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;;
;; Gate lights
;;
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effect torch_fire_small
{
type particle
{
texture battlefield/fire/#flame_wheel.tga
sprite_origin 0.0, 0.0
sprite_size 1.0, 1.0
size_range 0.4, 0.5
age_range 0.8, 1.5
grow_range 1.0, 1.5
vel_range 0.0, 0.0
colour 255, 150, 200
alpha_max 230 ; maximum alpha value
initial_size 1.0, 1.5
blend_type additive
emitter time
{
density 10 ; how many particels per second
emitter_falloff_dist 100 ; distance in meters to reduce emission over
emitter_falloff_bias 0.5
}
random_emit_radius 0, 0.2
system_radius 2.0 ; radius used for culling
}
}
effect torch_fire_large
{
type particle
{
texture battlefield/fire/#flame_wheel.tga
sprite_origin 0.0, 0.0
sprite_size 1.0, 1.0
size_range 1.4, 1.5
age_range 0.8, 1.5
grow_range 1.0, 1.5
vel_range 0.0, 0.0
colour 255, 150, 200
alpha_max 230 ; maximum alpha value
initial_size 2.0, 2.5
blend_type additive
emitter time
{
density 10 ; how many particels per second
emitter_falloff_dist 100 ; distance in meters to reduce emission over
emitter_falloff_bias 0.5
}
random_emit_radius 0, 0.2
system_radius 2.0 ; radius used for culling
}
}
effect torch_light_small
{
type light
{
fade_out_time 0.2
keyframe_colour
{
0.05, 240, 100, 0
0.1, 240, 130, 0
0.15, 240, 110, 0
0.2, 240, 120, 0
0.25, 240, 100, 0
0.3, 240, 120, 0
}
keyframe_radius
{
0.05, 9
0.1, 8.8
0.15, 9.2
}
}
}
effect torch_light_large
{
type light
{
fade_out_time 0.2
keyframe_colour
{
0.05, 240, 100, 0
0.1, 240, 130, 0
0.15, 240, 110, 0
0.2, 240, 120, 0
0.25, 240, 100, 0
0.3, 240, 120, 0
}
keyframe_radius
{
0.05, 13
0.1, 12.8
0.15, 12.2
}
}
}
effect torch_smoke_small
{
type particle
{
texture battlefield/fire/smoke0.tga
size_range 0.4, 0.9
age_range 0.7, 0.9
grow_range 1.0, 1.2
vel_range 1.0, 1.5
colour 55, 50, 47
alpha_max 150 ; maximum alpha value
random_emit_radius 0.0, 0.4
initial_size 1.0, 1.5
emitter time
{
density 5 ; how many particels per second
}
}
}
effect torch_smoke_large
{
type particle
{
texture battlefield/fire/smoke0.tga
size_range 0.4, 0.9
age_range 0.7, 0.9
grow_range 1.0, 1.2
vel_range 1.5, 2.5
colour 55, 50, 47
alpha_max 150 ; maximum alpha value
random_emit_radius 0.0, 0.4
initial_size 1.5, 2.0
emitter time
{
density 5 ; how many particels per second
}
}
}
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;;
;; Soldier torches
;;
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effect soldier_torch_smoke
{
type particle
{
texture models_effects/textures/cloud_sprite3.tga
sprite_origin 0.0, 0.0
sprite_size 1.0, 1.0
size_range 0.7, 1.0
age_range 1.0, 7.0
grow_range 1.0, 2.4
vel_range 0.1, .4
wind_modifier 4.0
colour 155, 150, 147
alpha_max 30 ; maximum alpha value
random_emit_radius 0.0, 0.1
initial_size 1.0, 1.0
system_radius 2.0
batched
offset 0.0, 0.0, 0.0
max_particles 2000
emitter distance_time
{
density 2 ; how many particels per second
distance_scale 3
emitter_falloff_dist 100 ; distance in meters to reduce emission over
emitter_falloff_bias 0.5
max_distance 0.5
}
}
}
effect soldier_torch_fiery_smoke
{
type particle
{
texture models_effects/textures/cloud_sprite5.tga
sprite_origin 0.0, 0.0
sprite_size 1.0, 1.0
size_range 0.5, 0.7
age_range 0.5, 0.6
grow_range 0.7, 1.5
vel_range 0.2, 0.3
wind_modifier 4.0
// colour 85, 80, 77
keyframe_colour
{
0.0 255, 255, 255, 255
1.0 30, 255, 255, 255
}
alpha_max 255 ; maximum alpha value
random_emit_radius 0.0, 0.1
initial_size 0.2, 0.3
system_radius 2.0
batched
fade_time 1.0
offset 0.0, 0.0, 0.2
max_particles 2000
emitter distance_time
{
density 10 ; how many particels per second
distance_scale 3
emitter_falloff_dist 100 ; distance in meters to reduce emission over
emitter_falloff_bias 0.5
max_distance 0.5
}
}
}
effect soldier_torch_fire
{
type particle
{
texture battlefield/fire/#flame_wheel.tga
; texture models_effects/textures/checker_board.tga
sprite_origin 0.0, 0.0
sprite_size 0.01, 0.01
initial_size 0.45, 0.45
size_range 0.4, 0.2
age_range 0.50, 0.50
grow_range 0.3, 0.1
vel_range 1.02, 1.04
wind_modifier 1.0
acceleration 0, 0
spin_rate 0.01, -0.01
max_distance 0.00
keyframe_colour
{
0.0, 60, 255, 255, 255
0.15, 5, 255, 200, 200
0.5, 0, 255, 200, 200
}
alpha_max 255 ; maximum alpha value
blend_type additive
offset 0.01, 0.00, 0.28
max_particles 5000
emitter distance_time
{
density 70 ; how many particels per second
emitter_falloff_dist 50 ; distance in meters to reduce emission over
emitter_falloff_bias 0.1
distance_scale 0.8
age_scale 0.01
max_distance 0.2
}
random_emit_radius 0, 0.00
system_radius 1.0 ; radius used for culling
batched
}
}
effect soldier_torch_light
{
type light
{
keyframe_colour
{
0.05, 240, 160, 90
0.1, 234, 170, 90
0.15, 246, 160, 90
0.2, 236, 170, 90
0.25, 244, 160, 90
0.3, 234, 170, 90
}
keyframe_radius
{
0.09, 2.51
0.2, 2.5
}
light_map_scale 0.60
}
}
effect soldier_torch_model
{
type projectile
{
model models_effects/torch.cas
sort_for_speed
view_dist 70
}
}
effect soldier_torch_glow_model
{
type projectile
{
model models_effects/torch_glow.cas
sort_for_speed
view_dist 200
}
}
effect_set < 0 1 2 3 4 > soldier_torch_set
{
lod 10000
{
soldier_torch_fire
;soldier_torch_fiery_smoke
soldier_torch_model
soldier_torch_glow_model
soldier_torch_light
;soldier_torch_smoke
torch_sound
}
}
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;;
;; Banner torches
;;
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effect banner_torch_smoke
{
type particle
{
texture battlefield/fire/smoke0.tga
size_range 0.4, 0.5
age_range 0.7, 0.9
grow_range 0.6, 1.0
vel_range 0.5, 1.0
colour 55, 50, 47
alpha_max 150 ; maximum alpha value
random_emit_radius 0.0, 0.1
initial_size 0.2, 0.5
system_radius 2.0
offset 0.0, 10.0, 0.0
max_particles 2000
emitter time
{
density 5 ; how many particels per second
emitter_falloff_dist 100 ; distance in meters to reduce emission over
emitter_falloff_bias 0.5
}
}
}
effect banner_torch_fire
{
type particle
{
texture battlefield/fire/#flame_wheel.tga
sprite_origin 0.0, 0.0
sprite_size 1.0, 1.0
size_range 0.6, 0.2
age_range 0.4, 0.7
grow_range 1.0, 0.1
vel_range 0.5, 1.0
colour 255, 150, 200
alpha_max 255 ; maximum alpha value
initial_size 0.2, 0.5
blend_type additive
offset 0.0, 10.0, 0.0
max_particles 2000
emitter time
{
density 40 ; how many particels per second
emitter_falloff_dist 100 ; distance in meters to reduce emission over
emitter_falloff_bias 0.5
}
random_emit_radius 0, 0.1
system_radius 2.0 ; radius used for culling
}
}
effect banner_torch_light
{
type light
{
offset 0.0, 10.0, 0.0
keyframe_colour
{
0.05, 240, 100, 0
0.1, 240, 130, 0
0.15, 240, 110, 0
0.2, 240, 120, 0
0.25, 240, 100, 0
0.3, 240, 120, 0
}
keyframe_radius
{
0.05, 6.0
0.1, 6.1
0.15, 6.05
}
}
}
effect_set < 0 1 2 3 4 > banner_torch_set
{
lod 10000
{
soldier_torch_fire
;soldier_torch_fiery_smoke
soldier_torch_model
soldier_torch_glow_model
;soldier_torch_smoke
torch_sound
}
}
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;;
;; Plaza torches
;;
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effect plaza_torch_smoke
{
type particle
{
texture battlefield/fire/smoke0.tga
size_range 0.4, 0.5
age_range 0.7, 0.9
grow_range 0.6, 1.0
vel_range 0.5, 1.0
colour 55, 50, 47
alpha_max 150 ; maximum alpha value
random_emit_radius 0.0, 0.1
initial_size 0.2, 0.5
system_radius 2.0
offset 0.0, 3.2, 0.0
max_particles 2000
emitter time
{
density 5 ; how many particels per second
emitter_falloff_dist 100 ; distance in meters to reduce emission over
emitter_falloff_bias 0.5
}
}
}
effect plaza_torch_fire
{
type particle
{
texture battlefield/fire/#flame_wheel.tga
sprite_origin 0.0, 0.0
sprite_size 1.0, 1.0
size_range 0.1, 0.2
age_range 0.2, 0.3
grow_range 1.0, 1.5
vel_range 0.5, 0.6
colour 255, 150, 200
alpha_max 255 ; maximum alpha value
initial_size 0.2, 0.5
blend_type additive
offset 0.0, 3.2, 0.0
max_particles 2000
emitter time
{
density 40 ; how many particels per second
emitter_falloff_dist 100 ; distance in meters to reduce emission over
emitter_falloff_bias 0.5
}
random_emit_radius 0, 0.1
system_radius 2.0 ; radius used for culling
}
}
effect plaza_torch_light
{
type light
{
offset 0.0, 3.2, 0.0
keyframe_colour
{
0.05, 240, 100, 0
0.1, 240, 130, 0
0.15, 240, 110, 0
0.2, 240, 120, 0
0.25, 240, 100, 0
0.3, 240, 120, 0
}
keyframe_radius
{
0.0, 4.0
0.1, 4.1
0.15, 4.05
}
}
}
effect_set < 0 1 2 3 4 > plaza_torch_set
{
lod 10000
{
soldier_torch_fire
soldier_torch_light
;plaza_torch_smoke
torch_sound
}
}
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;;
;; Unit Light
;;
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effect unit_light
{
type light
{
offset 0.0, 5.0, 0.0
keyframe_colour
{
0.05, 60, 30, 5
0.1, 60, 38, 5
0.15, 60, 28, 5
0.2, 60, 36, 5
0.25, 60, 30, 5
0.3, 60, 36, 5
}
keyframe_radius
{
0.05, 15.0
0.1, 15.1
0.15, 15.05
}
light_map_scale 0.0
}
}
effect_set < 0 1 2 3 4 > unit_light_set
{
lod 10000
{
unit_light
}
}
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;;
;; Street Lights
;;
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effect bi_street_lamp_smoke
{
type particle
{
texture battlefield/fire/smoke1.tga
sprite_origin 0.0, 0.0
sprite_size 1.0, 1.0
size_range 0.1, 0.8
age_range 1.5, 2.0
grow_range 0.6, 1.0
vel_range 0.3, 0.8
die_size 0.1, 0.8
colour 55, 50, 47
alpha_max 114 ; maximum alpha value
random_emit_radius 0.0, 0.1
initial_size 0.2, 0.5
system_radius 2.0
offset 0.0, 0.0, 0.0
max_particles 2000
batched
emitter time
{
density 10 ; how many particels per second
emitter_falloff_dist 100 ; distance in meters to reduce emission over
emitter_falloff_bias 0.5
}
}
}
effect bi_street_lamp_fire
{
type particle
{
texture battlefield/fire/#flame_wheel.tga
sprite_origin 0.0, 0.0
sprite_size 1.0, 1.0
size_range 0.1, 0.2
age_range 0.4, 0.6
grow_range 2.5, 0.5
vel_range 0.5, 0.6
colour 255, 150, 200
alpha_max 200 ; maximum alpha value
initial_size 0.2, 0.5
blend_type additive
offset 0.0, 0.0, 0.0
max_particles 2000
batched
emitter time
{
density 40 ; how many particels per second
emitter_falloff_dist 100 ; distance in meters to reduce emission over
emitter_falloff_bias 0.5
}
random_emit_radius 0, 0.1
system_radius 2.0 ; radius used for culling
}
}
effect bi_street_lamp_light
{
type light
{
offset 0.0, 0.0, 0.0
keyframe_colour
{
0.05, 255, 140, 0
0.1, 255, 130, 0
0.15, 255, 160, 0
0.2, 255, 15020, 0
0.25, 255, 170, 0
0.3, 255, 150, 0
}
keyframe_radius
{
0.0, 10.0
0.3, 10.5
0.7, 11.0
1.0, 10.5
}
light_map_scale 0.3
}
}
effect_set < 0 1 2 3 4 > night_fx_bi_street_lamp
{
lod 10000
{
bi_street_lamp_fire
bi_street_lamp_light
;bi_street_lamp_smoke
torch_sound
}
}
effect_set < 0 1 2 3 4 > night_fx_torch_small
{
lod 1000
{
soldier_torch_fire
soldier_torch_light
;torch_smoke_small
torch_sound
}
}
effect_set < 0 1 2 3 4 > night_fx_torch_large
{
lod 1000
{
soldier_torch_fire
soldier_torch_light
;torch_smoke_large
torch_sound
}
}