JD2022-TU1/data/EngineData/FcgTemplates/07_Wave.fcg

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Text

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,
}
},
}
}
},
}
}