particle = {
	name = "axis_file"

	# SMOKE
	subsystem = {
	
	
	
#	  emitter_type = "sphere" #"box" #"point" #"sphere"
#	  sphere_emitter_radius = { 10 1 }
#	  sphere_emitter_yaw = { 0 90 }
#	  sphere_emitter_pitch = { 0 90 }
#	  
#	  #box_emitter_x = { 15 5 }
#	  #box_emitter_y = { 0 1 }
#	  #box_emitter_z = { 0 10 }
#	  
#	  velocity_yaw =  { 0 0 }
#	  velocity_pitch = { 0 0 }  flipped   90 = -90     -90 = 90
#
#	  emitter_yaw = { 0 0 }    flipped   90 = -90     -90 = 90
#	  emitter_pitch = { 0 0 }  flipped   90 = -90     -90 = 90
	
	
	
	

		# values that can be curves or values, with or without variation
		# always local time
		
		# fixed values, cannot be curves, cannot add variation
		max_amount = 200
		
		sort = "depth" 
		#invert = yes
		texture = {
			shader = "ParticleAlphaBlend"   #ParticleAdditive   #ParticleAlphaBlend 
			file = "gfx/particles/fire02.dds"  
			x = 1	
			y = 1	
		}
		
		position 		= {	x = -0.45 y = 0.5 z = 1.2 }
		emitter_yaw 	= { 0 0 }  
		emitter_pitch 	= { 0 0 }
		
		start = { 0 }				
		duration = -1
		emission = { 6 }
		
		velocity = { 10.4 }
		velocity_pitch = { 0 0 }
		velocity_yaw =  { 0 180 }
		
		rotation = { 0,spin 180 }
	
		life = { 12 2 }
		size = { 3,fire_size 0.5  }
	
		# values that can be curves or values, with or without variation
		# 'spawn'/'system'/'particle' time is valid

		color = { 
			r = { 230 }
			g = { 230 }
			b = { 230 }
			alpha = { 25,fire_fade } 
		}





		# Forces
		force = gravity, chaos
	}	

		# X AXIS
		subsystem = {
	

		# values that can be curves or values, with or without variation
		# always local time
		
		# fixed values, cannot be curves, cannot add variation
		max_amount = 200 #200
		
		sort = "depth" 
		#invert = yes
		texture = {
			shader = "ParticleAdditive"   #ParticleAdditive   #ParticleAlphaBlend 
			file = "gfx/particles/flame.dds"  
			x = 2	
			y = 2	
		}
		
		position = { 	x = 0.0	y = 0.0	z = 0.0	}
		emitter_yaw 	= { 0 0 }  
		emitter_pitch 	= { 0 0 }	
		
		start = { 0 }				
		duration = -1

		emission = { 100 3 }
		
		velocity = { 200 }
		velocity_pitch = { 0 0 }
		velocity_yaw =  { -90 0 }
		
		rotation = { 180 }

		life = { 1.0 }
		size = { 0.5 0  }
	
		# values that can be curves or values, with or without variation
		# 'spawn'/'system'/'particle' time is valid

		color = { 
			r = { 255 }
			g = { 0 }
			b = { 0 }
			alpha = { 255 }
		}

		


		# Forces
		#force = chaos
	}	

		# Y AXIS
		subsystem = {
	

		# values that can be curves or values, with or without variation
		# always local time
		
		# fixed values, cannot be curves, cannot add variation
		max_amount = 200 #200
		
		sort = "depth" 
		#invert = yes
		texture = {
			shader = "ParticleAdditive"   #ParticleAdditive   #ParticleAlphaBlend 
			file = "gfx/particles/flame.dds"  
			x = 2	
			y = 2	
		}
		
		position		 = { x = 0.0	y = 0.0	z = 0.0 }
		emitter_yaw 	= { 0 0 }  
		emitter_pitch 	= { 0 0 }
		
		start = { 0 }				
		duration = -1
		emission = { 100 3 }
		
		velocity = { 2000 }
		velocity_pitch = { 90 0 }
		velocity_yaw =  { 0 0 }
		
		rotation = { 180 }

		life = { 1 }
		size = { 0.5 0  }
	
		# values that can be curves or values, with or without variation
		# 'spawn'/'system'/'particle' time is valid

		color = { 
			r = { 0 }
			g = { 255 }
			b = { 0 }
			alpha = { 255 }
		}


		# Forces
		#force = chaos
	}	

		# Z AXIS
		subsystem = {
	

		# values that can be curves or values, with or without variation
		# always local time
		
		# fixed values, cannot be curves, cannot add variation
		max_amount = 200 #200
		
		sort = "depth" 
		#invert = yes
		texture = {
			shader = "ParticleAdditive"   #ParticleAdditive   #ParticleAlphaBlend 
			file = "gfx/particles/flame.dds"  
			x = 2	
			y = 2	
		}
		
		position 		= { x = 0.0 y = 0.0 z = 0.0	}
		emitter_yaw 	= { 0 0 }  
		emitter_pitch 	= { 0 0 }
		
		start = { 0 }				
		duration = -1
		emission = { 100 3 }

		velocity = { 20000 }		
		velocity_pitch = { 0 0 }
		velocity_yaw =  { 0 0 }
		
		rotation = { 180 }
		

		life = { 1 }
		size = { 0.5 0  }
		rotation = { 60 }
	
		# values that can be curves or values, with or without variation
		# 'spawn'/'system'/'particle' time is valid

		color = { 
			r = { 0 }
			g = { 0 }
			b = { 255 }
			alpha = { 255,fire_fade }
		}




		# Forces
		#force = chaos
	}	


	
# Bloom






	animation = {
		time = "life"
		name = "fire_fade"
		start = 0
		duration = 1
		#repeat = yes
		op = "MUL" # "MUL"/"ADD"/"ABS"
		minValue = 0
		maxValue = 1
		curve = { 
			0 0
			0.2	1
			0.4 1
			1 0 
		}
	}	
	
	animation = {
		time = "life"
		name = "spin"
		start = 0
		duration = 1
		#repeat = yes
		op = "MUL" # "MUL"/"ADD"/"ABS"
		minValue = 0
		maxValue = 0.5
		curve = { 
			0 0
			1 1 
		}
	}
	
	animation = {
		time = "life"
		name = "fire_size"
		start = 0
		duration = 1
		#repeat = yes
		op = "MUL" # "MUL"/"ADD"/"ABS"
		minValue = 0
		maxValue = 3
		curve = { 
			0 0
			1 1
		}
	}
	
	force = {
		type = "planar"
		name = "gravity"
		direction = { 0.0 -1 0.0 }
		amount = 0.05
	}
	
		force = {
		type = "turbulence"
		name = "chaos"
		amount = 0.0
	}
	
	#force = {
	#	type = "vortex"
	#	name = "spin"
	#	position = { 0 0 0}
	#	direction = { 0.1 0.5 0.1 }
	#	amount = 5
	#	yaw = 90
	#}
	
}


