Rends Posted February 27, 2014 Posted February 27, 2014 (edited) Just wonder if it's possible and if so how todo? Edited February 27, 2014 by Rends
+Fubar512 Posted February 27, 2014 Posted February 27, 2014 Dou you mean the effect? Yes. Volume, rate, lifetime, and (particle) density all play a role in this.
Rends Posted February 27, 2014 Author Posted February 27, 2014 Ok , Is there a tutorial out there or can you tell me how to edit the entries?
+Fubar512 Posted February 27, 2014 Posted February 27, 2014 Ok , Is there a tutorial out there or can you tell me how to edit the entries? Let me find the effect (the stock one is part of the particlesystem.ini file), and I'll post it as a txt file which you can copy and rename as an effect.ini, and I'll denote the parameters that you can experiment with, until you achieve the desired effect.
+Fubar512 Posted February 27, 2014 Posted February 27, 2014 (edited) OK, here's a textual representation, that you can copy and paste into notepad, and save as type "all files", name it SmokeStackEffect.ini , and save it in your effects folder. [EffectType001]Name=SmokeStackEffectElement[01].ElementType=HOLD_EMITTERElement[01].ElementName=SmokeStackEmitterElement[01].StartTime=0.0Element[01].StartTimeDeviation=0.0Element[01].EjectTime=-1.0Element[01].EjectTimeDeviation=0.0 [EmitterType001]Name=SmokeStackEmitterEmissionType=POINT_EMITTERUpdateType=NON_MOVINGMaxVisibleDistance=12000.0EmissionRate=0.04 //the lower the number, the greater the rate, example 0.004 is 100x greater rate than 0.04EmissionVolume=0.01,0.01,0.0 //volume in x,y,z coordinates EmissionVelocityTableType=CONSTANTEmissionVelocity=0.0,0.0,5.0 //velocity in x,y,z coordinates, the number may correspond to meters/s EmissionVelocityDeviation=0.2 //this adds variability to the emissionParticleUpdateType=SIMPLE_POINTParticleRenderType=SPRITEParticleRandomOrientation=TRUEParticleLifeTime=5.0 // how long the particles lastParticleLifeTimeDeviation=0.5 // self-explanatory!ParticleWeight=-1.2 //+value adds weight., -value causes it to riseParticleRandomness=0.03 //self explanatoryParticleDragFactor=0.25 //really only important if emitter is on a ship or mobile object ParticleInheritence=1.0ParticleWindFactor=0.9 //How the particles are effected by wind ParticleColorTableType=TABLEParticleColor[01].Time=0.0ParticleColor[01].Value=1.0,1.0,1.0,0.0ParticleColor[02].Time=0.10ParticleColor[02].Value=1.0,1.0,1.0,0.35ParticleColor[03].Time=1.0ParticleColor[03].Value=0.8,0.8,1.0,0.0ParticleSizeTableType=TABLEParticleSize[01].Time=0.0ParticleSize[01].Value=1.2ParticleSize[02].Time=0.5ParticleSize[02].Value=1.6ParticleSize[03].Time=1.0ParticleSize[03].Value=2.4BaseSizeDeviation=0.1TextureMaterial=SmokeMaterial [smokeMaterial]EffectShaderName=effectLightLevel.fxDepthBufferCheck=TRUEDepthBufferWrite=FALSEIgnoreRenderOrder=FALSEAlphaTestEnabled=FALSELightEnabled=FALSEUseLightLevel=TRUESpecularEnabled=FALSEEmissiveEnabled=FALSEFogEnabled=TRUEAmbientColor=1.000000,1.000000,1.000000,1.000000DiffuseColor=1.000000,1.000000,1.000000,1.000000ZBufferOffset=0.000000PriorityLevel=3BlendOp=BLEND_SRC_ALPHANumTextureStages=1TextureStage[01].TextureName=smoke.tgaTextureStage[01].MipMap=FALSETextureStage[01].FilterEnabled=TRUETextureStage[01].StageColorOp=TEXTURE_MODULATE_DIFFUSETextureStage[01].StageAlphaOp=TEXTURE_MODULATE_DIFFUSE Edited February 27, 2014 by Fubar512 1
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