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