eic_fire_boarding.txt

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effect
{
   num_systems = 3

   system0
   {
      animation_fps = 12.000000
      animation_frame_count = 64
      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 = 20.000000
      emit_start = 0.000000
      emit_stop = 6.000000
      emitter_position = 0.000000,4.000000,0.000000
      launch_direction = default
      launch_speed = 10.000000
      launch_speed_var = 5.000000
      max_particles = 400
      name = savu
      normalmap = 
      num_forces = 0
      particle_angle_var = 0.000000
      particle_life = 1.000000
      particle_life_var = 1.000000
      particle_spin = -0.400000
      particle_spin_var = 0.400000
      particle_start_angle = 0.000000
      particle_start_angle_var = 2.000000
      render_to_reflection = 0
      selfillumination = 0.200000
      spread1 = 0.200000
      spread2 = 0.200000
      texture = data\textures\particles\cloud_animated.dds
      texture_alpha_type = 2
      texture_sub_div_u = 8
      texture_sub_div_v = 8
      velocity_inheritance_factor = 1.000000
      windfactor = 0.000000

      particle_alpha
      {
         key0.time = 0.000000
         key0.value = 0.000000
         key1.time = 0.400000
         key1.value = 0.800000
         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 = 0.800000,0.800000,0.800000
         key1.time = 1.000000
         key1.value = 12.000000,12.000000,12.000000
         num_keys = 2
      }
   }

   system1
   {
      animation_fps = 10.000000
      animation_frame_count = 1
      animation_start_frame = 0
      animation_start_frame_var = 0
      animation_type = life
      class = spray
      default_direction = 0.000000,1.000000,0.000000
      die_after_emission = 1
      element_type = quad
      emit_rate = 40.000000
      emit_start = 0.000000
      emit_stop = 6.000000
      emitter_position = 0.000000,1.600000,0.000000
      isplane = 0
      launch_direction = default
      launch_speed = 4.400000
      launch_speed_var = 0.400000
      max_particles = 400
      name = normiliekki
      normalmap = 
      num_forces = 1
      particle_angle_var = 0.000000
      particle_life = 0.800000
      particle_life_var = 0.800000
      particle_spin = 0.000000
      particle_spin_var = 0.000000
      particle_start_angle = 0.000000
      particle_start_angle_var = 2.000000
      render_to_reflection = 0
      selfillumination = 1.000000
      simulate_when_visible = 0
      spread1 = 0.100000
      spread2 = 0.100000
      texture = data\textures\particles\fire.dds
      texture_alpha_type = 2
      texture_sub_div_u = 1
      texture_sub_div_v = 1
      velocity_inheritance_factor = 1.000000
      windfactor = 0.000000

      force0
      {
         class = drag
         factor = 0.000000
      }

      particle_alpha
      {
         key0.time = 0.000000
         key0.value = 0.000000
         key1.time = 0.100000
         key1.value = 0.100000
         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 = 8.400000,8.400000,8.400000
         key1.time = 1.000000
         key1.value = 1.000000,1.000000,1.000000
         num_keys = 2
      }
   }

   system2
   {
      animation_fps = 10.000000
      animation_frame_count = 1
      animation_start_frame = 0
      animation_start_frame_var = 0
      animation_type = life
      class = spray
      default_direction = 0.000000,1.000000,0.000000
      die_after_emission = 1
      element_type = quad
      emit_rate = 30.000000
      emit_start = 0.000000
      emit_stop = 6.000000
      emitter_position = 0.000000,0.000000,0.000000
      launch_direction = default
      launch_speed = 8.800000
      launch_speed_var = 0.400000
      max_particles = 400
      name = kirkasliekki
      normalmap = 
      num_forces = 1
      particle_angle_var = 0.000000
      particle_life = 0.800000
      particle_life_var = 0.800000
      particle_spin = 0.000000
      particle_spin_var = 0.000000
      particle_start_angle = 0.000000
      particle_start_angle_var = 2
      render_to_reflection = 0
      selfillumination = 1.000000
      spread1 = 0.020000
      spread2 = 0.020000
      texture = data\textures\particles\fire.dds
      texture_alpha_type = 3
      texture_sub_div_u = 1
      texture_sub_div_v = 1
      velocity_inheritance_factor = 1.000000

      force0
      {
         class = drag
         factor = 0.000000
      }

      particle_alpha
      {
         key0.time = 0.000000
         key0.value = 0.000000
         key1.time = 0.100000
         key1.value = 0.500000
         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 = 6.600000,6.600000,6.600000
         key1.time = 1.000000
         key1.value = 1.000000,1.000000,1.000000
         num_keys = 2
      }
   }
}

Zgłoś jeśli naruszono regulamin