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particle-docs/ch01/pg1_1.htm

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<title>Particle Manual: Introduction</title>
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<h1 class = "MsoTitle">Particle Manual</h1>
<hr>
<h1><a name = "intro">1 Introduction</a></h1>
The particle system defined in the engine encompasses more than just flying
sprites.
<br>
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.
<p>In this document we'll go over the conventions and commands you need to look
at if you want to create particle effects.
<h2><a name = "what">1.1 What is a particle config?</a></h2>
Particle configs short text scripts that define the properties of a particle
effect as it appears and interacts in a game world.
<br>
For example, it defines which textures and shapes are used and if they emit
sound, light or collide with the geometry around them.
<p>Particle configs are located in the particles/ directory, using the '.cfg'
file extension.
<p>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:
<p><pre class = "type">
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
}
</pre>
<p>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.
<h2><a name = "conventions">1.2 Particle Name &amp; File Conventions</a></h2>
The first line tells the engine that we're defining a new particle effect with
the name 'dustmote'.
<br>
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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