ns/dev/3.2-LUA/ns.ps
tankefugl f0bcdd7a9f Branched for LUA development.
git-svn-id: https://unknownworlds.svn.cloudforge.com/ns1@266 67975925-1194-0748-b3d5-c16f83f1a3a1
2005-07-13 11:35:45 +00:00

2020 lines
44 KiB
PostScript

' avh particle systems
start pSystemName ShotgunSmoke
' Max number of particles
pNumParticles = 1
' size
pSize = 20
' number of times to loop through an animated texture
pAnimationSpeed = 1
' num frames in sprite
pSpriteNumFrames = 10
' Particle base color
pBaseColor = 1 1 1
' Scale by the lifetime, so it will eventually be pScale*pSize right before it dies
pScale = 3
' Particle sprite
pSprite = sprites/lightsmoke.spr
' particle max alpha
pMaxAlpha = .6
'1 : "start on"
'2 : "particle density"
'4 : "fade in"
'8 : "fade out"
'16 : "use world gravity"
'32 : "tri, not quads"
'64 : "minimize edges"
' flags (fade in, fade out)
pSpawnFlags = 12
' system lifetime
pSystemLifetime = .1
' starting velocity
pVelShape = Box
' starting velocity parms
pVelParams = -2,-2,0,2,2,10,0,0
' render mode
' 0 = kRenderNormal
' 1 = kRenderTransColor, // c*a+dest*(1-a)
' 2 = kRenderTransTexture, // src*a+dest*(1-a)
' 3 = kRenderGlow, // src*a+dest -- No Z buffer checks
' 4 = kRenderTransAlpha, // src*srca+dest*(1-srca)
' 5 = kRenderTransAdd, // src*a+dest
pRenderMode = 5
' particle lifetime
pLifetime = 1.0
' Gen rate
pGenRate = 40
' Gen shape (one of: Point, Line, Triangle, Plane, Box, Cylinder, Cone, Blob, Disc, Rectangle, None)
pGenShape = Point
' Gen params
pGenShapeParams = 0,0,0,0,0,0,0,0
end
start pSystemName WelderLightSmoke
' Max number of particles
pNumParticles = 1
' size
pSize = 8
' number of times to loop through an animated texture
pAnimationSpeed = 1
' num frames in sprite
pSpriteNumFrames = 11
' Particle base color
pBaseColor = .2 .2 .2
' Scale by the lifetime, so it will eventually be pScale*pSize right before it dies
pScale = 3
' Particle sprite
pSprite = sprites/weldsmoke.spr
' system lifetime
pSystemLifetime = .1
' starting velocity
pVelShape = Box
' starting velocity parms
pVelParams = -5,-5,5,5,5,40,0,0
' render mode
' 0 = kRenderNormal
' 1 = kRenderTransColor, // c*a+dest*(1-a)
' 2 = kRenderTransTexture, // src*a+dest*(1-a)
' 3 = kRenderGlow, // src*a+dest -- No Z buffer checks
' 4 = kRenderTransAlpha, // src*srca+dest*(1-srca)
' 5 = kRenderTransAdd, // src*a+dest
pRenderMode = 5
' particle max alpha
particleMaxAlpha = .2
' particle lifetime
pLifetime = .5
'1 : "start on"
'2 : "particle density"
'4 : "fade in"
'8 : "fade out"
'16 : "use world gravity"
'32 : "tri, not quads"
'64 : "minimize edges"
' flags (start on, fade in, fade out, triangles)
pSpawnFlags = 8
' Gen rate
pGenRate = 40
' Gen shape (one of: Point, Line, Triangle, Plane, Box, Cylinder, Cone, Blob, Disc, Rectangle, None)
pGenShape = Box
' Gen params
pGenShapeParams = -2,-2,-2,2,2,2,0,0
end
start pSystemName WelderHeavySmoke
' Max number of particles
pNumParticles = 1
' size
pSize = 8
' number of times to loop through an animated texture
pAnimationSpeed = 1
' num frames in sprite
pSpriteNumFrames = 16
' Particle base color
pBaseColor = 1 1 1
' Scale by the lifetime, so it will eventually be pScale*pSize right before it dies
pScale = .8
' Particle sprite
pSprite = sprites/steam1.spr
' system lifetime
pSystemLifetime = .1
' starting velocity
pVelShape = Box
' starting velocity parms
pVelParams = -8,-8,5,8,8,40,0,0
' render mode
' 0 = kRenderNormal
' 1 = kRenderTransColor, // c*a+dest*(1-a)
' 2 = kRenderTransTexture, // src*a+dest*(1-a)
' 3 = kRenderGlow, // src*a+dest -- No Z buffer checks
' 4 = kRenderTransAlpha, // src*srca+dest*(1-srca)
' 5 = kRenderTransAdd, // src*a+dest
pRenderMode = 5
' particle max alpha
particleMaxAlpha = .2
'1 : "start on"
'2 : "particle density"
'4 : "fade in"
'8 : "fade out"
'16 : "use world gravity"
'32 : "tri, not quads"
'64 : "minimize edges"
' flags (start on, fade in, fade out, triangles)
pSpawnFlags = 8
' particle lifetime
pLifetime = .8
' Gen rate
pGenRate = 40
' Gen shape (one of: Point, Line, Triangle, Plane, Box, Cylinder, Cone, Blob, Disc, Rectangle, None)
pGenShape = Point
' Gen params
pGenShapeParams = 0,0,0,0,0,0,0,0
end
' This plasma just stays still to give that hot blue magma look
start pSystemName WelderBluePlasma
' Max number of particles
pNumParticles = 1
' size
pSize = 8
' number of times to loop through an animated texture
pAnimationSpeed = 1
' num frames in sprite
pSpriteNumFrames = 11
' Particle base color
pBaseColor = 1 1 1
' Scale by the lifetime, so it will eventually be pScale*pSize right before it dies
pScale = .5
' Particle sprite
pSprite = sprites/xspark1.spr
' system lifetime
pSystemLifetime = .5
' starting velocity
pVelShape = Box
' starting velocity parms
pVelParams = 0,0,0,0,0,0,0,0
' render mode
' 0 = kRenderNormal
' 1 = kRenderTransColor, // c*a+dest*(1-a)
' 2 = kRenderTransTexture, // src*a+dest*(1-a)
' 3 = kRenderGlow, // src*a+dest -- No Z buffer checks
' 4 = kRenderTransAlpha, // src*srca+dest*(1-srca)
' 5 = kRenderTransAdd, // src*a+dest
pRenderMode = 5
'1 : "start on"
'2 : "particle density"
'4 : "fade in"
'8 : "fade out"
'16 : "use world gravity"
'32 : "tri, not quads"
'64 : "minimize edges"
' flags (start on, fade in, fade out, triangles)
pSpawnFlags = 8
' particle lifetime
pLifetime = 1
' Gen rate
pGenRate = 40
' Gen shape (one of: Point, Line, Triangle, Plane, Box, Cylinder, Cone, Blob, Disc, Rectangle, None)
pGenShape = Box
' Gen params
pGenShapeParams = -2,-2,-2,2,2,2,0,0
end
start pSystemName WelderBluePlasmaDrops
' Max number of particles
pNumParticles = 4
' size
pSize = 6
' number of times to loop through an animated texture
pAnimationSpeed = 1
' num frames in sprite
pSpriteNumFrames = 1
' Particle base color
pBaseColor = 1 1 1
' Scale by the lifetime, so it will eventually be pScale*pSize right before it dies
pScale = .5
' Particle sprite
pSprite = sprites/welddrip.spr
' system lifetime
pSystemLifetime = .5
' starting velocity
pVelShape = Box
' starting velocity parms
pVelParams = -20,-20,0,20,20,-10,0,0
' render mode
' 0 = kRenderNormal
' 1 = kRenderTransColor, // c*a+dest*(1-a)
' 2 = kRenderTransTexture, // src*a+dest*(1-a)
' 3 = kRenderGlow, // src*a+dest -- No Z buffer checks
' 4 = kRenderTransAlpha, // src*srca+dest*(1-srca)
' 5 = kRenderTransAdd, // src*a+dest
pRenderMode = 5
'1 : "start on"
'2 : "particle density"
'4 : "fade in"
'8 : "fade out"
'16 : "use world gravity"
'32 : "tri, not quads"
'64 : "minimize edges"
' flags (start on, fade in, fade out, triangles)
pSpawnFlags = 24
' particle lifetime
pLifetime = 1
' Gen rate
pGenRate = 40
' Gen shape (one of: Point, Line, Triangle, Plane, Box, Cylinder, Cone, Blob, Disc, Rectangle, None)
pGenShape = Point
' Gen params
pGenShapeParams = 0,0,0,0,0,0,0,0
end
start pSystemName HeavyMGSmoke
' Max number of particles
pNumParticles = 1
' size
pSize = 20
' number of times to loop through an animated texture
pAnimationSpeed = 1
' num frames in sprite
pSpriteNumFrames = 10
' Particle base color
pBaseColor = .5 .5 .5
' Scale by the lifetime, so it will eventually be pScale*pSize right before it dies
pScale = 1
' Particle sprite
pSprite = sprites/lightsmoke.spr
' particle max alpha
particleMaxAlpha = .4
'1 : "start on"
'2 : "particle density"
'4 : "fade in"
'8 : "fade out"
'16 : "use world gravity"
'32 : "tri, not quads"
'64 : "minimize edges"
' flags (fade in, fade out)
pSpawnFlags = 12
' system lifetime
pSystemLifetime = .1
' starting velocity
pVelShape = Box
' starting velocity parms
pVelParams = -2,-2,0,2,2,3,0,0
' render mode
' 0 = kRenderNormal
' 1 = kRenderTransColor, // c*a+dest*(1-a)
' 2 = kRenderTransTexture, // src*a+dest*(1-a)
' 3 = kRenderGlow, // src*a+dest -- No Z buffer checks
' 4 = kRenderTransAlpha, // src*srca+dest*(1-srca)
' 5 = kRenderTransAdd, // src*a+dest
pRenderMode = 5
' particle lifetime
pLifetime = .5
' Gen rate
pGenRate = 40
' Gen shape (one of: Point, Line, Triangle, Plane, Box, Cylinder, Cone, Blob, Disc, Rectangle, None)
pGenShape = Point
' Gen params
pGenShapeParams = 0,0,0,0,0,0,0,0
end
start pSystemName TeleportEffect
' Max number of particles
pNumParticles = 60
' size
pSize = 14
' number of times to loop through an animated texture
pAnimationSpeed = 1
' num frames in sprite
pSpriteNumFrames = 1
' Particle base color
pBaseColor = 1 1 1
' Scale by the lifetime, so it will eventually be pScale*pSize right before it dies
pScale = .25
' Particle sprite
pSprite = sprites/nsteleport.spr
' system lifetime
pSystemLifetime = .5
' starting velocity
pVelShape = Box
' starting velocity parms
pVelParams = 0,0,150,0,0,-150,0,0
' render mode
' 0 = kRenderNormal
' 1 = kRenderTransColor, // c*a+dest*(1-a)
' 2 = kRenderTransTexture, // src*a+dest*(1-a)
' 3 = kRenderGlow, // src*a+dest -- No Z buffer checks
' 4 = kRenderTransAlpha, // src*srca+dest*(1-srca)
' 5 = kRenderTransAdd, // src*a+dest
pRenderMode = 5
'1 : "start on"
'2 : "particle density"
'4 : "fade in"
'8 : "fade out"
'16 : "use world gravity"
'32 : "tri, not quads"
'64 : "minimize edges"
'128: "constrain pitch"
' flags (start on, fade in, fade out, triangles)
pSpawnFlags = 8
' particle lifetime
pLifetime = 1
' Gen rate
pGenRate = 800
' Gen shape (one of: Point, Line, Triangle, Plane, Box, Cylinder, Cone, Blob, Disc, Rectangle, None)
pGenShape = Box
' Gen params
pGenShapeParams = -20,-20,-10,20,20,45,0,0
end
start pSystemName CommandHack
' Max number of particles
pNumParticles = 30
' size
pSize = 15
' number of times to loop through an animated texture
pAnimationSpeed = 1
' num frames in sprite
pSpriteNumFrames = 1
' Particle base color
pBaseColor = 1 1 1
' Scale by the lifetime, so it will eventually be pScale*pSize right before it dies
pScale = .03
' Particle sprite
pSprite = sprites/blueball.spr
' system lifetime
pSystemLifetime = .5
' starting velocity
pVelShape = Box
' starting velocity parms
pVelParams = -10,-10,-10,0,10,10,10,0
' render mode
' 0 = kRenderNormal
' 1 = kRenderTransColor, // c*a+dest*(1-a)
' 2 = kRenderTransTexture, // src*a+dest*(1-a)
' 3 = kRenderGlow, // src*a+dest -- No Z buffer checks
' 4 = kRenderTransAlpha, // src*srca+dest*(1-srca)
' 5 = kRenderTransAdd, // src*a+dest
pRenderMode = 5
'1 : "start on"
'2 : "particle density"
'4 : "fade in"
'8 : "fade out"
'16 : "use world gravity"
'32 : "tri, not quads"
'64 : "minimize edges"
' flags (start on, fade in, fade out, triangles)
pSpawnFlags = 8
' particle lifetime
pLifetime = 2
' Gen rate
pGenRate = 800
' Gen shape (one of: Point, Line, Triangle, Plane, Box, Cylinder, Cone, Blob, Disc, Rectangle, None)
pGenShape = Box
' Gen params
pGenShapeParams = -12,-12,-25,12,12,25,0,0
end
start pSystemName PhaseInEffect2
' Max number of particles
pNumParticles = 30
' size
pSize = 10
' number of times to loop through an animated texture
pAnimationSpeed = 1
' num frames in sprite
pSpriteNumFrames = 11
' Particle base color
pBaseColor = 1 1 1
' Scale by the lifetime, so it will eventually be pScale*pSize right before it dies
pScale = 1
' Particle sprite
pSprite = sprites/xspark4.spr
' system lifetime
pSystemLifetime = .5
' starting velocity
pVelShape = Box
' starting velocity parms
pVelParams = -15,-15,0,15,15,20,0,0
' render mode
' 0 = kRenderNormal
' 1 = kRenderTransColor, // c*a+dest*(1-a)
' 2 = kRenderTransTexture, // src*a+dest*(1-a)
' 3 = kRenderGlow, // src*a+dest -- No Z buffer checks
' 4 = kRenderTransAlpha, // src*srca+dest*(1-srca)
' 5 = kRenderTransAdd, // src*a+dest
pRenderMode = 5
'1 : "start on"
'2 : "particle density"
'4 : "fade in"
'8 : "fade out"
'16 : "use world gravity"
'32 : "tri, not quads"
'64 : "minimize edges"
' flags (start on, fade in, fade out, triangles)
pSpawnFlags = 8
' particle lifetime
pLifetime = 1.2
' Gen rate
pGenRate = 800
' Gen shape (one of: Point, Line, Triangle, Plane, Box, Cylinder, Cone, Blob, Disc, Rectangle, None)
pGenShape = Box
' Gen params
pGenShapeParams = -15,-15,-25,15,15,25,0,0
end
start pSystemName SpitHit
' Max number of particles
pNumParticles = 12
' size
pSize = 5
' number of times to loop through an animated texture
pAnimationSpeed = 3
' num frames in sprite
pSpriteNumFrames = 3
' Particle base color
pBaseColor = 1 1 1
' Scale by the lifetime, so it will eventually be pScale*pSize right before it dies
pScale = .3
' Particle sprite
pSprite = sprites/bigspit.spr
' system lifetime
pSystemLifetime = .3
' starting velocity
pVelShape = Point
' starting velocity parms
pVelParams = 0,0,50,0,0,0,0,0
' render mode
' 0 = kRenderNormal
' 1 = kRenderTransColor, // c*a+dest*(1-a)
' 2 = kRenderTransTexture, // src*a+dest*(1-a)
' 3 = kRenderGlow, // src*a+dest -- No Z buffer checks
' 4 = kRenderTransAlpha, // src*srca+dest*(1-srca)
' 5 = kRenderTransAdd, // src*a+dest
pRenderMode = 2
'1 : "start on"
'2 : "particle density"
'4 : "fade in"
'8 : "fade out"
'16 : "use world gravity"
'32 : "tri, not quads"
'64 : "minimize edges"
' flags (start on, fade in, fade out, triangles)
pSpawnFlags = 24
' particle lifetime
pLifetime = .8
' Gen rate
pGenRate = 200
' Gen shape (one of: Point, Line, Triangle, Plane, Box, Cylinder, Cone, Blob, Disc, Rectangle, None)
pGenShape = Box
' Gen params
pGenShapeParams = -20,-5,-5,5,20,16,0,0
end
start pSystemName SpitShoot
' Max number of particles
pNumParticles = 10
' size
pSize = 2
' number of times to loop through an animated texture
pAnimationSpeed = 3
' num frames in sprite
pSpriteNumFrames = 3
' Particle base color
pBaseColor = 1 1 1
' Scale by the lifetime, so it will eventually be pScale*pSize right before it dies
pScale = 2
' Particle sprite
pSprite = sprites/bigspit.spr
' system lifetime
pSystemLifetime = .3
' starting velocity
pVelShape = Box
' starting velocity parms
pVelParams = -10,-10,0,10,10,0,0,0
' render mode
' 0 = kRenderNormal
' 1 = kRenderTransColor, // c*a+dest*(1-a)
' 2 = kRenderTransTexture, // src*a+dest*(1-a)
' 3 = kRenderGlow, // src*a+dest -- No Z buffer checks
' 4 = kRenderTransAlpha, // src*srca+dest*(1-srca)
' 5 = kRenderTransAdd, // src*a+dest
pRenderMode = 2
'1 : "start on"
'2 : "particle density"
'4 : "fade in"
'8 : "fade out"
'16 : "use world gravity"
'32 : "tri, not quads"
'64 : "minimize edges"
' flags (start on, fade in, fade out, triangles)
pSpawnFlags = 24
' particle lifetime
pLifetime = .8
' Gen rate
pGenRate = 200
' Gen shape (one of: Point, Line, Triangle, Plane, Box, Cylinder, Cone, Blob, Disc, Rectangle, None)
pGenShape = Point
' Gen params
pGenShapeParams = 0,0,0,0,0,0,0,0
end
start pSystemName SpikeHit
' Max number of particles
'pNumParticles = 8
pNumParticles = 4
' size
pSize = 16
' number of times to loop through an animated texture
pAnimationSpeed = 1
' num frames in sprite
pSpriteNumFrames = 11
' Particle base color
pBaseColor = 1 1 1
' Scale by the lifetime, so it will eventually be pScale*pSize right before it dies
pScale = 2.5
' Particle sprite
'pSprite = sprites/spithit.spr
pSprite = sprites/spikehit.spr
' system lifetime
pSystemLifetime = .3
' starting velocity
pVelShape = Point
' starting velocity parms
pVelParams = 0,0,0,0,0,0,0,0
' render mode
' 0 = kRenderNormal
' 1 = kRenderTransColor, // c*a+dest*(1-a)
' 2 = kRenderTransTexture, // src*a+dest*(1-a)
' 3 = kRenderGlow, // src*a+dest -- No Z buffer checks
' 4 = kRenderTransAlpha, // src*srca+dest*(1-srca)
' 5 = kRenderTransAdd, // src*a+dest
pRenderMode = 5
' particle max alpha
particleMaxAlpha = .2
'1 : "start on"
'2 : "particle density"
'4 : "fade in"
'8 : "fade out"
'16 : "use world gravity"
'32 : "tri, not quads"
'64 : "minimize edges"
' flags (start on, fade in, fade out, triangles)
'pSpawnFlags = 24
pSpawnFlags = 8
' particle lifetime
pLifetime = .4
' Gen rate
pGenRate = 200
' Gen shape (one of: Point, Line, Triangle, Plane, Box, Cylinder, Cone, Blob, Disc, Rectangle, None)
pGenShape = Box
' Gen params
pGenShapeParams = -10,-10,-15,10,10,10,0,0
end
start pSystemName SporeShoot
' Max number of particles
pNumParticles = 10
' size
pSize = 2
' number of times to loop through an animated texture
pAnimationSpeed = 3
' num frames in sprite
pSpriteNumFrames = 9
' Particle base color
pBaseColor = 1 1 1
' Scale by the lifetime, so it will eventually be pScale*pSize right before it dies
pScale = 2
' Particle sprite
pSprite = sprites/spore.spr
' system lifetime
pSystemLifetime = .3
' starting velocity
pVelShape = Box
' starting velocity parms
pVelParams = -10,-10,0,10,10,0,0,0
' render mode
' 0 = kRenderNormal
' 1 = kRenderTransColor, // c*a+dest*(1-a)
' 2 = kRenderTransTexture, // src*a+dest*(1-a)
' 3 = kRenderGlow, // src*a+dest -- No Z buffer checks
' 4 = kRenderTransAlpha, // src*srca+dest*(1-srca)
' 5 = kRenderTransAdd, // src*a+dest
pRenderMode = 5
'1 : "start on"
'2 : "particle density"
'4 : "fade in"
'8 : "fade out"
'16 : "use world gravity"
'32 : "tri, not quads"
'64 : "minimize edges"
' flags (start on, fade in, fade out, triangles)
pSpawnFlags = 24
' particle lifetime
pLifetime = .8
' Gen rate
pGenRate = 200
' Gen shape (one of: Point, Line, Triangle, Plane, Box, Cylinder, Cone, Blob, Disc, Rectangle, None)
pGenShape = Point
' Gen params
pGenShapeParams = 0,0,0,0,0,0,0,0
end
start pSystemName SporeCloud
' Max number of particles
pNumParticles = 20
' size
pSize = 45
' number of times to loop through an animated texture
pAnimationSpeed = 6
' num frames in sprite
pSpriteNumFrames = 17
' Particle base color
pBaseColor = 1 1 1
' Scale by the lifetime, so it will eventually be pScale*pSize right before it dies
pScale = 3
' Particle sprite
pSprite = sprites/spore.spr
' system lifetime
pSystemLifetime = 1.0
' starting velocity
pVelShape = Box
' starting velocity parms
pVelParams = -5,-5,-5,5,5,5,0,0
' render mode
' 0 = kRenderNormal
' 1 = kRenderTransColor, // c*a+dest*(1-a)
' 2 = kRenderTransTexture, // src*a+dest*(1-a)
' 3 = kRenderGlow, // src*a+dest -- No Z buffer checks
' 4 = kRenderTransAlpha, // src*srca+dest*(1-srca)
' 5 = kRenderTransAdd, // src*a+dest
pRenderMode = 5
'1 : "start on"
'2 : "particle density"
'4 : "fade in"
'8 : "fade out"
'16 : "use world gravity"
'32 : "tri, not quads"
'64 : "minimize edges"
' flags (start on, fade in, fade out, triangles)
pSpawnFlags = 8
' particle lifetime
pLifetime = 8
' Gen rate
pGenRate = 30
' Gen shape (one of: Point, Line, Triangle, Plane, Box, Cylinder, Cone, Blob, Disc, Rectangle, None)
pGenShape = Box
' Gen params
pGenShapeParams = -125,-125,-125,125,125,125,0,0
end
start pSystemName MeleeDamage
' Max number of particles
pNumParticles = 8
' size
pSize = 3
' number of times to loop through an animated texture
pAnimationSpeed = 1
' num frames in sprite
pSpriteNumFrames = 1
' Particle base color
pBaseColor = 1 1 1
' Scale by the lifetime, so it will eventually be pScale*pSize right before it dies
pScale = 1
' Particle sprite
pSprite = sprites/meleehit.spr
' system lifetime
pSystemLifetime = .5
' starting velocity
pVelShape = Box
' starting velocity parms
pVelParams = -50,-50,-50,50,50,60,0,0
' render mode
' 0 = kRenderNormal
' 1 = kRenderTransColor, // c*a+dest*(1-a)
' 2 = kRenderTransTexture, // src*a+dest*(1-a)
' 3 = kRenderGlow, // src*a+dest -- No Z buffer checks
' 4 = kRenderTransAlpha, // src*srca+dest*(1-srca)
' 5 = kRenderTransAdd, // src*a+dest
pRenderMode = 5
'1 : "start on"
'2 : "particle density"
'4 : "fade in"
'8 : "fade out"
'16 : "use world gravity"
'32 : "tri, not quads"
'64 : "minimize edges"
' flags (start on, fade in, fade out, triangles)
pSpawnFlags = 24
' particle lifetime
pLifetime = .4
' Gen rate
pGenRate = 40
' Gen shape (one of: Point, Line, Triangle, Plane, Box, Cylinder, Cone, Blob, Disc, Rectangle, None)
pGenShape = Point
' Gen params
pGenShapeParams = 0,0,0,0,0,0,0,0
end
start pSystemName PhaseGateIdle
' Max number of particles
pNumParticles = 40
' size
pSize = 20
' number of times to loop through an animated texture
pAnimationSpeed = 2
' num frames in sprite
pSpriteNumFrames = 20
' Particle base color
pBaseColor = 1 1 1
' Scale by the lifetime, so it will eventually be pScale*pSize right before it dies
pScale = .2
' Particle sprite
pSprite = sprites/flare6.spr
' system lifetime
pSystemLifetime = 1.0
' starting velocity
pVelShape = box
' starting velocity parms
pVelParams = 0,0,0,0,0,20,0,0
' render mode
' 0 = kRenderNormal
' 1 = kRenderTransColor, // c*a+dest*(1-a)
' 2 = kRenderTransTexture, // src*a+dest*(1-a)
' 3 = kRenderGlow, // src*a+dest -- No Z buffer checks
' 4 = kRenderTransAlpha, // src*srca+dest*(1-srca)
' 5 = kRenderTransAdd, // src*a+dest
pRenderMode = 5
' particle max alpha
particleMaxAlpha = 1
'1 : "start on"
'2 : "particle density"
'4 : "fade in"
'8 : "fade out"
'16 : "use world gravity"
'32 : "tri, not quads"
'64 : "minimize edges"
' flags (start on, fade in, fade out, triangles)
pSpawnFlags = 12
' particle lifetime
pLifetime = 2
' Gen rate
pGenRate = 20
' Gen shape (one of: Point, Line, Triangle, Plane, Box, Cylinder, Cone, Blob, Disc, Rectangle, None)
pGenShape = Box
' Gen params
pGenShapeParams = -20,-20,-20,20,20,40,0,0
end
start pSystemName ResourceEmission
' Max number of particles
pNumParticles = 100
' size
pSize = 6
' number of times to loop through an animated texture
pAnimationSpeed = 1
' num frames in sprite
pSpriteNumFrames = 1
' Particle base color
pBaseColor = 1 1 1
' Scale by the lifetime, so it will eventually be pScale*pSize right before it dies
pScale = 5.0
' Particle sprite
pSprite = sprites/flare3.spr
' system lifetime
pSystemLifetime = -1
' starting velocity
pVelShape = Box
' starting velocity parms
pVelParams = -5,-5,20,5,5,80,0,0
' render mode
' 0 = kRenderNormal
' 1 = kRenderTransColor, // c*a+dest*(1-a)
' 2 = kRenderTransTexture, // src*a+dest*(1-a)
' 3 = kRenderGlow, // src*a+dest -- No Z buffer checks
' 4 = kRenderTransAlpha, // src*srca+dest*(1-srca)
' 5 = kRenderTransAdd, // src*a+dest
pRenderMode = 5
' particle max alpha
particleMaxAlpha = .4
'1 : "start on"
'2 : "particle density"
'4 : "fade in"
'8 : "fade out"
'16 : "use world gravity"
'32 : "tri, not quads"
'64 : "minimize edges"
' flags (start on, fade in, fade out)
pSpawnFlags = 9
' particle lifetime
pLifetime = 1.5
' Gen rate
pGenRate = 20
' Gen shape (one of: Point, Line, Triangle, Plane, Box, Cylinder, Cone, Blob, Disc, Rectangle, None)
pGenShape = Point
' Gen params
pGenShapeParams = 0,0,0,0,0,0,0,0
end
start pSystemName UmbraCloud
' Max number of particles
pNumParticles = 20
' size
pSize = 40
' number of times to loop through an animated texture
pAnimationSpeed = 6
' num frames in sprite
pSpriteNumFrames = 17
' Particle base color
pBaseColor = 1 1 1
' Scale by the lifetime, so it will eventually be pScale*pSize right before it dies
pScale = 3
' Particle sprite
pSprite = sprites/umbra.spr
' system lifetime
pSystemLifetime = 1.0
' starting velocity
pVelShape = Box
' starting velocity parms
pVelParams = -5,-5,-5,5,5,5,0,0
' render mode
' 0 = kRenderNormal
' 1 = kRenderTransColor, // c*a+dest*(1-a)
' 2 = kRenderTransTexture, // src*a+dest*(1-a)
' 3 = kRenderGlow, // src*a+dest -- No Z buffer checks
' 4 = kRenderTransAlpha, // src*srca+dest*(1-srca)
' 5 = kRenderTransAdd, // src*a+dest
pRenderMode = 5
'1 : "start on"
'2 : "particle density"
'4 : "fade in"
'8 : "fade out"
'16 : "use world gravity"
'32 : "tri, not quads"
'64 : "minimize edges"
' flags (start on, fade in, fade out, triangles)
pSpawnFlags = 8
' particle lifetime (same as umbra cloud duration)
pLifetime = 3
' Gen rate
pGenRate = 50
' Gen shape (one of: Point, Line, Triangle, Plane, Box, Cylinder, Cone, Blob, Disc, Rectangle, None)
pGenShape = Box
' Gen params
pGenShapeParams = -100,-100,-100,100,100,100,0,0
end
start pSystemName AcidHit
' Max number of particles
pNumParticles = 50
' size
pSize = 25
' number of times to loop through an animated texture
pAnimationSpeed = 1
' num frames in sprite
pSpriteNumFrames = 12
' Particle base color
pBaseColor = 1 1 1
' Scale by the lifetime, so it will eventually be pScale*pSize right before it dies
pScale = 3
' Particle sprite
pSprite = sprites/acidsplash.spr
' system lifetime
pSystemLifetime = .3
' starting velocity
pVelShape = Box
' starting velocity parms
pVelParams = 200,200,250,-200,-200,-20,0,0
' render mode
' 0 = kRenderNormal
' 1 = kRenderTransColor, // c*a+dest*(1-a)
' 2 = kRenderTransTexture, // src*a+dest*(1-a)
' 3 = kRenderGlow, // src*a+dest -- No Z buffer checks
' 4 = kRenderTransAlpha, // src*srca+dest*(1-srca)
' 5 = kRenderTransAdd, // src*a+dest
pRenderMode = 5
'1 : "start on"
'2 : "particle density"
'4 : "fade in"
'8 : "fade out"
'16 : "use world gravity"
'32 : "tri, not quads"
'64 : "minimize edges"
' flags (start on, fade in, fade out, triangles)
'pSpawnFlags = 24
pSpawnFlags = 24
' particle lifetime
pLifetime = .8
' Gen rate
pGenRate = 600
' Gen shape (one of: Point, Line, Triangle, Plane, Box, Cylinder, Cone, Blob, Disc, Rectangle, None)
pGenShape = Box
' Gen params
pGenShapeParams = -8,-8,-8,8,8,8,0,0
end
start pSystemName BacteriaSpray
' Max number of particles
pNumParticles = 6
' size
pSize = 20
' number of times to loop through an animated texture
pAnimationSpeed = 1
' num frames in sprite
pSpriteNumFrames = 6
' Particle base color
pBaseColor = 1 1 1
' Scale by the lifetime, so it will eventually be pScale*pSize right before it dies
pScale = 4
' Particle sprite
pSprite = sprites/bacteria.spr
' system lifetime
pSystemLifetime = 1
' starting velocity
pVelShape = Box
' starting velocity parms
pVelParams = 0,0,0,0,0,0,0,0
' render mode
' 0 = kRenderNormal
' 1 = kRenderTransColor, // c*a+dest*(1-a)
' 2 = kRenderTransTexture, // src*a+dest*(1-a)
' 3 = kRenderGlow, // src*a+dest -- No Z buffer checks
' 4 = kRenderTransAlpha, // src*srca+dest*(1-srca)
' 5 = kRenderTransAdd, // src*a+dest
pRenderMode = 5
'1 : "start on"
'2 : "particle density"
'4 : "fade in"
'8 : "fade out"
'16 : "use world gravity"
'32 : "tri, not quads"
'64 : "minimize edges"
' flags (start on, fade in, fade out, triangles)
'pSpawnFlags = 24
pSpawnFlags = 12
' particle lifetime
pLifetime = .8
' Gen rate
pGenRate = 4
' Gen shape (one of: Point, Line, Triangle, Plane, Box, Cylinder, Cone, Blob, Disc, Rectangle, None)
pGenShape = Box
' Gen params
pGenShapeParams = -30,-30,-20,30,30,20,0,0
end
start pSystemName Xenocide
' Max number of particles
pNumParticles = 50
' size
pSize = 15
' number of times to loop through an animated texture
pAnimationSpeed = 1
' num frames in sprite
pSpriteNumFrames = 25
' Particle base color
pBaseColor = 1 1 1
' Scale by the lifetime, so it will eventually be pScale*pSize right before it dies
pScale = 5
' Particle sprite
pSprite = sprites/eexplo.spr
' system lifetime
pSystemLifetime = .3
' starting velocity
pVelShape = Box
' starting velocity parms
pVelParams = 240,240,30,-240,-240,-20,0,0
' render mode
' 0 = kRenderNormal
' 1 = kRenderTransColor, // c*a+dest*(1-a)
' 2 = kRenderTransTexture, // src*a+dest*(1-a)
' 3 = kRenderGlow, // src*a+dest -- No Z buffer checks
' 4 = kRenderTransAlpha, // src*srca+dest*(1-srca)
' 5 = kRenderTransAdd, // src*a+dest
pRenderMode = 5
'1 : "start on"
'2 : "particle density"
'4 : "fade in"
'8 : "fade out"
'16 : "use world gravity"
'32 : "tri, not quads"
'64 : "minimize edges"
' flags (start on, fade in, fade out, triangles)
'pSpawnFlags = 24
pSpawnFlags = 8
' particle lifetime
pLifetime = .7
' Gen rate
pGenRate = 800
' Gen shape (one of: Point, Line, Triangle, Plane, Box, Cylinder, Cone, Blob, Disc, Rectangle, None)
pGenShape = Box
' Gen params
pGenShapeParams = -12,-12,-8,12,12,8,0,0
end
start pSystemName BileBomb
' Max number of particles
pNumParticles = 50
' size
pSize = 15
' number of times to loop through an animated texture
pAnimationSpeed = 2
' num frames in sprite
pSpriteNumFrames = 10
' Particle base color
pBaseColor = 1 1 1
' Scale by the lifetime, so it will eventually be pScale*pSize right before it dies
pScale = 8
' Particle sprite
pSprite = sprites/bilebomb.spr
' system lifetime
pSystemLifetime = 0.5
' starting velocity
pVelShape = Box
' starting velocity parms
pVelParams = -200,-200,150,200,200,400,0,0
' render mode
' 0 = kRenderNormal
' 1 = kRenderTransColor, // c*a+dest*(1-a)
' 2 = kRenderTransTexture, // src*a+dest*(1-a)
' 3 = kRenderGlow, // src*a+dest -- No Z buffer checks
' 4 = kRenderTransAlpha, // src*srca+dest*(1-srca)
' 5 = kRenderTransAdd, // src*a+dest
pRenderMode = 5
'1 : "start on"
'2 : "particle density"
'4 : "fade in"
'8 : "fade out"
'16 : "use world gravity"
'32 : "tri, not quads"
'64 : "minimize edges"
' flags (start on, fade in, fade out, triangles)
pSpawnFlags = 24
' particle lifetime
pLifetime = 1.2
' Gen rate
pGenRate = 800
' Gen shape (one of: Point, Line, Triangle, Plane, Box, Cylinder, Cone, Blob, Disc, Rectangle, None)
pGenShape = Box
' Gen params
pGenShapeParams = -8,-8,-8,8,8,8,0,0
end
start pSystemName PhaseInEffect
' Max number of particles
pNumParticles = 40
' size
pSize = 35
' number of times to loop through an animated texture
pAnimationSpeed = 1
' num frames in sprite
pSpriteNumFrames = 1
' Particle base color
pBaseColor = 1 1 1
' Scale by the lifetime, so it will eventually be pScale*pSize right before it dies
pScale = .2
' Particle sprite
pSprite = sprites/hack.spr
' system lifetime
pSystemLifetime = 1.2
' starting velocity
pVelShape = Box
' starting velocity parms
pVelParams = -40,-40,-40,40,40,40,0,0
' render mode
' 0 = kRenderNormal
' 1 = kRenderTransColor, // c*a+dest*(1-a)
' 2 = kRenderTransTexture, // src*a+dest*(1-a)
' 3 = kRenderGlow, // src*a+dest -- No Z buffer checks
' 4 = kRenderTransAlpha, // src*srca+dest*(1-srca)
' 5 = kRenderTransAdd, // src*a+dest
pRenderMode = 5
'1 : "start on"
'2 : "particle density"
'4 : "fade in"
'8 : "fade out"
'16 : "use world gravity"
'32 : "tri, not quads"
'64 : "minimize edges"
' flags (start on, fade in, fade out, triangles)
'pSpawnFlags = 24
pSpawnFlags = 12
' particle lifetime
pLifetime = 1.2
' Gen rate
pGenRate = 20
' Gen shape (one of: Point, Line, Triangle, Plane, Box, Cylinder, Cone, Blob, Disc, Rectangle, None)
pGenShape = Box
' Gen params
pGenShapeParams = -10,-10,-10,10,10,10,0,0
end
start pSystemName ScanEffect
' Max number of particles
pNumParticles = 10
' size
pSize = 10
' number of times to loop through an animated texture
pAnimationSpeed = 1
' num frames in sprite
pSpriteNumFrames = 1
' Particle base color
pBaseColor = 1 1 1
' Scale by the lifetime, so it will eventually be pScale*pSize right before it dies
pScale = 100
' Particle sprite
pSprite = sprites/scan.spr
' system lifetime
pSystemLifetime = 10
' starting velocity
pVelShape = Box
' starting velocity parms
pVelParams = 0,0,0,0,0,0,0,0
' render mode
' 0 = kRenderNormal
' 1 = kRenderTransColor, // c*a+dest*(1-a)
' 2 = kRenderTransTexture, // src*a+dest*(1-a)
' 3 = kRenderGlow, // src*a+dest -- No Z buffer checks
' 4 = kRenderTransAlpha, // src*srca+dest*(1-srca)
' 5 = kRenderTransAdd, // src*a+dest
pRenderMode = 5
'1 : "start on"
'2 : "particle density"
'4 : "fade in"
'8 : "fade out"
'16 : "use world gravity"
'32 : "tri, not quads"
'64 : "minimize edges"
'128: "constrain pitch"
'512: "high-detail only"
'1024: "face up"
' flags (start on, fade in, fade out, triangles)
pSpawnFlags = 1032
' particle lifetime
pLifetime = 1.5
' Gen rate
pGenRate = 1
' Gen shape (one of: Point, Line, Triangle, Plane, Box, Cylinder, Cone, Blob, Disc, Rectangle, None)
pGenShape = Box
' Gen params
pGenShapeParams = 0,0,20,0,0,20,0,0
end
start pSystemName JetpackEffect
' Max number of particles
pNumParticles = 4
' size
pSize = 12
' number of times to loop through an animated texture
pAnimationSpeed = 1
' num frames in sprite
pSpriteNumFrames = 15
' Particle base color
pBaseColor = .2 .2 .2
' Scale by the lifetime, so it will eventually be pScale*pSize right before it dies
pScale = .5
' Particle sprite
pSprite = sprites/blink2.spr
' system lifetime
pSystemLifetime = .5
' starting velocity
pVelShape = Box
' starting velocity parms
pVelParams = 0,0,-20,0,0,-30,0,0
' render mode
' 0 = kRenderNormal
' 1 = kRenderTransColor, // c*a+dest*(1-a)
' 2 = kRenderTransTexture, // src*a+dest*(1-a)
' 3 = kRenderGlow, // src*a+dest -- No Z buffer checks
' 4 = kRenderTransAlpha, // src*srca+dest*(1-srca)
' 5 = kRenderTransAdd, // src*a+dest
pRenderMode = 5
' particle max alpha
particleMaxAlpha = .1
'1 : "start on"
'2 : "particle density"
'4 : "fade in"
'8 : "fade out"
'16 : "use world gravity"
'32 : "tri, not quads"
'64 : "minimize edges"
' flags (start on, fade in, fade out, triangles)
pSpawnFlags = 8
' particle lifetime
pLifetime = 2
' Gen rate
pGenRate = 1
' Gen shape (one of: Point, Line, Triangle, Plane, Box, Cylinder, Cone, Blob, Disc, Rectangle, None)
pGenShape = Box
' Gen params
pGenShapeParams = 0,0,0,0,0,0,0,0
end
start pSystemName SmokePuffs
' Max number of particles
pNumParticles = 5
' size
pSize = 7
' number of times to loop through an animated texture
pAnimationSpeed = 1
' num frames in sprite
pSpriteNumFrames = 10
' Particle base color
pBaseColor = .2 .2 .2
' Scale by the lifetime, so it will eventually be pScale*pSize right before it dies
pScale = 4
' Particle sprite
pSprite = sprites/turretsmoke.spr
' system lifetime
pSystemLifetime = .5
' starting velocity
pVelShape = Box
' starting velocity parms
pVelParams = -1,-1,2,1,1,20,0,0
' render mode
' 0 = kRenderNormal
' 1 = kRenderTransColor, // c*a+dest*(1-a)
' 2 = kRenderTransTexture, // src*a+dest*(1-a)
' 3 = kRenderGlow, // src*a+dest -- No Z buffer checks
' 4 = kRenderTransAlpha, // src*srca+dest*(1-srca)
' 5 = kRenderTransAdd, // src*a+dest
pRenderMode = 5
' particle max alpha
particleMaxAlpha = .1
' particle lifetime
pLifetime = 1.5
'1 : "start on"
'2 : "particle density"
'4 : "fade in"
'8 : "fade out"
'16 : "use world gravity"
'32 : "tri, not quads"
'64 : "minimize edges"
'512: "high-detail only"
' flags (start on, fade in, fade out, triangles)
pSpawnFlags = 520
' Gen rate
pGenRate = 2
' Gen shape (one of: Point, Line, Triangle, Plane, Box, Cylinder, Cone, Blob, Disc, Rectangle, None)
pGenShape = Box
' Gen params
pGenShapeParams = -4,-4,-2,4,4,2,0,0
end
start pSystemName ChamberDeath
' Max number of particles
pNumParticles = 25
' size
pSize = 15
' number of times to loop through an animated texture
pAnimationSpeed = 2
' num frames in sprite
pSpriteNumFrames = 10
' Particle base color
pBaseColor = 1 1 1
' Scale by the lifetime, so it will eventually be pScale*pSize right before it dies
pScale = 4
' Particle sprite
pSprite = sprites/chamberdeath.spr
' system lifetime
pSystemLifetime = 0.5
' starting velocity
pVelShape = Box
' starting velocity parms
pVelParams = -100,-100,75,100,100,400,0,0
' render mode
' 0 = kRenderNormal
' 1 = kRenderTransColor, // c*a+dest*(1-a)
' 2 = kRenderTransTexture, // src*a+dest*(1-a)
' 3 = kRenderGlow, // src*a+dest -- No Z buffer checks
' 4 = kRenderTransAlpha, // src*srca+dest*(1-srca)
' 5 = kRenderTransAdd, // src*a+dest
pRenderMode = 5
'1 : "start on"
'2 : "particle density"
'4 : "fade in"
'8 : "fade out"
'16 : "use world gravity"
'32 : "tri, not quads"
'64 : "minimize edges"
' flags (start on, fade in, fade out, triangles)
pSpawnFlags = 24
' particle lifetime
pLifetime = .6
' Gen rate
pGenRate = 800
' Gen shape (one of: Point, Line, Triangle, Plane, Box, Cylinder, Cone, Blob, Disc, Rectangle, None)
pGenShape = Box
' Gen params
pGenShapeParams = -8,-8,-8,8,8,8,0,0
end
start pSystemName HiveDeath
' Max number of particles
pNumParticles = 50
' size
pSize = 15
' number of times to loop through an animated texture
pAnimationSpeed = 2
' num frames in sprite
pSpriteNumFrames = 10
' Particle base color
pBaseColor = 1 1 1
' Scale by the lifetime, so it will eventually be pScale*pSize right before it dies
pScale = 4
' Particle sprite
pSprite = sprites/chamberdeath.spr
' system lifetime
pSystemLifetime = 0.8
' starting velocity
pVelShape = Box
' starting velocity parms
pVelParams = -100,-100,75,100,100,400,0,0
' render mode
' 0 = kRenderNormal
' 1 = kRenderTransColor, // c*a+dest*(1-a)
' 2 = kRenderTransTexture, // src*a+dest*(1-a)
' 3 = kRenderGlow, // src*a+dest -- No Z buffer checks
' 4 = kRenderTransAlpha, // src*srca+dest*(1-srca)
' 5 = kRenderTransAdd, // src*a+dest
pRenderMode = 5
'1 : "start on"
'2 : "particle density"
'4 : "fade in"
'8 : "fade out"
'16 : "use world gravity"
'32 : "tri, not quads"
'64 : "minimize edges"
' flags (start on, fade in, fade out, triangles)
pSpawnFlags = 24
' particle lifetime
pLifetime = 1.2
' Gen rate
pGenRate = 800
' Gen shape (one of: Point, Line, Triangle, Plane, Box, Cylinder, Cone, Blob, Disc, Rectangle, None)
pGenShape = Box
' Gen params
pGenShapeParams = -64,-64,-64,64,64,64,0,0
end
start pSystemName StompEffect
' Max number of particles
pNumParticles = 2
' size
pSize = 10
' number of times to loop through an animated texture
pAnimationSpeed = 1
' num frames in sprite
pSpriteNumFrames = 1
' Particle base color
pBaseColor = 1 1 1
' Scale by the lifetime, so it will eventually be pScale*pSize right before it dies
pScale = 20
' Particle sprite
pSprite = sprites/stomp.spr
' system lifetime
pSystemLifetime = .2
' starting velocity
pVelShape = Box
' starting velocity parms
pVelParams = 0,0,0,0,0,0,0,0
' render mode
' 0 = kRenderNormal
' 1 = kRenderTransColor, // c*a+dest*(1-a)
' 2 = kRenderTransTexture, // src*a+dest*(1-a)
' 3 = kRenderGlow, // src*a+dest -- No Z buffer checks
' 4 = kRenderTransAlpha, // src*srca+dest*(1-srca)
' 5 = kRenderTransAdd, // src*a+dest
pRenderMode = 5
'1 : "start on"
'2 : "particle density"
'4 : "fade in"
'8 : "fade out"
'16 : "use world gravity"
'32 : "tri, not quads"
'64 : "minimize edges"
'128: "constrain pitch"
'512: "high-detail only"
'1024: "face up"
' flags (start on, fade in, fade out, triangles)
pSpawnFlags = 1032
' particle lifetime
pLifetime = .5
' Gen rate
pGenRate = 50
' Gen shape (one of: Point, Line, Triangle, Plane, Box, Cylinder, Cone, Blob, Disc, Rectangle, None)
pGenShape = Box
' Gen params (this is offset a bit because stomp originates at Onos center)
pGenShapeParams = 0,0,0,0,0,0,0,0
end
start pSystemName PheromoneEffect
' Max number of particles
pNumParticles = 1
' size
pSize = 30
' number of times to loop through an animated texture
pAnimationSpeed = 1
' num frames in sprite
pSpriteNumFrames = 1
' Particle base color
pBaseColor = .2 .2 .2
' Scale by the lifetime, so it will eventually be pScale*pSize right before it dies
pScale = .8
' Particle sprite
pSprite = sprites/pheromone.spr
' system lifetime
pSystemLifetime = .1
' starting velocity
pVelShape = Point
' starting velocity parms
pVelParams = 0,0,0,0,0,0,0,0
' render mode
' 0 = kRenderNormal
' 1 = kRenderTransColor, // c*a+dest*(1-a)
' 2 = kRenderTransTexture, // src*a+dest*(1-a)
' 3 = kRenderGlow, // src*a+dest -- No Z buffer checks
' 4 = kRenderTransAlpha, // src*srca+dest*(1-srca)
' 5 = kRenderTransAdd, // src*a+dest
pRenderMode = 5
' particle max alpha
particleMaxAlpha = .1
'1 : "start on"
'2 : "particle density"
'4 : "fade in"
'8 : "fade out"
'16 : "use world gravity"
'32 : "tri, not quads"
'64 : "minimize edges"
' flags (start on, fade in, fade out, triangles)
pSpawnFlags = 8
' particle lifetime
pLifetime = 10
' Gen rate
pGenRate = 10
' Gen shape (one of: Point, Line, Triangle, Plane, Box, Cylinder, Cone, Blob, Disc, Rectangle, None)
pGenShape = Box
' Gen params
pGenShapeParams = 0,0,0,0,0,0,0,0
end
start pSystemName StompSmoke
' Max number of particles
pNumParticles = 1
' size
pSize = 20
' number of times to loop through an animated texture
pAnimationSpeed = 1
' num frames in sprite
pSpriteNumFrames = 10
' Particle base color
pBaseColor = .2 .2 .2
' Scale by the lifetime, so it will eventually be pScale*pSize right before it dies
pScale = 4
' Particle sprite
pSprite = sprites/lightsmoke.spr
' system lifetime
pSystemLifetime = .1
' starting velocity
pVelShape = Box
' starting velocity parms
pVelParams = 0,0,5,0,0,10,0,0
' render mode
' 0 = kRenderNormal
' 1 = kRenderTransColor, // c*a+dest*(1-a)
' 2 = kRenderTransTexture, // src*a+dest*(1-a)
' 3 = kRenderGlow, // src*a+dest -- No Z buffer checks
' 4 = kRenderTransAlpha, // src*srca+dest*(1-srca)
' 5 = kRenderTransAdd, // src*a+dest
pRenderMode = 5
' particle max alpha
particleMaxAlpha = .1
' particle lifetime
pLifetime = .7
'1 : "start on"
'2 : "particle density"
'4 : "fade in"
'8 : "fade out"
'16 : "use world gravity"
'32 : "tri, not quads"
'64 : "minimize edges"
'128: "constrain pitch"
'512: "high-detail only"
'1024: "face up"
' fade out, high detail
pSpawnFlags = 520
' Gen rate
pGenRate = 40
' Gen shape (one of: Point, Line, Triangle, Plane, Box, Cylinder, Cone, Blob, Disc, Rectangle, None)
pGenShape = Box
' Gen params
pGenShapeParams = -40,-40,0,40,40,10,0,0
end