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SMOTH IS SMOTH!
SMOTH IS SMOTH!
'''Notes for SimpleParticleSystem:'''
<ul>
<li>
'''float3 pos'''<br>
Origon point for your particle system.
</li><br>
<li>
'''[[AtlasedTexture]] texture'''<br>
Texture for the particles, defined in resources.tdf.
</li> <br>
<li>
'''float3 emitVector'''<br>
Use DIR to have it acquire a direction, this will utilize a poly on your object that you choose as an emitter.
See my notes on vectors to understand how to use the vectors of this:
''i.e. 0,1,0 is straight up''
</li><br>
<li>
'''[[CColorMap]] colorMap'''<br>
This will give your system a range of colors spread over time, it has 4 parts:
RED, GREEN, BLUE, ALPHA
one note:
For additive blend use values that are low like: 0.1 or 0.05
For overlay use 1.0
see notes on overlay versus additive blend.
</li><br>
<li>
'''float3 gravity'''<br>
Vector force applied to the particles every frame.
</li><br>
<li>
'''float airdrag'''<br>
Constant multiplier on the particle each frame, a value of 1.0 means the particles will keep their current momentum, a value bellow 1 and they will slow down each frame.
</li><br>
<li>
'''float particleLife'''<br>
Life of the particles in frames.
</li><br>
<li>
'''float particleLifeSpread'''<br>
Random number between 0 and particleLifeSpread added to particleLife.
</li><br>
<li>
'''int numParticles'''<br>
Number of particles that will be spawned.
</li><br>
<li>
'''float particleSpeed'''<br>
Initial speed of the particles.
</li><br>
<li>
'''float particleSpeedSpread'''<br>
Random number between 0 and particleSpeedSpread added to particleSpeed.
</li><br>
<li>
'''float particleSize'''<br>
Size of the particles.
</li><br>
<li>
'''float particleSizeSpread'''<br>
Random number between 0 and particleSizeSpread added to particleSize.
</li><br>
<li>
'''float sizeGrowth'''<br>
Size added to particles each frame.
</li><br>
<li>
'''float sizeMod'''<br>
Size frame multiplier.
</li><br>
<li>
'''float emitRot'''<br>
Rotation in degree from emitVector that particles will be spawned from, a value of 90 will emmit particles in a plane perpendicular to the emitVector.
</li><br>
<li>
'''float emitRotSpread'''<br>
Random number between 0 and emitRotSpread added to emitRot, a value of 180 will make the particles spawn in a full sphere.
</li><br>
<li>
'''bool directional'''<br>
If the particles should be oriented to point at the direction of their velocity.
</li><br>
</ul>
'''Notes vectors:'''
<ul>
<li>
Vectors are  directional systems represented by a 3d graph here:
WORK IN PROGRESS!
</li><br>
'''Notes Additive blend versus overlay blen:'''
<ul>
<li>
WORK IN PROGRESS!
</li><br>

Revision as of 18:07, 27 April 2007

SMOTH IS SMOTH!


Notes for SimpleParticleSystem:

  • float3 pos
    Origon point for your particle system.

  • AtlasedTexture texture
    Texture for the particles, defined in resources.tdf.

  • float3 emitVector
    Use DIR to have it acquire a direction, this will utilize a poly on your object that you choose as an emitter. See my notes on vectors to understand how to use the vectors of this: i.e. 0,1,0 is straight up

  • CColorMap colorMap
    This will give your system a range of colors spread over time, it has 4 parts: RED, GREEN, BLUE, ALPHA one note: For additive blend use values that are low like: 0.1 or 0.05 For overlay use 1.0 see notes on overlay versus additive blend.

  • float3 gravity
    Vector force applied to the particles every frame.

  • float airdrag
    Constant multiplier on the particle each frame, a value of 1.0 means the particles will keep their current momentum, a value bellow 1 and they will slow down each frame.

  • float particleLife
    Life of the particles in frames.

  • float particleLifeSpread
    Random number between 0 and particleLifeSpread added to particleLife.

  • int numParticles
    Number of particles that will be spawned.

  • float particleSpeed
    Initial speed of the particles.

  • float particleSpeedSpread
    Random number between 0 and particleSpeedSpread added to particleSpeed.

  • float particleSize
    Size of the particles.

  • float particleSizeSpread
    Random number between 0 and particleSizeSpread added to particleSize.

  • float sizeGrowth
    Size added to particles each frame.

  • float sizeMod
    Size frame multiplier.

  • float emitRot
    Rotation in degree from emitVector that particles will be spawned from, a value of 90 will emmit particles in a plane perpendicular to the emitVector.

  • float emitRotSpread
    Random number between 0 and emitRotSpread added to emitRot, a value of 180 will make the particles spawn in a full sphere.

  • bool directional
    If the particles should be oriented to point at the direction of their velocity.

Notes vectors:

  • Vectors are directional systems represented by a 3d graph here: WORK IN PROGRESS!

  • Notes Additive blend versus overlay blen:
    • WORK IN PROGRESS!