User:Smoth
SmothSmoth is Smmmmmmmmmmoooootttthhhhh!!
Notes for SimpleParticleSystem:
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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
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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.
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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:

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:
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WORK IN PROGRESS!
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ADDTITIVE
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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
