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- #Particle System loader
- # Data is:
- # i E [x, y, z]
- # Pi = position scale
- # Vi = velocity scale
- # Ai = acceleration scale
- # Ni = normal scale (normal usually means direction of movement)
- # ANDi = and value
- # Di = diff value
- #
- # Formulas are:
- # Velocity V = Vi * ( (rand() & ANDi) - Di ) + Ni * normal[i]
- # Position P = position[i] * Pi * Velocity[i]
- # { gravity, if use gravity
- # Acceleration A ={ Ai * Velocity[i] + gravity, if add gravity
- # { Ai * Velocity[i], otherwise
- # dIntensity = dIntensity - ( rand() & dIntensity_AND )
- # Expire time = SYSTEM_EXPIRE_TIME - ( rand() & expireAnd )
- #
- # Colors are:
- # PALETTE_BASE_RED 0x10
- # PALETTE_BASE_INDIAN_SUMMER 0x20
- # PALETTE_BASE_ORANGE 0x30
- # PALETTE_BASE_BURNT_SIENNA 0x40
- # PALETTE_BASE_YELLOW 0x50
- # PALETTE_LIGHT_BROWN 0x60
- # PALETTE_LIGHT_TAN 0x70
- # PALETTE_PALE_LIME 0x80
- # PALETTE_BASE_GRAY 0x90
- # PALETTE_LIGHT_GRAY 0xA0
- # PALETTE_LIGHT_BLUE 0xB0
- # PALETTE_BASE_BLUE 0xC0
- # PALETTE_BASE_INDIGO 0xD0
- # PALETTE_BASE_VIOLET 0xE0
- # PALETTE_BASE_CONFETTI 0xF0
- #
- #The format follows:
- # number of particles
- # duration of particles
- # use player direction (0 = TRUE, 1 = FALSE )
- # number of systems
- # [For each system i]
- # scale position of subsystem i: Px Py Pz
- # scale velocity of subsystem i: Vx Vy Vz
- # and value of subsystem i: ANDx ANDy ANDz (HEX)
- # diff value of subsystem i: Dx Dy Dz (HEX)
- # scale normal of subsystem i: Nx Ny Nz
- # use_gravity(0/1) add_gravity(0/1)
- # scale acceler. of subsystem i: Ax Ay Az
- # chance of subsystem i
- # particle size of subsystem i
- # color of subsystem i (HEX)
- # dIntensity of subsystem i (HEX)
- # dIntensity_AND value of subsystem i (HEX)
- # Maximum intensity of subsystem i (HEX)
- # Minimum intensity of subsystem i (HEX)
- # ddIntensity of subsystem i (HEX)
- # expireAnd of subsystem i (HEX)
- #
- 2
- 1000
- 0
- 1
- 100.0 100.0 100.0
- 0.00001 0.00001 0.00001
- 0xff 0xff 0xff
- 0x80 0x80 0x80
- 0.0 0.0 0.0
- 0 0
- -0.0003 -0.0003 -0.0003
- 100
- 20
- 0x10
- -0x40
- 0x7f
- 0xfffff
- 0x70000
- 0
- 0x1ff