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2404 lines
74 KiB
2404 lines
74 KiB
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description: "A light is attached to a separate emitter that has only 1 particle |
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particleRotation: {x: -90, y: 0, z: 0} |
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description: "Fire Particles use a sprite sheet of a simulated flame to give each |
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particle some interesting movement. It makes use of \u2018Noise\u2019 to give |
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particleRotation: {x: 0, y: 0, z: 0} |
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description: "Flames Emitter uses a curve on the \u2018Inherit Velocity\u2019 |
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tab. This makes sure the flames use the parent object's velocity to a degree |
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particleRotation: {x: 0, y: 45, z: 0} |
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description: "The Torch has \u2018Inherit Velocity\u2019 enabled and uses a curve |
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particleRotation: {x: 0, y: 0, z: 0} |
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description: The particles have their pivot offset on the z-axis, so no matter |
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description: "This effect is based off a metal disc grinder. It is made up of |
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description: "A electrical spark effect. It is made up of multiple particle systems. |
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All of the systems\u2019 render-mode are set to \u2018none\u2019 and it uses |
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particleRotation: {x: 0, y: 120, z: 0} |
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description: "This effect is made of a few particle systems with sub emitters. |
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The raindrop uses a particle with render-mode set to \u2018none\u2019 and a |
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which is a small horizontal billboard which scales up over time to simulate |
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which uses a mesh in a cone shape to simulate a circular splash." |
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- title: Water Drip |
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description: 'This effect is plays with velocity and size over lifetime to simulate |
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a water drop forming and then falling. When the drop hits the ground plane it |
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spawns a water ripple effect which is a small horizontal billboard which scales |
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up over time to simulate a water ripple. |
|
|
|
At the same time as the ripple a small impact splash is created which uses a |
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description: This effect uses multiple particle systems. The stream of water uses |
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water. The splash at the bottom uses a horizontal billboard that expands over |
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up where the waterfall hits the water surface below. |
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- title: 'Hit Effect: Metal' |
|
description: "This effect uses particles with render-mode set to \u2018none\u2019 |
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and trails to simulate metal sparks flying off from the center of impact. I |
|
also has a small dust puff effect. There is a decal left behind of a bullet |
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particleRotation: {x: -20, y: 0, z: 0} |
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- title: 'Hit Effect: Wood' |
|
description: "A decal of a bullet hole going through wood is left behind. There |
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is a small dust puff on impact as well as wood splinters which are spawned and |
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spin away from the center of impact.\r" |
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particleRotation: {x: -20, y: 0, z: 0} |
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|
description: A decal is left behind of a hole in a stone surface. A puff of dust |
|
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|
quickly and then dissipating. There are also some small stone debris which fall |
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down. |
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particleRotation: {x: -20, y: 0, z: 0} |
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description: 'This uses a system with a stretched billboard to make it look like |
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dust or sand is shot out quickly and then dissipates. ' |
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particleRotation: {x: -20, y: 0, z: 0} |
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|
description: "This is simulating a water filled container. A stream of water is |
|
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|
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description: "This is using Particles collisions script callback to simulate a |
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