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Barevne kourove efekty


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Pokusim se vysvetlit jak menit barvy a dalsi ruzne veci ve smoke efektu od A-TEAMu

 

EmitterType001]

Name=Albatros-AirShowSmokeEmitter

EmissionType=POINT_EMITTER

UpdateType=NON_MOVING

MaxVisibleDistance=20000.0--------------------------------tady nastavite vzdalenost na jakou bude kour videt

EmissionRate=0.010

EmissionVolume=0.02,0.02,0.02

EmissionVelocityTableType=CONSTANT

EmissionVelocity=0.0,0.0,0.0

EmissionVelocityDeviation=0.0

ParticleUpdateType=SIMPLE_POINT

ParticleRenderType=SPRITE

ParticleRandomOrientation=TRUE

ParticleLifeTime=15.0

ParticleLifeTimeDeviation=2

ParticleWeight=-0.1

ParticleRandomness=0.03

ParticleDragFactor=1.00

ParticleInheritence=1.0

ParticleWindFactor=0.4

ParticleColorTableType=TABLE

ParticleColor[01].Time=0.000000

ParticleColor[01].Value=0.600000,0.600000,0.700000,0.400000---- tady menite barvy hodnoty uvadejte od 0,00000 az po1,000000 napriklad zlutou barvudelate tak ze u cervene a zelene hodnoty nastavite hodnotu 1,000000 a u modre zadate 0,000000. Posledni hodnota kterou sem nevyznacil barevne urcuje svetlost nebo tmavost celkove barvy, cim vyssi cislo tim tmavsi.

ParticleColor[02].Time=0.125000

ParticleColor[02].Value=0.865000,0.039000,0.039000,0.700000

ParticleColor[03].Time=0.250000------------------------------------ Toto cislo urcuje jak dlouho ma byt dana barva videt. opet cim vyssi cislo tim delsi dobu bude videt. Barev muzete mit kolik chcete, staci pridat particle color (XX)- xx znaci cislo barvy.

ParticleColor[03].Value=0.865000,0.039000,0.039000,0.50000

ParticleColor[04].Time=0.500000

ParticleColor[04].Value=0.865000,0.039000,0.039000,0.300000

ParticleColor[05].Time=0.625000

ParticleColor[05].Value=0.865000,0.039000,0.039000,0.100000

ParticleColor[06].Time=0.750000

ParticleColor[06].Value=0.865000,0.039000,0.039000,0.050000

ParticleColor[07].Time=1.000000

ParticleColor[07].Value=0.600000,0.600000,0.600000,0.020000

ParticleSizeTableType=TABLE

ParticleSize[01].Time=0.000000

ParticleSize[01].Value=0.500000------------------------------------- prumer koure, doporucuju u 01 nastavit male cislo a postupne pridavat a u posledniho dat nejvyssi hodnotu. Potom to vypada ze sse kour rozsiruje a vypada to jako y se rozplyval.

ParticleSize[02].Time=0.01000

ParticleSize[02].Value=0.400000

ParticleSize[03].Time=0.25000--------------------------------------- cas zobrazeni sirkoveho bodu koure

ParticleSize[03].Value=0.800000

ParticleSize[04].Time=0.500000

ParticleSize[04].Value=4.500000

ParticleSize[05].Time=0.750000

ParticleSize[05].Value=10.000000

ParticleSize[06].Time=1.000000

ParticleSize[06].Value=22.000000

TextureMaterial=ASmokeMaterial

 

[ASmokeMaterial]

DepthBufferCheck=TRUE

DepthBufferWrite=FALSE

IgnoreRenderOrder=FALSE

AlphaTestEnabled=FALSE

LightEnabled=FALSE

UseLightLevel=TRUE

SpecularEnabled=FALSE

EmissiveEnabled=FALSE

AmbientColor=1.000000,1.000000,1.000000,1.000000

DiffuseColor=1.000000,1.000000,1.000000,1.000000

ZBufferOffset=0.000000

PriorityLevel=3

BlendOp=BLEND_SRC_ALPHA

NumTextureStages=1

TextureStage[01].TextureName=asmoke.tga

TextureStage[01].MipMap=FALSE

TextureStage[01].FilterEnabled=TRUE

TextureStage[01].StageColorOp=TEXTURE_MODULATE_DIFFUSE

TextureStage[01].StageAlphaOp=TEXTURE_MODULATE_DIFFUSE

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