Particle Manual
The particle system defined in the engine encompasses more than just flying
sprites.
The particle system is a pipeline through which models, beams and
trail effects can be defined and utilized by the game-logic without having to
know how to program a single line of code.
In this document we'll go over the conventions and commands you need to look
at if you want to create particle effects.
Particle configs short text scripts that define the properties of a particle
effect as it appears and interacts in a game world.
For example, it defines which textures and shapes are used and if they emit
sound, light or collide with the geometry around them.
Particle configs are located in the particles/ directory, using the '.cfg'
file extension.
Contained within a particle config we can define multiple effects of similar
nature. Let's look at the particle config: 'particles/volume.cfg' which as of
this writing only contains one entry:
r_part dustmote
{
texture ball
type normal
count 1
blend add
rgbf 0 0 0
alpha 0
rampmode lerp
ramp 0 0 0 0 0.5
ramp 0 0 0 0 0.5
ramp 0 0 0 0 0.5
ramp 255 255 190 0.5 0.5
ramp 0 0 0 0 0.5
die 10 5
gravity 1
scalefactor 0
}
This is a more complex material, dealing with pre-programmed color and alpha
changes over time to create the effect of dust traveling inside a volume.
The first line tells the engine that we're defining a new particle effect with
the name 'dustmote'.
As this effect is defined in the file 'volume.cfg', the
name by which this specific effect will be accessible is 'volume.dustmote'.
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