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PRE2 Particle Emitter notation

08-02-2003, 01:00 PM#1
kingnot
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.

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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.
}
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