best existing effect to start from for a waterfall is burning oil
look in descr_burning_oil_efffect.txt
there's two bits to an effect, the effect and the effect set
the existing ones are
Code:
effect burning_oil
{
type particle
{
texture battlefield/fire/Oil_1.tga
sprite_origin 0.15, 0.15
sprite_size 0.7, 0.7
size_range 2, 2.5
age_range 1.0, 1.5
grow_range 1, 2
vel_range 1,1
fade_time 1
die_size 4, 12
colour 255, 238, 238
alpha_max 150 ; maximum alpha value
spin_rate 0, 0
acceleration 0,-6.0,0
emitter cone
{
density 50 ; how many particles per second
emitter_falloff_dist 400 ; distance in meters to reduce emission over
emitter_falloff_bias .8 ;
angle 15 ; angle of cone in degrees
}
}
}
and
Code:
effect_set burning_oil_set
{
lod 1000
{
burning_oil
burning_oil_steam_1
burning_oil_steam_4
burning_oil_light
}
}
copy and paste them and give them new names like
Code:
effect MY_NEW_WATERFALL
{
type particle
{
texture battlefield/MY_NEW_TEXTURE.tga
sprite_origin 0.15, 0.15
sprite_size 0.7, 0.7
size_range 2, 2.5
age_range 1.0, 1.5
grow_range 1, 2
vel_range 1,1
fade_time 1
die_size 4, 12
colour 255, 238, 238
alpha_max 150 ; maximum alpha value
spin_rate 0, 0
acceleration 0,-6.0,0
emitter cone
{
density 50 ; how many particles per second
emitter_falloff_dist 400 ; distance in meters to reduce emission over
emitter_falloff_bias .8 ;
angle 15 ; angle of cone in degrees
}
}
}
Code:
effect_set MY_NEW_SET
{
lod 1000
{
MY_NEW_WATERFALL
}
}
they can be pasted into any of the effects.txt files but descr_water_effects.txt would be logical... play around with the texture and settings till you get a result you like - the most useful bit to know is
Code:
acceleration 0,-6.0,0
is how the effect appears to move in x,y,z directions the middle number is the height - so that one is falling quite fast
to use the effect in game add "MY_NEW_SET" to the effects list for the settlement with IWTE 'collision/anim' tab 'amend effect list' button - then apply it to your object collision using 'change collision effect'