adjusted some particles (f.e. smoke slightly brighter, foundry more subtle)

see http://forum.openclonk.org/topic_show.pl?pid=25749#pid25749 for further information
stable-5.4
David Dormagen 2014-01-25 15:51:05 +01:00
parent 7420dba41b
commit 425a221aff
6 changed files with 15 additions and 16 deletions

View File

@ -126,7 +126,7 @@ protected func DoSwing(object clonk, int ix, int iy)
//It's solid, but not diggable. So it is a hard mineral.
else
{
CreateParticle("Spark", x2*9/10,y2*9/10, PV_Random(-20, 20), PV_Random(-20, 20), PV_Random(10, 20), Particles_Glimmer(), 10);
CreateParticle("StarSpark", x2*9/10,y2*9/10, PV_Random(-20, 20), PV_Random(-20, 20), PV_Random(10, 20), Particles_Glimmer(), 10);
Sound("Clang?");
}

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@ -25,7 +25,7 @@ protected func Hit()
ShakeFree(6);
RemoveEffect("HitCheck",this);
Sound("BulletHitGround?");
CreateParticle("Spark", 0, 0, PV_Random(-20, 20), PV_Random(-20, 20), PV_Random(10, 20), Particles_Glimmer(), 3);
CreateParticle("StarSpark", 0, 0, PV_Random(-20, 20), PV_Random(-20, 20), PV_Random(10, 20), Particles_Glimmer(), 3);
RemoveObject();
}

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@ -17,7 +17,7 @@ protected func Hit()
Sound("BulletHitGround?");
CreateParticle("Spark", 0, 0, PV_Random(-20, 20), PV_Random(-20, 20), PV_Random(10, 20), Particles_Glimmer(), 3);
CreateParticle("StarSpark", 0, 0, PV_Random(-20, 20), PV_Random(-20, 20), PV_Random(10, 20), Particles_Glimmer(), 3);
RemoveObject();
}

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@ -76,11 +76,11 @@ public func FxSmeltingTimer(object target, proplist effect, int time)
{
//Message(Format("Smelting %d",timer));
// Fire in the furnace.
CreateParticle("Fire", -10 * GetCalcDir(), 20, PV_Random(-1, 1), PV_Random(-1, 1), PV_Random(18, 36), Particles_Fire(), 2);
CreateParticle("Fire", -10 * GetCalcDir() + RandomX(-1, 1), 20 + RandomX(-1, 1), PV_Random(-1, 1), PV_Random(-1, 1), PV_Random(3, 10), Particles_Fire(), 2);
// Smoke from the pipes.
Smoke( -9*GetCalcDir(), -31, 6);
Smoke(-16*GetCalcDir(), -27, 3);
Smoke( -10*GetCalcDir(), -26, 6);
Smoke(-16*GetCalcDir(), -22, 3);
// Furnace sound after some time.
if (time == 30)
@ -96,7 +96,7 @@ public func FxSmeltingTimer(object target, proplist effect, int time)
// Fire from the pouring exit.
if (Inside(time, 244, 290))
CreateParticle("Fire", 17 * GetCalcDir(), 19, PV_Random(-2, 0), PV_Random(1, 3), PV_Random(18, 36), Particles_Fire(), 2);
CreateParticle("SphereSpark", 16 * GetCalcDir(), 20, PV_Random(2 * GetCalcDir(), 0), PV_Random(-2, 3), PV_Random(18, 36), Particles_Material(RGB(255, 200, 0)), 2);
if (time == 290)
{

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@ -493,9 +493,9 @@ global func FxSmokeTrailStart(object target, proplist effect, int temp, color)
var alpha = (effect.color >> 24) & 0xff;
effect.particles_smoke =
{
R = PV_KeyFrames(0, 0, 200, 400, 0, 1000, 0),
G = PV_KeyFrames(0, 0, 200, 400, 0, 1000, 0),
B = PV_KeyFrames(0, 0, 200, 400, 0, 1000, 0),
R = PV_KeyFrames(0, 0, 250, 400, 200, 1000, 100),
G = PV_KeyFrames(0, 0, 250, 400, 200, 1000, 100),
B = PV_KeyFrames(0, 0, 250, 400, 200, 1000, 100),
Alpha = PV_KeyFrames(0, 0, 0, 300, alpha, 600, (alpha * 4) / 5, 1000, 0),
Rotation = PV_Random(0, 360),
ForceX = PV_Wind(20),

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@ -39,9 +39,9 @@ global func Particles_Dust()
OnCollision = PC_Stop(),
ForceX = PV_Wind(20),
ForceY = PV_Gravity(25),
Alpha = PV_Linear(30, 0),
Alpha = PV_KeyFrames(0, 0, 0, 250, 60, 1000, 0),
Rotation = PV_Random(0, 360),
Size = PV_KeyFrames(0, 0, 0, 100, 25, 1000, 15)
Size = PV_KeyFrames(0, 0, 5, 100, 12, 1000, 7)
};
}
@ -186,7 +186,6 @@ global func Particles_SmokeTrail()
ForceX = PV_Wind(20),
DampingX = 950, DampingY = 950,
Alpha = PV_Linear(128, 0),
R = 50, G = 50, B = 50,
Size = PV_KeyFrames(0, 0, 0, 200, PV_Random(10, 30), 1000, PV_Random(25, 35))
};
}
@ -269,9 +268,9 @@ global func Particles_Thrust(int size)
{
Size = PV_KeyFrames(0, 0, 0, 50, size, 1000, size * 2),
Alpha = PV_Linear(255, 0),
R = PV_KeyFrames(0, 0, 255, 500, 0, 1000, 0),
G = PV_KeyFrames(0, 0, 255, 500, 0, 1000, 0),
B = PV_KeyFrames(0, 0, 255, 500, 0, 1000, 0),
R = PV_KeyFrames(0, 0, 255, 500, 100, 1000, 50),
G = PV_KeyFrames(0, 0, 255, 500, 100, 1000, 50),
B = PV_KeyFrames(0, 0, 255, 500, 100, 1000, 50),
Phase = PV_Random(0, 3, 10),
Rotation = PV_Random(0, 360),
DampingX = 950, DampingY = 950,