iddevnet/quake4/FXEditor_Tab_-_Sprite
Daniel Gibson ef46a7566e Quake4 part of Yamagis dump
will need heavy cleaning up before it becomes usable at all
2021-04-10 03:29:43 +02:00

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<span class="anchor" id="line-1"></span><p class="line862">This tab controls the lifetime of the sprite, the material used by the sprite and whether it should play any effects upon its lifetime ending. This tab is named <strong>Line</strong> for a line segment. <span class="anchor" id="line-2"></span><hr /><p class="line874"> <span class="anchor" id="line-3"></span>
<h3 id="head-1d2856d7ceafc8f04461635936d8100786e0bd3d">Live Forever</h3>
<span class="anchor" id="line-4"></span><ul><li style="list-style-type:none"><p class="line862">Useable only if <a href="/quake4/FXEditor_Tab_-_Emitter#spawnsimultaneously">Spawning simultaneously</a>. The sprite will remain around constantly as long as the effect is visible. <span class="anchor" id="line-5"></span></li></ul><p class="line867"><span class="anchor" id="lifetime"></span> <span class="anchor" id="line-6"></span>
<h3 id="head-c7deb6a4d7b7654c8468415032b96202073e961f">Lifetime</h3>
<span class="anchor" id="line-7"></span><ul><li style="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. <span class="anchor" id="line-8"></span></li></ul><p class="line867">
<h3 id="head-057ec7fa3bc58a790f635877454de5d2503f81de">Material</h3>
<span class="anchor" id="line-9"></span><ul><li style="list-style-type:none"><p class="line862">The path to the <a href="/quake4/ArtReference_Q4Shaders">material</a> to be applied to the sprite. Relative to your <a class="nonexistent" href="/quake4/Q4Base">Q4Base</a> folder. <span class="anchor" id="line-10"></span></li></ul><p class="line867"><span class="anchor" id="line-11"></span><pre>Example path: gfx/effects/energy_sparks/spark3
<span class="anchor" id="line-12"></span></pre><span class="anchor" id="line-13"></span><p class="line867">
<h3 id="head-9b22206fa44cb0bbdc5ba96403ede606fd0ce8da">Tile Material</h3>
<span class="anchor" id="line-14"></span><ul><li style="list-style-type:none"><p class="line862">This is used on <a href="/quake4/FXEditor_Tab_-_Sprite">line</a> and <a href="/quake4/FXEditor_Tab_-_Electricity">electricity</a> effects to tile the selected material by the amount of map units you define. <span class="anchor" id="line-15"></span></li></ul><p class="line867">
<h3 id="head-4d69b42cee161d4dc2be083aaa1686344cc9b4cb">Death Effects</h3>
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<h3 id="head-5f4e2cef5692dd6334bbcf298a6fbf942c33117e">Orient towards direction of Motion</h3>
<span class="anchor" id="line-18"></span><ul><li style="list-style-type:none"><p class="line862">Used only in <a href="/quake4/FXEditor_Tab_-_Sprite">line</a> effects, this will point the <a href="/quake4/FXEditor_Tab_-_Sprite">line</a> in the direction of motion over time. This is useful for <a href="/quake4/FXEditor_Tab_-_Sprite">lines</a> that have gravity, so as the <a href="/quake4/FXEditor_Tab_-_Sprite">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 <a href="/quake4/FXEditor_Tab_-_Sprite">lines</a> fall. Make sure you hide all other segments by unchecking them to see this easier. <span class="anchor" id="line-19"></span></li></ul><span class="anchor" id="bottom"></span></div><p id="pageinfo" class="info" lang="en" dir="ltr">FXEditor Tab - Sprite (last edited 2005-11-04 17:21:51 by <span title="MattVainio @ 67.129.250.254[67.129.250.254]"><a class="nonexistent" href="/quake4/MattVainio" title="MattVainio @ 67.129.250.254[67.129.250.254]">MattVainio</a></span>)</p>
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