
negative number first and then a positive number to
get the most variation in the amount of rotation.
Shade=1
An on/off toggle that determines whether the
particle is darkened at night. It is used for night
shading.
Static=1
An on/off toggle that, when turned on, makes the
sprite attach itself to the emitter and shuts off the
emitter after the first sprite. This parameter was
used extensively in creating the lights for the
planes. Use this parameter when you need one
sprite that must stay in a fixed location relative to
the emitter (for example, signs or anything that
needs to “stick” to the plane).
Note Particle Offset does not work with Static
sprites.
Face=1, 1, 1
The direction that the particles face. Pitch, bank,
and heading are the constraints for the particles’
facing movement. These are on/off switches
because the particles either move in the
corresponding direction, or they do not.
To have the particles face you, use 1,1,1. If one of
the values is 0, then the particles will be
constrained in the corresponding axis. To have the
particles remain perpendicular to the ground but
still turn and face you, use 0,0,1.
[ParticleAttributes.0]
The [ParticleAttributes] section defines the
special attributes of a particle, such as color and
texture.
Blend Mode=1
Blend mode specifies which blending mode, alpha
or additive, is used to display the texture. For alpha
blending, use 1; for additive blending, use 2. For
more information about blending, see the Texture
Types section earlier in this document.
Texture=texturename.bmp
The name of the texture to reference in your
textures directory.
Bounce=0.00
The reaction of a particle when it collides with the
ground. The larger the number, the greater the
bounce. If the [Bounce] parameter is set to 0, no
reaction occurs.
Color Start=000, 000, 000, 000
The initial color of a particle. The first three
numbers define the red, green, and blue (RGB)
values and the fourth number specifies the amount
of alpha transparency (R, G, B, [00-255]).
Color End=000, 000, 000, 000
The final color of a particle. The first three numbers
specify the red, green, and blue (RGB) values, and
the fourth number specifies the amount of alpha
transparency (R, G, B, [00-255]).
Jitter Distance=0.00
The distance that the particles jitter. If you don't
want the particles to jitter, set the parameter to 0.
Jitter Time=0.00
The length of the delay before particles start to
jitter. Measured in seconds.