JD2022-TU1/data/World/_COMMON/Vfx/MyTemplateFx.ilu

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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<34> 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)