| 08-02-2003, 01:00 PM | #1 |
This is PRE2 Emitter's notation. I have post it in WC3Campaigns Forums > Artists' Corner > Modeling & Animation. I have made the pre2 Emitter in my engine. Ari is right! I update FireAarro‘s notation. -------------------------------------------------------------------------------- ParticleEmitter2 "Violet" { ObjectId 72, // the object number in the mdl file Parent 15, // parent. if the parent moves it follows. SortPrimsFarZ, // *Sort by position.z Unshaded, // not shaded by midnight and stuff like that static Speed 53.8, // how fast it goes when it's ejected, i dunno if it has to be static static Variation 0, // speed variation static Latitude 180, // particle spray spread methinks. not sure. * yes, it is like super sprite emitter! static Gravity 0, // self explanatory Visibility 4 { DontInterp, // see note 1 at bottom 1500: 1, 16333: 0, 78667: 1, 159767: 0, } LifeSpan 0.605, // how long in seconds particle lives static EmissionRate 30.6, // how many particles per second i believe static Width 0, // how wide the emitter is, not the particle static Length 0, // see above but with length not width Additive, // some sort of filtermode Rows 1, // how many rows to divide the image into Columns 1, // how many columns to divide image into Both, // * Acceptable values here are "head" "tail" and "both". Head seems to create "normal" particles. Tail seems to make tails . Both, needless to say, uses both "modes". * Tail is a rectangle particle not square partilce, for example rain. TailLength 0.8, // the tail length, , for example rain. Time 0.5, // *the mid time, the time first segment to secend segment. SegmentColor { Color { 1, 0, 1 }, // *start color Color { 1, 0, 1 }, // *mid color Color { 1, 0, 1 }, // *end color }, // see note 2 at bottom Alpha {255, 255, 0}, // 255 is opaque and 0 is transparent though not sure how it works o_O ParticleScaling {7.4, 8.4, 0.1}, // see note 3 at bottom LifeSpanUVAnim {0, 0, 1}, // *the head uv anim, 0 to 0 DecayUVAnim {0, 0, 1}, // *the head decay uv anim, 0 to 0 TailUVAnim {0, 0, 1}, // *the tail uv anim, 0 to 0 TailDecayUVAnim {0, 0, 1}, // *the tail decay uv anim, 0 to 0 TextureID 4, // the number of the texture it uses. keep in mind it starts from 0. } -------------------------------------------------------------------------------- |
