comm_fortfire(1).txt

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effect
{
   num_systems = 4

   system0
   {
      animation_fps = 25
      animation_frame_count = 0
      animation_start_frame = 0
      animation_start_frame_var = 0
      animation_type = loop
      class = spray
      default_direction = 0,1,0
      die_after_emission = 1
      element_type = quad
      emit_rate = 7
      emit_start = 0
      emit_stop = 20
      emitter_position = 0,0,0
      isplane = 0
      launch_speed = 2
      launch_speed_var = 10
      light_direction = 0,0,0
      light_enabled = 0
      light_shadow_enabled = 0
      light_type = 0
      max_particles = 200
      name = smoke
      normalmap = 
      num_forces = 1
      particle_life = 2
      particle_life_var = 2
      particle_soft_factor = 0
      particle_spin = -1
      particle_spin_var = 1
      particle_start_angle = 0
      particle_start_angle_var = 2
      render_to_reflection = 0
      selfillumination = 0
      simulate_when_visible = 0
      spread1 = 0.2
      spread2 = 0.2
      texture = data\textures\particles\blacksmoke_001.dds
      texture_alpha_type = 2
      texture_sub_div_u = 0
      texture_sub_div_v = 0
      velocity_inheritance_factor = 1
      windfactor = 0

      force0
      {
         class = drag
         factor = 0.001000
      }

      light_color
      {
      }

      light_parameters
      {
      }

      particle_alpha
      {
         key0.time = 0.000000
         key0.value = 0.750000
         key1.time = 1.000000
         key1.value = 0.000000
         key2.time = 1.000000
         key2.value = 0.000000
         num_keys = 2
      }

      particle_color
      {
         key0.time = 0.000000
         key0.value = 1.000000,1.000000,1.000000
         num_keys = 1
      }

      particle_size
      {
         key0.time = 0.000000
         key0.value = 6.000000,6.000000,6.000000
         key1.time = 1.000000
         key1.value = 13.000000,13.000000,13.000000
         num_keys = 2
      }
   }

   system1
   {
      animation_fps = 10
      animation_frame_count = 1
      animation_start_frame = 0
      animation_start_frame_var = 0
      animation_type = loop
      class = spray
      default_direction = 0,1,0
      die_after_emission = 1
      element_type = quad
      emit_rate = 50
      emit_start = 0
      emit_stop = 20
      emitter_position = 0,-0.5,0
      isplane = 0
      launch_speed = 4
      launch_speed_var = 2
      light_direction = 0,0,0
      light_enabled = 0
      light_shadow_enabled = 0
      light_type = 0
      max_particles = 100
      name = fire
      normalmap = 
      particle_life = 1
      particle_life_var = 0.1
      particle_soft_factor = 0
      particle_spin = 0
      particle_spin_var = 0
      particle_start_angle = 0
      particle_start_angle_var = 0.5
      render_to_reflection = 0
      selfillumination = 1
      simulate_when_visible = 0
      spread1 = 0.1
      spread2 = 0.1
      texture = data\textures\particles\fire.dds
      texture_alpha_type = 3
      texture_sub_div_u = 1
      texture_sub_div_v = 1
      velocity_inheritance_factor = 1
      windfactor = 0

      light_color
      {
      }

      light_parameters
      {
      }

      particle_alpha
      {
         key0.time = 0
         key0.value = 0
         key1.time = 0.1
         key1.value = 0.25
         key2.time = 1
         key2.value = 0
         num_keys = 3
      }

      particle_color
      {
         key0.time = 0.000000
         key0.value = 1.000000,1.000000,1.000000
         num_keys = 1
      }

      particle_size
      {
         key0.time = 0.000000
         key0.value = 10.000000,10.000000,10.000000
         key1.time = 1.000000
         key1.value = 0.000000,0.000000,0.000000
         num_keys = 2
      }
   }

   system2
   {
      animation_fps = 10
      animation_frame_count = 0
      animation_start_frame = 0
      animation_start_frame_var = 0
      animation_type = loop
      class = spray
      default_direction = 0,1,0
      die_after_emission = 1
      element_type = quad
      emit_rate = 20
      emit_start = 0
      emit_stop = 20
      emitter_position = 0,-0.5,0
      isplane = 0
      launch_speed = 4
      launch_speed_var = 2
      light_direction = 0,0,0
      light_enabled = 0
      light_shadow_enabled = 0
      light_type = 0
      max_particles = 100
      name = fire2
      normalmap = 
      particle_life = 2
      particle_life_var = 0.1
      particle_soft_factor = 0
      particle_spin = 0
      particle_spin_var = 0
      particle_start_angle = 0
      particle_start_angle_var = 2
      render_to_reflection = 0
      selfillumination = 1
      simulate_when_visible = 0
      spread1 = 0.1
      spread2 = 0.1
      texture = data\textures\particles\fire.dds
      texture_alpha_type = 2
      texture_sub_div_u = 0
      texture_sub_div_v = 0
      velocity_inheritance_factor = 1
      windfactor = 0

      light_color
      {
      }

      light_parameters
      {
      }

      particle_alpha
      {
         key0.time = 0
         key0.value = 0
         key1.time = 0.1
         key1.value = 0.15
         key2.time = 1
         key2.value = 0
         num_keys = 3
      }

      particle_color
      {
         key0.time = 0.000000
         key0.value = 1.000000,1.000000,1.000000
         num_keys = 1
      }

      particle_size
      {
         key0.time = 0.000000
         key0.value = 10.000000,10.000000,10.000000
         key1.time = 1.000000
         key1.value = 0.000000,0.000000,0.000000
         num_keys = 2
      }
   }

   system3
   {
      animation_fps = 10
      animation_frame_count = 0
      animation_start_frame = 0
      animation_start_frame_var = 0
      animation_type = loop
      class = spray
      default_direction = 0,0,0
      die_after_emission = 1
      element_type = quad
      emit_rate = 100
      emit_start = 0
      emit_stop = 0.3
      emitter_position = 0,0,0
      isplane = 0
      launch_direction = default
      launch_speed = 0
      launch_speed_var = 0
      light_direction = 0,0,0
      light_enabled = 1
      light_shadow_enabled = 0
      light_type = 0
      max_particles = 1
      name = valo
      normalmap = 
      particle_life = 6
      particle_life_var = 0
      particle_soft_factor = 0
      particle_spin = -1
      particle_spin_var = 1
      particle_start_angle = 0
      particle_start_angle_var = 2
      render_to_reflection = 0
      selfillumination = 0
      simulate_when_visible = 0
      spread1 = 1.8
      spread2 = 1.8
      texture = 
      texture_alpha_type = 0
      texture_sub_div_u = 0
      texture_sub_div_v = 0
      velocity_inheritance_factor = 1
      windfactor = 0

      light_color
      {
         key0.time = 1
         key0.value = 0.8,0.5,0.3
         num_keys = 1
      }

      light_parameters
      {
         key0.time = 0
         key0.value = 40,4,0
         key1.time = 0.2
         key1.value = 25,4,0
         key2.time = 0.4
         key2.value = 40,4,0
         key3.time = 0.6
         key3.value = 30,4,0
         key4.time = 0.8
         key4.value = 25,4,0
         key5.time = 1
         key5.value = 40,4,0
         num_keys = 6
      }

      particle_alpha
      {
         key0.time = 0.000000
         key0.value = 1.000000
         num_keys = 1
      }

      particle_color
      {
         key0.time = 0.000000
         key0.value = 1.000000,1.000000,1.000000
         num_keys = 1
      }

      particle_size
      {
         key0.time = 0.000000
         key0.value = 1.000000,1.000000,1.000000
         num_keys = 1
      }
   }
}

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