101 lines
3.7 KiB
HTML
101 lines
3.7 KiB
HTML
<html>
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<head>
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<title>Particle Manual: Texture Keywords</title>
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<link rel = "stylesheet" type = "text/css" href = "../styles/design.css">
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</head>
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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>3 Texture Keywords</h1>
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<h2><a name = "texture">3.1 texture <texturename></a></h2>
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<p><pre class = "type">
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Specifies to use an image named texturename for this effect.
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</pre>
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<h2><a name = "material">3.2 material <materialname></a></h2>
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<p><pre class = "type">
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Specifies to use a named material.
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This overrides blendmodes, as no new material will need to be created.
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</pre>
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<h2><a name = "tcoords">3.3 tcoords <s1> <t1> <s2> <t2> [tscale] [rsmax] [rsstep]</a></h2>
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<p><pre class = "type">
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Specifies to use a subsection of the image.
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If 'tscale' is set, all units are divided by this. it is the virtual size of
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your texture.
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So a value of 1 means that your texture coords must be between 0 and 1.
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But if it properly matches your texture's size, the coords are in pixels.
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If 'rsmax' is present, each particle will use a random image.
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These images must be on a single row in your particle font.
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'rsstep' specifies the stride (gap from one to the next) in your particle
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font, and is only needed if 'rsmax' is present and greater than 1.
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</pre>
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<h2><a name = "atlas">3.4 atlas count_in_each_axis firstidx [last]</a></h2>
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<p><pre class = "type">
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An alternative to tcoords.
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The specified texture (or material) is to be considered as a grid of sprites (x*x, where x is specified in that first arg).
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'firstidx' specifies the first image to use (horizontal THEN vertical).
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'last' specifies the last image to use (inclusive). The engine will pick one at random. They should not span multiple rows.
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</pre>
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<h2><a name = "rotation">3.5 rotation <startmin> <startmax> <speedmin> <speedmax></a></h2>
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<p><pre class = "type">
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The particle will start with a rotation rotated between 'startmin' and 'startmax'.
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It will then rotate with some per-particle value randomly picked between the 'speedmin' + 'speedmax' values.
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Should NOT be used on beam particles.
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</pre>
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<h2><a name = "beamtexstep">3.6 beamtexstep <value></a></h2>
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<p><pre class = "type">
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Only valid if the effect is a beam.
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Specifies the number of quake units per beam texture repitition.
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</pre>
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<h2><a name = "beamtexspeed">3.7 beamtexspeed <value></a></h2>
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<p><pre class = "type">
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Only valid if the effect is type 'beam'.
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Controls how fast the texture scrolls on the beam.
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</pre>
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<h2><a name = "scale">3.8 scale <min> [max]</a></h2>
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<p><pre class = "type">
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Particles will start with a diameter of this many quake units.
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Actual scale will be randomly chosen between 'min' and 'max' ('max' defaults to equal if 'min' is missing)
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</pre>
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<h2><a name = "scalefactor">3.9 scalefactor <frac></a></h2>
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<p><pre class = "type">
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Controls how the particle scales with distance.
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1 makes the particle scale the same as anything else
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0 makes the particle not change size no matter how far it is
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</pre>
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<h2><a name = "stretchfactor">3.10 stretchfactor <factor></a></h2>
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<p><pre class = "type">
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Controls how spark particles stretch according to their velocity.
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Negative values give fixed length sparks.
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</pre>
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<h2><a name = "scaledelta">3.11 scaledelta <value></a></h2>
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<p><pre class = "type">
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Controls how the particle scales over time
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Specifies the change in the particle scale per second.
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</pre>
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<h2><a name = "step">3.12 step <min> <max></a></h2>
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<p><pre class = "type">
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Trails/beams only
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Specifies the distance between each particle in the trail (or beam).
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</pre>
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