<li><aclass="backlink"title="Click to do a full-text search for this title"href="./FXEditor_Tab_-_Sprite?action=fullsearch&value=linkto%3A%22FXEditor+Tab+-+Sprite%22&context=180">FXEditor Tab - Sprite</a></li>
<spanclass="anchor"id="line-1"></span><pclass="line862">This tab controls the lifetime of the sprite, the material used by the sprite and whether it should play any effects upon it’s lifetime ending. This tab is named <strong>Line</strong> for a line segment. <spanclass="anchor"id="line-2"></span><hr/><pclass="line874"><spanclass="anchor"id="line-3"></span>
<spanclass="anchor"id="line-4"></span><ul><listyle="list-style-type:none"><pclass="line862">Useable only if <ahref="./FXEditor_Tab_-_Emitter.html#spawnsimultaneously">Spawning simultaneously</a>. The sprite will remain around constantly as long as the effect is visible. <spanclass="anchor"id="line-5"></span></li></ul><pclass="line867"><spanclass="anchor"id="lifetime"></span><spanclass="anchor"id="line-6"></span>
<spanclass="anchor"id="line-7"></span><ul><listyle="list-style-type:none">A min and max range possible for the lifetime of a sprite. Lifetime chosen randomly between min and max when the particle is spawned. Larger min/max ranges lead to more random particle lifetimes. <spanclass="anchor"id="line-8"></span></li></ul><pclass="line867">
<spanclass="anchor"id="line-9"></span><ul><listyle="list-style-type:none"><pclass="line862">The path to the <ahref="./ArtReference_Q4Shaders.html">material</a> to be applied to the sprite. Relative to your <aclass="nonexistent"href="./Q4Base.html">Q4Base</a> folder. <spanclass="anchor"id="line-10"></span></li></ul><pclass="line867"><spanclass="anchor"id="line-11"></span><pre>Example path: gfx/effects/energy_sparks/spark3
<spanclass="anchor"id="line-14"></span><ul><listyle="list-style-type:none"><pclass="line862">This is used on <ahref="./FXEditor_Tab_-_Sprite.html">line</a> and <ahref="./FXEditor_Tab_-_Electricity.html">electricity</a> effects to tile the selected material by the amount of map units you define. <spanclass="anchor"id="line-15"></span></li></ul><pclass="line867">
<spanclass="anchor"id="line-16"></span><ul><listyle="list-style-type:none">Press the + plus button to add entire effects to play upon the death of the particle, use the – minus key to remove effects. <spanclass="anchor"id="line-17"></span></li></ul><pclass="line867">
<h3id="head-5f4e2cef5692dd6334bbcf298a6fbf942c33117e">Orient towards direction of Motion</h3>
<spanclass="anchor"id="line-18"></span><ul><listyle="list-style-type:none"><pclass="line862">Used only in <ahref="./FXEditor_Tab_-_Sprite.html">line</a> effects, this will point the <ahref="./FXEditor_Tab_-_Sprite.html">line</a> in the direction of motion over time. This is useful for <ahref="./FXEditor_Tab_-_Sprite.html">lines</a> that have gravity, so as the <ahref="./FXEditor_Tab_-_Sprite.html">lines</a> fall to the ground they rotate rather than fall in the same direction they spawned. A good example to look at is <strong>effects/weapons/machinegun/impact_default.fx</strong>. The segment <strong>sparks_lines</strong> uses this setting. Uncheck the setting and play the effect to notice how without this setting the <ahref="./FXEditor_Tab_-_Sprite.html">lines</a> fall. Make sure you hide all other segments by unchecking them to see this easier. <spanclass="anchor"id="line-19"></span></li></ul><spanclass="anchor"id="bottom"></span></div><pid="pageinfo"class="info"lang="en"dir="ltr">FXEditor Tab - Sprite (last edited 2005-11-04 17:21:51 by <spantitle="MattVainio @ 67.129.250.254[67.129.250.254]"><aclass="nonexistent"href="./MattVainio.html"title="MattVainio @ 67.129.250.254[67.129.250.254]">MattVainio</a></span>)</p>
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