Code:
effect_set tessarion_fire_set
{
lod 1000
{
tessarion_fire
tessarion_fire_drip
greek_fire_smoke_trail
}
}
effect see_fire
{
type particle
{
texture battlefield/fire/see.tga
; texture models_effects/textures/checker_board.tga
sprite_origin 0.0, 0.0
sprite_size 1.0, 1.0
size_range 0.5, 2.5
age_range 1.8, 3.0
grow_range 0.2, 0.4
vel_range -0.0, -0.0
; die_size 0.3,0.4
fade_time 0.2, 0.4
spin_rate -0.5, 0.5
acceleration -0.05,-0.02,-0.0
sort_bias -1
sort instance
keyframe_colour
{
; 0.0 255, 255, 255, 255
0.0, 0, 255, 255, 255
0.2, 40, 255, 255, 255
3.1, 50, 255, 255, 255
3.5, 0, 255, 255, 255 ;This seems to only effect particles that have a desaturated texture (a completely black, white, and grey texture). It applies an RGB value to the texture to give it a colored hue. The first number is what time in the particle's life the color is applied. The second value is the alpha value, basically how much of the RGB value is applied to the sprite. The third, fourth, and fifth values are Red, Green, and Blue respectively.
}
alpha_max 255 ; maximum alpha value
initial_size 0.4, 0.5
blend_type additive
offset 0.5, -0.5, 0.3
max_particles 10000
emitter distance_time
{
density 5 ; how many particels per second
emitter_falloff_dist 100 ; distance in meters to reduce emission over
emitter_falloff_bias 0.5
distance_scale 10
max_distance 6
}
random_emit_radius 0.0, 0.0
system_radius 2.0 ; radius used for culling
batched
}
}
effect greek_fire_smoke_trail
{
type particle
{
texture battlefield/fire/greek_burning_smoke.tga
size_range 0.1, 3.5
age_range 2.5, 4.0
grow_range 2.5, 1.0
velocity 0.0, 15.2
spin_rate -0.01, 0.01
acceleration 0,0.15,0
sort_bias 0
sort instance
keyframe_colour
{
0.0, 00, 80, 80, 80
1.5, 100, 100, 100, 100
2.5, 80, 100, 100, 100
4.0, 0, 100, 100, 100 ;This seems to only effect particles that have a desaturated texture (a completely black, white, and grey texture). It applies an RGB value to the texture to give it a colored hue. The first number is what time in the particle's life the color is applied. The second value is the alpha value, basically how much of the RGB value is applied to the sprite. The third, fourth, and fifth values are Red, Green, and Blue respectively.
}
alpha_max 255 ; maximum alpha value
initial_size 4.3, 1.8 ; Size of the projectile
offset 0.4, -0.4, -0.1
max_particles 10000
emitter distance
{
density 2 ; how many particels per meter
}
fade_time 0.5
clr_adjust_by_ambient_intensity
}
}
effect greek_fire_drip
{
type particle
{
texture battlefield/fire/#flame_wheel.tga
; texture models_effects/textures/checker_board.tga
sprite_origin 0.0, 0.0
sprite_size 1.0, 1.0
size_range 0.1, 0.5
age_range 0.8, 2.0
grow_range 0.2, 0.3
vel_range -0.0, -0.0
die_size 0.2,0.5
spin_rate -0.1, 0.1
acceleration -0.05,-0.20,-0.2
sort_bias -1
sort instance
keyframe_colour
{
; 0.0 255, 255, 255, 255
0.0, 0, 222, 191, 185
0.2, 80, 222, 191, 185
1.8, 35, 222, 191, 185
2.2, 0, 222, 191, 185 ;This seems to only effect particles that have a desaturated texture (a completely black, white, and grey texture). It applies an RGB value to the texture to give it a colored hue. The first number is what time in the particle's life the color is applied. The second value is the alpha value, basically how much of the RGB value is applied to the sprite. The third, fourth, and fifth values are Red, Green, and Blue respectively.
}
alpha_max 255 ; maximum alpha value
initial_size 1.5, 0.8
blend_type additive
offset 0.4, -0.6, -0.1
max_particles 10000
emitter distance_time
{
density 4 ; how many particels per second
emitter_falloff_dist 100 ; distance in meters to reduce emission over
emitter_falloff_bias 0.5
distance_scale 10
max_distance 6
}
random_emit_radius 0.2, 0.4
system_radius 2.0 ; radius used for culling
batched
}
}
desc_area_effects