//====================================================================== // Weather effects controlled by QC //====================================================================== r_part te_rain { texture ball scalefactor 1 count 1 alpha 0.1 rgb 255 255 255 die 2 veladd 1 scale 1 stretchfactor -40 type texturedspark cliptype weather.rainsplash clipbounce 100 clipcount 5 } //---------------------------------------------------------------------- //internal splash effect for rain //---------------------------------------------------------------------- r_part weather.rainsplash { randomvel 50 50 count 1 texture ball scalefactor 1 alpha 0.1 rgb 255 255 255 die 0.4 scale 50 stretchfactor -2.5 veladd 1 scale 1 type texturedspark gravity 800 } //---------------------------------------------------------------------- r_part te_snow { texture ball scalefactor 1 count 1 alpha 1 rgb 255 255 255 die 2 veladd 1 scale 5 flurry 40 gravity 400 friction 5 //settle clipbounce 0 } //====================================================================== // Weather effect to be emitted from textures //====================================================================== r_part tex_skyrain { texture ball scalefactor 1 rainfrequency 10 count 1 alpha 0.1 rgb 255 255 255 die 2 veladd 0 velbias -200 -200 -2000 // wind direction -200,-200, speed=2000 scale 1 stretchfactor -40 type texturedspark cliptype weather.rainsplash clipbounce 100 clipcount 5 } r_part tex_skyrainlit { texture ball scalefactor 1 rainfrequency 5 count 0.5 alpha 0.1 rgb 255 255 255 die 2 veladd 0 velbias -200 -200 -2000 // wind direction -200,-200, speed=2000 scale 1 stretchfactor -40 type texturedspark cliptype weather.rainsplash clipbounce 100 clipcount 3 } //---------------------------------------------------------------------- r_part tex_skysnow { texture ball scalefactor 1 rainfrequency 2 count 1 alpha 1 rgb 255 255 255 die 8 veladd 0 velbias 0 0 -100 scale 5 flurry 40 gravity 400 friction 5 cliptype tex_skysnow clipbounce 0 }