params = { NAME = "FriseConfig", FriseConfig = { TAGS = {{VAL="frieze"},}, methode = 7, height = 1.2, width = 3, visualOffset = 0.89, gameMaterial = "GameMaterial/Wave_Crossable.gmt", zForced = -0.038 , collision = { CollisionFrieze = { build = TRUE, offset = 0.89, flip = TRUE, methode = 0, } }, textureConfigs = { { FriseTextureConfig = { friendly = "", material = { GFXMaterialSerializable = { shaderPath = "World/Common/MatShader/RegularBuffer/Backlighted.msh", textureSet = { GFXMaterialTexturePathSet = { __DifTexture__, __DifTexture_BACK__, normal = "", separateAlpha = "", }, }, }, }, color = "0xffffe6dc", fillingOffset = 0.0, scrollUV = vector2dNew(0, 0.0), scrollAngle = 0, } }, }, Fluid = { fluidConfig = { Amplification = 0.01, Velocity = 0.1, Viscosity = 0.25, TargetHeight = 0, TargetMaxHeight = 2, TargetMinHeight = -5, TargetAddHeight = -0.005, UnityWidth = 0.05, PolylineUnityMult = 4, EnterMult = 10, LeaveMult = 10, MaxDstInfluence = 1.0, PerpendicularBack = FALSE, PerpendicularFront = FALSE, LayerCount = 3, Layers = { { FluidFriseLayer = { color = color(255, 255, 255), threshold = 0.0, gameMaterial = "GameMaterial/Wave_Crossable.gmt", backsideGameMaterial = "GameMaterial/Wave_Crossable.gmt", } }, { FluidFriseLayer = { color = color(255, 255, 255), threshold = 0.2, gameMaterial = "GameMaterial/Bounce_Wave_Crossable.gmt", backsideGameMaterial = "GameMaterial/Wave_Crossable.gmt", hasBacksideInversion = 1, } }, { FluidFriseLayer = { color = color(255, 55, 25), threshold = 0.0, gameMaterial = "GameMaterial/Danger_Wave.gmt", backsideGameMaterial = "GameMaterial/Danger_Wave_Crossable.gmt", collisionHeight = 0.4, erosion = 1, forcedHeightWhenNotColored = 0, } }, } } }, } }