follow_object = 0 launch_position = 0,0,0 launch_velocity = 0,0,0 effect { num_systems = 5 system0 { animation_fps = 10.000000 animation_frame_count = 0 animation_start_frame = 0 animation_start_frame_var = 0 animation_type = loop class = spray default_direction = 0.000000,0.000000,0.000000 die_after_emission = 1 element_type = quad emit_rate = 100.000000 emit_start = 0.000000 emit_stop = 0.600000 emitter_position = 0.000000,0.000000,0.000000 isplane = 0 launch_speed = 30.000000 launch_speed_var = 60.000000 max_particles = 50 name = explosion1 normalmap = num_forces = 1 particle_life = 0.750000 particle_life_var = 0.200000 particle_spin = -1.000000 particle_spin_var = 1.000000 particle_start_angle = 0.000000 particle_start_angle_var = 2.000000 render_to_reflection = 0 selfillumination = 1.000000 simulate_when_visible = 0 spread1 = 1.800000 spread2 = 1.800000 texture = data\textures\particles\fireball.dds texture_alpha_type = 3 texture_sub_div_u = 0 texture_sub_div_v = 0 velocity_inheritance_factor = 1.000000 windfactor = 0.000000 force0 { class = drag factor = 1.000000 } particle_alpha { key0.time = 0.000000 key0.value = 1.000000 key1.time = 0.500000 key1.value = 0.250000 key2.time = 1.000000 key2.value = 0.000000 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 = 4.000000,4.000000,4.000000 key1.time = 1.000000 key1.value = 8.000000,8.000000,8.000000 num_keys = 2 } } system1 { animation_fps = 10.000000 animation_frame_count = 0 animation_start_frame = 0 animation_start_frame_var = 0 animation_type = loop class = spray default_direction = 0.000000,1.000000,0.000000 die_after_emission = 1 element_type = line_from_origin emit_rate = 200.000000 emit_start = 0.000000 emit_stop = 0.300000 emitter_position = 0.000000,0.000000,0.000000 isplane = 0 launch_speed = 60.000000 launch_speed_var = 10.000000 max_particles = 100 name = explosion2 normalmap = particle_life = 0.100000 particle_life_var = 0.080000 particle_spin = -1.000000 particle_spin_var = 1.000000 particle_start_angle = 0.000000 particle_start_angle_var = 2.000000 render_to_reflection = 0 selfillumination = 1.000000 simulate_when_visible = 0 spread1 = 2.000000 spread2 = 2.000000 texture = data\textures\particles\fireball.dds texture_alpha_type = 3 texture_sub_div_u = 0 texture_sub_div_v = 0 velocity_inheritance_factor = 0.000000 windfactor = 0.000000 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 = 0.100000,1.000000,1.000000 num_keys = 1 } } system2 { animation_fps = 10.000000 animation_frame_count = 0 animation_start_frame = 0 animation_start_frame_var = 0 animation_type = loop class = spray default_direction = 0.000000,0.000000,0.000000 die_after_emission = 1 element_type = quad emit_rate = 200.000000 emit_start = 0.000000 emit_stop = 0.300000 emitter_position = 0.000000,0.000000,0.000000 isplane = 0 launch_speed = 40.000000 launch_speed_var = 70.000000 max_particles = 200 name = smoke1 normalmap = num_forces = 1 particle_life = 5.000000 particle_life_var = 2.000000 particle_spin = -1.000000 particle_spin_var = 1.000000 particle_start_angle = 0.000000 particle_start_angle_var = 2.000000 render_to_reflection = 0 selfillumination = 0.000000 simulate_when_visible = 0 spread1 = 1.800000 spread2 = 1.800000 texture = data\textures\particles\blacksmoke_001.dds texture_alpha_type = 2 texture_sub_div_u = 0 texture_sub_div_v = 0 velocity_inheritance_factor = 1.000000 windfactor = 0.000000 force0 { class = drag factor = 0.4 } particle_alpha { key0.time = 0.000000 key0.value = 0.400000 key1.time = 0.100000 key1.value = 0.600000 key2.time = 1.000000 key2.value = 0.000000 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 = 5.000000,5.000000,5.000000 key1.time = 1.000000 key1.value = 9.000000,9.000000,9.000000 num_keys = 2 } } system3 { animation_fps = 10.000000 animation_frame_count = 0 animation_start_frame = 0 animation_start_frame_var = 0 animation_type = loop class = spray default_direction = 0.000000,1.000000,0.000000 die_after_emission = 1 element_type = quad emit_rate = 100.000000 emit_start = 0.000000 emit_stop = 0.150000 emitter_position = 0.000000,0.000000,0.000000 isplane = 0 launch_speed = 4.000000 launch_speed_var = 20.000000 max_particles = 200 name = bricks normalmap = num_forces = 1 particle_life = 2.000000 particle_life_var = 0.500000 particle_spin = -10.000000 particle_spin_var = 10.000000 particle_start_angle = 0.000000 particle_start_angle_var = 360.000000 render_to_reflection = 0 selfillumination = 0.000000 simulate_when_visible = 0 spread1 = 1.000000 spread2 = 1.000000 texture = data\textures\particles\brick_001.dds texture_alpha_type = 2 texture_sub_div_u = 0 texture_sub_div_v = 0 velocity_inheritance_factor = 1.000000 windfactor = 0.000000 force0 { class = gravity gravity = 2.000000 } particle_alpha { key0.time = 0.000000 key0.value = 1.000000 key1.time = 0.800000 key1.value = 1.000000 key2.time = 1.000000 key2.value = 0.000000 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 = 0.700000,0.700000,0.700000 num_keys = 1 } } system4 { animation_fps = 10.000000 animation_frame_count = 0 animation_start_frame = 0 animation_start_frame_var = 0 animation_type = loop class = spray default_direction = 0.000000,1.000000,0.000000 die_after_emission = 1 element_type = quad emit_rate = 200.000000 emit_start = 0.000000 emit_stop = 0.200000 emitter_position = 0.000000,0.000000,0.000000 isplane = 0 launch_speed = 4.000000 launch_speed_var = 20.000000 max_particles = 50 name = debris1 normalmap = num_forces = 1 particle_life = 1.000000 particle_life_var = 0.100000 particle_spin = -1.000000 particle_spin_var = 1.000000 particle_start_angle = 0.000000 particle_start_angle_var = 2.000000 render_to_reflection = 0 selfillumination = 0.000000 simulate_when_visible = 0 spread1 = 1.000000 spread2 = 1.000000 texture = data\textures\particles\rock.dds texture_alpha_type = 2 texture_sub_div_u = 0 texture_sub_div_v = 0 velocity_inheritance_factor = 1.000000 windfactor = 0.000000 force0 { class = gravity gravity = 2.000000 } 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 = 0.300000,0.300000,0.300000 num_keys = 1 } } }
maciasldz