fort_explosion(1).txt

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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
      }
   }
}

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