params = { NAME = "FriseConfig", FriseConfig = { TAGS = {{VAL="frieze"},}, methode = 4, height = 1, width = 4, visualOffset = 1.0, cornerFactor = 10.0, regionId = "swim", gameMaterial = "GameMaterial/Swiming.gmt", textureConfigs = { { FriseTextureConfig = { friendly = "remplissage", material = { GFXMaterialSerializable = { shaderPath = "World/Common/MatShader/RegularBuffer/BackLighted.msh", textureSet = { GFXMaterialTexturePathSet = { __DifTexture_FILL__, __DifTexture_BACK_FILL__, }, }, }, }, color = "0xffffffff", scrollUV = vector2dNew(0.006, 0.012), } }, { FriseTextureConfig = { friendly = "", material = { GFXMaterialSerializable = { shaderPath = "World/Common/MatShader/RegularBuffer/BackLighted.msh", textureSet = { GFXMaterialTexturePathSet = { __DifTexture__, __DifTexture_BACK__, }, }, }, }, color = "0xffffffff", alphaBorder = 0, scrollUV = vector2dNew(0.02, 0.0), } }, }, fill = { fillConfig = { tex = "remplissage", offset = 0.0, angle = 13.0, scale = vector2dNew(4.0,4.0), } }, Fluid = { fluidConfig = { Amplification = 0.01, -- propagation Elasticity = 0.98, -- propagation Velocity = 0.04, -- propagation Viscosity = 0.05, -- propagation TargetHeight = 0, -- hauteur de l'eau au repos TargetMaxHeight = 5, -- au max TargetMinHeight = -5, -- au min TargetAddHeight = -0.005, UnityWidth = 0.1, -- taille en mètre d'une subdivision visuelle PolylineUnityMult = 2, -- facteur de subdivision physique ( polyline de collision, de région ) EnterMult = 10, -- multiplicateur force in LeaveMult = 10, -- multiplicateur force out MaxDstInfluence = 0.5, -- distance d'influence du player sous l'eau ( en Y ) sur la vague PerpendicularBack = TRUE, PerpendicularBackPosZ = 0, PerpendicularBackZ = -1, PerpendicularBackScale = 2, PerpendicularBackPos = 0.92, PerpendicularFront = TRUE, PerpendicularFrontPosZ = 0, PerpendicularFrontZ = 0.3, PerpendicularFrontScale = 1, PerpendicularFrontPos = 0.92, LevelsFront = 0, LevelsBack = 0, LevelDelta = vectorNew(0.0,0.0,0.0), UVDelta = vector2dNew(0.0,0.0), WeightMultiplier = 0.03, dstInfluenceMultiplier = 1.0, AbsorptionAtEdgeStart = 0, AbsorptionAtEdgeEnd = 0, AbsorptionAtEdge_Length = 0, -- InfluenceLimit = 0.0, } }, } }