fx = { { FxDescriptor_Template= { ----------- Emitter name name = "templateFx", ----------- Material ( Texture et MatShader ) material = { GFXMaterialSerializable = { shaderPath = "world/_common/MatShader/addAlpha.msh", textureSet = { GFXMaterialTexturePathSet = { -- diffuse = "world/loveyoulike/vfx/textures/repere.tga", diffuse = "world/_common/vfx/textures/repere.tga", }, }, }, }, gen = { ITF_ParticleGenerator_Template = { ----------- Animated texture parameter useanim = 1, useuvrandom = 1, animstart = 0, animend = 3, animuvfreq = 1, params = { ParticleGeneratorParameters = { ----------- Parametres particules genMode = 1, -- UVmode = choose what kind of transform you want to apply to the texture -- 0 Default : pas de changement -- 1 FlipX : Flip U -- 2 FlipY : Flip V -- 3 FlipXY : Flip UV -- 4 FlipXtoDirX : Flip U si on se dirige vers -x -- 5 FlipYtoDirY : Flip V si on se dirige vers -y -- 6 FlipXYtoDirXY : 4+5 uvMode = 0, --PARGEN_GEN_POINTS = 0 --PARGEN_GEN_RECTANGLE = 1 --PARGEN_GEN_CIRCLE = 2 --PARGEN_GEN_BEZIER = 3 genGenType = 1 , -------------------------- Spline shape --------------------------------------- -- GenPosMin = 0, -- GenPosMax = 1, -- GenSize = 0.5, -------------------------- Circular shape ------------------------------------- circleradius = 0, innercircleradius = 0.5, numberSplit = 0, splitdelta = 0, -- scaleShape = vector2dNew(6.0,2.0), -- rotateShape = vector2dNew(0,1.57), -- canFlipAngleMin = 1, -- canFlipAngleMax = 1, -------------------------- Rectangle shape ------------------------------------- genBox = { AABB = { MIN = vector2dNew(-5,-5), MAX = vector2dNew(5,5), } }, ------------------------------------------------------------------------------------ -- The bounding box visibility for the particles boundingBox = { AABB = { MIN = vector2dNew(-10,-20.0), MAX = vector2dNew(10,20.0), } }, --------------------------- Emission parameter --initLifeTime = 10, maxParticles = 5 , emitParticlesCount = -1, freq = 0.1251, velNorm = 0.4, velocityVar = 0.1, velAngle = 90, randomizeDirection = 0, --genangmin = 18, --genangmax = 180, grav = vectorNew(0,0,0), acc = vectorNew(0,0,0), friction = 1, orientDir = 0, initAngle = 0, angleDelta = 360, angularSpeed = 0, angularSpeedDelta = 0, canFlipAngleOffset = 1, canFlipInitAngle = 1, canFlipAngularSpeed = 1, canFlipPivot = 0, uniformscale = 1, pivot = vector2dNew(0.5,0.5), useMatrix = 1, useActorTranslation =1, nbPhase = 3, phases = { ------------------------------------------------------------------------------------------------------------------------------ { ParPhase = { phaseTime = 0.2, -- deltaphasetime = 0.2, colorMin = "0x00ff0000", colorMax = "0x00ffffff", sizeMin = vector2dNew(0.12,0.02) , sizeMax = vector2dNew(0.13,0.03) , -- animstart = 0, -- animend = 0, blendtonextphase = 1, } }, { ParPhase = { phaseTime = 2, -- deltaphasetime = 0.2, sizeMin = vector2dNew(0.4,0.2) , sizeMax = vector2dNew(0.6,0.3) , -- animstart = 0, -- animend = 24, blendtonextphase = 1, } }, { ParPhase = { phaseTime = 0.0, blendtonextphase = 0, colorMin = "0x00ffffff", colorMax = "0x00ffffff", sizeMin = vector2dNew(1,0.2) , sizeMax = vector2dNew(1,0.3) , -- animstart = 24, -- animend = 24, blendtonextphase = 0, } }, }, renderPrio = 0, defaultColor = "0xFFBBAAFF", }, }, }, }, }, }, } appendTable(component.FxBankComponent_Template.Fx,fx)