User:Smoth


SmothSmoth is Smmmmmmmmmmoooootttthhhhh!!

Notes for SimpleParticleSystem:

  • float3 pos
    Origon point for your particle system.

  • AtlasedTexture texture
    Texture for the particles, defined in resources.tdf.

  • float3 emitVector
    Use DIR to have it acquire a direction, this will utilize a poly on your object that you choose as an emitter.

    See my notes on vectors to understand how to use the vectors of this:
    i.e. 0,1,0 is straight up

  • CColorMap colorMap
    This will give your system a range of colors spread over time.
    it has 4 parts:
    RED, GREEN, BLUE, ALPHA

    note:
    For additive blend use values that are low like: 0.1 or 0.05
    For overlay use 1.0
    see notes on overlay versus additive blend.

  • float3 gravity
    Gravity applied along a vector.

    For example, if you want your particles to fall after being emmited.
    Emitvector would be: 0,1,0
    and gravity would need to be 0,-1,0
    This would result in particles falling straight down.

  • float airdrag
    Constant multiplier on the particle each frame, a value of 1.0 means the particles will keep their current momentum, a value bellow 1 and they will slow down each frame.

  • float particleLife
    Life of the particles in frames.

  • float particleLifeSpread
    Random number between 0 and particleLifeSpread added to particleLife.

  • int numParticles
    Number of particles that will be spawned.

  • float particleSpeed
    Initial speed of the particles.

  • float particleSpeedSpread
    Random number between 0 and particleSpeedSpread added to particleSpeed.

  • float particleSize
    Size of the particles.

  • float particleSizeSpread
    Random number between 0 and particleSizeSpread added to particleSize.

  • float sizeGrowth
    Size added to particles each frame.

  • float sizeMod
    Size frame multiplier.

  • float emitRot
    Rotation in degree from emitVector that particles will be spawned from, a value of 90 will emmit particles in a plane perpendicular to the emitVector.

  • float emitRotSpread
    Random number between 0 and emitRotSpread added to emitRot, a value of 180 will make the particles spawn in a full sphere.

  • bool directional
    If the particles should be oriented to point at the direction of their velocity.

Notes vectors:

  • Vectors are directional systems represented by a 3d graph here: Image:Untitled-1.png
    See how each vector points along it's own line?
    We have 6 possible directions:

    X = left
    -X = right
    Z = Front
    -Z = Rear
    Y = Up
    -Y = Down

    WORK IN PROGRESS!



Notes Additive blend versus overlay blend:

    WORK IN PROGRESS!
  • ADDTITIVE

  • OVERLAY


IsShield=1; // if 1 mean the weapon is a shield and not a weapon shieldrepulser=1; // 0=destroy projectile,1=repulse (bounce) projectile smartshield=1; // 1=shield doesnt affect allies weapons exteriorshield=1; // 1=shield doesnt affect weapons fired from within shield visibleshield=1; // 1=see a visible shell representing the shield visibleshieldrepulse=1; // 1=see a beam showing when shield repulses something shieldenergyuse=10; // how much energy the shield use when repulsing/destroying something shieldforce=1000; // how hard shield can accelerate some sort of projectiles away shieldradius=30; // size of shield effect shieldmaxspeed=1100; // maximum speed the shield can push some sort of projectiles away shieldpower=300; // how much power the shield can store, power is drained by the affected weapons damage, 0=infinite shieldpowerregen=5; // how fast the shield regenerates power shieldpowerregenenergy=10; // how much energy the shield uses when regenerating power shieldintercepttype=2; // which types of weapon the shield can affect (bitfield) //interceptedbyshieldtype=; // which types of shields can affect this weapon, if (shieldInterceptType & interceptedByShieldType) is not zero the shield can affect the weapon, default 1 for plasma, 2 for laser, 4 for missiles, 0 for other shieldgoodcolor=0.0 0.05 0.75; // color of shield when power is full shieldbadcolor=0.6 0.05 0.75; // color of shield when power is empty shieldalpha=1; // how visible the shield shell is with visibleshield=1

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This page has been accessed 293 times. This page was last modified 20:58, 13 October 2007.




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