Particle Help

woot its about time particle edit section

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Particle Help

Postby ShadowZ » 05-06-2009 02:08 AM

This is all I found out so far for the Particles:

(Found from BHD, JO/DFx and later have extra stuff)
Code: Select all
//All lines must end with a ; (semicolon) or else the game's precompiler will error
//Exception to this rule is when defining a effectdef or particle def (see below)
//Text Version 1.0

[effectdef]                                        //Header for an effect definition
{
     id = Effect_M4BCasingFP;                      //Name of the effect for use in the .def files
     pdefs = M4_BCasing, M4_BCasingSmoke;          //Names of the particles used
for this particular effect

}


[particledef]                                      //Header for a particle definition
{
id   = M4_BCasing;                                 //Name of the particle
child_id  = Smokey;                             //id of the particle that will be used simultaneously or after this particle expires
flags     =  COLLIDEBOUNCE EMITVECTOR GFXFLIPRAND ;     //Special effects flags for this particle, List of flags at bottom of Help file
move =  NORMAL ;                                   //Move flags for this particle, List of flags at bottom of Help file
lod  = 0.000;                                 //Level of Detail value for this
particular particle

     emit_dur  = 1.000;                       //Used for smoke particles, duration the particle is emitted
     emit_dur_adj   = 0.000;                       //Duration modifier, typically zero
     emit_rate = 1.000;                       //Used for smoke particles, rate at which the smoke is emitted (nonnegative)
     emit_rate_adj  = 0.000;                       //Rate modifier, typically 0, adds this value to initial rate per second
     emit_delay     = 0.000;                       //Delay, in seconds, before the particle is rendered
     emit_burst     = 1;
     emit_maxoverride    = 0;            //Maximum number of frames that can be rendered during its duration (for each particular emitter!) (nonnegative integers)
     emit_dur  = 1.000;
     y_offset  = 0.000;                       //Offset from the emitting point on the y-axis
     z_offset  = 0.000;                       //Offset from the emitting point on the z-axis
     emit_shape     = 0;            //Shape of the Area around the emitting point. Particle will emit anywhere in this area. 0 is a Box, 1 is a Ball(or vice versa)
     emit_shape_size     = 0.000, 0.000, 0.000;      //Distance in X, Y, Z from the emitting point that defines the skew and size of the area's shape
     emit_shape_size_skip     = 0.000, 0.000, 0.000;   //Distance in X, Y, Z from the emitting point that defines the area where the majority of the particles are rendered from.

     age  = 1.000;                            //Age in seconds, this particle, is
emitted
     age_adj   = 0.000;
     alpha     = 1.000;                            //Transparency value
     color1    = 255, 255, 255;                      //Texture tinter of the particle Targa
     color2    = 255, 255, 255;
     color3    = 255, 255, 255;
     color4    = 255, 255, 255;
     bump_scale     = 0.000;
     scale     = 0.032;
     scale_adj = 0.000;
     alpha_func     = BCasing_Fade01;                //Effect used at end of the particle's
life

     orientation    = 0.000, 0.000, 0.000;              //Orientation, X, Y, Z
     orientationadj = 0.000, 0.000, 0.000;
     yaw_rot   = 0.000;                           //Rate this particle is rotated
about the Y axis
     yaw_rot_adj    = 0.000;
     pitch_rot = 0.000;                       //Rate this particle is rotated about
the Z axis
     pitch_rot_adj  = 0.000;
     roll_rot  = 120.000;                          //Rate this particle is rotated about
the X axis
     roll_rot_adj   = 60.000;
     speed     = 2.000;                            //Initial speed of the particle
     speed_adj = 0.500;                       //speed added to the initial, per
second
     elastic   = 65.000;
     gravity   = 50.000;
     gravity_mask   = 1.000, 1.000, 1.000;
     drag = 0.000;
     spread    = 10.000;
     spread_skip    = 0.000;
     orbitalspeed   = 0.000;
     orbitalspeed_adj    = 0.000;
     orbital_axis   = 0.000, 0.000, 0.000;
     graphic1 =     M4Cas.tga, blend;                //Texture used for the particle graphic (w/o _# suffix, see below), blending mode (BLEND ADD ADDAT MULTIPLY MULTIPLYAT)
     g1_flip_frames = 5;                           //Number of "frames" per age of the particle, each frame is a separate Targa (ex: M4cas_1 M4cas_2, etc.), If there are more frames defined here than there are targas provided, then there will be a white box in place of the missing targas.
     g1_flip_rate   = 2;                           //Rate at which the particle flips
through the targas.
     g1_color1 = 255, 255, 255;
     g1_color2 = 255, 255, 255;
     g1_color3 = 255, 255, 255;
     g1_color4 = 255, 255, 255;
     g1_scale  = 0.032;
     g1_scale_adj   = 0.000;
     g1_alpha_func  = BCasing_Fade01;

}


FLAGS:
BURSTDISTRIBUTE
COLLIDEBOUNCE                                      //This particle will bounce off when it hits some objects
COLLIDEKILL                                        //This particle will "die" when it hits another object or ground
CONTROLEDALLIGNMENT
EMITVECTOR                                         //This particle is emitted on a particular vector
FOREVEREMIT                                        //This particle will not "die"
GFXFLIPRAND                                        //This particle Randomly flips through the graphic targas
GLOBALWIND
HAZE
INITIALYCLIP
NOVISNOUPDATE
ONMYDEATH                                     //Typically used when assigned a child particle, the child will emit when this particle "dies"
POSITIONRELATIVE
POSITIONINTERPOLATE                                //Normally seen on ammo types (like the AT4 and RPG), trails the round. Interestingly, there is a particle definition for a flamethrower, which implies that a stream of fire or water may be created from an "automatic" weapon
SIGNEDROTATIONS                                      //This particle can rotate in any direction
TOPALIGN
USEPARENTALPHA                                     //uses the Alpha of its parent particle
USEPARENTCOLOR                                     //Uses the color of its parent particle
USEPARENTROTATIONS                                 //Rotates the same way as its parent particle
USEPARENTSCALE
YAWANDPITCH

MOVE FLAGS
NORMAL                                             //This particle has no special movement
GRAVITATE                                     //This particle will stick towards the ground
ORBIT                                              //This particle will try to circle around its emitting userpoint
ShadowZ
Member
 
Posts: 63
Joined: 05-05-2009 08:26 PM
Location: Texas, USA

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