222 lines
5.7 KiB
Text
222 lines
5.7 KiB
Text
fx =
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{
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{
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FxDescriptor_Template=
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{
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----------- Systeme name
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name = "myTemplate",
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----------- Material description ( Texture et MatShader )
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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/addalpha.msh",
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textureSet =
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{
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GFXMaterialTexturePathSet =
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{
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diffuse = "world/_common/vfx/atmosphericeffect/lightsurface/overlightcircle01a.tga",
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},
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},
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},
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},
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---------------- ????????????? minDelay = 0,
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---------------- ????????????? maxDelay = 0.02,
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gen =
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{
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ITF_ParticleGenerator_Template =
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{
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----------- Texture animated ------------------
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----------- You must use an atlas or an anim mesh vertex.
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-- use animated texture 0 or 1?
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useanim = 0,
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-- 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.
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useuvrandom = 0,
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-- first index of an atlas or first frame of an anm
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animstart = 0,
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-- last index of an atlas or last frame of an anm
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animend = 0,
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-- speed of the nimated texture
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animuvfreq = 0,
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--
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-- DON'T KNOW
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-- computeAABB = 1,
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----------- Use of an anim mesh vertex
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-- animname = "StitlFX_BrokeAnim5",
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-- amvPath = "world/_common/FX/Actors/Stilt/StitlFX_Broke.asc",
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params =
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{
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ParticleGeneratorParameters =
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{
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----------- Particle parameter
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-- Becareful ! if genMode = 0, a lot of parameters are obsolete.
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----------PARGEN_MODE_FOLLOW = 0
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----------PARGEN_MODE_COMPLEX = 1
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genMode = 1,
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--PARGEN_GEN_POINTS = 0
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--PARGEN_GEN_RECTANGLE = 1
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--PARGEN_GEN_CIRCLE = 2
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--PARGEN_GEN_SPLINE = 3
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genGenType = 0,
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-------------- ?????????????????????????? forceEmitAtStart = 1,
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-- Offset for the emissions.
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pos = vector2dNew(0,0),
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-------------------------- if genGenType == 1 - Rectangle shape -------------------------------------
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genBox =
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{
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AABB =
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{
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MIN = vector2dNew(-1.0,0.0),
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MAX = vector2dNew(1.0,1),
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}
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},
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-------------------------- if genGenType == 2 - Circle shape -------------------------------------
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-- circleradius = 0.002,
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-- innercircleradius = 0.001,
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-- you have to use this parameter if you want to spread your particles between genangmin and genangmax
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-- for ex. : spread 45<34> upward
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-- genangmin = 68,
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-- genangmax = 112,
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------------------------------------------------------------------------------------
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boundingBox =
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{
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AABB =
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{
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MIN = vector2dNew(-30,-1.0),
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MAX = vector2dNew(60,25.0),
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}
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},
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------------ Emission parameter
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-- Need the fx been played before ?
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-- initLifeTime = 10,
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------------ ????????????? forceEmitAtStart =1,
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maxParticles = 100,
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emitParticlesCount = -1,
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velNorm = 0,
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velocityVar = 0,
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grav = vectorNew(0,0,0),
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acc = vectorNew(0,0,0),
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-- 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
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friction = 1,
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freq = 0.5,
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initAngle = 0.0,
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angleDelta = 0,
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angularSpeed = 0,
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angularSpeedDelta = 0,
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uniformscale = 1,
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-- Pivot for scale and rotate of your sprite, check parameters, they behave strangely
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pivot = vector2dNew(0,0),
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-- Is your fx in the coord sys of your emitter ?
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useMatrix = 1,
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-- Important ! Use this if you want to parent your fx to your actors ( bone or group )
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useActorTranslation = 1,
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-------------- ?????????????????????????? useActorTranslation = 1,
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-------------- ?????????????????????????? UVmode = 2,
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nbPhase = 3,
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phases =
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{
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------------------------------------------------------------------------------------------------------------------------------
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{
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ParPhase =
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{
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phaseTime = 1,
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deltaphasetime = 0.2,
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colorMin = "0x00ffffff",
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colorMax = "0x00ffffff",
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-------------- ?????????????????????????? animstretchtime = 1,
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sizeMin = vector2dNew(0.1,0.1),
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sizeMax = vector2dNew(0.1,0.1),
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blendtonextphase = 1,
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}
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},
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{
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ParPhase =
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{
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phaseTime = 1,
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deltaphasetime = 0.2,
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colorMin = "0xffffffff",
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colorMax = "0xffffffff",
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sizeMin = vector2dNew(2.0,2.0),
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sizeMax = vector2dNew(4.0,4.0),
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blendtonextphase = 1,
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}
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},
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{
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ParPhase =
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{
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phaseTime = 0.0,
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blendtonextphase = 0,
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colorMin = "0x00ffffff",
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colorMax = "0x00ffffff",
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sizeMin = vector2dNew(0.5,0.5),
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sizeMax = vector2dNew(1.0,1.0),
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blendtonextphase = 0,
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}
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},
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------------------------------------------------------------------------------------------------------------------------
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},
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renderPrio = 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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appendTable(component.FxBankComponent_Template.Fx,fx)
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