Last updated: 20/05/2014
CannonParticle launches an array of particles from a specified location and velocity.
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1. Go to 'accessory manipulation' and click 'load'.
2. Select 'CannonParticle.x' and click 'Open'.
Accessory Parameter Values
-X, Y, and Z: Adjusts the position of the launch source.
-Rx, Ry, and Rz: Adjusts the angle of the launch source.
-Si: Adjusts the amount of particles.
-Tr: Adjusts the opacity of the particles.
Editing the Code Parameters
-Line 10: #define UNIT_COUNT: Determines the maximum number of particles, by multiples of 1024, that can be generated at once. Setting this value to 1 sets the maximum number of particles to 1024, or (1 x 1024); whereas setting it to 4 sets the maximum to 4096, or (4 x 1024).
-Line 12: #define MMD_LIGHT: Determines whether the particles are affected by the innate lighting in MMD. Setting this value to 0 causes the particles to not be affected by MMD's light settings, whereas setting it to 1 does.
-Line 14: #define TEX_FileName: Determines which image file to use when generating particles.
-Line 15: #define TEX_PARTICLE_XNUM: Determines the number of particles generated at a time when moving along the x axis.
-Line 16: #define TEX_PARTICLE_YNUM: Determines the number of particles generated at a time when moving along the y axis.
-Line 17: #define TEX_USE_MIPMAP: Determines whether the effect generates texture mipmaps. Setting this value to 0 means the effect will not generate texture mipmaps, whereas setting it to 1 means the effect will.
-Line 18: #define TEX_ZBuffWrite: Determines whether the particles are affected by depth calculations. Setting this value to 0 means the effect will not be affected, whereas setting it to 1 means the effect will be affected.
-Line 20: #define USE_SPHERE: Determines whether the particles use sphere maps. Setting this value to 0 means the particles will use a sphere map, whereas setting it to 1 means the particles will not use a sphere map.
-Line 21: #define SPHERE_SATURATE: Determines the saturation boost applied to the particles, within a range of 0~1. Furthermore, when USE_SPHERE is set to 0, setting this value to 0 will cause the particles to emit light in conjunction with AutoLuminous.
-Line 22: #define SPHERE_FileName: Determines which file to use as the sphere map.
-Line 25: float3 ParticleColor: Determines the color values to multiply the particle image by, represented by a value range of 0.0~1.0 in an RGB value format.
-Line 26: float ParticleRandamColor: Determines the color variance of the particles generated, represented by a value range of 0.0~1.0.
-Line 27: float ParticleSize: Determines the size of the particles generated.
-Line 28: float ParticleSpeedMin: Determines the minimum initial speed of the particles generated.
-Line 29: float ParticleSpeedMax: Determines the maximum initial speed of the particles generated.
-Line 30: float ParticleRotSpeed: Determines the rotation speed of the particles generated.
-Line 31: float ParticleInitPos: Determines the initial position where particles spawn, relative to the accessory x file.
-Line 32: float ParticleLife: Determines the duration of the particles generated, represented in seconds.
-Line 33: float ParticleDecrement: Determines when the particles begin to disappear, represented as a ratio to ParticleLife. A smaller value means the particles will disappear sooner.
-Line 34: float ParticleOccur: Determines the particle generation rate. A greater values means there is a higher chance for particles to be generated.
-Line 35: float DiffusionAngle: Determines the particles' initial diffusion angle, represented in a range of 0.0~180.0 degrees.
-Line 36: float FloorFadeMax: Determines the starting position at which the particles begin to fade in from the launch source.
-Line 37: float FloorFadeMin: Determines the ending point at which the particles begin to fade in from the launch source.
-Line 40: float3 GravFactor: Determines the intensity of gravity on the particles generated, represented in an (x, y, z) format.
-Line 41: float ResistFactor: Determines the velocity resistance of the particles generated. A greater value means the particles will drag along.
-Line 42: float RotResistFactor: Determines the rotation resistance of the particles generated. A greater value means the particles will sway rather than fully spin.
-You can attach the effect to a model's bone and it will follow the bone movement.
-Harigane recommends setting this effect to be at the bottom of the accessory draw order.
-By default, the maximum number of particles generated will not exceed 4096. The effect will stop generating new particles until some have disappeared.
-The amount of particles generated is determined by the movement distance, ie. moving the effect a shorter distance will produce fewer particles than moving the effect a farther distance.