlusionRadius: float If positive an occlusion query is used to test flare visibility: else it uses simple raycasts.
  • renderReflectPass: bool If false the flare does not render in reflections: else only non-zero distance elements are rendered.
  • flareEnabled: bool Allows the user to disable this flare globally for any lights referencing it.
  • flareTexture: string The texture / sprite sheet for this flare.
  • elementRect: TypeRectF A rectangle specified in pixels of the flareTexture image.
  • elementDist: float Where this element appears along the flare beam.
  • elementScale: float Size scale applied to this element.
  • elementTint: ColorF Used to modulate this element’s color if elementUseLightColor is false. @see elementUseLightColor
  • elementRotate: bool Defines if this element orients to point along the flare beam or if it is always upright.
  • elementUseLightColor: bool If true this element’s color is modulated by the light color. If false: elementTint will be used. @see elementTint
T3D/missionMarker:
  • spawnClass: string
  • spawnDatablock: string
  • spawnProperties: string
  • spawnScript: TypeCommand
  • autoSpawn: bool
  • spawnTransform: bool
  • radius: float Deprecated
  • observer: bool
T3D/physics/physicsDebris:
  • shapeFile: string Path to the .DAE or .DTS file to use for this shape. Compatable with Live-Asset Reloading.
  • castShadows: bool Determines if the shape’s shadow should be cast onto the environment.
  • lifetime: float Base time: in seconds: that debris persists after time of creation. @note A %PhysicsDebris’ lifetime multiplied by it’s $pref::PhysicsDebris::lifetimeScale must be equal to or greater than 1.0.
  • lifetimeVariance: float Range of variation randomly applied to lifetime when debris is created. Represents the maximum amount of seconds that will be added or subtracted to a shape’s base lifetime. A value of 0 will apply the same lifetime to each shape created.
  • mass: float Value representing the mass of the shape. A shape’s mass influences the magnitude of any force applied to it. @note All PhysicsDebris objects are dynamic.
  • friction: float Coefficient of kinetic %friction to be applied to the shape. Kinetic %friction reduces the velocity of a moving object while it is in contact with a surface. A larger coefficient will result in a larger reduction in velocity. A shape’s friction should be smaller than it’s staticFriction: but greater than 0. @note This value is only applied while an object is in motion. For an object starting at rest: see PhysicsDebrisData::staticFriction
  • staticFriction: float Coefficient of static %friction to be applied to the shape. Static %friction determines the force needed to start moving an at-rest object in contact with a surface. If the force applied onto shape cannot overcome the force of static %friction: the shape will remain at rest. A higher coefficient will require a larger force to start motion. This value should be both greater than 0 and the PhysicsDebrisData::friction. @note This value is only applied while an object is at rest. For an object in motion: see PhysicsDebrisData::friction
  • restitution: float Bounce coeffecient applied to the shape in response to a collision. Restitution is a ratio of a shape’s velocity before and after a collision. A value of 0 will zero out a shape’s post-collision velocity: making it stop on contact. Larger values will remove less velocity after a collision: making it /’bounce/’ with greater force. Normal %restitution values range between 0 and 1.0. @note Values near or equaling 1.0 are likely to cause undesirable results in the physics simulation. Because of this: it is reccomended to avoid values close to 1.0
  • linearDamping: float Value that reduces an object’s linear velocity over time. Larger values will cause velocity to decay quicker.
  • angularDamping: float Value that reduces an object’s rotational velocity over time. Larger values will cause velocity to decay quicker.
  • linearSleepThreshold: float Minimum linear velocity before the shape can be put to sleep. This should be a positive value. Shapes put to sleep will not be simulated in order to save system resources. @note The shape must be dynamic.
  • angularSleepThreshold: float Minimum rotational velocity before the shape can be put to sleep. This should be a positive value. Shapes put to sleep will not be simulated in order to save system resources. @note The shape must be dynamic.
  • waterDampingScale: float Scale to apply to linear and angular dampening while underwater. @see angularDamping linearDamping
  • buoyancyDensity: float The density of this shape for purposes of calculating buoyant forces. The result of the calculated buoyancy is relative to the density of the WaterObject the PhysicsDebris is within. @see WaterObject::density
T3D/physics/physx/pxCloth:
  • material: string
  • samples: TypePoint2I
  • size: Point2F
  • bending: bool
  • damping: bool
  • triangleCollision: bool
  • selfCollision: bool
  • density: float
  • thickness: float
  • friction: float
  • bendingStiffness: float
  • dampingCoefficient: float
  • attachments: PxClothAttachment
T3D/physics/physx/pxMaterial:
  • restitution: float
  • staticFriction: float
  • dynamicFriction: float
T3D/physics/physx/pxMultiActor:
  • shapeName: string
  • physXStream: string
  • material: PxMaterial
  • noCorrection: bool
  • angularDrag: float
  • linearDrag: float
  • waterDragScale: float
  • buoyancyDensity: float
  • clientOnly: bool
  • singlePlayerOnly: bool
  • breakForce: float
  • debugRender: bool
  • broken: bool
T3D/player:
  • pickupRadius: float
  • maxTimeScale: float
  • renderFirstPerson: bool
  • firstPersonShadows: bool
  • minLookAngle: float
  • maxLookAngle: float
  • maxFreelookAngle: float
  • maxStepHeight: float
  • runForce: float
  • runEnergyDrain: float
  • minRunEnergy: float
  • maxForwardSpeed: float
  • maxBackwardSpeed: float
  • maxSideSpeed: float
  • runSurfaceAngle: float
  • horizMaxSpeed: float
  • horizResistSpeed: float
  • horizResistFactor: float
  • upMaxSpeed: float
  • upResistSpeed: float
  • upResistFactor: float
  • jumpForce: float
  • jumpEnergyDrain: float
  • minJumpEnergy: float
  • minJumpSpeed: float
  • maxJumpSpeed: float
  • jumpSurfaceAngle: float
  • jumpDelay: int
  • airControl: float
  • jumpTowardsNormal: bool
  • sprintForce: float
  • sprintEnergyDrain: float
  • minSprintEnergy: float
  • maxSprintForwardSpeed: float
  • maxSprintBackwardSpeed: float
  • maxSprintSideSpeed: float
  • sprintStrafeScale: float
  • sprintYawScale: float
  • sprintPitchScale: float
  • sprintCanJump: bool
  • swimForce: float
  • maxUnderwaterForwardSpeed: float
  • maxUnderwaterBackwardSpeed: float
  • maxUnderwaterSideSpeed: float
  • crouchForce: float
  • maxCrouchForwardSpeed: float
  • maxCrouchBackwardSpeed: float
  • maxCrouchSideSpeed: float
  • proneForce: float
  • maxProneForwardSpeed: float
  • maxProneBackwardSpeed: float
  • maxProneSideSpeed: float
  • jetJumpForce: float
  • jetJumpEnergyDrain: float
  • jetMinJumpEnergy: float
  • jetMinJumpSpeed: float
  • jetMaxJumpSpeed: float
  • jetJumpSurfaceAngle: float
  • fallingSpeedThreshold: float
  • recoverDelay: int
  • recoverRunForceScale: float
  • landSequenceTime: float
  • transitionToLand: bool
  • boundingBox: Point3F
  • crouchBoundingBox: Point3F
  • proneBoundingBox: Point3F
  • swimBoundingBox: Point3F
  • physicsPlayerType: string
T3D/pointLight:
  • radius: float Controls the falloff of the light emission
T3D/prefab:
  • loadMode: PrefabLoadMode when to load
T3D/sfx/sfxEmitter:
  • track: TypeSFXTrackName
  • fileName: string
  • playOnAdd: bool
  • useTrackDescriptionOnly: bool
  • isLooping: bool
  • isStreaming: bool
  • sourceGroup: TypeSFXSourceName
  • volume: float
  • pitch: float
  • fadeInTime: float
  • fadeOutTime: float
  • is3D: bool
  • referenceDistance: float
  • maxDistance: float
  • scatterDistance: Point3F
  • coneInsideAngle: int
  • coneOutsideAngle: int
  • coneOutsideVolume: float
  • rangeSphereColor: ColorF
T3D/sfx/sfxEmitterLayer1D:
  • useTrackDescriptionOnly: bool
  • isLooping: bool
  • isStreaming: bool
  • sourceGroup: TypeSFXSourceName
  • volume: float
  • pitch: float
  • fadeInTime: float
  • fadeOutTime: float
  • is3D: bool
  • referenceDistance: float
  • maxDistance: float
  • scatterDistance: Point3F
  • coneInsideAngle: int
  • coneOutsideAngle: int
  • coneOutsideVolume: float
T3D/shapeBase:
  • shadowEnable: bool
  • shadowSize: int
  • shadowMaxVisibleDistance: float
  • shadowProjectionDistance: float Maximum height above ground to project shadow. If the object is higher than this no shadow will be rendered.
  • shadowSphereAdjust: float
  • shapeFile: string The DTS or DAE model to use for this object.
  • cubeReflectorDesc: string References a ReflectorDesc datablock that defines performance and quality properties for dynamic reflections.
T3D/spotLight:
  • range: float
  • innerAngle: float
  • outerAngle: float
T3D/staticShape:
  • noIndividualDamage: bool Deprecated @internal
  • dynamicType: int
T3D/tsStatic:
  • shapeName: string
  • playAmbient: bool
  • meshCulling: bool
  • originSort: bool
  • collisionType: TSMeshType
  • decalType: TSMeshType
  • prebuildCollisionData: bool
  • renderNormals: float
  • forceDetail: int
terrain/terrData:
  • minimapImage: string The mini map image for this terrain block
  • castShadows: bool Allows the terrain to cast shadows onto itself and other objects.
  • screenError: int Not yet implemented.
terrain/terrMaterial:
  • diffuseMap: string Base texture for the material
  • diffuseSize: float Used to scale the diffuse map to the material square
  • normalMap: string Bump map for the material
  • detailMap: string Detail map for the material
  • detailSize: float Used to scale the detail map to the material square
  • detailStrength: float Exponentially sharpens or lightens the detail map rendering on the material
  • detailDistance: float Changes how far camera can see the detail map rendering on the material
  • useSideProjection: bool Makes that terrain material project along the sides of steep
  • macroMap: string Macro map for the material
  • macroSize: float Used to scale the Macro map to the material square
  • macroStrength: float Exponentially sharpens or lightens the Macro map rendering on the material
  • macroDistance: float Changes how far camera can see the Macro map rendering on the material
  • parallaxScale: float Used to scale the height from the normal map to give some self
util/messaging/messageForwarder:
  • toQueue: ö*string* Name of queue to forward to
util/settings:
  • file: string The file path and name to be saved to and loaded from.
util/undo:
  • actionName: string
  • numLevels: int Number of undo & redo levels.