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|Preprocessing Time|Amount of time in seconds that the particles should be processed in advance. This is useful for effects like rain and snow, as it can be used to prevent the player from seeing the particles start to fall when the map first loads.| | |Preprocessing Time|Amount of time in seconds that the particles should be processed in advance. This is useful for effects like rain and snow, as it can be used to prevent the player from seeing the particles start to fall when the map first loads.| | ||
|Speed Scale|Overall speed of the particles. The value acts as a multiplier, so a value of 1 is their original speed, while 0.5 is half their original speed.| | |Speed Scale|Overall speed of the particles. The value acts as a multiplier, so a value of 1 is their original speed, while 0.5 is half their original speed.| | ||
- | |Explosiveness|Determines how many of the total particles (defined by " | + | |Explosiveness|Determines how many of the total particles (defined by the " |
|Fixed FPS|When set to a value greater than 0, the particles will be rendered with a fixed frame rate (FPS = frames per second). For example, a value of 15 means the particles will be rendered at 15 frames per second. A value of 0 means the frame rate will not be fixed.| | |Fixed FPS|When set to a value greater than 0, the particles will be rendered with a fixed frame rate (FPS = frames per second). For example, a value of 15 means the particles will be rendered at 15 frames per second. A value of 0 means the frame rate will not be fixed.| | ||
|Particle Amount|Total number of particles that will be emitted over the lifetime of the effect (see " | |Particle Amount|Total number of particles that will be emitted over the lifetime of the effect (see " |