default_district.xtbl dictionary (editing sky/weather)

This is a "cheat sheet" of editing default_district.xtbl.
weather_time_of_day is the same thing, it "adds on" to changes that was made in default_district.xtbl (such as for rain).

If you are completely new to modding weather/skybox stuff you can start here: editing the weather! (SRTTR)
A lot of the basics from there apply here, but the Remastered version uses different sets of tags.

As for SRIV, they mostly use *_override.todx files, they have the same tags but wildly different formatting.

XML:
    <east0>Bottom gradient of east sky.
    <east1>East gradient ramp #2 (near middle, about 30 degrees off ground)
    <east2>East gradient ramp #3 (near top, about 60 degrees off ground)
    <east3>East top ramp gradient, only visible when directly looking at the zenith (directly above ) direction
    <west0>Bottom gradient of west sky.
    <west1>West gradient ramp #2 (near middle, about 30 degrees off ground)
    <west2>West gradient ramp #3 (near top, about 60 degrees off ground)
    <west3>West top ramp gradient, only visible when directly looking at the zenith (directly above ) direction
    <zenith> ??? Said by The Internet :tm: to be the point of sky directly above your character, but I don't see it. Probably only visible if east
    <fog_ground> The height fog "starts" - below this, fog is a solid colour (but which tag?)
    <fog_atmosphere_scale> Increasing this REDUCES fog. Maybe it adjusts the fog curve? I'm not sure. All 0.002500.
    <fog_density_new> The density (thickness) the fog starts at. The farther objects get rendered with a more dense (thicker) fog.
    <fog_density_offset> How far from player the fog effects start.
    <fog_color> !!! Fog color. LSL-I format. MIXES WITH THE SKYBOX!!! MUST CHANGE <horizon_mountain_fog_color> TOO!
    <ambient_color> LSL-I. Default alpha 1 (except night: 0.3). Like <fog_color> but constant. This applies to every object actually, but most noticeable on areas not hit by the sun/moon. By default the palette is blue for simulating how we perceive shadows to be "blue" because it's a cooler colour. IMO alpha of 1 is too strong, try something around 0.6 or lower (this also makes shadows darker).
    <back_ambient_color> LSL-I format. The dark part of objects that aren't receiving a light source. Maybe also affects Ambient Occlusion shadows? That said, you might want to lower the alpha in cloudy and rainy weather as sunlight is less strong.
    <window_color> ??? SR2 leftover? Or just for breakable windows? LSL-I format
    <tod_light_color> !!! Changes the sun/moon's colour that bathes onto you. LSL-I format. Three exclamation mark because this is what makes or break your lighting in the end.
    <particle_ambient_color> LSL-I. Default "0.346704 0.318547 0.234551 1.000000". Leftover, I assume. Probably tints particle colours, but which ones? Shooting a wall, throwing a grenade/molotov seemed unaffected.
    <particle_tod_light_color> LSL-I. Default "0.332452 0.381326 0.332452 1.000000". Leftover? Probably would tint stuff like fountain water droplets.
    <ldr_min> Default 0. Only for night and afternoon. I have NO idea what it is. Bloom shenanigans? Turning post processing ON I couldn't notice a difference.
    <ldr_max> Default 3. Only for night and afternoon. I have NO idea what it is.
    <bloom_exposure> Undefined (no default key entry), As such, probably unused. I assume you'd do a <key><time>10</time><value>2</value></key> to initialize it like any other tho.   
    <iris_rate> undefined
    <luminance_max> undefined
    <luminance_min> undefined
    <luminance_mask_max> undefined
    <eye_adaption_base> undefined
    <eye_adaption_amount> undefined
    <eye_fade_min> undefined
    <eye_fade_max> undefined
    <brightpass_threshold_new> undefined
    <brightpass_offset_new> undefined
    <bloom_amount> undefined
    <bloom_theta> undefined
    <bloom_slope_A> undefined
    <bloom_slope_B> undefined
    <tonemap_lum_range> undefined
    <tonemap_lum_offset> undefined
    <ground_reflection_gloss> Default 0.1(night), 0. Combine with all three tags for a "4K Ultra HD Remastered" texture mod packs we were tired of 10 years ago (unless it's raining, then it's a-OK!~)
    <ground_reflection_brightness> Default 3(night), 0.5.
    <ground_reflection_spec_refl_brightness> Default 2(night), 3 other places. .
    <star_strength> Default 0.6? (night). Opacity of stars.
    <meteor_strength> Opacity of meteor effects (if it's allowed to happen in that weather)
    <clouds_front_light_color> Overhead Contrails colour
    <clouds_rear_light_color> Overhead contrails colour (texture 2)
    <clouds_horizon_front_light_color> Horizon clouds colour. Higher intensity = more visible.
    <clouds_horizon_rear_light_color> Horizon clouds colour. The "back" layer of the clouds (they're two different textures).
    <horizon_mountain_color> SR2 leftover? This game has no mountain bg. LSL-I format.
    <horizon_mountain_color_back> SR2 leftover? LSL-I format.
    <horizon_mountain_fog_color>HORIZON FOG! LSL-I format. Should match <fog_color> for a seamless sea-to-horizon appearance.
    <horizon_mountain_fog_density> Default 1. Should always be the same as <fog_density> for a seamless sea-to-horizon appearance. Or go ahead and set it to something else, I'm not your mom. lol
    <horizon_mountain_normal_map_height> Default 0, only for midday. SR2 leftover?
    <horizon_layer0_strength> cloud strengths/opacities. some are missing, just add a param for a TOD by copy pasting and and changing the time. or use the provided file
    <horizon_layer1_strength>
    <horizon_layer2_strength>
    <horizon_layer3_strength>
    <horizon_storm_strength>
    <overhead_layer0_strength>
    <overhead_layer1_strength>
    <overhead_layer2_strength>
    <overhead_layer3_strength>
    <overhead_storm_strength>
    <cloud_backlight_strength> Default 5 (except noon). Causes clouds closer to the sun to be more lit, and also seems to give it more detail?
    <cloud_backlight_power> Default 5 (except morning?). Exactly the same as backlight_strength?
    <cloud_layer01_speed> SRTT only: Enables wind? And Moves both clouds according to its parallax. Set to a VERY low value like 0.03. SRTTR: not visible; leave it at 0.
    <cloud_layer23_speed> SR2 leftover? This layer maybe not exist in SRTT or SRTTR.
    <lut_filename> Supposedly a LUT contains settings like tintint, saturation, hues etc.
    <water_ambient_color> LSL-I. Leftover? No visible effect...
    <water_diffuse_color1> LSL-I. Colour of water near the shore (including near walls). By default creates a "polluted" appearance since most of Steelport's shores is not organic land, so I suggest making it closer to your water_diffuse_color2 and then making it tiny bit brighter
    <water_diffuse_color2> LSL-I. Overall colour of sea water.
    <water_specular_color>
    <water_specular_alpha> I'm not too sure, but based on micro.magnet.fsu.edu this is probably strength of reflections (such as the sun)
    <water_specular_power> Lowering this makes the ocean more "still" and reflects more of the sun.
    <water_falloff_color> LSL-I. Leftover? I've literally set these to 1.0 1.0 1.0 1.0 (white) and didn't see an obvious difference.
    <water_fog_color> LSL-I. Defined only for 42 (sunset). If not a leftover, it probably affects the shallower water.
    <water_crest_color> LSL-I. Leftover? default only defines for night and evening. Presumably the ocean waves as they hit a beach but couldn't see a difference personally.
    <water_crest_threshold> No idea.
    <ambient_audio_rtpc> Default 4, 1, 2, 3 (did I edit this...?)  Presumably multiplies existing audio RTPC parameters. If you're a normal human being: Referencing [V] Ellix and searching "rtpc Wwise", it's a RealTime Parameter C... that can control pitch, volume based on distance/another variable, etc. Audio is kinda out of scope though.
    <desired_brightness> Default around 3-4. Leftover? Setting to 1 or 0 as comparison didn't have an effect.
    <exposure_min> Tells how "dark" the game can be if looking at a BRIGHT light source.
    <exposure_max> Tells how "bright" the game can be if not looking at any particular strong light source.

I've had this for a while.
If you want me to expand on this system, interact. ask questions. stop gatekeeping information behind a phone number and an ID check. let's do our part to make information freely available.

I hope this helps, enjoy.
 

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