JD2022-TU1/data/World/jd5/_COMMON/Vfx/mysmoke/mySmoke.ilu

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fx =
{
{
FxDescriptor_Template=
{
----------- Emitter name
name = "TotoSmoke",
----------- Material ( Texture et MatShader )
material =
{
GFXMaterialSerializable =
{
shaderPath = "world/_common/MatShader/default.msh",
textureSet =
{
GFXMaterialTexturePathSet =
{
diffuse = "world/_common/vfx/textures/x_blacksmoke_animloop.png",
},
},
},
},
gen =
{
ITF_ParticleGenerator_Template =
{
----------- Animated texture parameter
-- Is the texture animated ? 0 false, 1 true
-- Becareful ! It seems it doesn't work !
-- If you don't want a texture animation, set animUvFreq to 0 .
useanim = 1,
-- Is the texture Randomized ? 0 no, 1 yes
useuvrandom = 0,
-- The index for the first index, start at 0
animstart = 0,
-- The index for the last index you want
animend = 15,
-- The speed of the uvs
animuvfreq = 12,
-- 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 :
-- animstart and animend
-- ????
-- computeAABB = 1,
----------- Parametres dans le cas d'une anim mesh vertex
-- animname = "StitlFX_BrokeAnim5",
-- amvPath = "world/_common/FX/Actors/Stilt/StitlFX_Broke.asc",
params =
{
ParticleGeneratorParameters =
{
----------- Parametres particules
----------PARGEN_MODE_FOLLOW = 0
----------PARGEN_MODE_COMPLEX = 1
genMode = 1,
-- UVmode = choose what kind of transform you want to apply to the texture
-- 0 Default : pas de changement
-- 1 FlipX : Flip U
-- 2 FlipY : Flip V
-- 3 FlipXY : Flip UV
-- 4 FlipXtoDirX : Flip U si on se dirige vers -x
-- 5 FlipYtoDirY : Flip V si on se dirige vers -y
-- 6 FlipXYtoDirXY : 4+5
uvMode = 0,
-- Shape type emission. Becareful ! a lot of parameters depend of the type of this parameters !
--PARGEN_GEN_POINTS = 0
--PARGEN_GEN_RECTANGLE = 1
--PARGEN_GEN_CIRCLE = 2
--PARGEN_GEN_BEZIER = 3
genGenType = 2 ,
-------------------------- Spline shape ---------------------------------------
-- Where the emission start along the spline ?
-- GenPosMin = 0,
-- Where the emission end along the spline ?
-- GenPosMax = 1,
-- The value of offset along the spline, if negative value, particules goes in perpendicular way, if positive, along spline.
-- GenSize = 0.5,
-------------------------- Circular shape -------------------------------------
circleradius = 0.5,
innercircleradius = 0.5,
-- Split the circular into numberSplit division. for example if numberSplit = 10, there's a spawn each 360/10 degrees
numberSplit = -1,
-- SplitDelta, random range for the numberSplit
splitdelta = 0,
-- Scale the circular shape
-- scaleShape = vector2dNew(6.0,2.0),
-- Rotate the circular shape, becarefull ! Everything are evaluated into radians !
-- rotateShape = vector2dNew(0,1.57),
-- If the Actor is flipped, what happened for the angleMin,is it mirrored ?
-- canFlipAngleMin = 1,
-- If the Actor is flipped, what happened for the angleMax,is it mirrored ?
-- canFlipAngleMax = 1,
-------------------------- Rectangle shape -------------------------------------
genBox =
{
AABB =
{
MIN = vector2dNew(-5,-5),
MAX = vector2dNew(5,5),
}
},
------------------------------------------------------------------------------------
-- The bounding box visibility for the particles
boundingBox =
{
AABB =
{
MIN = vector2dNew(-10,-20.0),
MAX = vector2dNew(10,20.0),
}
},
--------------------------- Emission parameter
-- enable an offset timing for spawning particles in seconds
--initLifeTime = 10,
-- maxParticles spawned
maxParticles = 2 ,
-- -1 : infinite
-- 100 : 100 particles spawned for all the emission
emitParticlesCount = -1,
-- How many seconds betwenn each spawn
freq = 0.01,
-- The magnitude of the velocity
velNorm = 0,
-- if velocityVar is 5 and velNorm is 1 , the magnitude of the velocity will be a random between 1 and 5
velocityVar = 0,
-- VelAngle is the direction of the velocity, if 0, the direction is +x
-- if 90, the direction is +y
velAngle = 90,
-- Is the velocityDirection randomized ? 0 no, 1 yes
-- If you want to control the spread (the coneAngle around the direction), use genType circular (2), genangmin and genangmax
randomizeDirection = 1,
-- Minimum and maximum angle for the velocity direction using circular shape emission
genangmin = 60,
genangmax = 120,
-- Gravity direction
grav = vectorNew(0,0,0),
-- Acceleration direction
acc = vectorNew(0,0,0),
-- If the Actor is flipped, what happend for the acceleration ?
-- canFlipAccel = 0
-- Friction, simulating air resistance : At each evaluation, velocity = velocity * friction,
-- 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
friction = 0.981,
-- The orientation of the sprite folow the direction.
orientDir = 1,
-- If the Actor is flipped, what happend for the orientDir ?
--canFlipOrientDir = 1,
-- TwistInit
initAngle = 90,
-- TwistDelta
angleDelta = 0,
-- SpeedTwist
angularSpeed = 0,
-- SpeedTwist delta
angularSpeedDelta = 0,
-- If the Actor is flipped, do the angleOffset been offseted ?
canFlipAngleOffset = 1,
-- If the Actor is flipped, do the initAngle been offseted ?
canFlipInitAngle = 1,
-- If the Actor is flipped, do the AngularSpeed been offseted ?
canFlipAngularSpeed = 1,
-- If the Actor is flipped, do the Pivot been offseted ?
canFlipPivot = 0,
-- Stretch sprites :
-- no uniformScale, size depend of the phases
-- If uniformscale, this parameters describes the features :
-- 1 no strectch, sizeY = sizeX
-- 0.5 sizeY = 0.5 * sizeX
-- 2 sizeY = 2 * sizeX
uniformscale = 1,
-- warning if you want to change the pivot, your sprite will be inverted ! And I don't understand how it works....
pivot = vector2dNew(0,0),
-- Do the world transformations been applied onto the actual system ?
-- For ex. if the father is scaled, the fxs will be aswell.
useMatrix = 1,
-- Is the systeme inherit of the mouvement of the father ?
useActorTranslation =1,
nbPhase = 3,
phases =
{
------------------------------------------------------------------------------------------------------------------------------
{
ParPhase =
{
phaseTime = 0.2,
-- deltaphasetime = 0.2,
colorMin = "0x00E50D0D",
colorMax = "0x00ff0000",
sizeMin = vector2dNew(0.1,0.1) ,
sizeMax = vector2dNew(0.1,0.1) ,
blendtonextphase = 1,
}
},
{
ParPhase =
{
phaseTime = 5,
-- deltaphasetime = 0.2,
colorMin = "0xff00ff0D",
colorMax = "0xff00ff00",
sizeMin = vector2dNew(0.1,10.1) ,
sizeMax = vector2dNew(0.1,10.1) ,
blendtonextphase = 1,
}
},
{
ParPhase =
{
phaseTime = 0,
blendtonextphase = 0,
colorMin = "0x000000ff",
colorMax = "0x000000ff",
sizeMin = vector2dNew(1.1,10.1) ,
sizeMax = vector2dNew(1.1,10.1) ,
blendtonextphase = 0,
}
},
------------------------------------------------------------------------------------------------------------------------
},
renderPrio = 0,
defaultColor = "0xFFBBAAFF",
},
},
},
},
},
},
}
appendTable(component.FxBankComponent_Template.Fx,fx)