2ed0512e42
It needs to be called by code, like the rain textured cylinders. git-svn-id: svn+ssh://svn.code.sf.net/p/supertuxkart/code/main/trunk@7701 178a84e3-b1eb-0310-8ba1-8eac791a3b58
41 lines
1.3 KiB
XML
41 lines
1.3 KiB
XML
<?xml version="1.0"?>
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<!--
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Particle system to simulate it's raining heavily in the ground.
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Current tests done as kart particles, but this should be per camera
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and placed like the cylinders that have rain drop textures, maybe
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with some speed compensation, so it never wastes particles (out
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of view) when camera moves really fast. Then rate can be trimmed
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down to 150/180 or 100/120, with smaller box.
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-->
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<particles emitter="box" box_x="12.0" box_y="0.5" box_z="12.0">
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<spreading angle="20" />
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<velocity x="0.000"
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y="0.005"
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z="0.000" />
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<material file="water-splash.png" />
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<!-- Amount of particles emitted per second -->
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<rate min="200"
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max="240" />
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<!-- Minimal and maximal lifetime of a particle, in milliseconds. -->
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<lifetime min="1000"
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max="1000" />
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<!-- Size of the particles -->
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<size min="0.35"
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max="0.70" />
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<color min="255 255 255"
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max="255 255 255" />
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<!-- How much time in milliseconds before the particle is fully faded out -->
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<fadeout time="750" />
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<gravity strength="-0.01"
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only-force-time="500" />
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</particles>
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