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IPSdefaultDatablocks.cs
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IPSdefaultDatablocks.cs
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/**
* @Author Lukas Joergensen
* @Description some base datablocks which should help you get started with the IPS Lite
*/
datablock ParticleData(BurningParticles)
{
//Ikke sikkert det er den samme sti, men partiklen er den stock particle du kan finde I de to FULL templates
textureName = "art/shapes/particles/fire.png";
dragCoeffiecient = 0;
gravityCoefficient = "-0.891331";
inheritedVelFactor = 0.00;
lifetimeMS = "600";
lifetimeVarianceMS = "300";
useInvAlpha = false;
spinRandomMin = -30.0;
spinRandomMax = 30.0;
thetaMax = "180";
colors[0] = "1 0.0 0.0 1.0";
colors[1] = "1 0.173228 0.173228 1";
colors[2] = "1 0.299213 0.299213 0";
sizes[0] = "0.192272";
sizes[1] = "0";
sizes[2] = "6.24733";
times[0] = 0.0;
times[1] = "0.294118";
times[2] = 1.0;
animTexName = "art/shapes/particles/fire.png";
sizes[3] = "12.5";
spinSpeed = "2";
};
/** Graphemitter **/
datablock GraphEmitterNodeData(g_DefaultNode)
{
timeMultiple = 1;
funcMax = 2000;
funcMin = 0;
timeScale = 1;
ProgressMode = 0;
ejectionPeriodMS = "1";
periodVarianceMS = "0";
ejectionVelocity = "0";
velocityVariance = "0";
ejectionOffset = "1";
thetaMax = "0";
thetaMin = "0";
phiReferenceVel = "0";
phiVariance = "0";
particles = "DefaultParticle";
blendStyle = "ADDITIVE";
softnessDistance = "0.01";
};
datablock GraphEmitterData(g_DefaultEmitter)
{
ejectionPeriodMS = "1";
periodVarianceMS = "0";
ejectionVelocity = "0";
velocityVariance = "0";
ejectionOffset = "1";
thetaMax = "0";
thetaMin = "0";
phiReferenceVel = "0";
phiVariance = "0";
particles = "DefaultParticle";
blendStyle = "ADDITIVE";
softParticles = "0";
softnessDistance = "1";
};
/** MeshEmitter **/
datablock MeshEmitterData(m_DefaultEmitter)
{
ejectionPeriodMS = "1";
periodVarianceMS = "0";
ejectionVelocity = "0";
velocityVariance = "0";
ejectionOffset = "1";
thetaMax = "0";
thetaMin = "0";
phiReferenceVel = "0";
phiVariance = "0";
particles = "DefaultParticle";
blendStyle = "ADDITIVE";
softnessDistance = "0.01";
};
/** Burningmeshes **/
// De emitters jeg bruger til at showcase ildebrænde
datablock MeshEmitterData(burningmesh : m_DefaultEmitter)
{
particles = "BurningParticles";
};