fx = { { FxDescriptor_Template= { ----------- Systeme name name = "myTemplate", ----------- Material description ( Texture et MatShader ) material = { GFXMaterialSerializable = { shaderPath = "world/_common/MatShader/addalpha.msh", textureSet = { GFXMaterialTexturePathSet = { diffuse = "world/_common/vfx/atmosphericeffect/lightsurface/overlightcircle01a.tga", }, }, }, }, ---------------- ????????????? minDelay = 0, ---------------- ????????????? maxDelay = 0.02, gen = { ITF_ParticleGenerator_Template = { ----------- Texture animated ------------------ ----------- You must use an atlas or an anim mesh vertex. -- use animated texture 0 or 1? useanim = 0, -- uv random, 0 or 1, you can use it either useAnim is off, in this case, you choose randomly betwen animstart and animend a texture index. useuvrandom = 0, -- first index of an atlas or first frame of an anm animstart = 0, -- last index of an atlas or last frame of an anm animend = 0, -- speed of the nimated texture animuvfreq = 0, -- -- DON'T KNOW -- computeAABB = 1, ----------- Use of an anim mesh vertex -- animname = "StitlFX_BrokeAnim5", -- amvPath = "world/_common/FX/Actors/Stilt/StitlFX_Broke.asc", params = { ParticleGeneratorParameters = { ----------- Particle parameter -- Becareful ! if genMode = 0, a lot of parameters are obsolete. ----------PARGEN_MODE_FOLLOW = 0 ----------PARGEN_MODE_COMPLEX = 1 genMode = 1, --PARGEN_GEN_POINTS = 0 --PARGEN_GEN_RECTANGLE = 1 --PARGEN_GEN_CIRCLE = 2 --PARGEN_GEN_SPLINE = 3 genGenType = 0, -------------- ?????????????????????????? forceEmitAtStart = 1, -- Offset for the emissions. pos = vector2dNew(0,0), -------------------------- if genGenType == 1 - Rectangle shape ------------------------------------- genBox = { AABB = { MIN = vector2dNew(-1.0,0.0), MAX = vector2dNew(1.0,1), } }, -------------------------- if genGenType == 2 - Circle shape ------------------------------------- -- circleradius = 0.002, -- innercircleradius = 0.001, -- you have to use this parameter if you want to spread your particles between genangmin and genangmax -- for ex. : spread 45° upward -- genangmin = 68, -- genangmax = 112, ------------------------------------------------------------------------------------ boundingBox = { AABB = { MIN = vector2dNew(-30,-1.0), MAX = vector2dNew(60,25.0), } }, ------------ Emission parameter -- Need the fx been played before ? -- initLifeTime = 10, ------------ ????????????? forceEmitAtStart =1, maxParticles = 100, emitParticlesCount = -1, velNorm = 0, velocityVar = 0, grav = vectorNew(0,0,0), acc = vectorNew(0,0,0), -- Grag field, vel = vel * friction, so if you want to simulate air resistance, put to something around 0.95, at each iteration the velocity is multiplied by this parameter friction = 1, freq = 0.5, initAngle = 0.0, angleDelta = 0, angularSpeed = 0, angularSpeedDelta = 0, uniformscale = 1, -- Pivot for scale and rotate of your sprite, check parameters, they behave strangely pivot = vector2dNew(0,0), -- Is your fx in the coord sys of your emitter ? useMatrix = 1, -- Important ! Use this if you want to parent your fx to your actors ( bone or group ) useActorTranslation = 1, -------------- ?????????????????????????? useActorTranslation = 1, -------------- ?????????????????????????? UVmode = 2, nbPhase = 3, phases = { ------------------------------------------------------------------------------------------------------------------------------ { ParPhase = { phaseTime = 1, deltaphasetime = 0.2, colorMin = "0x00ffffff", colorMax = "0x00ffffff", -------------- ?????????????????????????? animstretchtime = 1, sizeMin = vector2dNew(0.1,0.1), sizeMax = vector2dNew(0.1,0.1), blendtonextphase = 1, } }, { ParPhase = { phaseTime = 1, deltaphasetime = 0.2, colorMin = "0xffffffff", colorMax = "0xffffffff", sizeMin = vector2dNew(2.0,2.0), sizeMax = vector2dNew(4.0,4.0), blendtonextphase = 1, } }, { ParPhase = { phaseTime = 0.0, blendtonextphase = 0, colorMin = "0x00ffffff", colorMax = "0x00ffffff", sizeMin = vector2dNew(0.5,0.5), sizeMax = vector2dNew(1.0,1.0), blendtonextphase = 0, } }, ------------------------------------------------------------------------------------------------------------------------ }, renderPrio = 0, }, }, }, }, }, }, } appendTable(component.FxBankComponent_Template.Fx,fx)