effect { num_systems = 3 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 = 0.000000,1.000000,0.000000 die_after_emission = 1 element_type = quad emit_rate = 20.000000 emit_start = 0.000000 emit_stop = 0.600000 emitter_position = 0.000000,0.000000,0.000000 launch_direction = default launch_speed = 35.000000 launch_speed_var = 5.000000 max_particles = 25 name = lankut normalmap = num_forces = 2 particle_angle_var = 0.000000 particle_life = 1.200000 particle_life_var = 0.000000 particle_spin = 0.000000 particle_spin_var = 10.000000 particle_start_angle = 0.000000 particle_start_angle_var = 2.000000 render_to_reflection = 0 selfillumination = 0.000000 spread1 = 0.600000 spread2 = 0.600000 texture = data\textures\particles\woodplank.dds texture_alpha_type = 2 texture_sub_div_u = 0 texture_sub_div_v = 0 velocity_inheritance_factor = 1.000000 windfactor = 0.900000 force0 { class = gravity gravity = 5.000000 } force1 { class = wind spiral_amount = 0.000000 spiral_speed = 0.000000 wind_effect_factor = 1.000000 } particle_alpha { key0.time = 0.800000 key0.value = 1.000000 key1.time = 1.000000 key1.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 = 1.000000,1.000000,1.000000 num_keys = 1 } } system1 { animation_fps = 10.000000 animation_frame_count = 64 animation_start_frame = 0 animation_start_frame_var = 64 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 = 1.000000 emitter_position = 0.000000,0.000000,0.000000 launch_direction = default launch_speed = 8.000000 launch_speed_var = 2.000000 max_particles = 35 name = ruskeapoly normalmap = num_forces = 1 particle_angle_var = 0.000000 particle_life = 1.000000 particle_life_var = 0.000000 particle_spin = 0.000000 particle_spin_var = 2.000000 particle_start_angle = 0.000000 particle_start_angle_var = 2.000000 render_to_reflection = 0 selfillumination = 0.500000 spread1 = 1.800000 spread2 = 1.800000 texture = data\textures\particles\cloud_animated2.dds texture_alpha_type = 2 texture_sub_div_u = 8 texture_sub_div_v = 8 velocity_inheritance_factor = 1.000000 windfactor = 0.900000 force0 { class = wind spiral_amount = 0.000000 spiral_speed = 0.000000 wind_effect_factor = 1.000000 } particle_alpha { key0.time = 0.000000 key0.value = 0.000000 key1.time = 0.200000 key1.value = 1.000000 key2.time = 1.000000 key2.value = 0.000000 num_keys = 2 } particle_color { key0.time = 0.000000 key0.value = 0.500000,0.500000,0.500000 num_keys = 1 } particle_size { key0.time = 0.000000 key0.value = 5.000000,5.000000,5.000000 key1.time = 1.000000 key1.value = 18.000000,18.000000,18.000000 num_keys = 2 } } 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 = 0.000000,1.000000,0.000000 die_after_emission = 1 element_type = quad emit_rate = 20.000000 emit_start = 0.000000 emit_stop = 0.700000 emitter_position = 0.000000,0.000000,0.000000 launch_direction = default launch_speed = 45.000000 launch_speed_var = 5.000000 max_particles = 25 name = snadiroska normalmap = num_forces = 2 particle_angle_var = 0.000000 particle_life = 1.200000 particle_life_var = 0.000000 particle_spin = 0.000000 particle_spin_var = 10.000000 particle_start_angle = 0.000000 particle_start_angle_var = 2.000000 render_to_reflection = 0 selfillumination = 0.000000 spread1 = 0.600000 spread2 = 0.600000 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 = 0.900000 force0 { class = gravity gravity = 5.000000 } force1 { class = wind spiral_amount = 0.000000 spiral_speed = 0.000000 wind_effect_factor = 1.000000 } particle_alpha { key0.time = 0.800000 key0.value = 1.000000 key1.time = 1.000000 key1.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 = 0.400000,0.400000,0.400000 num_keys = 1 } } }
maciasldz