PART (File Format): Difference between revisions

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imported>Jackoalan
imported>Jackoalan
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{{research|1|Key descriptions are subject to corrections}}
{{research|1|Key descriptions are subject to corrections}}
The '''PART''' [[Effect Script|effect script]] format is used to configure ''particle effects''.
The '''PART''' [[Effect Script|effect script]] format is used to configure ''particle effects''.


Line 120: Line 119:
|<code>ICTS</code>
|<code>ICTS</code>
|Constant
|Constant
|<code>int</code> (data ref)
|<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> (data ref)
|<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.
Line 168: Line 167:
|<code>TEXR</code>
|<code>TEXR</code>
|Constant
|Constant
|<code>int</code> (data ref)
|<code>int</code> ([[TXTR (File Format)|TXTR]] ref), <code>ATEX</code>
|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> (data ref)
|<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.
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