particle.cfg

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Revision as of 13:53, 14 September 2010 by Spaceeinstein (talk | contribs) (List of particles)
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The particle.cfg file stores particle configuration data and settings for the particle system of Vice City and GTA III.

Format

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 data files the typical comment character for 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:

Value Type Description
Particle name String The name of the particle for the script.
Rendering color Color (RGB) 3 values (from 0 to 255) defining the red, green and blue level of the particle color.
Initial color variation 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.

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)
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.
Fading time Integer Value between 0 and 100, defining the time required to fade from the rendering color to the fade destination color.
Initial radius Float The initial radius of the particle sprite.r.
Expansion rate Float The rate the particle sprite grows during it's lifetime.
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%.
Fade to black time Integer The number of frames between each fade step.
Fade to black amount Integer The amount the initial intensity gets decreased with each step.
Initial rotation Integer The initial angle around the z-axis. This value must can be between 0 and 1023.
Rotation change time Integer The number of frames between each rotation step.
Rotation change amount Integer The amount the sprite gets rotated around the z-axis with each step.
Initial radius Float The initial radius of the particle around the z-axis.
Radius change time Integer The number of frames between each radius change step.
Radius change amount Float The amount the radius changes with each step.
Animation speed Integer The time between each animation step. 0 means that the particle is not animated.
Animation start frame Integer The index first frame of the animated particle.
Animation final frame Integer The index of the last frame of the animated particle.
Gravitational accleration Float The accleration 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%.
Default lifetime Integer The default lifetime of the particle in milliseconds.
Position error Float The 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.
Expansion error Float The 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.
Lifetime error Integer Value between 0 and 255 defining the shape for the distribution of the particles lifetime.
Trail length error Float If the particle trail flag is set the length of it's trail gets multiplied by this value.
Strech X Float The amount the particles texture gets streched along x-axis.
Strech Y Float The amount the particles texture gets streched along y-axis.
Wind influence Float The factor for the influence of wind for the particle.
Creation range Float The maximum distance from the camera for actually creating the particle.
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

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