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 } } }
maciasldz