PART (File Format): Difference between revisions
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imported>Jackoalan mNo edit summary |
imported>Jackoalan |
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|<code>ICTS</code> | |<code>ICTS</code> | ||
|Constant | |Constant | ||
|<code>int</code> ( | |<code>int</code> ([[PART (File Format)|PART]] ref) | ||
|Concurrent particle-system | |Concurrent particle-system | ||
|Specifies an external particle script to construct into a parallel system that shares time and space. | |Specifies an external particle script to construct into a parallel system that shares time and space. | ||
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|<code>IDTS</code> | |<code>IDTS</code> | ||
|Constant | |Constant | ||
|<code>int</code> ( | |<code>int</code> ([[PART (File Format)|PART]] ref) | ||
|Deferred particle-system | |Deferred particle-system | ||
|Specifies an external particle script to construct a particle system that shares space, but doesn’t start emitting until this system’s emitter stops. | |Specifies an external particle script to construct a particle system that shares space, but doesn’t start emitting until this system’s emitter stops. | ||
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|<code>TEXR</code> | |<code>TEXR</code> | ||
|Constant | |Constant | ||
|<code>int</code> ( | |<code>int</code> ([[TXTR (File Format)|TXTR]] ref) | ||
|Texture attachment | |Texture attachment | ||
|Specifies the texture resource to map to each particle instance’s surface. | |Specifies the texture resource to map to each particle instance’s surface. | ||
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|<code>TIND</code> | |<code>TIND</code> | ||
|Constant | |Constant | ||
|<code>int</code> ( | |<code>int</code> ([[TXTR (File Format)|TXTR]] ref) | ||
|Indirect texture attachment | |Indirect texture attachment | ||
|Certain particle effects are drawn after the main scene against the player’s ‘visor’. Effects that simulate visor water-droplet refraction use an indirect texture to warp texture coordinates when sampling the underlying scene. | |Certain particle effects are drawn after the main scene against the player’s ‘visor’. Effects that simulate visor water-droplet refraction use an indirect texture to warp texture coordinates when sampling the underlying scene. |