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