collision_ship(1).txt

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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
      }
   }
}

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