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effect burning_building_smoke_tiny_1
{
type particle
{
texture battlefield/fire/smoke1.tga
emitter tri_surface
{
density 50 ; how many
particles per second
offset_from_surface 0,-3,0 ; offset from
surface to emit from
effect burning_building_smoke_tiny_2
{
type particle
{
texture battlefield/fire/smoke2.tga
emitter tri_surface
{
density 7 ; how many
particles per second
offset_from_surface 0,-5,0 ; offset from
surface to emit from
effect burning_building_smoke_tiny_3
{
type particle
{
texture battlefield/fire/smoke3.tga
emitter tri_surface
{
density 2 ; how many
particles per second
offset_from_surface 0,-3,0 ; offset from
surface to emit from
effect burning_building_smoke_tiny_4
{
type particle
{
texture battlefield/fire/smoke4.tga
emitter tri_surface
{
density 1 ; how many
particles per second
offset_from_surface 0,-60,0 ; offset from
surface to emit from
effect burning_building_light_tiny
{
type light
{
fade_in_time 20.0
fade_out_time 2.0
keyframe_colour
{
0.05, 240, 100, 0
0.1, 240, 130, 0
0.15, 240, 80, 0
0.2, 240, 140, 0
0.25, 240, 70, 0
0.3, 240, 120, 0
}
keyframe_radius
{
0.05, 40
0.1, 38
0.15, 42
}
offset 0, 15, 0
}
}
effect_set burning_tiny_building_set
{
lod 1000
{
burning_building_smoke_tiny_1
burning_building_smoke_tiny_2
burning_building_smoke_tiny_3
burning_building_smoke_tiny_4
burning_building_light_tiny
burning_building_sound_small
fire_flare_sound
}
}
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
; SMALL BURNING BUILDING EFFECT ;
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
effect burning_building_smoke1
{
type particle
{
texture battlefield/fire/smoke1.tga
emitter tri_surface
{
density 50 ; how many
particles per second
offset_from_surface 0,-3,0 ; offset from
surface to emit from
effect burning_building_smoke2
{
type particle
{
texture battlefield/fire/smoke2.tga
emitter tri_surface
{
density 50 ; how many
particles per second
offset_from_surface 0,-20,0 ; offset from
surface to emit from
effect burning_building_smoke3
{
type particle
{
texture battlefield/fire/smoke3.tga
effect burning_building_smoke4
{
type particle
{
texture battlefield/fire/smoke4.tga
emitter tri_surface
{
density 3 ; how many
particles per second
offset_from_surface 0,-60,0 ; offset from
surface to emit from
effect burning_building_light_small
{
type light
{
fade_in_time 20.0
fade_out_time 2.0
keyframe_colour
{
0.05, 240, 100, 0
0.1, 240, 130, 0
0.15, 240, 80, 0
0.2, 240, 140, 0
0.25, 240, 70, 0
0.3, 240, 120, 0
}
keyframe_radius
{
0.05, 60
0.1, 58
0.15, 62
}
offset 0, 15, 0
}
}
effect_set burning_small_building_set
{
lod 1000
{
burning_building_smoke1
burning_building_smoke2
burning_building_smoke3
burning_building_smoke4
burning_building_light_small
burning_building_sound_small
fire_flare_sound
}
}
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
; MEDIUM BURNING BUILDING EFFECT ;
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
effect burning_building_smoke5
{
type particle
{
texture battlefield/fire/smoke1.tga
emitter tri_surface
{
density 200 ; how many
particles per second
offset_from_surface 0,-3,0 ; offset from
surface to emit from
effect burning_building_smoke6
{
type particle
{
texture battlefield/fire/smoke2.tga
emitter tri_surface
{
density 120 ; how many
particles per second
offset_from_surface 0,-20,0 ; offset from
surface to emit from
effect burning_building_smoke7
{
type particle
{
texture battlefield/fire/smoke3.tga
sprite_origin 0.2, 0.2
sprite_size 0.6, 0.6
size_range 30.8, 60
age_range 0.8,2.4
grow_range 0.5, 1.4
vel_range 12.5, 26
fade_time 4
die_size 20, 40
colour 220,210,210
alpha_max 100 ; maximum alpha value
spin_rate -0.18, 0.18
acceleration 0,1.8,0
system_radius 80
sort_bias 3
sort instance
fade_in_time 20.0f;
emitter tri_surface
{
density 15 ; how many
particles per second
offset_from_surface 0,-0.5,0 ; offset from
surface to emit from
effect burning_building_smoke8
{
type particle
{
texture battlefield/fire/smoke4.tga
emitter tri_surface
{
density 6 ; how many
particles per second
offset_from_surface 0,-60,0 ; offset from
surface to emit from
effect burning_building_light_medium
{
type light
{
fade_in_time 20.0
fade_out_time 2.0
keyframe_colour
{
0.05, 240, 100, 0
0.1, 240, 130, 0
0.15, 240, 80, 0
0.2, 240, 140, 0
0.25, 240, 70, 0
0.3, 240, 120, 0
}
keyframe_radius
{
0.05, 80
0.1, 78
0.15, 82
}
offset 0, 8, 0
}
}
effect_set burning_medium_building_set
{
lod 1000
{
burning_building_smoke5
burning_building_smoke6
burning_building_smoke7
burning_building_smoke8
burning_building_light_medium
burning_building_sound_medium
fire_flare_sound
}
}
effect building_light_unique
{
type light
{
fade_in_time 20.0
fade_out_time 2.0
keyframe_colour
{
0.05, 240, 100, 0
0.1, 240, 130, 0
0.15, 240, 80, 0
0.2, 240, 140, 0
0.25, 240, 70, 0
0.3, 240, 120, 0
}
keyframe_radius
{
0.05, 80
0.1, 78
0.15, 82
}
unique_id
offset 0, 4, 0
}
}
effect_set building_light_unique_set
{
lod 1000
{
building_light_unique
}
}
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
; LARGE BURNING BUILDING EFFECT ;
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
effect burning_building_smoke9
{
type particle
{
texture battlefield/fire/smoke1.tga
emitter tri_surface
{
density 250 ; how many
particles per second
offset_from_surface 0,-3,0 ; offset from
surface to emit from
effect burning_building_smoke10
{
type particle
{
texture battlefield/fire/smoke2.tga
emitter tri_surface
{
density 200 ; how many
particles per second
offset_from_surface 0,-20,0 ; offset from
surface to emit from
effect burning_building_smoke11
{
type particle
{
texture battlefield/fire/smoke3.tga
emitter tri_surface
{
density 15 ; how many
particles per second
offset_from_surface 0,-0.5,0 ; offset from
surface to emit from
effect burning_building_smoke12
{
type particle
{
texture battlefield/fire/smoke4.tga
emitter tri_surface
{
density 5 ; how many
particles per second
offset_from_surface 0,-60,0 ; offset from
surface to emit from
effect burning_building_light_large
{
type light
{
fade_in_time 20.0
fade_out_time 2.0
keyframe_colour
{
0.05, 240, 100, 0
0.1, 240, 130, 0
0.15, 240, 80, 0
0.2, 240, 140, 0
0.25, 240, 70, 0
0.3, 240, 120, 0
}
keyframe_radius
{
0.05, 100
0.1, 98
0.15, 102
}
offset 0, 15, 0
}
}
effect_set burning_large_building_set
{
lod 1000
{
burning_building_smoke9
burning_building_smoke10
burning_building_smoke11
burning_building_smoke12
burning_building_light_large
burning_building_sound_large
fire_flare_sound
}
}
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
; NIGHT BURNING BUILDING EFFECTS
;
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
; NIGHT TINY BURNING BUILDING EFFECT ;
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
effect burning_building_smoke_tiny_1_night
{
type particle
{
texture battlefield/fire/smoke1_dark.tga
sprite_origin 0.2, 0.2
sprite_size 0.6, 0.6
size_range 3, 5
age_range 0.01, 0.05
grow_range 1, 1
vel_range 1,1.8
fade_time 1
die_size 0.1, 0.4
colour 255, 235, 215
alpha_max 60 ; maximum alpha value
spin_rate -0.14, 0.14
acceleration 0,10,0
system_radius 30
sort_bias 1
sort instance
fade_in_time 20.0f;
emitter tri_surface
{
density 30 ; how many
particles per second
offset_from_surface 0,-3,0 ; offset from
surface to emit from
effect burning_building_smoke_tiny_2_night
{
type particle
{
texture battlefield/fire/smoke2_dark.tga
emitter tri_surface
{
density 20 ; how many
particles per second
offset_from_surface 0,-5,0 ; offset from
surface to emit from
effect burning_building_smoke_tiny_3_night
{
type particle
{
texture battlefield/fire/smoke3_dark.tga
emitter tri_surface
{
density 5 ; how many
particles per second
offset_from_surface 0,-3,0 ; offset from
surface to emit from
effect burning_building_smoke_tiny_4_night
{
type particle
{
texture battlefield/fire/smoke4.tga
emitter tri_surface
{
density 1 ; how many
particles per second
offset_from_surface 0,-60,0 ; offset from
surface to emit from
effect burning_building_light_tiny_night
{
type light
{
fade_in_time 20.0
fade_out_time 2.0
keyframe_colour
{
0.05, 240, 100, 0
0.1, 240, 130, 0
0.15, 240, 80, 0
0.2, 240, 140, 0
0.25, 240, 70, 0
0.3, 240, 120, 0
}
keyframe_radius
{
0.05, 40
0.1, 38
0.15, 42
}
offset 0, 15, 0
}
}
effect_set burning_tiny_building_night_set
{
lod 1000
{
burning_building_smoke_tiny_1_night
burning_building_smoke_tiny_2_night
burning_building_smoke_tiny_3_night
burning_building_smoke_tiny_4_night
burning_building_light_tiny_night
burning_building_sound_small
fire_flare_sound
}
}
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
; NIGHT SMALL BURNING BUILDING EFFECT ;
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
effect burning_building_smoke1_night
{
type particle
{
texture battlefield/fire/smoke1_dark.tga
emitter tri_surface
{
density 30 ; how many
particles per second
offset_from_surface 0,-3,0 ; offset from
surface to emit from
effect burning_building_smoke2_night
{
type particle
{
texture battlefield/fire/smoke2_dark.tga
emitter tri_surface
{
density 20 ; how many
particles per second
offset_from_surface 0,-5,0 ; offset from
surface to emit from
effect burning_building_smoke3_night
{
type particle
{
texture battlefield/fire/smoke3_dark.tga
emitter tri_surface
{
density 5 ; how many
particles per second
offset_from_surface 0,-1,0 ; offset from
surface to emit from
effect burning_building_smoke4_night
{
type particle
{
texture battlefield/fire/smoke4.tga
emitter tri_surface
{
density 3 ; how many
particles per second
offset_from_surface 0,-60,0 ; offset from
surface to emit from
effect burning_building_light_small_night
{
type light
{
fade_in_time 20.0
fade_out_time 2.0
keyframe_colour
{
0.05, 240, 100, 0
0.1, 240, 130, 0
0.15, 240, 80, 0
0.2, 240, 140, 0
0.25, 240, 70, 0
0.3, 240, 120, 0
}
keyframe_radius
{
0.05, 60
0.1, 58
0.15, 62
}
offset 0, 15, 0
}
}
effect_set burning_small_building_night_set
{
lod 1000
{
burning_building_smoke1_night
burning_building_smoke2_night
burning_building_smoke3_night
burning_building_smoke4_night
burning_building_light_small_night
burning_building_sound_small
fire_flare_sound
}
}
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
; NIGHT MEDIUM BURNING BUILDING EFFECT ;
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
effect burning_building_smoke5_night
{
type particle
{
texture battlefield/fire/smoke1_dark.tga
emitter tri_surface
{
density 200 ; how many
particles per second
offset_from_surface 0,-3,0 ; offset from
surface to emit from
emitter_falloff_dist 250 ; distance in meters to
reduce emission over
emitter_falloff_bias 0.8 ;
}
}
}
effect burning_building_smoke6_night
{
type particle
{
texture battlefield/fire/smoke2_dark.tga
emitter tri_surface
{
density 180 ; how many
particles per second
offset_from_surface 0,-20,0 ; offset from
surface to emit from
effect burning_building_smoke7_night
{
type particle
{
texture battlefield/fire/smoke3_dark.tga
emitter tri_surface
{
density 7 ; how many
particles per second
offset_from_surface 0,-0.5,0 ; offset from
surface to emit from
effect burning_building_smoke8_night
{
type particle
{
texture battlefield/fire/smoke4.tga
emitter tri_surface
{
density 6 ; how many
particles per second
offset_from_surface 0,-60,0 ; offset from
surface to emit from
keyframe_colour
{
0.05, 240, 100, 0
0.1, 240, 130, 0
0.15, 240, 80, 0
0.2, 240, 140, 0
0.25, 240, 70, 0
0.3, 240, 120, 0
}
keyframe_radius
{
0.05, 80
0.1, 78
0.15, 82
}
offset 0, 8, 0
}
}
effect_set burning_medium_building_night_set
{
lod 1000
{
burning_building_smoke5_night
burning_building_smoke6_night
burning_building_smoke7_night
burning_building_smoke8_night
burning_building_light_medium_night
burning_building_sound_medium
fire_flare_sound
}
}
effect building_light_unique_night
{
type light
{
fade_in_time 20.0
fade_out_time 2.0
keyframe_colour
{
0.05, 240, 100, 0
0.1, 240, 130, 0
0.15, 240, 80, 0
0.2, 240, 140, 0
0.25, 240, 70, 0
0.3, 240, 120, 0
}
keyframe_radius
{
0.05, 80
0.1, 78
0.15, 82
}
unique_id
offset 0, 4, 0
}
}
effect_set building_light_unique_night_set
{
lod 1000
{
building_light_unique_night
}
}
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
; NIGHT LARGE BURNING BUILDING EFFECT ;
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
effect burning_building_smoke9_night
{
type particle
{
texture battlefield/fire/smoke1_dark.tga
emitter tri_surface
{
density 100 ; how many
particles per second
offset_from_surface 0,-3,0 ; offset from
surface to emit from
emitter tri_surface
{
density 200 ; how many
particles per second
offset_from_surface 0,-20,0 ; offset from
surface to emit from
effect burning_building_smoke11_night
{
type particle
{
texture battlefield/fire/smoke3_dark.tga
emitter tri_surface
{
density 10 ; how many
particles per second
offset_from_surface 0,-0.5,0 ; offset from
surface to emit from
effect burning_building_smoke12_night
{
type particle
{
texture battlefield/fire/smoke4.tga
emitter tri_surface
{
density 5 ; how many
particles per second
offset_from_surface 0,-60,0 ; offset from
surface to emit from
effect burning_building_light_large_night
{
type light
{
fade_in_time 20.0
fade_out_time 2.0
keyframe_colour
{
0.05, 240, 100, 0
0.1, 240, 130, 0
0.15, 240, 80, 0
0.2, 240, 140, 0
0.25, 240, 70, 0
0.3, 240, 120, 0
}
keyframe_radius
{
0.05, 100
0.1, 98
0.15, 102
}
offset 0, 15, 0
}
}
effect burning_building_light_large_night_test
{
type light
{
fade_in_time 20.0
fade_out_time 2.0
keyframe_colour
{
0.0, 255, 255, 255, 255
}
keyframe_radius
{
0.05, 100
0.1, 98
0.15, 102
}
offset 0, 15, 0
}
}
effect_set burning_large_building_night_set
{
lod 1000
{
burning_building_smoke9_night
burning_building_smoke10_night
burning_building_smoke11_night
burning_building_smoke12_night
burning_building_light_large_night
burning_building_sound_large
fire_flare_sound
}
}
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
SMALL ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
effect burning_building_light
{
type light
{
keyframe_colour
{
0.00, 238, 173, 140
0.05, 238, 148, 108
0.15 236, 158,152
0.18, 220, 151, 119
0.21, 230, 165, 108
0.26, 238, 177, 137
0.31, 236, 158,152
}
keyframe_radius
{
0.0, 3
}
light_map_scale 0.05
}
}
effect flaming_particles_small
{
type particle
{
texture battlefield/fire/#flame_wheel.tga
; texture models_effects/textures/checker_board.tga
sprite_origin 0.0, 0.0
sprite_size 1.0, 1.0
size_range 0.5, 5
age_range 1, 2
die_size 0, 1
grow_range 1,1
vel_range 0.5, 1
wind_modifier 4.0
fade_time 0
sort_bias -1
sort instance
keyframe_colour
{
0.0, 0, 255, 255, 255
0.1, 100, 255, 255, 255
0.5, 100, 255, 255, 255
1.0, 0, 255, 255, 255
}
emitter distance_time
{
density 5 ; how many particels per
second
emitter_falloff_dist 1000 ; distance in meters to
reduce emission over
emitter_falloff_bias 0.5
distance_scale 500
max_distance 0.5
}
effect dense_smoke_small
{
type particle
{
texture battlefield/fire/smoke6.tga
effect dense_smoke_short
{
type particle
{
texture battlefield/fire/smoke4.tga
emitter time
{
density 5 ; how many
particles per second
offset_from_surface 0,0,0 ; offset from surface to
emit from
emitter time
{
density 4 ; how many
particles per second
offset_from_surface 0,0,0 ; offset from surface to
emit from
effect nahptha_fiery_smoke_small
{
type particle
{
texture battlefield/fire/firey_smoke.tga
emitter time
{
density 3 ; how many
particles per second
offset_from_surface 0,-1.0,0 ; offset from
surface to emit from
; MEDIUM FLAME
effect small_flame
{
type particle
{
texture battlefield/fire/flame.tga
keyframe_colour
{
0.0, 200, 255, 255, 255
2.5, 0, 255, 255, 255
}
emitter time
{
density 7 ; how many
particles per second
offset_from_surface 0,0,0 ; offset from surface to
emit from
}
}
}
effect nahptha_small_flame
{
type particle
{
texture battlefield/fire/flame.tga
keyframe_colour
{
0.0, 200, 255, 255, 255
2.5, 0, 255, 255, 255
}
emitter time
{
density 5 ; how many
particles per second
offset_from_surface 0,0,0 ; offset from surface to
emit from
}
}
}
effect small_flame_window
{
type particle
{
texture battlefield/fire/flame.tga
; texture models_effects/textures/checker_board.tga
sprite_origin 0.0, 0.0
sprite_size 1.0, 1.0
keyframe_colour
{
; 0.0 255, 255, 255, 255
0.0, 255, 255, 255, 255
0.1, 100, 255, 255, 255
0.5, 100, 255, 255, 255
1.0, 50, 255, 255, 255
}
emitter distance_time
{
density 7 ; how many particels per
second
emitter_falloff_dist 100 ; distance in meters to
reduce emission over
emitter_falloff_bias 0.5
distance_scale 5
max_distance 0.5
}
random_emit_radius 0, 0.1
system_radius 2.0 ; radius used for
culling
batched
}
}
effect embers_small
{
type particle
{
texture battlefield/fire/embers_1.tga
emitter time
{
density 1 ; how many
particles per second
offset_from_surface 0,0,0 ; offset from surface to
emit from
effect small_flame_particle
{
type particle
{
texture battlefield/fire/flame.tga
keyframe_colour
{
0.0, 200, 255, 255, 255
1.5, 0, 255, 255, 255
}
emitter time
{
density 3 ; how many
particles per second
offset_from_surface 0,0,0 ; offset from surface to
emit from
}
}
}
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;;;;;;;;;;;;;;;;;;;; MEDIUM
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
effect flaming_particles_medium
{
type particle
{
texture battlefield/fire/#flame_wheel.tga
; texture models_effects/textures/checker_board.tga
sprite_origin 0.0, 0.0
sprite_size 1.0, 1.0
size_range 0.5, 5
age_range 1, 2
die_size 0, 1
grow_range 1,1
vel_range 1, 2
wind_modifier 4.0
fade_time 0
sort_bias -1.5
sort instance
keyframe_colour
{
; 0.0 255, 255, 255, 255
0.0, 0, 255, 255, 255
0.1, 100, 255, 255, 255
0.5, 100, 255, 255, 255
1.0, 50, 255, 255, 255
}
emitter distance_time
{
density 5 ; how many particels per
second
emitter_falloff_dist 1000 ; distance in meters to
reduce emission over
emitter_falloff_bias 0.5
distance_scale 500
max_distance 0.5
}
effect embers_medium
{
type particle
{
texture battlefield/fire/embers_1.tga
emitter time
{
density 1 ; how many
particles per second
offset_from_surface 0,0,0 ; offset from surface to
emit from
effect dense_smoke_medium
{
type particle
{
texture battlefield/fire/smoke6.tga
effect fiery_smoke_medium
{
type particle
{
texture battlefield/fire/firey_smoke.tga
emitter time
{
density 3 ; how many
particles per second
offset_from_surface 0,0,0 ; offset from surface to
emit from
effect medium_flame
{
type particle
{
texture battlefield/fire/flame.tga
keyframe_colour
{
0.0, 200, 255, 255, 255
2.5, 0, 255, 255, 255
}
emitter time
{
density 7 ; how many
particles per second
offset_from_surface 0,0,0 ; offset from surface to
emit from
}
}
}
effect medium_building_fire
{
type particle
{
texture battlefield/fire/firey_smoke.tga
sprite_origin 0.2, 0.2
sprite_size 0.6, 0.6
size_range 1.0, 3.0
age_range 0.5, 0.7
grow_range 1, 1
vel_range 1.0, 1.0
fade_time 2.5
die_size 3, 4
colour 255,255,255
alpha_max 200 ; maximum alpha value
spin_rate -0.5,0.5
acceleration 0,1,0
wind_modifier 1.0
initial_size 1.0, 3.0
fade_in_time 0.3
blend_type additive
emitter time
{
density 15 ; how many
particles per second
offset_from_surface 0,-1,0 ; offset from
surface to emit from
effect medium_flame_window
{
type particle
{
texture battlefield/fire/flame.tga
keyframe_colour
{
0.0, 200, 255, 255, 255
2.5, 0, 255, 255, 255
}
emitter time
{
density 7 ; how many
particles per second
offset_from_surface 0,0,0 ; offset from surface to
emit from
}
}
}
effect medium_flame_particle
{
type particle
{
texture battlefield/fire/flame.tga
keyframe_colour
{
0.0, 200, 255, 255, 255
1.5, 0, 255, 255, 255
}
emitter time
{
density 3 ; how many
particles per second
offset_from_surface 0,0,0 ; offset from surface to
emit from
}
}
}
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
LARGE ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
effect flaming_particles_large
{
type particle
{
texture battlefield/fire/#flame_wheel.tga
; texture models_effects/textures/checker_board.tga
sprite_origin 0.0, 0.0
sprite_size 1.0, 1.0
size_range 0.5, 5
age_range 1, 2
die_size 0, 3
grow_range 1,1
vel_range 1, 2
wind_modifier 4.0
fade_time 0
sort_bias -1.5
sort instance
keyframe_colour
{
0.0, 0, 255, 255, 255
0.1, 100, 255, 255, 255
0.5, 100, 255, 255, 255
1.0, 50, 255, 255, 255
}
emitter distance_time
{
density 5 ; how many particels per
second
emitter_falloff_dist 1000 ; distance in meters to
reduce emission over
emitter_falloff_bias 0.5
distance_scale 500
max_distance 0.5
}
effect embers_large
{
type particle
{
texture battlefield/fire/embers_1.tga
emitter time
{
density 1 ; how many
particles per second
offset_from_surface 0,0,0 ; offset from surface to
emit from
effect dense_smoke_large
{
type particle
{
texture battlefield/fire/smoke6.tga
emitter time
{
density 4 ; how many
particles per second
offset_from_surface 0,0,0 ; offset from surface to
emit from
effect fiery_smoke_large
{
type particle
{
texture battlefield/fire/firey_smoke.tga
emitter time
{
density 3 ; how many
particles per second
offset_from_surface 0,0.5,0 ; offset from
surface to emit from
; MEDIUM FLAME
effect large_flame
{
type particle
{
texture battlefield/fire/flame.tga
keyframe_colour
{
0.0, 200, 255, 255, 255
2.5, 0, 255, 255, 255
}
emitter time
{
density 7 ; how many
particles per second
offset_from_surface 0,0,0 ; offset from surface to
emit from
}
}
}
effect large_flame_particle
{
type particle
{
texture battlefield/fire/flame.tga
keyframe_colour
{
0.0, 0, 255, 255, 255
0.8, 200, 255, 255, 255
1.5, 0, 255, 255, 255
}
emitter time
{
density 4 ; how many
particles per second
offset_from_surface 0,0,0 ; offset from surface to
emit from
}
}
}
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; EXTRA
LARGE ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
effect flaming_particles_extra_large
{
type particle
{
texture battlefield/fire/#flame_wheel.tga
; texture models_effects/textures/checker_board.tga
sprite_origin 0.0, 0.0
sprite_size 1, 5
size_range 2, 5
age_range 2.0, 4.0
grow_range 1.0, 1
vel_range 0.5, 1.3
wind_modifier 4.0
sort_bias -1
sort instance
keyframe_colour
{
; 0.0 255, 255, 255, 255
0.0, 255, 255, 255, 255
0.1, 100, 255, 255, 255
0.5, 100, 255, 255, 255
1.0, 50, 255, 255, 255
}
emitter distance_time
{
density 4 ; how many particels per
second
emitter_falloff_dist 1000 ; distance in meters to
reduce emission over
emitter_falloff_bias 0.5
distance_scale 500
max_distance 2
}
effect dense_smoke_extra_large
{
type particle
{
texture battlefield/fire/smoke6.tga
emitter time
{
density 4 ; how many
particles per second
offset_from_surface 0,0,0 ; offset from surface to
emit from
effect fiery_smoke_extra_large
{
type particle
{
texture battlefield/fire/firey_smoke.tga
emitter time
{
density 3 ; how many
particles per second
offset_from_surface 0,0,0 ; offset from surface to
emit from
effect embers_extra_large
{
type particle
{
texture battlefield/fire/embers_1.tga
emitter time
{
density 2 ; how many
particles per second
offset_from_surface 5,5,0 ; offset from surface to
emit from
effect ash_extra_large
{
type particle
{
texture battlefield/fire/embers_1.tga
keyframe_colour
{
0, 0, 255, 210,47
5, 0,0,0,0
6.0, 120, 0, 0, 0
14, 120,0,0,0
15, 0, 0, 0, 0
}
emitter time
{
density 2 ; how many
particles per second
offset_from_surface 5,5,0 ; offset from surface to
emit from
effect extra_large_flame
{
type particle
{
texture battlefield/fire/flame.tga
keyframe_colour
{
0.0, 200, 255, 255, 255
2.5, 0, 255, 255, 255
}
emitter time
{
density 10 ; how many
particles per second
offset_from_surface 0,0,0 ; offset from surface to
emit from
}
}
}
effect extra_large_flame_particle
{
type particle
{
texture battlefield/fire/flame.tga
keyframe_colour
{
0.0, 200, 255, 255, 255
1.5, 0, 255, 255, 255
}
emitter time
{
density 10 ; how many
particles per second
offset_from_surface 0,0,0 ; offset from surface to
emit from
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;CRUMBLE DUST
effect crumble_dust_small
{
type particle
{
texture battlefield/fire/building_dust.tga
clr_adjust_by_ambient_intensity
keyframe_colour
{
0.0, 150, 255, 255, 255
0.5, 0, 255, 255, 255
}
emitter time
{
density 7 ; how many
particles per second
offset_from_surface 0,0,0 ; offset from surface to
emit from
}
}
}
effect crumble_dust_medium
{
type particle
{
texture battlefield/fire/building_dust.tga
clr_adjust_by_ambient_intensity
keyframe_colour
{
0.0, 150, 255, 255, 255
0.5, 0, 255, 255, 255
}
emitter time
{
density 7 ; how many
particles per second
offset_from_surface 0,0,0 ; offset from surface to
emit from
}
}
}
effect crumble_dust_large
{
type particle
{
texture battlefield/fire/building_dust.tga
clr_adjust_by_ambient_intensity
keyframe_colour
{
0.0, 150, 255, 255, 255
5.0, 0, 255, 255, 255
}
emitter time
{
density 7 ; how many
particles per second
offset_from_surface 0,0,0 ; offset from surface to
emit from
}
}
}
effect crumble_dust_extra_large
{
type particle
{
texture battlefield/fire/building_dust.tga
clr_adjust_by_ambient_intensity
keyframe_colour
{
0.0, 255, 255, 255, 255
3.5, 0, 255, 255, 255
}
emitter time
{
density 7 ; how many
particles per second
offset_from_surface 0,0,0 ; offset from surface to
emit from
}
}
}
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
effect medium_building_fire
{
type particle
{
texture battlefield/fire/firey_smoke.tga
emitter time
{
density 7 ; how many
particles per second
offset_from_surface 0,0,0 ; offset from surface to
emit from
}
}
}
effect building_collapse_dust_fade_small
{
type particle
{
texture battlefield/fire/building_dust.tga
clr_adjust_by_ambient_intensity
keyframe_colour
{
0.0, 90, 255, 255, 255
7, 0, 255, 255, 255
}
emitter hemisphere
{
density 200 ; how many particles per
second
min_angle 0 ; minimum angle up from
horizontal to emit in
max_angle 25 ; maximum angle up from horizontal to
emit in
shrink_factor 0.5
}
}
}
effect building_collapse_dust_fade_medium
{
type particle
{
texture battlefield/fire/building_dust.tga
clr_adjust_by_ambient_intensity
keyframe_colour
{
0.0, 90, 255, 255, 255
10, 0, 255, 255, 255
}
emitter hemisphere
{
density 80 ; how many particles per
second
min_angle 0 ; minimum angle up from
horizontal to emit in
max_angle 15 ; maximum angle up from horizontal to
emit in
shrink_factor 0.1
}
}
}
effect building_collapse_dust_fade_large
{
type particle
{
texture battlefield/fire/building_dust.tga
clr_adjust_by_ambient_intensity
keyframe_colour
{
0.0, 90, 255, 255, 255
10, 0, 255, 255, 255
}
emitter hemisphere
{
density 50 ; how many particles per
second
min_angle 0 ; minimum angle up from
horizontal to emit in
max_angle 15 ; maximum angle up from horizontal to
emit in
shrink_factor 0.1
}
}
}
effect building_collapse_dust_fade_extra_large
{
type particle
{
texture battlefield/fire/building_dust.tga
clr_adjust_by_ambient_intensity
keyframe_colour
{
0.0, 90, 255, 255, 255
15, 0, 255, 255, 255
}
emitter hemisphere
{
density 50 ; how many particles per
second
min_angle 0 ; minimum angle up from
horizontal to emit in
max_angle 20 ; maximum angle up from horizontal to
emit in
shrink_factor 0.1
}
}
}
effect building_collapse_dust_fast_burst_very_small
{
type particle
{
texture battlefield/fire/building_dust.tga
clr_adjust_by_ambient_intensity
keyframe_colour
{
0.0, 90, 255, 255, 255
2.0, 0, 255, 255, 255
}
emitter hemisphere
{
density 60 ; how many particles per
second
min_angle 0 ; minimum angle up from
horizontal to emit in
max_angle 10 ; maximum angle up from horizontal
to emit in
shrink_factor 0.1
}
}
}
effect building_collapse_dust_fast_burst_small
{
type particle
{
texture battlefield/fire/building_dust.tga
clr_adjust_by_ambient_intensity
keyframe_colour
{
0.0, 90, 255, 255, 255
6.0, 0, 255, 255, 255
}
emitter hemisphere
{
density 100 ; how many particles per
second
min_angle 0 ; minimum angle up from
horizontal to emit in
max_angle 10 ; maximum angle up from horizontal
to emit in
shrink_factor 0.1
}
}
}
effect building_collapse_dust_fast_burst_medium
{
type particle
{
texture battlefield/fire/building_dust.tga
clr_adjust_by_ambient_intensity
keyframe_colour
{
0.0, 90, 255, 255, 255
8, 0, 255, 255, 255
}
emitter hemisphere
{
density 100 ; how many particles per
second
min_angle 0 ; minimum angle up from
horizontal to emit in
max_angle 10 ; maximum angle up from horizontal
to emit in
shrink_factor 0.1
}
}
}
effect building_collapse_dust_fast_burst_large
{
type particle
{
texture battlefield/fire/building_dust.tga
clr_adjust_by_ambient_intensity
keyframe_colour
{
0.0, 90, 255, 255, 255
10, 0, 255, 255, 255
}
emitter hemisphere
{
density 100 ; how many particles per
second
min_angle 0 ; minimum angle up from
horizontal to emit in
max_angle 15 ; maximum angle up from horizontal to
emit in
shrink_factor 0.1
}
}
}
effect building_collapse_dust_fast_burst_extra_large
{
type particle
{
texture battlefield/fire/building_dust.tga
clr_adjust_by_ambient_intensity
keyframe_colour
{
0.0, 90, 255, 255, 255
15, 0, 255, 255, 255
}
emitter hemisphere
{
density 50 ; how many particles per
second
min_angle 0 ; minimum angle up from
horizontal to emit in
max_angle 20 ; maximum angle up from horizontal to
emit in
shrink_factor 0.1
}
}
}
effect dust_linger_large
{
type particle
{
texture battlefield/fire/building_dust.tga
keyframe_colour
{
0.0, 0, 255, 255, 255
2.5, 150, 255, 255, 255
5.0, 0, 255, 255, 255
}
clr_adjust_by_ambient_intensity
emitter time
{
density 7 ; how many
particles per second
offset_from_surface 0,0,0 ; offset from surface to
emit from
emitter_falloff_dist 500 ; distance in meters to
reduce emission over
emitter_falloff_bias 0.6 ;
random_emit_radius 10, 10
}
}
}
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
effect building_fire_glow_model
{
type projectile
{
model models_effects/building_fire_glow.cas
view_dist 7000
}
}
effect_set burning_building_new_small_set
{
lod 10000
{
flaming_particles_small
fiery_smoke_small
dense_smoke_small
embers_small
burning_building_light
burning_building_sound_small
}
}
effect_set nahptha_fire_set
{
play_time 2.5
lod 10000
{
nahptha_small_flame
nahptha_fiery_smoke_small
shockwave
naptha_loop
;naptha_impact
}
}
effect_set burning_building_new_medium_set
{
lod 10000
{
flaming_particles_medium
fiery_smoke_medium
dense_smoke_medium
embers_medium
burning_building_light
burning_building_sound_medium
fire_flare_sound
}
}
effect_set burning_building_new_large_set
{
lod 10000
{
flaming_particles_large
fiery_smoke_large
dense_smoke_large
embers_large
burning_building_light
building_fire_glow_model
burning_building_sound_large
fire_flare_sound
}
}
effect_set burning_building_new_extra_large_set
{
lod 10000
{
flaming_particles_extra_large
fiery_smoke_extra_large
dense_smoke_extra_large
embers_extra_large
burning_building_light
building_fire_glow_model
burning_building_sound_large
fire_flare_sound
}
}
effect_set dust_crumble_small_set
{
play_time 4.7
lod 10000
{
crumble_dust_small
}
}
effect_set dust_crumble_medium_set
{
play_time 6.5
lod 1000
{
crumble_dust_medium
}
}
effect_set dust_crumble_large_set
{
play_time 6.2
lod 10000
{
crumble_dust_large
}
}
effect_set dust_crumble_extra_large_set
{
play_time 6.5
lod 10000
{
crumble_dust_extra_large
}
}
;;;;;;;effect_set random_dust_puff_small_set
{
play_time 0.3
lod 10000
{
crumble_dust_small
}
}
;;;;;;;;;effect_set random_dust_puff_medium_set
{
play_time 0.34
lod 10000
{
crumble_dust_medium
}
}
;;;;;;;;;;effect_set random_dust_puff_large_set
{
play_time 0.4
lod 10000
{
crumble_dust_large
}
}
effect_set window_fire_small
{
lod 10000
{
;small_flame
flaming_particles_small
fiery_smoke_small
burning_building_sound_small
}
}
effect_set window_fire_medium
{
lod 10000
{
;small_flame
flaming_particles_medium
fiery_smoke_medium
burning_building_sound_medium
}
}
effect_set light
{
time_of_day night
lod 10000
{
burning_building_light
}
}
effect_set light_permanent
{
; time_of_day night
lod 10000
{
burning_building_light_medium
}
}
effect_set hemisphere_dust_small_set
{
play_time 0.7
lod 10000
{
building_collapse_dust_fade_small
}
}
effect_set hemisphere_dust_medium_set
{
play_time 3.50
lod 10000
{
building_collapse_dust_fade_medium
}
}
effect_set hemisphere_dust_large_set
{
play_time 6.50
lod 10000
{
building_collapse_dust_fade_large
}
}
effect_set hemisphere_dust_extra_large_set
{
play_time 7.00
lod 10000
{
building_collapse_dust_fade_extra_large
}
}
effect_set hemisphere_dust_burst_very_small_set
{
play_time 0.2
lod 10000
{
building_collapse_dust_fast_burst_very_small
}
}
effect_set hemisphere_dust_burst_small_set
{
play_time 0.5
lod 10000
{
building_collapse_dust_fast_burst_small
}
}
effect_set hemisphere_dust_burst_medium_set
{
play_time 1
lod 10000
{
building_collapse_dust_fast_burst_medium
}
}
effect_set hemisphere_dust_burst_large_set
{
play_time 1
lod 10000
{
building_collapse_dust_fast_burst_large
}
}
effect_set hemisphere_dust_burst_extra_large_set
{
play_time 1
lod 10000
{
building_collapse_dust_fast_burst_extra_large
}
}
effect_set dust_linger_large_set
{
play_time 10
lod 10000
{
dust_linger_large
}
}