Difference between revisions of "Particle.cfg"

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{{lowercase}}
 
{{lowercase}}
The '''particle.cfg''' file stores particle [[CFG|configuration]] data and settings for the particle system of [[Vice City]] and [[GTA III]].
+
The '''particle.cfg''' file stores particle [[CFG|configuration]] data and settings for the particle system for [[GTA III]] and [[Vice City]].
  
 
== Format ==
 
== Format ==
 +
:''See also: [[Handling.cfg#Format and syntax description|handling.cfg § Format and syntax description]]''
 +
The length of each line is limited to 500 characters instead of 200 characters in handling.cfg.
  
All information is stored in plain-text format as a simple list of settings. Each line defines one entry. Lines can also be commented. Unlike the [[DAT|data files]] the typical comment character for [[CFG|configuration files]] is the semicolon ('';''). Each line is a collection of values seperated by tabstops. The following table shows the values and their description in the order they appear inside the file:
+
{|class="wikitable center-col-1 center-col-2" style="width: 100%;"
 +
!style="width: 2em;" |{{Icon|3}}
 +
!style="width: 2em;" |{{Icon|VC}}
 +
!style="width: 12em;" |Identifier
 +
!style="width: 6em;" |Type
 +
!Description
 +
|-
 +
|colspan="2" |A ||Particle name ||string ||The name of the particle.
 +
|-
 +
|colspan="2" |B,C,D ||Rendering color ||integer[3] ||The particle color in RGB format. Each is a value between 0 and 255.
 +
|-
 +
|colspan="2" |E ||Initial color variation ||integer ||Initial color variation of the particle. Using this value a random value gets calculated to manipulate each color level of the particle. This makes every particle look different. Value is between 0 and 100 (any value above 100 is set to 100).
  
{|{{Prettytable}} class="collapsible" width="100%"
+
''Example:''<br>Rendering color = (100, 100, 100), Initial color variation = 20<br>Real variation = random(-20, 20)<br>Real color = (100 + Real variation, 100 + Real variation, 100 + Real variation)
!width="150px"|Value
+
|-
!width="120px"|Type
+
|colspan="2" |F,G,H ||Fade destination color ||integer[3] ||Destination color in RGB format if the particle is fading. Each is a value between 0 and 255.
!Description
 
 
|-
 
|-
|Particle name||[[wikipedia:String_(computer_science)|String]]||The name of the particle for the [[SCM|script]].
+
|colspan="2" |I ||Fading time ||integer ||Time required to fade from the rendering color to the fade destination color. Value is between 0 and 100.
 
|-
 
|-
|Rendering color||Color (RGB)||3 values (from 0 to 255) defining the red, green and blue level of the particle color.
+
|colspan="2" |J ||Initial radius ||float ||Initial radius of the particle sprite.
 
|-
 
|-
|Initial color variation||[[wikipedia:Integer_(computer_science)|Integer]]||Value between 0 and 100, defining the initial color variation of the particle. Using this value a random value gets calculated to manipulate each color level of the particle. This makes every particle look different.<br><br>''Example:''<br>Rendering color = (100, 100, 100), Initial color variation = 20<br>Real variation = random(-20, 20)<br>Real color = (100 + Real variation, 100 + Real variation, 100 + Real variation)
+
|colspan="2" |K ||Expansion rate ||float ||Rate the particle sprite grows during its lifetime.
 
|-
 
|-
|Fade destination color||Color (RGB)||3 values (from 0 to 255) defining the red, green and blue level of the destination color if the particle is fading.
+
|colspan="2" |L ||Fade to black initial intensity ||integer ||If the particle "fades to black" (means it gets destroyed with fading) this value defines its initial intensity. The value is between 0 and 255 where 255 means 100%.
 
|-
 
|-
|Fading time||Integer||Value between 0 and 100, defining the time required to fade from the rendering color to the fade destination color.
+
|colspan="2" |M ||Fade to black time ||integer ||The number of frames between each fade step.
 
|-
 
|-
|Initial radius||[[wikipedia:Floating point|Float]]||The initial radius of the particle [[wikipedia:Sprite_(computer_graphics)|sprite]].r.
+
|colspan="2" |N ||Fade to black amount ||integer ||The amount the initial intensity gets decreased with each step.
 
|-
 
|-
|Expansion rate||Float||The rate the particle sprite grows during it's lifetime.
+
|colspan="2" |O ||Fade alpha initial intensity ||integer ||
 
|-
 
|-
|Fade to black initial intensity||Integer||If the particle "fades to black" (means it get's destroyed with fading) this value defines it's initial intensity. The value can be between 0 and 255 where 255 means 100%.
+
|colspan="2" |P ||Fade alpha time ||integer ||
 
|-
 
|-
|Fade to black time||Integer||The number of frames between each fade step.
+
|colspan="2" |Q ||Fade alpha amount ||integer ||
 
|-
 
|-
|Fade to black amount||Integer||The amount the initial intensity gets decreased with each step.
+
|colspan="2" |R ||Z rotation initial angle ||integer ||Initial angle around the z-axis. The value is between 0 and 1023.
 
|-
 
|-
|Initial rotation||Integer||The initial angle around the z-axis. This value must can be between 0 and 1023.
+
|colspan="2" |S ||Z rotation change time ||integer ||Number of frames between each rotation step.
 
|-
 
|-
|Rotation change time||Integer||The number of frames between each rotation step.
+
|colspan="2" |T ||Z rotation angle change amount ||integer ||Amount the sprite gets rotated around the z-axis with each step.
 
|-
 
|-
|Rotation change amount||Integer||The amount the sprite gets rotated around the z-axis with each step.
+
|colspan="2" |U ||Initial z radius ||float ||Initial radius of the particle around the z-axis.
 
|-
 
|-
|Initial radius||Float||The initial radius of the particle around the z-axis.
+
|colspan="2" |V ||Z radius change time ||integer ||Number of frames between each radius change step.
 
|-
 
|-
|Radius change time||Integer||The number of frames between each radius change step.
+
|colspan="2" |W ||Z radius change amount ||float ||Amount the radius changes with each step.
 
|-
 
|-
|Radius change amount||Float||The amount the radius changes with each step.
+
|colspan="2" |X ||Animation speed ||integer ||Time between each animation step. 0 means that the particle is not animated.
 
|-
 
|-
|Animation speed||Integer||The time between each animation step. 0 means that the particle is not animated.
+
|colspan="2" |Y ||Animation start frame ||integer ||Index first frame of the animated particle.
 
|-
 
|-
|Animation start frame||Integer||The index first frame of the animated particle.
+
|colspan="2" |Z ||Animation final frame ||integer ||Index of the last frame of the animated particle.
 
|-
 
|-
|Animation final frame||Integer||The index of the last frame of the animated particle.
+
|colspan="2" |AA ||Rotation speed ||integer ||
 
|-
 
|-
|Gravitational accleration||Float||The accleration of the particle falling to the ground.
+
|colspan="2" |AB ||Gravitational acceleration ||float ||Acceleration of the particle falling to the ground.
 
|-
 
|-
|Frictional deccleration||Float||The frictional deccleration of the particle. This value can be between 0 and 1 where 1 represents 100%.
+
|colspan="2" |AC ||Frictional deceleration ||integer ||Frictional deceleration of the particle. This value is between 0 and 1 where 1 represents 100%.
 
|-
 
|-
|Default lifetime||Integer||The default lifetime of the particle in milliseconds.
+
|colspan="2" |AD ||Default life span ||integer ||Default lifetime of the particle in milliseconds.
 
|-
 
|-
|Position error||Float||The final position gets corrected using a random value between 0 and this one.
+
|colspan="2" |AE ||Position random error ||float ||Final position gets corrected using a random value between 0 and this one.
 
|-
 
|-
|Velocity error||Float||The final velocity gets corrected using a random value between 0 and this one.
+
|colspan="2" |AF ||Velocity random error ||float ||Final velocity gets corrected using a random value between 0 and this one.
 
|-
 
|-
|Expansion error||Float||The expansion rate gets corrected using a random value between 0 and this one.
+
|colspan="2" |AG ||Expansion rate error ||float ||Expansion rate gets corrected using a random value between 0 and this one.
 
|-
 
|-
|Rotation error||Float||The rotation rate gets corrected using a random value between 0 and this one.
+
|colspan="2" |AH ||Rotation rate error ||integer ||Rotation rate gets corrected using a random value between 0 and this one.
 
|-
 
|-
|Lifetime error||Integer||Value between 0 and 255 defining the shape for the distribution of the particles lifetime.
+
|colspan="2" |AI ||Life span error shape ||integer ||Shape for the distribution of the particle's lifetime. Value is between 0 and 255.
 
|-
 
|-
|Trail length error||Float||If the particle trail flag is set the length of it's trail gets multiplied by this value.
+
|colspan="2" |AJ ||Trail length multiplier ||float ||If the particle trail flag is set the length of its trail gets multiplied by this value.
 
|-
 
|-
|Strech X||Float||The amount the particles texture gets streched along x-axis.
+
|&ndash; ||AK ||{{a|c}} |Stretch X ||float ||Amount the particle's texture gets stretched along x-axis.
 
|-
 
|-
|Strech Y||Float||The amount the particles texture gets streched along y-axis.
+
|&ndash; ||AL ||{{a|c}} |Stretch Y ||float ||Amount the particle's texture gets stretched along y-axis.
 
|-
 
|-
|Wind influence||Float||The factor for the influence of wind for the particle.
+
|&ndash; ||AM ||{{a|c}} |Wind influence ||float ||Factor for the influence of wind for the particle.
 
|-
 
|-
|Creation range||Float||The maximum distance from the camera for actually creating the particle.
+
|AK ||AN ||{{a|c}} |Creation range ||float ||Maximum distance from the camera for actually creating the particle.
 
|-
 
|-
|Flags||Integer||See [[Particle.cfg#Flags|below]]!
+
|AL ||AO ||{{a|c}} |Flags ||integer ||[[#Flags|See below]]
 
|}
 
|}
  
Line 83: Line 95:
 
There are different flags that influence the particles rendering process. Those flags are listed in the following table:
 
There are different flags that influence the particles rendering process. Those flags are listed in the following table:
  
{|{{Prettytable}} width="100%" class="collapsible"
+
{|class="wikitable center-col-1 center-col-2 center-col-3" style="width: 100%;"
!width="120px"|Name
+
!style="width: 12em;" |Name
!width="120px"|Flag
+
!style="width: 4em;" |Flag
!width="25%"|Binary
+
!style="width: 16em;" |Binary
 
!Description
 
!Description
 
|-
 
|-
|<center>&ndash;</center>||<center>-1</center>||<center><code>1111 1111 1111 1111</code></center>||Enables all flags. {{ref|1}} Never used by default.
+
|&ndash;||-1||<code>1111 1111 1111 1111</code>||Enables all flags. {{ref|1}} Never used by default.
 +
|-
 +
|ZCHECK_FIRST||1||<code>0000 0000 0000 0001</code>||&ndash;
 +
|-
 +
|ZCHECK_STEP||2||<code>0000 0000 0000 0010</code>||&ndash;
 +
|-
 +
|DRAW_OPAQUE||4||<code>0000 0000 0000 0100</code>||&ndash;
 +
|-
 +
|SCREEN_TRAIL||8||<code>0000 0000 0000 1000</code>||&ndash;
 +
|-
 +
|SPEED_TRAIL||16||<code>0000 0000 0001 0000</code>||&ndash;
 +
|-
 +
|RAND_VERT_V||32||<code>0000 0000 0010 0000</code>||&ndash;
 +
|-
 +
|CYCLE_ANIM||64||<code>0000 0000 0100 0000</code>||Cycles the particles animation.
 +
|-
 +
|DRAW_DARK||128||<code>0000 0000 1000 0000</code>||&ndash;
 +
|-
 +
|VERT_TRAIL||256||<code>0000 0001 0000 0000</code>||&ndash;
 +
|-
 +
|DRAWTOP2D||1024||<code>0000 0100 0000 0000</code>||&ndash;
 +
|-
 +
|CLIPOUT2D||2048||<code>0000 1000 0000 0000</code>||&ndash;
 +
|-
 +
|ZCHECK_BUMP||4096||<code>0001 0000 0000 0000</code>||&ndash;
 +
|-
 +
|ZCHECK_BUMP_FIRST||8192||<code>0010 0000 0000 0000</code>||&ndash;
 +
|}
 +
 
 +
== List of particles in III==
 +
 
 +
The following table shows a list of particles defined in the particle.cfg files. The images were taken on a Sunny day at 12:00, pointed at the sky. The scale of the particles was 0, which is the default size for most particles.
 +
 
 +
{|class="wikitable"
 +
! Image
 +
! ID
 +
! Name
 +
|-
 +
| [[File:GTA 3 Particle - Spark.png ‎|100px]] || 0 || SPARK
 +
|-
 +
| [[File:IIIP1.png|100px]] || 1 || SPARK_SMALL
 +
|-
 +
| [[File:IIIP2.png|100px]] || 2 || WHEEL_DIRT
 +
|-
 +
| [[File:IIIP3.png|100px]] || 3 || WHEEL_WATER
 +
|-
 +
| [[File:IIIP4.png|100px]] || 4 || BLOOD
 +
|-
 +
| [[File:IIIP5.png|100px]] || 5 || BLOOD_SMALL
 +
|-
 +
| [[File:IIIP6.png|100px]] || 6 || BLOOD_SPURT
 +
|-
 +
| [[File:IIIP7.png|100px]] || 7 || DEBRIS
 +
|-
 +
| [[File:IIIP8.png|100px]] || 8 || DEBRIS2
 +
|-
 +
| [[File:IIIP9.png|100px]] || 9 || WATER
 +
|-
 +
| [[File:IIIP10.png|100px]] || 10 || FLAME
 +
|-
 +
| [[File:IIIP11.png|100px]] || 11 || FIREBALL
 +
|-
 +
| [[File:IIIP12.png|100px]] || 12 || GUNFLASH
 +
|-
 +
| [[File:IIIP14.png|100px]] || 13 || GUNFLASH_NOANIM
 +
|-
 +
| [[File:IIIP15.png|100px]] || 14 || GUNSMOKE
 +
|-
 +
| [[File:IIIP16.png|100px]] || 15 || GUNSMOKE2
 +
|-
 +
| [[File:IIIP17.png|100px]] || 16 || SMOKE
 +
|-
 +
| [[File:IIIP18.png|100px]] || 17 || SMOKE_SLOWMOTION
 +
|-
 +
| [[File:IIIP19.png|100px]] || 18 || GARAGEPAINT_SPRAY
 +
|-
 +
| [[File:IIIP20.png|100px]] || 19 || SHARD
 +
|-
 +
| [[File:IIIP21.png|100px]] || 20 || SPLASH
 +
|-
 +
| [[File:IIIP22.png|100px]] || 21 || CARFLAME
 +
|-
 +
| [[File:IIIP23.png|100px]] || 22 || STEAM
 +
|-
 +
| [[File:IIIP24.png|100px]] || 23 || STEAM2
 +
|-
 +
| [[File:IIIP25.png|100px]] || 24 || STEAM_NY
 +
|-
 +
| [[File:IIIP26.png|100px]] || 25 || STEAM_NY_SLOWMOTION
 +
|-
 +
| [[File:IIIP27.png|100px]] || 26 || ENGINE_STEAM
 +
|-
 +
| [[File:IIIP28.png|100px]] || 27 || RAINDROP
 +
|-
 +
| [[File:IIIP29.png|100px]] || 28 || RAINDROP_SMALL
 +
|-
 +
| [[File:IIIP30.png|100px]] || 29 || RAIN_SPLASH
 +
|-
 +
| [[File:IIIP31.png|100px]] || 30 || RAIN_SPLASH_BIGGROW
 +
|-
 +
| [[File:IIIP32.png|100px]] || 31 || RAIN_SPLASHUP
 +
|-
 +
| [[File:IIIP33.png|100px]] || 32 || WATERSPRAY
 +
|-
 +
| [[File:IIIP34.png|100px]] || 33 || EXPLOSION_MEDIUM
 +
|-
 +
| [[File:IIIP35.png|100px]] || 34 || EXPLOSION_LARGE
 +
|-
 +
| [[File:IIIP34.png|100px]] || 35 || EXPLOSION_MFAST
 +
|-
 +
| [[File:IIIP35.png|100px]] || 36 || EXPLOSION_LFAST
 +
|-
 +
| [[File:IIIP38.png|100px]] || 37 || CAR_SPLASH
 +
|-
 +
| || 38 || BOAT_SPLASH
 +
|-
 +
| [[File:IIIP40.png|100px]] || 39 || BOAT_THRUSTJET
 +
|-
 +
| [[File:IIIP41.png|100px]] || 40 || BOAT_WAKE
 +
|-
 +
| [[File:IIIP42.png|100px]] || 41 || WATER_HYDRANT
 +
|-
 +
| [[File:IIIP43.png|100px]] || 42 || WATER_CANNON
 +
|-
 +
| [[File:IIIP44.png|100px]] || 43 || EXTINGUISH_STEAM
 +
|-
 +
|  || 44 || PED_SPLASH
 +
|-
 +
| [[File:IIIP46.png|100px]] || 45 || PEDFOOT_DUST
 +
|-
 +
| [[File:IIIP47.png|100px]] || 46 || HELI_DUST
 +
|-
 +
| [[File:IIIP48.png|100px]] || 47 || HELI_ATTACK
 +
|-
 +
| [[File:IIIP49.png|100px]] || 48 || ENGINE_SMOKE
 +
|-
 +
| [[File:IIIP50.png|100px]] || 49 || ENGINE_SMOKE2
 +
|-
 +
| [[File:IIIP51.png|100px]] || 50 || CARFLAME_SMOKE
 +
|-
 +
| || 51 || FIREBALL_SMOKE
 +
|-
 +
| [[File:IIIP53.png|100px]] || 52 || PAINT_SMOKE
 +
|-
 +
| [[File:IIIP54.png|100px]] || 53 || TREE_LEAVES
 +
|-
 +
| || 54 || CARCOLLISION_DUST
 
|-
 
|-
|<center>ZCHECK_FIRST</center>||<center>1</center>||<center><code>0000 0000 0000 0001</code></center>||&ndash;
+
| [[File:IIIP56.png|100px]] || 55 || CAR_DEBRIS
 
|-
 
|-
|<center>ZCHECK_STEP</center>||<center>2</center>||<center><code>0000 0000 0000 0010</code></center>||&ndash;
+
| [[File:IIIP56.png|100px]] || 56 || HELI_DEBRIS
 
|-
 
|-
|<center>DRAW_OPAQUE</center>||<center>4</center>||<center><code>0000 0000 0000 0100</code></center>||&ndash;
+
| || 57 || EXHAUST_FUMES
 
|-
 
|-
|<center>SCREEN_TRAIL</center>||<center>8</center>||<center><code>0000 0000 0000 1000</code></center>||&ndash;
+
| || 58 || RUBBER_SMOKE
 
|-
 
|-
|<center>SPEED_TRAIL</center>||<center>16</center>||<center><code>0000 0000 0001 0000</code></center>||&ndash;
+
| || 59 || BURNINGRUBBER_SMOKE
 
|-
 
|-
|<center>RAND_VERT_V</center>||<center>32</center>||<center><code>0000 0000 0010 0000</code></center>||&ndash;
+
| || 60 || BULLETHIT_SMOKE
 
|-
 
|-
|<center>CYCLE_ANIM</center>||<center>64</center>||<center><code>0000 0000 0100 0000</code></center>||Cycles the particles animation.
+
| [[File:IIIP63.png|100px]] || 61 || GUNSHELL_FIRST
 
|-
 
|-
|<center>DRAW_DARK</center>||<center>128</center>||<center><code>0000 0000 1000 0000</code></center>||&ndash;
+
| [[File:IIIP63.png|100px]] || 62 || GUNSHELL
 
|-
 
|-
|<center>VERT_TRAIL</center>||<center>256</center>||<center><code>0000 0001 0000 0000</code></center>||&ndash;
+
| [[File:IIIP63.png|100px]] || 63 || GUNSHELL_BUMP1
 
|-
 
|-
|<center>DRAWTOP2D</center>||<center>1024</center>||<center><code>0000 0100 0000 0000</code></center>||&ndash;
+
| [[File:IIIP63.png|100px]] || 64 || GUNSHELL_BUMP2
 
|-
 
|-
|<center>CLIPOUT2D</center>||<center>2048</center>||<center><code>0000 1000 0000 0000</code></center>||&ndash;
+
| || 65 || TEST
 
|-
 
|-
|<center>ZCHECK_BUMP</center>||<center>4096</center>||<center><code>0001 0000 0000 0000</code></center>||&ndash;
+
| || 66 || BIRD_FRONT
 
|-
 
|-
|<center>ZCHECK_BUMP_FIRST</center>||<center>8192</center>||<center><code>0010 0000 0000 0000</code></center>||&ndash;
+
| || 67 || RAINDROP_2D
 
|}
 
|}
  
== List of particles ==
+
== List of particles in Vice City==
 
{{Incomplete}}
 
{{Incomplete}}
  
 
The following gallery shows ingame screenshots of the particles defined inside the default particle configuration.
 
The following gallery shows ingame screenshots of the particles defined inside the default particle configuration.
  
<center>
+
<gallery caption="Particle effects" widths="150px" heights="150px" perrow="4" style="text-align: center; margin: auto;">
<gallery caption="Particle effects" widths="150px" heights="150px" perrow="4">
 
 
File:VCP0.png|<b>SPARK</b>
 
File:VCP0.png|<b>SPARK</b>
 
File:VCP1.png|<b>SPARK_SMALL</b>
 
File:VCP1.png|<b>SPARK_SMALL</b>
Line 136: Line 293:
 
File:VCP9.png|<b>DEBRIS</b>
 
File:VCP9.png|<b>DEBRIS</b>
 
</gallery>
 
</gallery>
</center>
 
  
 
== See also ==
 
== See also ==
Line 144: Line 300:
 
* {{note|1}} [[wikipedia:Two%27s_complement|Two's complement]]
 
* {{note|1}} [[wikipedia:Two%27s_complement|Two's complement]]
  
{{N|VC}}
+
{{N|VC|3}}
  
[[Category:GTA_3]][[Category:File_Formats]]
+
[[Category:File Formats]]

Latest revision as of 14:33, 12 January 2019

The particle.cfg file stores particle configuration data and settings for the particle system for GTA III and Vice City.

Format

See also: handling.cfg § Format and syntax description

The length of each line is limited to 500 characters instead of 200 characters in handling.cfg.

GTA III Vice City Identifier Type Description
A Particle name string The name of the particle.
B,C,D Rendering color integer[3] The particle color in RGB format. Each is a value between 0 and 255.
E Initial color variation integer Initial color variation of the particle. Using this value a random value gets calculated to manipulate each color level of the particle. This makes every particle look different. Value is between 0 and 100 (any value above 100 is set to 100).

Example:
Rendering color = (100, 100, 100), Initial color variation = 20
Real variation = random(-20, 20)
Real color = (100 + Real variation, 100 + Real variation, 100 + Real variation)

F,G,H Fade destination color integer[3] Destination color in RGB format if the particle is fading. Each is a value between 0 and 255.
I Fading time integer Time required to fade from the rendering color to the fade destination color. Value is between 0 and 100.
J Initial radius float Initial radius of the particle sprite.
K Expansion rate float Rate the particle sprite grows during its lifetime.
L Fade to black initial intensity integer If the particle "fades to black" (means it gets destroyed with fading) this value defines its initial intensity. The value is between 0 and 255 where 255 means 100%.
M Fade to black time integer The number of frames between each fade step.
N Fade to black amount integer The amount the initial intensity gets decreased with each step.
O Fade alpha initial intensity integer
P Fade alpha time integer
Q Fade alpha amount integer
R Z rotation initial angle integer Initial angle around the z-axis. The value is between 0 and 1023.
S Z rotation change time integer Number of frames between each rotation step.
T Z rotation angle change amount integer Amount the sprite gets rotated around the z-axis with each step.
U Initial z radius float Initial radius of the particle around the z-axis.
V Z radius change time integer Number of frames between each radius change step.
W Z radius change amount float Amount the radius changes with each step.
X Animation speed integer Time between each animation step. 0 means that the particle is not animated.
Y Animation start frame integer Index first frame of the animated particle.
Z Animation final frame integer Index of the last frame of the animated particle.
AA Rotation speed integer
AB Gravitational acceleration float Acceleration of the particle falling to the ground.
AC Frictional deceleration integer Frictional deceleration of the particle. This value is between 0 and 1 where 1 represents 100%.
AD Default life span integer Default lifetime of the particle in milliseconds.
AE Position random error float Final position gets corrected using a random value between 0 and this one.
AF Velocity random error float Final velocity gets corrected using a random value between 0 and this one.
AG Expansion rate error float Expansion rate gets corrected using a random value between 0 and this one.
AH Rotation rate error integer Rotation rate gets corrected using a random value between 0 and this one.
AI Life span error shape integer Shape for the distribution of the particle's lifetime. Value is between 0 and 255.
AJ Trail length multiplier float If the particle trail flag is set the length of its trail gets multiplied by this value.
AK Stretch X float Amount the particle's texture gets stretched along x-axis.
AL Stretch Y float Amount the particle's texture gets stretched along y-axis.
AM Wind influence float Factor for the influence of wind for the particle.
AK AN Creation range float Maximum distance from the camera for actually creating the particle.
AL AO Flags integer See below

Flags

This section is incomplete. You can help by fixing and expanding it.

There are different flags that influence the particles rendering process. Those flags are listed in the following table:

Name Flag Binary Description
-1 1111 1111 1111 1111 Enables all flags. [1] Never used by default.
ZCHECK_FIRST 1 0000 0000 0000 0001
ZCHECK_STEP 2 0000 0000 0000 0010
DRAW_OPAQUE 4 0000 0000 0000 0100
SCREEN_TRAIL 8 0000 0000 0000 1000
SPEED_TRAIL 16 0000 0000 0001 0000
RAND_VERT_V 32 0000 0000 0010 0000
CYCLE_ANIM 64 0000 0000 0100 0000 Cycles the particles animation.
DRAW_DARK 128 0000 0000 1000 0000
VERT_TRAIL 256 0000 0001 0000 0000
DRAWTOP2D 1024 0000 0100 0000 0000
CLIPOUT2D 2048 0000 1000 0000 0000
ZCHECK_BUMP 4096 0001 0000 0000 0000
ZCHECK_BUMP_FIRST 8192 0010 0000 0000 0000

List of particles in III

The following table shows a list of particles defined in the particle.cfg files. The images were taken on a Sunny day at 12:00, pointed at the sky. The scale of the particles was 0, which is the default size for most particles.

Image ID Name
GTA 3 Particle - Spark.png 0 SPARK
IIIP1.png 1 SPARK_SMALL
IIIP2.png 2 WHEEL_DIRT
IIIP3.png 3 WHEEL_WATER
IIIP4.png 4 BLOOD
IIIP5.png 5 BLOOD_SMALL
IIIP6.png 6 BLOOD_SPURT
IIIP7.png 7 DEBRIS
IIIP8.png 8 DEBRIS2
IIIP9.png 9 WATER
IIIP10.png 10 FLAME
IIIP11.png 11 FIREBALL
IIIP12.png 12 GUNFLASH
IIIP14.png 13 GUNFLASH_NOANIM
IIIP15.png 14 GUNSMOKE
IIIP16.png 15 GUNSMOKE2
IIIP17.png 16 SMOKE
IIIP18.png 17 SMOKE_SLOWMOTION
IIIP19.png 18 GARAGEPAINT_SPRAY
IIIP20.png 19 SHARD
IIIP21.png 20 SPLASH
IIIP22.png 21 CARFLAME
IIIP23.png 22 STEAM
IIIP24.png 23 STEAM2
IIIP25.png 24 STEAM_NY
IIIP26.png 25 STEAM_NY_SLOWMOTION
IIIP27.png 26 ENGINE_STEAM
IIIP28.png 27 RAINDROP
IIIP29.png 28 RAINDROP_SMALL
IIIP30.png 29 RAIN_SPLASH
IIIP31.png 30 RAIN_SPLASH_BIGGROW
IIIP32.png 31 RAIN_SPLASHUP
IIIP33.png 32 WATERSPRAY
IIIP34.png 33 EXPLOSION_MEDIUM
IIIP35.png 34 EXPLOSION_LARGE
IIIP34.png 35 EXPLOSION_MFAST
IIIP35.png 36 EXPLOSION_LFAST
IIIP38.png 37 CAR_SPLASH
38 BOAT_SPLASH
IIIP40.png 39 BOAT_THRUSTJET
IIIP41.png 40 BOAT_WAKE
IIIP42.png 41 WATER_HYDRANT
IIIP43.png 42 WATER_CANNON
IIIP44.png 43 EXTINGUISH_STEAM
44 PED_SPLASH
IIIP46.png 45 PEDFOOT_DUST
IIIP47.png 46 HELI_DUST
IIIP48.png 47 HELI_ATTACK
IIIP49.png 48 ENGINE_SMOKE
IIIP50.png 49 ENGINE_SMOKE2
IIIP51.png 50 CARFLAME_SMOKE
51 FIREBALL_SMOKE
IIIP53.png 52 PAINT_SMOKE
IIIP54.png 53 TREE_LEAVES
54 CARCOLLISION_DUST
IIIP56.png 55 CAR_DEBRIS
IIIP56.png 56 HELI_DEBRIS
57 EXHAUST_FUMES
58 RUBBER_SMOKE
59 BURNINGRUBBER_SMOKE
60 BULLETHIT_SMOKE
IIIP63.png 61 GUNSHELL_FIRST
IIIP63.png 62 GUNSHELL
IIIP63.png 63 GUNSHELL_BUMP1
IIIP63.png 64 GUNSHELL_BUMP2
65 TEST
66 BIRD_FRONT
67 RAINDROP_2D

List of particles in Vice City

This section is incomplete. You can help by fixing and expanding it.

The following gallery shows ingame screenshots of the particles defined inside the default particle configuration.

See also

References