[PARTICLESYSTEM] ttlMax=-1.0; [source01] typeOfArea=1; area=Vector3(3.0,0.1,3.0); direction_init=Vector3(0.0,0.0,1.0); emitPerSecond=5; maxEmit=-1; emitterDecayPerSec=20; posRelativeToSource=false; size=Vector3(0.001,0.4,0.4); size_randSquare=Vector3(1.0,1.0,1.0); texture=rainDrop01.png; instance=matrixBillboardPlane.dae; ttl_max=0.5; ttl_rand=0.25; vel=Vector3(0.0,0.0,0.0); vel_rand=Vector3(0.0,0.0,0.0); baseVel=0.0; deccel=Vector3(0.3,0.0,0.0); force=Vector3(0.0, 0.0, 0.0); gravity=Vector3(0.0,0.0,0.0); colour=Vector3(1.0,1.0,1.0,1.0); followPos=Vector3(0.0,0.0,0.0); followPosVel=0.0; shader_textureRotationPerSec=1.0; shader_textureRotationRandom=0.0; scalePerSec=Vector3(0.5,0.5,0.5); scalePerSecMin=Vector3(0.05,0.05,0.05); colourRamp=Vector3(1.0,1.0,1.0,0.0)||Vector3(0.0,0.0,0.0,0.0)||; colourTimeRamp=0.0||1.0||; distanceEmit=100.0; sr_updaters=CrazyMatPart_Updater_Position||; updaters=Velocity||BasicColourRamp; name=source01; poolSize=3; sr_ttlMax=-1.0; [SOURCEEMITTER#] typeOfArea=0; area=(10.0,10.0,10.0); emitPerSecond=500; maxEmit=1; name=emit01; direction=(0.0,0.0,1.0); vel=(0.0, 0.0, 0.0); vel_rand=(0.0,0.0,0.0); pos=(0.0, 0.0, 0.0); sourceconfig=source01;