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This property, together with SFX->Particle Launch Info, is used to set up particle effects.

Property Name: ParticleGroup

DromEd Properties SFX Particles

  • Active Specifies if the particle group is turned on. If this is False, then the particles are not rendered. The StdParticleGroup script can be used to toggle this value via ControlDevice and anything else that send TurnOn script messages.
  • Particle Render Type - The type of particle to use. Choices include:
    • Single-colored pixels: Particles are exactly 1 pixel. The Size field is ignored. Particles never change color.
    • Multi-colored pixels: Seems to be the same as the previous option.
    • Single-colored squares: Particles are squares of solid color. They never change color.
    • Multi-colored squares: Appears to be identical to the previous option.
    • Single-colored disc: The most common particle type. Particles are discs, which slowly fade from opaque as their center to transparent at their edge. Particles will change color when applicable.
    • Scaled bitmap: A bitmap image is used for the particles, instead of a shape. The images are rendered in squares, but may contain transparent areas via the color 0, or by using TGA files (buggy). This is the most versatile particle type, and can look far better than the other particle types if done properly.
  • Particle Animation Launched one-shot: The particles are launched once only. Once they have faded, they are not launched again. This is used for things such as water arrow splashes, etc.
    • Launched continually: Particles are launched continuously. Particles are launched until the number of particles is reached. More are launched after existing particles fade out.
    • Rotating hollow sphere:
    • Rotating sphere:
    • Rotating hollow cube:
    • Rotating cube: Not implemented.
    • Rotating disc:
    • Rotating circle:
    • Rotating pyramid: Not implemented.
      • For the rotating shapes, the particles are only launched once, and never fade. Min Time and Max Time are ignored.
  • Particle Group Motion Specifies how the particle group reacts to its object being moved, and how it can move its object.
    • Immobile: The particle group does not move of its own accord.
    • Move with velocity: The Velocity is applied to the particle group's object, rather than its particles.
    • Move with vel & gravity: The Velocity and Gravity Vector is applied to the particle group's object, rather than its particles.
    • Trailing object: Particles stay where they are launched, even after the particle object has moved. As such, they can trail behind a moving object. Also, particles are never rotated with the object they are attached to.
    • Attached to object: Seems to act the same as Immobile.
    • Fire and forget:
  • Number of particles The number of particles to render.
  • Size of particle The size of the particles. 1.00 seems to be about 2.00 DromEd units. Large sizes can cause slowdowns.
  • Bitmap name The name of the bitmap to use. Only applies to Scaled Bitmap particle groups.
  • Velocity Specifies the velocity at which the particles move. All velocities are relative to the rotation of the object.
  • Gravity Vector - Similar to Velocity, but particles start at 0 at then accelerate to the value specified here over time. Adding a small velocity as well as the gravity vector will give the impression that the particles have been falling for a while before they appear (rather than are 'dripping' from the center-point)
  • Color (palettized) The primary colour for the particles, based on the original Thief 1 / Gold palette. To find the palette, open any of the .gif files in Obj/txt/ and edit the palette/colour table, or download the Adobe Thief Palette here.
    • For the Rotating Particle Animations, the primary, 2nd and 3rd colors are used at random for each particle, if more than one color is specified.
  • 2nd color Only seems to work for Single-colored disc particle groups.
    • For Launched one-shot and Launched continually, the particles will slowly fade to this color, if specified. For other Particle Animations, the color of each particle is chosen randomly from the three colors specified.
  • 3rd color Only seems to work for Single-colored disc particle groups.
    • For Launched one-shot and Launched continually, the particles will slowly fade to this color after reaching the 2nd color, if specified.
    • For other Particle Animations, the color of each particle is chosen randomly from the three colors specified.
  • Alpha The transparency of the particles. Values are from 1* (almost completely invisible) to 255 (completely opaque). Values of 0 are ignored treated as completely opaque. Only applies to Single-colored disc and Scaled Bitmap particle types.
    • All values below 20 seem to be treated as completely transparent.
  • Fixed-group radius The normal size of the particle group, used when pulsing. This appears to be a percentage (specified as 0.00 to 1.00) of the size specified in SFX->Particle Launch Info.
  • Spin / pulse group If this is False then the Spin and Pulse options are ignored.
  • Spin speed Only works if Spin / pulse group is enabled.
    • The particle group is smoothly rotated at a rate of the number of degrees specified here per second.
    • The X, Y, and Z boxes consist of Bank, Pitch, and Heading, respectively.
    • Note: These numbers are relative to the world, not to the physical orientation of the particle object.
  • Pulse magnitude The amount that the particles will pulse if Spin / Pulse Group is enabled. Pulsing consists of slowly expanding the particle group until it has expanded by the percentage (specified as 0.00 to 1.00) specified here, at which point it will contract until it reaches its original size minus the percentage specified here. For example, a value of 0.25 will cause the group to scale to 125% of its original size, and then shrink to 75% of its original size, then repeat.
  • Pulse cycle time The time (in milliseconds) that it takes for the group to pulse between its minimum and maximum size (specified by Pulse Magnitude).
  • Particle fade time
  • Launch period The rate (in ??) at which the particles are launched. If it is 0, then all the particles will be launched at once, otherwise they will be launched one at a time.
  • Animation offset ms I think that this value is the time (in milliseconds) along its loop that the particle group should start animating at when the sim starts. In other words, the particle group is considered to have already been running for this amount of time when the sim starts.
  • Group-scale velocity Only works when Spin / pulse group is enabled. This appears to be the velocity directly away from the center of the group that each particle is given. This basically results in all the particles zooming away from the center of the group at the speed specified here, similar to an explosion. The particles do not return.
  • Always simulate (slow) If this is set to True, then the particle group is always simulated, even when it is offscreen. As you can probably guess, this will slow down the game, to the same extent as if the particle were onscreen at all times.
  • Always simulate group When this is set to True, the particle group is rendered when any part of it is onscreen. Otherwise, it is only displayed if its centerpoint is onscreen. Even when this is set to True, it does not always work with very large particle effects.
    • Usually any further problems if this is True can be resolved by manually tweaking the scaling of the object.
  • Sort particles (slow)
  • Particles start launched If this is True, then the particles start off launched, as though they had been going for some time already. Otherwise, the particles will be launched at sim start.
    • For .tga bitmap particles, having this property set to True will cause DromEd to crash every time you look at the particle object in the 3D view. This does not happen in Game Mode.
  • Alpha subpixel particles If this is set to True, then particles smaller than 1 pixel in size will be rendered with increased transparency.
  • Skip subpixel particles If this is set to True, then particles smaller than 1 pixel in size are not drawn.
  • Ignore attachment refs
  • Force matching unrefs
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