You are on page 1of 8

;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;

;;;;;;;;;;;
;; Water interaction definition file.
;; ----------------------------------
;;
;;
;; effect_set < lod > name
;; lod - optional, if not present then effect_set it used for all lod's.
;;
;; !warning! - the lod specification must have a space following the opening an
gle bracket
;; in between each lod and before the closing angle bracket.
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;;;;;;;;;;;
version 1.0
; Small trails left if soldier is in ankle deep water
effect soldier_foot_water_trail
{
type decal
{
start_size [ 0.2 0.5 ]
end_size [ 0.4 0.6 ]
anim_time 2.0
colour_lookup
{
keyframe 0.0
0 255 255 255 ; <0.0 to 1.0> <a r g b>
keyframe 0.4
164 255 255 255
keyframe 0.6
164 255 255 255
keyframe 1.0
0 255 255 255
}
texture RomeMedievalMod/data/battlefield/water/r
ipple_01.tga ;; pink.tga ; trail_01.tga
}
}
; Aimated water trail if soldier is waist deep in water.
effect soldier_water_trail
{
type decal
{
start_size 1.4
end_size 1.4
anim_time 0.25
delay_time 0.125 ; Will halts the c
olour cycle animtion until the state is set to expire.
colour_lookup
{
keyframe 0.0
0 255 255 255 ; <0.0 to 1.0> <a r g b>
keyframe 0.4
164 255 255 255
keyframe 0.6
164 255 255 255
keyframe 1.0
0 255 255 255
}
texture RomeMedievalMod/data/battlefield/water/t
rail.tga ;trail.tga
tex_anim
{
speed 1.0
frame 0.0 0.0 1.0 0.5
frame 0.0 0.5 1.0 0.5
}
}
}
; Simple non animated water trails for soldiers.
effect soldier_water_trail_simple
{
type decal
{
start_size 1.4
end_size 1.4
anim_time 0.25
delay_time 0.125
colour_lookup
{
keyframe 0.0
0 255 255 255 ; <0.0 to 1.0> <a r g b>
keyframe 0.4
164 255 255 255
keyframe 0.6
164 255 255 255
keyframe 1.0
0 255 255 255
}
texture RomeMedievalMod/data/battlefield/water/t
rail_01.tga
}
}
;; Animated water trail for horses and camels.
effect horse_water_trail
{
type decal
{
start_size 2.4
end_size 2.4
anim_time 0.5
delay_time 0.25 ; Will halts the co
lour cycle animtion until the state is set to expire.
colour_lookup
{
keyframe 0.0
0 255 255 255 ; <0.0 to 1.0> <a r g b>
keyframe 0.4
164 255 255 255
keyframe 0.6
164 255 255 255
keyframe 1.0
0 255 255 255
}
texture RomeMedievalMod/data/battlefield/water/t
rail.tga ; trail.tga
tex_anim
{
speed 1.0
frame 0.0 0.0 1.0 0.5
frame 0.0 0.5 1.0 0.5
}
}
}
;; Simple non animated water trail for horses and camels.
effect horse_water_trail_simple
{
type decal
{
start_size 2.4
end_size 2.4
anim_time 0.25
delay_time 0.125
colour_lookup
{
keyframe 0.0
0 255 255 255 ; <0.0 to 1.0> <a r g b>
keyframe 0.4
164 255 255 255
keyframe 0.6
164 255 255 255
keyframe 1.0
0 255 255 255
}
texture RomeMedievalMod/data/battlefield/water/t
rail_01.tga
}
}

effect elephant_water_trail
{
;; type water_trail_effect
;; {
;; depth
type decal
{
start_size 3.4
end_size 3.4
anim_time 0.5
delay_time 0.25 ; Will halts the co
lour cycle animtion until the state is set to expire.
colour_lookup
{
keyframe 0.0
0 255 255 255 ; <0.0 to 1.0> <a r g b>
keyframe 0.4
164 255 255 255
keyframe 0.6
164 255 255 255
keyframe 1.0
0 255 255 255
}
texture RomeMedievalMod/data/battlefield/water/t
rail.tga ;trail.tga
tex_anim
{
speed 1.0
frame 0.0 0.0 1.0 0.5
frame 0.0 0.5 1.0 0.5
}
}
;; type sub
}
effect chariot_water_trail
{
;; type water_trail_effect
;; {
;; depth
type decal
{
start_size 3.4
end_size 3.4
anim_time 0.5
delay_time 0.25 ; Will halts the co
lour cycle animtion until the state is set to expire.
colour_lookup
{
keyframe 0.0
0 255 255 255 ; <0.0 to 1.0> <a r g b>
keyframe 0.4
164 255 255 255
keyframe 0.6
164 255 255 255
keyframe 1.0
0 255 255 255
}
texture RomeMedievalMod/data/battlefield/water/t
rail.tga ;trail.tga
tex_anim
{
speed 1.0
frame 0.0 0.0 1.0 0.5
frame 0.0 0.5 1.0 0.5
}
}
;; type sub
}
; Ripple effect when arrow hts water
effect arrow_ripple ; <effect_name>
{
type decal ; <decal | ribbon | particle>
{
start_size [ 0.2 0.5 ]
; <meters>
end_size [ 0.6 1.0 ]
; <meters>
anim_time [ 1.0 2.0 ]
; <seconds>
colour_lookup
{
keyframe 0.0
0 255 255 255 ; <0.0 to 1.0> <a r g b>
keyframe 0.5
255 255 255 255
keyframe 1.0
0 255 255 255
}
texture RomeMedievalMod/data/bat
tlefield/water/ripple_01.tga
}
}
; Ripple effect when arrow hts water
effect arrow_ripple ; <effect_name>
{
type decal ; <decal | ribbon | particle>
{
start_size [ 0.2 0.5 ]
; <meters>
end_size [ 0.6 1.0 ]
; <meters>
anim_time [ 1.0 2.0 ]
; <seconds>
colour_lookup
{
keyframe 0.0
0 255 255 255 ; <0.0 to 1.0> <a r g b>
keyframe 0.5
255 255 255 255
keyframe 1.0
0 255 255 255
}
texture RomeMedievalMod/data/bat
tlefield/water/ripple_01.tga
}
}
effect footstep_ripple
{
type decal ; <decal | ribbon | particle>
{
start_size [ 0.2 0.5 ]
; <meters>
end_size [ 0.6 1.0 ]
; <meters>
anim_time [ 0.5 1.5 ]
; <seconds>
colour_lookup
{
keyframe 0.0
0 255 255 255 ; <0.0 to 1.0> <a r g b>
keyframe 0.5
44 255 255 255
keyframe 1.0
0 255 255 255
}
texture RomeMedievalMod/data/bat
tlefield/water/ripple_01.tga
}
}
effect_set < 0 1 2 3 > default_water_set ; < lods > name
{
lod 100 ; max distance from the camera to use this effect in meters.
{
arrow_ripple
; default_spray
}
lod 300
{
arrow_ripple
}
}
effect_set < 4 > default_water_set
{
lod 100
{
; default_ripple
}
}
effect_set seige_engine_effect_set
{
lod 200
{
; default_spray
}
}
effect_set water_footsteps
{
lod 50
{
footstep_ripple
}
}
effect_set soldier_water_trail
{
lod 50
{
soldier_water_trail
}
lod
{
soldier_water_trail_simple
}
}
effect_set horse_water_trail
{
lod 50
{
horse_water_trail
}
lod 100
{
horse_water_trail_simple
}
}
effect_set chariot_water_trail
{
lod 50
{
chariot_water_trail
}
}
effect_set camel_water_trail
{
lod 50
{
horse_water_trail
}
lod 100
{
horse_water_trail_simple
}
}
; Placeholder water splash.
;; effect default_spray
;; {
;; type particle
;; {
;; max_systems 10 ; <maximum number of systems of this type to
run concurrently>
;; modifier texture_emitter
;; {
;; emitter
;; {
;; max_particles 20 ; <maximum number of particl
es>
;; spawn_rate 10 ; <particles per
second>
;; lifetime 2.0 ; <seconds>
;; velocity 2.5 ; <m/s>
;; start_size [ 0.1 0.2 ]
;; end_size [ 0.3 0.5 ]
;; }
;; width 0.5 ; <meters>
;; height 0.5 ; <meters>
;; texture RomeMedievalMod/data/battlefield/water/r
ipple_01.tga
;; }
;; modifier colour_lookup
;; {
;; op set
;; input elapsed_time
;; colour_lookup
;; {
;; keyframe 0.0 0 255
255 255 ; <0.0 to 1.0> <a r g b>
;; keyframe 0.5 128 255
255 255
;; keyframe 1.0 0 255
255 255
;; }
;; }
;; modifier apply_force
;; {
;; acceleration (0, -9.81, 0) ; <m/s^2> gravity
;; }
;; modifier linear_growth
;; {
;; input elapsed_time
;; start_size 0.25
;; end_size 0.5
;; }
;; modifier static_texture
;; {
;; texture RomeMedievalMod/data/battlefield/water/ripple_01
.tga
;; }
;; }
;; }

You might also like