GameTools/DemoParticle1 { //renderer sprite //material GameTools/SpriteShader material GameTools/HPS particle_width 200 particle_height 200 cull_each false quota 30 billboard_type point // Area emitter emitter Box { // colour 0.7 0.8 0.3 0 colour_range_start 1 1 1 0 colour_range_end 0.8 1 0.5 0 angle 30 emission_rate 6 time_to_live 3 direction 0 1 0 velocity 0 width 120 height 120 depth 30 } // Make em float upwards affector LinearForce { force_vector 0 40 0 force_application add } affector ColourFader2 { alpha1 +0.5 alpha2 -0.5 state_change 0.5 } } GameTools/Big { material GameTools/HPS //material Flare particle_width 200 particle_height 200 cull_each false quota 30 billboard_type point // Area emitter emitter Box { // colour 0.7 0.8 0.3 0 // colour_range_start 1 1 1 0 //colour_range_end 0.8 1 0.5 0 angle 30 emission_rate 6 time_to_live 3 direction 0 1 0 velocity 0 width 120 height 120 depth 30 } // Make em float upwards affector LinearForce { force_vector 0 40 0 force_application add } affector ColourFader2 { alpha1 +0.5 alpha2 -0.5 state_change 0.5 } } GameTools/Little { material Flare particle_width 20 particle_height 20 cull_each false quota 30 billboard_type point // Area emitter emitter Box { // colour 0.7 0.8 0.3 0 colour_range_start 1 1 1 0 colour_range_end 0.8 1 0.5 0 angle 30 emission_rate 6 time_to_live 3 direction 0 1 0 velocity 0 width 120 height 120 depth 30 } affector ColourFader2 { alpha1 +0.5 alpha2 -0.5 state_change 0.5 } }