particle.cfg
File Formats
Fil_particlecfg.html

Name

particle.cfg - contains particle systems configuration data

Location

data\particle.cfg

Description

Partice.cfg contains very detailed information on paticle effects such as gun flashes, explosions, blood, water splashes, even the dust/wind effects under helicopters. The file header gives the best description of the parameters.

;Particle Systems Configuration Data:: Format
;
;
;A: Particle Type Name (max 20 chars)
;
;B/C/D: Render Colouring (r,g,b) (0-255)
;
;CV: Initial Color Variation (for r,g,b only, in %) (0-100);
;           (i.e. Color=(100,100,100) and CV=20, 
;  then v=random(-20,20), real_color=(100+v, 100+v, 100+v));
;
;
;
;B2/C2/D2: Fade Destination Color (r,g,b) (0-255)
;
;FT: Color Fade Time for (B,C,D)->(B2,C2,D2), (0 for none);
;
;
;
;
;E: Default Initial Radius (float)
;F: Expansion Rate  (float)
;
;
; Color "Fade-to-Black" options:
;G: Initial Intensity (0-255)
;H: Fade Time (time between fade steps in frames)
;I: Fade Amount (-255 to 255)  can get brighter or dimmer
;
; "Fade Alpha" options:
;GA: Initial Intensity (0-255)
;HA: Fade Time (time between fade steps in frames)
;IA: Fade Amount
;
; "Z Rotation" options:
;GZA: Initial Angle (0-1023)
;HZA: Change Time (time between steps in frames)
;IZA: Angle Change Amount
;
;GZR: Initial Z Radius
;HZR: Change Time (time between steps in frames)
;IZR: Z Radius Change Amount
;
;
;J: Animation Speed (0=no animation)(time between steps msec) 
;K: Start Animation Frame ( 0 -> )
;L: Final Animation Frame ( H -> )
;
;
;M: Rotation Speed (0=None,i-deg/frame)
;N: Gravitational Acceleration (0=none, float)
;O: Drag/Friction Decceleration (int: 0=none, 50=0.50, 80=0.80, 
;               90=0.90, 95=0.95, 96=0.96, 99=0.99)
;
;P: Default Life-Span of Particle (msec)
;
;Q: Position Random Error   [position += (+/-)rand(a)]
;R: Velocity Random Error   [velocity += (+/-)rand(b)]
;S: Expansion Rate Error    [exp_rate += (+)rand(c)]
;T: Rotation Rate Error     [rot_speed = (+/-)rand(d)]
;U: Life-Span Error Shape   
;   [shape distribution, e=0->all at default, e->Inf then shape->0] (max=255!!)
;V: Trail Length Multiplier [length *= (float) multiplier] 
;               (only used if trail flag active)
;
;CR:Particle Create Range (in meters: 0=no check); 
;           if particles are created enough far away from camera,
;           they are deleted (not added to particle system);
;
;
;Z: Flags! Guide:       1=ZCHECK_FIRST, 2=ZCHECK_STEP,  4=DRAW_OPAQUE,  
;               8=SCREEN_TRAIL, 16=SPEED_TRAIL, 32=RAND_VERT_V, 
;               64=CYCLE_ANIM,  128=DRAW_DARK,  256=VERT_TRAIL,
;               1024=DRAWTOP2D, 2048=CLIPOUT2D, 4096=ZCHECK_BUMP, 
;                           8192=ZCHECK_BUMP_FIRST


Examples

FLAME 255 74 30 0 0 0 0 0 0.8 -0.02 255 0 10 255 0 0 0 0 0 0.0 0 0.0 0 0 0 0 -0.005 1 2000 0.02 0.01 0.01 0 0 1.0 200.0 0

EXPLOSION_LARGE 80 80 80 0 0 0 0 0 1.1 0.04 255 0 3 255 0 0 0 0 0 0.0 0 0.0 2 0 5 0 -0.001 96 1000 0.8 0.0 0.0 0 0 1.0 200.0 0

HELI_DUST 17 15 9 0 0 0 0 0 0.2 0.1 255 1 8 255 0 0 0 0 0 0.0 0 0.0 0 0 0 0 -0.001 1 200 0.2 0.05 0.0 0 0 1.0 85.0 0

To Do

-

Author

dElAvA

See Also

-

Programs

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File Formats

Last change: 30 July 2002

unofficial GTA III Reference