particle.cfg |
File Formats |
Fil_particlecfg.html |
particle.cfg - contains particle systems configuration data
data\particle.cfg
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
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
-
-
-
|
File Formats |
Last change: 30 July 2002 |
unofficial GTA III Reference |