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ParticleSystem.ini

ConformToTerrain

  • ConformToTerrain = NoDefault. Yes opts a single effect into terrain conforming.

Ground aligned, non-billboarded, flat particles are built as a mesh from the terrain heightmap, like decals, instead of a flat quad that cuts through hills.

Notes

  • Opt-in per effect; retail effects are unchanged.
  • Cost grows with particle size squared. Past 160 cells per side the mesh samples every Nth cell.

Snow move effects

A vehicle showing its SNOW model state swaps its move particles for the system of the same name ending in Snow.

ParticleSystem RocketBuggyDust      ; Dust = RocketBuggyDust in the draw module
ParticleSystem RocketBuggyDustSnow  ; used instead on snow
  • W3DTankDrawTreadDebrisLeft and TreadDebrisRight. The defaults become TrackDebrisDirtLeftSnow and TrackDebrisDirtRightSnow.
  • W3DTruckDrawDust, DirtSpray and PowerslideSpray.
  • W3DTankTruckDrawAll five keys above.

Notes

  • A name without a Snow system keeps its normal effect, so nothing has to be defined.
  • Follows the unit's own snow state, including a per-object weather override set in WorldBuilder.

ParticleSystemExtend

See Extend Blocks.