Particle Object

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Contents

Particle

Description

This Particle Object is used as the main container for particle emitters and affectors. Many important system properties are set on the Particle Object, such as Texture and Render Style.

Location

Right-click on an empty space in the Particle Creator Scene Manager and choose Particles > Particle from the list.

Properties

Name Type Description Read Only
BILLBOARD PROPERTIES
ORIGIN
string
Set the origin of the billboard.
ROTATION TYPE
string
Specify what to rotate:
  • Geometry
  • Texture
MAX VALUES ALLOWED
VELOCITY
float
Set the maximum velocity allowed.
VISUAL QUOTA
int
Set the maximum visual particles allowed in the particle system.
ORIENTATION
FORWARD
CVector3
Forward by X,Y,Z.
RIGHT
CVector3
Right by X,Y,Z.
UP
CVector3
Up by X,Y,Z.
POSITION
POSITION
CVector3
Position by X,Y,Z world coordinates.
PROPERTIES
BACKFACE CULLING
bool
If True backface polygons will be culled.
NO CULLING
bool
If True the particle is never culled.
LIFE TIME
float
Set the particle lifetime ( in seconds ). Use 0 to loop.
WORLD ORIENTATION
bool
If True the particle orientation is always up.
RENDERING
RENDER TYPE
string
Specify the render type for the particle:
  • Billboard
  • Billboard Common
  • Billboard Forward
  • Billboard Forward Camera
  • Billboard Perpendicular Self
  • Billboard Self
  • Billboard Shape
  • Billboard Up
  • Billboard Up Camera
  • Box
  • Entity
  • EntityWorld
  • Ribbon Trail
  • Sphere
RESOURCES AND RENDERING
DEPTH CHECK
bool
If False the particle will render in front of everything.
DEPTH WRITE
bool
If True the particle will write to the depth buffer.
MESH
string
Specify the mesh file.
RENDER STYLE
string
Specify the render style of the texture:
  • Additive
  • Alpha
  • Modulate
  • Normal
TEXTURE
string
Specify the texture file.
RIBBON PROPERTIES
FADE ENDS
bool
If True the ends of the ribbon will be transparent.
LENGTH
float
Set the length of the ribbon.
LOCAL TRAIL
bool
If True the trail stays local to the parent system.
SCALEABLE
bool
If True the ribbon width can be scaled.
SEGMENTS
int
Specify the number of segments in the ribbon.
WIDTH
float
Set the width of the ribbon.
SETTINGS PROPERTIES
QUALITY
string
Specify the quality at which the particle will play. Note: Low will always appear.
  • High
  • Low
  • Medium
START CONDITION
string
Specify the start condition for the particle:
  • Always On
  • Blood is Off
  • Blood is On
  • Weather is Off
  • Weather is On
TECHNIQUE PROPERTIES
DEPTH BIAS
float
Set the depth bias towards the screen.
IS LIGHT
bool
If True the particle will be a light.
SORT INDEX
string
Set the sorting draw index.
TYPE
string
Specify the particle type:
  • Light
  • Normal
  • Shadow
VISIBLE
bool
Set the particle visible or not.
UV ANIMATION
FRAMES HIGH
int
Set the Y frames on the flipbook sheet.
FRAMES WIDE
int
Set the X frames on the flipbook sheet.
U FLIP
bool
If True the U coordinates are flipped.
U RATE
float
Set the U scroll rate.
V FLIP
bool
If True the V coordinates are flipped.
V RATE
float
Set the V scroll rate.
WORLD SCALES
TIME SCALE
float
Set the particle time scale.
VELOCITY SCALE
float
Set the particle and emitter velocity scale.
VISUAL SCALE
float
Set the particle visual scale.

Input Events

Start Particle
Start the Particle object.
Stop Particle
Stop the Particle object.

Output Events

None

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