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path: root/water.particle.new
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// splash
particle_system tracks/particles/water1
{
	material        	tracks/SplashMat
	particle_width  	0.5
	particle_height 	0.5
	cull_each       	false
	quota           	5000
	billboard_type  	point

	// Area emitter
	emitter Point
	{
		angle               		10
		emission_rate       		200
		time_to_live        		20
		direction           		0 -1 0
		velocity	        		20
		colour  1.0, 1.0, 1.0, 1.0
	}

	affector DeflectorPlane
	{
		plane_point 0 0 0
		plane_normal 0 1 0
		bounce 0.0
	}
	affector LinearForce
	{
		force_vector 0 -9.8 0
	}

	affector ColourFader
	{
		alpha -0.1
	}
	affector Scaler
	{
		rate 	3.0
	}
	affector Rotator
	{
			rotation_range_start  		0
			rotation_range_end   	 	360
			rotation_speed_range_start  	-1
			rotation_speed_range_end    	1
	}


}

particle_system tracks/particles/waterRed
{
	material        	tracks/SplashMat
	particle_width  	0.5
	particle_height 	0.5
	cull_each       	false
	quota           	5000
	billboard_type  	point

	// Area emitter
	emitter Point
	{
		angle               		5
		emission_rate       		200
		time_to_live        		20
		direction           		0 -1 0
		velocity	        		10
		colour  1.0, 0.0, 0.0, 1.0
	}

	affector DeflectorPlane
	{
		plane_point 0 0 0
		plane_normal 0 1 0
		bounce 0.0
	}
	affector LinearForce
	{
		force_vector 0 -9.8 0
	}

	affector ColourFader
	{
		alpha -0.1
	}
	affector Scaler
	{
		rate 	3.0
	}
	affector Rotator
	{
			rotation_range_start  		0
			rotation_range_end   	 	360
			rotation_speed_range_start  	-1
			rotation_speed_range_end    	1
	}

}

particle_system tracks/particles/waterGreen
{
	material        	tracks/SplashMat
	particle_width  	0.5
	particle_height 	0.5
	cull_each       	false
	quota           	5000
	billboard_type  	point

	// Area emitter
	emitter Point
	{
		angle               		5
		emission_rate       		200
		time_to_live        		20
		direction           		0 -1 0
		velocity	        		10
		colour  0.0, 1.0, 0.0, 1.0
	}

	affector DeflectorPlane
	{
		plane_point 0 0 0
		plane_normal 0 1 0
		bounce 0.0
	}
	affector LinearForce
	{
		force_vector 0 -9.8 0
	}

	affector ColourFader
	{
		alpha -0.1
	}
	affector Scaler
	{
		rate 	3.0
	}
	affector Rotator
	{
			rotation_range_start  		0
			rotation_range_end   	 	360
			rotation_speed_range_start  	-1
			rotation_speed_range_end    	1
	}

}