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source: code/branches/resource2/data/particle/emitted_emitter.particle @ 5768

Last change on this file since 5768 was 5689, checked in by rgrieder, 15 years ago

Experimental support for OGRE v1.6 "Shoggoth".
I had to write a little script that removes all the "particle_system" keywords from the particle scripts. But since we can't write to the media folder and creating unique temporary folders is quite tedious, I derived from Ogre::Archive and created a little MemoryArchive that accepts those new particle scripts and feeds them back to the Ogre::ResourceGroupManager.
Also adjusted all particle scripts for the new script compiler (i.e. just added "particle_system" everywhere).

Note: It seems that overlays don't work anymore on Windows, compiling with MinGW.

  • Property svn:eol-style set to native
File size: 1.6 KB
Line 
1// Example emitted emitters
2particle_system Examples/Fireworks
3{
4     material Examples/Flare
5     point_rendering            false
6     particle_width             10
7     particle_height            10
8     cull_each                  false
9     quota                      1000
10     emit_emitter_quota         10
11     billboard_type             point
12     
13     // Emitter that emits multiple Point emitters with name 'explosion'
14     emitter Box
15     {
16         name                    mainEmitter
17         emit_emitter            explosion
18         angle                   30
19         emission_rate           1000
20         time_to_live            3
21         direction               0 1 0
22         velocity                200
23     }
24
25     // This Point emitter is emitted by the Box emitter and emits billboard particles itself
26     emitter Point
27     {
28         name                    explosion
29         angle                   360
30         emission_rate           1000
31         time_to_live            2
32         direction               0 1 0
33         velocity                80
34         duration                0.1
35         repeat_delay_min        2
36         repeat_delay_max        3
37     }
38
39     // Make em float downwards
40     affector LinearForce
41     {
42         force_vector            0 -100 0
43         force_application       add
44     }
45
46     // Give em some nice colours
47     affector ColourInterpolator
48     {
49         time0                   0
50         colour0                 1 1 0
51         time1                   0.5
52         colour1                 1 0 0
53         time2                   0.9
54         colour2                 0 0 1
55     }
56}
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