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Gta san andreas timecyc
Gta san andreas timecyc











The last part of RGBA, the A, is the alpha channel and it controls the level of transparency for the water. It needs to be converted to grayscale to fully see the effect of changing the water color in the timecyc.dat, as the colors defined in this file, are multiplied by the water texture color ingame.

gta san andreas timecyc

On the pc version of the game, the water texture is greenish-blue. If your going to change them, follow the pattern R* set with their setup, as a little bit goes a very long way.Ĭontrols the color of the water. 0 for no trails, 255 for a pure white screen.

gta san andreas timecyc

If you have not somehow enabled trails on your game, then the values will not be noticable. Sets colour for underside of large clouds. If the number is set too low (I tried 20.0), the game will get glitchy, and may not load textures! The average value for this entry is 2000.0 and most of the map is visible with this value.įog start position relative to camera? Negatives allowed. Setting the value to a smaller number produces a short visibility range, wheras larger numbers mean you can see further. The clipping plane that limits maximum visibility. The cast light alpha on traffic signals and lamp posts. 500 will produce almost pure black shadows. 0 is transparent, 100 seems to be about "normal", and values past that make the shadow darker and darker.

gta san andreas timecyc

Intensity of pedestrian, vehicle, and lamp shadows. Please help by adding some relevant content.Ĭontrols amount of ambient color on static map objects, such as most buildings, structures and landmasses.Ĭontrols the amount of ambient light on dynamic objects, such pedestrians and vehicles.Įffect unknown, changing produces no visible results.Ĭontrols amount of direct light on pedestrians and vehicles.













Gta san andreas timecyc