312 lines
8.5 KiB
Text
312 lines
8.5 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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----------- Emitter name
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name = "TotoSmoke",
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----------- Material ( 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/default.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/textures/x_blacksmoke_animloop.png",
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},
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},
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},
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},
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gen =
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{
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ITF_ParticleGenerator_Template =
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{
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----------- Animated texture parameter
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-- Is the texture animated ? 0 false, 1 true
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-- Becareful ! It seems it doesn't work !
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-- If you don't want a texture animation, set animUvFreq to 0 .
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useanim = 1,
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-- Is the texture Randomized ? 0 no, 1 yes
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useuvrandom = 0,
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-- The index for the first index, start at 0
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animstart = 0,
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-- The index for the last index you want
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animend = 15,
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-- The speed of the uvs
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animuvfreq = 12,
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-- warning ! If you want a proper animated texture which is been played one time along life, you have to use these parameters inside each phase :
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-- animstart and animend
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-- ????
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-- computeAABB = 1,
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----------- Parametres dans le cas d'une 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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----------- Parametres particules
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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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-- UVmode = choose what kind of transform you want to apply to the texture
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-- 0 Default : pas de changement
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-- 1 FlipX : Flip U
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-- 2 FlipY : Flip V
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-- 3 FlipXY : Flip UV
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-- 4 FlipXtoDirX : Flip U si on se dirige vers -x
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-- 5 FlipYtoDirY : Flip V si on se dirige vers -y
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-- 6 FlipXYtoDirXY : 4+5
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uvMode = 0,
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-- Shape type emission. Becareful ! a lot of parameters depend of the type of this parameters !
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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_BEZIER = 3
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genGenType = 2 ,
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-------------------------- Spline shape ---------------------------------------
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-- Where the emission start along the spline ?
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-- GenPosMin = 0,
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-- Where the emission end along the spline ?
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-- GenPosMax = 1,
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-- The value of offset along the spline, if negative value, particules goes in perpendicular way, if positive, along spline.
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-- GenSize = 0.5,
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-------------------------- Circular shape -------------------------------------
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circleradius = 0.5,
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innercircleradius = 0.5,
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-- Split the circular into numberSplit division. for example if numberSplit = 10, there's a spawn each 360/10 degrees
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numberSplit = -1,
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-- SplitDelta, random range for the numberSplit
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splitdelta = 0,
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-- Scale the circular shape
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-- scaleShape = vector2dNew(6.0,2.0),
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-- Rotate the circular shape, becarefull ! Everything are evaluated into radians !
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-- rotateShape = vector2dNew(0,1.57),
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-- If the Actor is flipped, what happened for the angleMin,is it mirrored ?
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-- canFlipAngleMin = 1,
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-- If the Actor is flipped, what happened for the angleMax,is it mirrored ?
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-- canFlipAngleMax = 1,
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-------------------------- 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(-5,-5),
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MAX = vector2dNew(5,5),
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}
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},
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------------------------------------------------------------------------------------
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-- The bounding box visibility for the particles
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boundingBox =
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{
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AABB =
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{
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MIN = vector2dNew(-10,-20.0),
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MAX = vector2dNew(10,20.0),
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}
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},
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--------------------------- Emission parameter
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-- enable an offset timing for spawning particles in seconds
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--initLifeTime = 10,
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-- maxParticles spawned
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maxParticles = 2 ,
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-- -1 : infinite
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-- 100 : 100 particles spawned for all the emission
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emitParticlesCount = -1,
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-- How many seconds betwenn each spawn
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freq = 0.01,
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-- The magnitude of the velocity
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velNorm = 0,
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-- if velocityVar is 5 and velNorm is 1 , the magnitude of the velocity will be a random between 1 and 5
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velocityVar = 0,
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-- VelAngle is the direction of the velocity, if 0, the direction is +x
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-- if 90, the direction is +y
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velAngle = 90,
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-- Is the velocityDirection randomized ? 0 no, 1 yes
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-- If you want to control the spread (the coneAngle around the direction), use genType circular (2), genangmin and genangmax
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randomizeDirection = 1,
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-- Minimum and maximum angle for the velocity direction using circular shape emission
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genangmin = 60,
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genangmax = 120,
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-- Gravity direction
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grav = vectorNew(0,0,0),
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-- Acceleration direction
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acc = vectorNew(0,0,0),
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-- If the Actor is flipped, what happend for the acceleration ?
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-- canFlipAccel = 0
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-- Friction, simulating air resistance : At each evaluation, velocity = velocity * friction,
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-- so if you want to slow down a velocity, friction must be set to something down 1 (put not to strong range), to speed up
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friction = 0.981,
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-- The orientation of the sprite folow the direction.
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orientDir = 1,
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-- If the Actor is flipped, what happend for the orientDir ?
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--canFlipOrientDir = 1,
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-- TwistInit
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initAngle = 90,
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-- TwistDelta
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angleDelta = 0,
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-- SpeedTwist
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angularSpeed = 0,
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-- SpeedTwist delta
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angularSpeedDelta = 0,
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-- If the Actor is flipped, do the angleOffset been offseted ?
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canFlipAngleOffset = 1,
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-- If the Actor is flipped, do the initAngle been offseted ?
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canFlipInitAngle = 1,
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-- If the Actor is flipped, do the AngularSpeed been offseted ?
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canFlipAngularSpeed = 1,
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-- If the Actor is flipped, do the Pivot been offseted ?
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canFlipPivot = 0,
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-- Stretch sprites :
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-- no uniformScale, size depend of the phases
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-- If uniformscale, this parameters describes the features :
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-- 1 no strectch, sizeY = sizeX
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-- 0.5 sizeY = 0.5 * sizeX
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-- 2 sizeY = 2 * sizeX
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uniformscale = 1,
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-- warning if you want to change the pivot, your sprite will be inverted ! And I don't understand how it works....
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pivot = vector2dNew(0,0),
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-- Do the world transformations been applied onto the actual system ?
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-- For ex. if the father is scaled, the fxs will be aswell.
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useMatrix = 1,
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-- Is the systeme inherit of the mouvement of the father ?
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useActorTranslation =1,
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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 = 0.2,
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-- deltaphasetime = 0.2,
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colorMin = "0x00E50D0D",
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colorMax = "0x00ff0000",
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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 = 5,
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-- deltaphasetime = 0.2,
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colorMin = "0xff00ff0D",
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colorMax = "0xff00ff00",
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sizeMin = vector2dNew(0.1,10.1) ,
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sizeMax = vector2dNew(0.1,10.1) ,
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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 = 0,
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blendtonextphase = 0,
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colorMin = "0x000000ff",
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colorMax = "0x000000ff",
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sizeMin = vector2dNew(1.1,10.1) ,
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sizeMax = vector2dNew(1.1,10.1) ,
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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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defaultColor = "0xFFBBAAFF",
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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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