95 lines
3.2 KiB
HTML
95 lines
3.2 KiB
HTML
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<title>Particle Manual: Color Keywords</title>
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<link rel = "stylesheet" type = "text/css" href = "../styles/design.css">
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<body>
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<h1 class = "MsoTitle">Particle Manual</h1>
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<hr>
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<h1>4 Color Keywords</h1>
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<h2><a name = "alpha">4.1 alpha <value></a></h2>
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<p><pre class = "type">
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Specifies the initial alpha value of the effect
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</pre>
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<h2><a name = "alpharand">4.2 alpharand <value></a></h2>
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<p><pre class = "type">
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Specifies a randomized additonal value added to each particle's initial alpha.
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</pre>
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<h2><a name = "alphadelta">4.3 alphadelta <value></a></h2>
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<p><pre class = "type">
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Specifies how much the alpha value of the effect changes per second (subtracted)
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</pre>
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<h2><a name = "rgbdeltatime">4.4 rgbdeltatime <value></a></h2>
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<p><pre class = "type">
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Specifies for how long the particle may change colours for.
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After this many seconds, the particle may no longer change colours (delta becomes 0).
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</pre>
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<h2><a name = "rampmode">4.5 rampmode <mode></a></h2>
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<p><pre class = "type">
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Mode may be one of:
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none: uses rgb+rand+sync+delta+scale+scaledelta values.
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nearest(or absolute): the ramp overrides all colour+scale values. The effect moves from one absolute ramp index to the next.
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lerp: smoothly interpolates from one value to the next.
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delta: uses rgb+rand+sync+scale, but not delta values. All delta values come from the colour ramp instead.
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If not none, the ramp index used is based upon the particle's age, its lifetime, and how many ramp elements there are.
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</pre>
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<h2><a name = "rampindexlist">4.6 rampindexlist <idx1> [<idx2> [idx3 ...]]</a></h2>
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<p><pre class = "type">
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Scale used is the currently set scale value.
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Specifies a set of palette index values to use for the effect as part of the effect's colour ramp.
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</pre>
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<h2><a name = "rampindex">4.7 rampindex <idx> <scale></a></h2>
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<p><pre class = "type">
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Specifies an individual palette index value and particle scale to use for the effect as part of the effect's colour ramp
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</pre>
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<h2><a name = "ramp">4.8 ramp <red> <green> <blue> [alpha] [scale]</a></h2>
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<p><pre class = "type">
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Specifies a ramp index in rgb terms, regardless of palette.
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</pre>
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<h2><a name = "blend">4.9 blend <mode></a></h2>
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<p><pre class = "type">
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If the texture used is actually a material then that material's blend mode will take precidence.
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As a general rule you should try to use only the premul blend modes (as well as atlasing).
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Mode may be one of:
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adda:
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addc:
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subtract:
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invmoda:
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invmodc:
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blendcolour:
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blendalpha:
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premul_subtract:
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premul_add:
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premul_blend:
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rtsmoke:
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</pre>
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<h2><a name = "stains">4.10 stains <value></a></h2>
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<p><pre class = "type">
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How much the effect discolours the wall upon impact.
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The stained colour is based upon the colour of the particle upon impact.
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</pre>
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<h2><a name = "spawnstain">4.11 spawnstain <radius> <r> <g> <b></a></h2>
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<p><pre class = "type">
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Controls whether a stain will be created at the same time as any particles
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(instead of depending upon impacts).
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</pre>
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