[PARTICLESYSTEM] ttlMax=-1.0; [source01] typeOfArea=1; area=Vector3(0.2,0.2,0.2); direction_init=Vector3(0.0,0.0,1.0); emitPerSecond=15; maxEmit=-1; emitterDecayPerSec=20; posRelativeToSource=false; size=Vector3(0.6,0.4,0.4); size_randSquare=Vector3(1.0,1.0,1.0); texture=st_torchflame.png; instance=matrixBillboardPlane.dae; ttl_max=1.0; ttl_rand=0.5; vel=Vector3(0.0,1.0,0.0); vel_rand=Vector3(0.3,0.3,0.3); 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=4.0; shader_textureRotationRandom=0.4; scalePerSec=Vector3(-0.25,0.2,0.2); scalePerSecMin=Vector3(0.05,0.05,0.05); colourRamp=Vector3(1.0,0.2,0.0,0.0)||Vector3(0.01,0.0,0.0,0.0)||; colourTimeRamp=0.0||1.0||; distanceEmit=100.0; sr_updaters=CrazyMatPart_Updater_Position||; updaters=Velocity||BasicColourRamp; name=source01; poolSize=15; sr_ttlMax=-1.0; [smoke01] typeOfArea=1; area=Vector3(0.2,0.2,0.2); direction_init=Vector3(0.0,0.0,1.0); emitPerSecond=3; maxEmit=-1; emitterDecayPerSec=20; posRelativeToSource=false; size=Vector3(0.9,0.4,0.4); size_randSquare=Vector3(1.0,1.0,1.0); texture=dustParticle.png; ttl_max=1.5; ttl_rand=0.5; vel=Vector3(0.0,1.5,0.0); vel_rand=Vector3(0.3,0.3,0.3); baseVel=0.0; deccel=Vector3(0.3,0.0,0.0); force=Vector3(0.0, -1.0, 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=2.0; shader_textureRotationRandom=0.4; scalePerSec=Vector3(1.3,0.2,0.2); scalePerSecMin=Vector3(0.05,0.05,0.05); colourRamp=Vector3(0.0,0.0,0.0,0.0)||Vector3(0.2,0.2,0.2,0.0)||Vector3(0.0,0.0,0.0,0.0)||; colourTimeRamp=0.0||0.4||1.0||; distanceEmit=100.0; sr_updaters=CrazyMatPart_Updater_Position||; updaters=Velocity||ColourRamp; name=smoke01; poolSize=6; sr_ttlMax=-1.0; [SOURCEEMITTER#] typeOfArea=0; area=(0.0,0.0,0.0); 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; [SOURCEEMITTER#] typeOfArea=0; area=(0.0,0.0,0.0); emitPerSecond=500; maxEmit=1; name=emit02; 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=smoke01;