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TF2Maps/custom/fartsy/particles/tornadohighway.pcf

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<!-- dmx encoding binary 2 format pcf 1 -->
<00>DmElementparticleSystemDefinitionsnameDmeParticleSystemDefinitionview model effectbatch particle systemsSort particlestime to sleep when not drawnmaximum draw distancecontrol point to disable rendering if it is the cameraminimum rendered framesminimum sim tick ratemaximum sim tick ratemaximum time stepgroup idsequence_number 1sequence_numberrotation_speedrotationcolorradiuscull_replacement_definitioncull_control_pointcull_costcull_radiusbounding_box_maxbounding_box_minmaterialinitial_particlesmax_particlespreventNameBasedLookupconstraintsforceschildrenemittersinitializersoperatorsrenderersDmeParticleOperatorobject local space axis 0/1twist axisamount of forceoperator fade oscillateoperator end fadeoutoperator start fadeoutoperator end fadeinoperator start fadeinfunctionNamecontrol point numberfalloff powerDmeParticleChilddelaychildmax forcemin forceemission_start_timeemission_rateemission_durationscale emission to used control pointsuse parent particles for emission scalingdistance_mindistance_maxdistance_biasdistance_bias_absolute_valuebias in local systemcontrol_point_numberspeed_minspeed_maxspeed_random_exponentspeed_in_local_coordinate_system_minspeed_in_local_coordinate_system_maxcreate in modelrandomly distribute to highest supplied Control Pointrandomly distribution growth timelifetime_minlifetime_maxlifetime_random_exponentradius_minradius_maxradius_random_exponentsequence_minsequence_maxrotation_initialrotation_offset_minrotation_offset_maxrotation_random_exponentFlip Percentagecolor1color2tint_perctint control pointtint clamp mintint clamp maxtint update movement thresholdoffset minoffset maxoffset in local space 0/1offset proportional to radius 0/1alpha_random_exponentalpha_maxalpha_minstart_alphaend_alphastart_fade_in_timeend_fade_in_timestart_fade_out_timeend_fade_out_timegravitydragmax constraint passesfade in time minfade in time maxfade in time exponentproportional 0/1start_timeend_timeradius_start_scaleradius_end_scaleease_in_and_outscale_biasspin_rate_degreesspin_stop_timespin_rate_minVisibility Camera Depth BiasVisibility Proxy Input Control Point NumberVisibility Proxy RadiusVisibility input minimumVisibility input maximumVisibility Alpha Scale minimumVisibility Alpha Scale maximumVisibility Radius Scale minimumVisibility Radius Scale maximumanimation rateanimation_fit_lifetimeorientation_typeorientation control pointsecond sequence animation rateuse animation rate as FPSfade_end_timefade_start_timecolor_fadelock rotationdistance fade rangeend_fadeout_exponentend_fadeout_maxend_fadeout_minstart_fadeout_exponentstart_fadeout_maxstart_fadeout_minlength fade in timemax lengthmin lengthRandom Parent Particle DistributionInherited Velocity Scalefirst particle to copy# of control points to setFirst control point to setGroup ID to affectlength_random_exponentlength_maxlength_minHalf-Lambert NormalsCompute Normals From Control PointsClamp Maximum Light Value to Initial ColorClamp Minimum Light Value to Initial ColorInitial Color BiasLight 4 Spot Outer ConeLight 4 Spot Inner ConeLight 4 0% DistanceLight 4 50% DistanceLight 4 DirectionLight 4 Dynamic LightLight 4 ColorLight 4 Type 0=Point 1=SpotLight 4 Control Point OffsetLight 4 Control PointLight 3 Spot Outer ConeLight 3 Spot Inner ConeLight 3 0% DistanceLight 3 50% DistanceLight 3 DirectionLight 3 Dynamic LightLight 3 ColorLight 3 Type 0=Point 1=SpotLight 3 Control Point OffsetLight 3 Control PointLight 2 Spot Outer ConeLight 2 Spot Inner ConeLight 2 0% DistanceLight 2 50% DistanceLight 2 DirectionLight 2 Dynamic LightLight 2 ColorLight 2 Type 0=Point 1=SpotLight 2 Control Point OffsetLight 2 Control PointLight 1 Spot Outer ConeLight 1 Spot Inner ConeLight 1 0% DistanceLight 1 50% DistanceLight 1 DirectionLight 1 Dynamic LightLight 1 ColorLight 1 Type 0=Point 1=SpotLight 1 Control Point OffsetLight 1 Control PointApply Velocity in Local Space (0/1)out
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GHI /Alpha Random.-,+*ddc<02>b<00>? /Alpha Fade and Decayj<00>?i?h?gfe<00>?*+,-. /Radius Scale.-,+*rs?t<00>?u?vw? /Radius Scale.-,+*r?s<00>?t<00>?u?vw?/render_animated_sprites<00><00><00><02><><EFBFBD><EFBFBD><EFBFBD><00><00><03><><EFBFBD>=<3D><00>?<3F><00>?<3F><00>?<3F><00>?~}<00>?|<02><><EFBFBD><EFBFBD>*+,-.{ /emit_instantaneously.-,+*7<00><02><><EFBFBD><EFBFBD><EFBFBD><00><02><><EFBFBD><EFBFBD><EFBFBD><02><><EFBFBD><EFBFBD><EFBFBD> /emit_instantaneously.-,+*7<03><>L=<3D><02><><EFBFBD><EFBFBD><EFBFBD><00><02><><EFBFBD><EFBFBD><EFBFBD><02><><EFBFBD><EFBFBD><EFBFBD> /Radius Random.-,+*MCNDO<00>?/Rotation Yaw Flip Random.-,+*V?/Sequence Random.-,+*PQ /Lifetime Random.-,+*J
<EFBFBD>#<K<03><>L=L<00>?/Position Within Sphere Random.-,+*<=HC>
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GHI
/Color Fade.-,+*<00><08><><EFBFBD><EFBFBD><EFBFBD><00><00>?v/Lifespan Decay.-,+*/render_animated_sprites.-,+*|<02><><EFBFBD><EFBFBD>}<00>?~<00>?<3F><00><00>?<3F><00>?<3F><00>?<3F><03><><EFBFBD>=<3D><00><00><02><><EFBFBD><EFBFBD><EFBFBD><00>{"%<00>$<00><00><00><00>#
<00><00><00><00><00><00><00><00><00><00>"<00>!a particle\smoke1\smoke1.vmt
<20> <20> <20>
A A A<00>?<00>@<08><><EFBFBD><EFBFBD> <03><><EFBFBD>=  
 <02><><EFBFBD><EFBFBD>P<>GA4b3"%<00>$<00><00><00><00><00>#<00><00><00><00><00><00><00><00>"<00>!cr<00><00> particle\fire_burning_character\fire_burning_character.vmt
<20> <20> <20>
A A A<00>?<00>@<08><><EFBFBD><EFBFBD> <03><><EFBFBD>=  
 <02><><EFBFBD><EFBFBD>P<>GA4d3"%q$mnop#fghijkl"e! 
particle\fire_particle_2\fire_particle_2.vmt
<20> <20> <20>
A A A<00>?<00>@<08><><EFBFBD><EFBFBD> <03><><EFBFBD>=  
 <02><><EFBFBD><EFBFBD>P<>GA /emit_continuously.-,+*7<03><>>8<00>B9<03><><EFBFBD>=:; /Lifetime RandomL<00>?Kff<66>?J?*+,-. /Radius RandomO<00>?N<00>BMC*+,-. /Position Modify Offset Randoma`_
<0C> <0C> <0C>^
B B BA*+,-.
/Rotation RandomU<00>?T<00><>S<00><>R*+,-./Position Within Sphere RandomIHGF
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<00>?<00>?<00>?=<*+,-./Rotation Yaw Flip Random.-,+*V? /Color Random.-,+*WJ1 <0A>X<08><><EFBFBD><EFBFBD>YZ[\<08><><EFBFBD><EFBFBD>]B /Movement Basic.-,+*k
/Dl<03><><EFBFBD>=m /Alpha Fade and Decay.-,+*e<00>?fgh?i?j<00>? /Radius Scale.-,+*rs<03><><EFBFBD>>t<00>?u@@vw? /Radius Scale.-,+*r<03><><EFBFBD>>s333?t@@u @vw?/render_animated_sprites<00><00><00><02><><EFBFBD><EFBFBD><EFBFBD><00><01><00>?<3F><00>?<3F><00>?<3F><00>?<3F><00>?~}<00>?|<02><><EFBFBD><EFBFBD>*+,-.{4s3"%<00>$}~<00><00>#uvwxyz{|"t! particle\fire_burning_character\fire_burning_character.vmt
<20> <20> <20>
A A A<00>?<00>@<08><><EFBFBD><EFBFBD> <03><><EFBFBD>=  
 <02><><EFBFBD><EFBFBD>P<>GA /emit_continuously;:9<03><><EFBFBD>=8HC7<03><>>*+,-. /Lifetime Random.-,+*J<03><>L?K@L<00>? /Radius Random.-,+*MCN<00>BO<00>? /Position Modify Offset Random.-,+*A^
B B B_
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/Rotation Random.-,+*RS4<>T4BU<00>?/Position Within Sphere Random.-,+*<=>
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/D*+,-. /Alpha Fade and Decayj<00>?i?h?gfe<00>?*+,-. /Radius Scalew?vu@@t<00>?s<03><><EFBFBD>>r*+,-. /Radius Scalew?vu @t@@s333?r<03><><EFBFBD>>*+,-.
/Color Fade.-,+*<00>R4#<23><><03><>L><3E><00>?v/render_animated_sprites.-,+*|<02><><EFBFBD><EFBFBD>}<00>?~<00>?<3F><00><00>?<3F><00>?<3F><00>?<3F>@?<3F><01><00><02><><EFBFBD><EFBFBD><EFBFBD><00>{4<01>3"%<00>$<00><00><00><00><00>#<00><00><00><00><00><00><00>"<00>!<00><00> effects\spark.vmt
<20> <20> <20>
A A A<00>?<00>@<08><><EFBFBD><EFBFBD> <03><><EFBFBD>=  
 <02><><EFBFBD><EFBFBD>P<>GA4<01>3"%<00>$<00><00><00>#<00><00><00><00><00><00><00>"<00>! 2particle\particle_glow_07_15ob.vmt
<20> <20> <20>
A A A<00>?<00>@<08><><EFBFBD><EFBFBD> <03><><EFBFBD>=  
 <02><><EFBFBD><EFBFBD>P<>GA /emit_instantaneously<00><00><02><><EFBFBD><EFBFBD><EFBFBD><02><><EFBFBD><EFBFBD><EFBFBD>2<00><02><><EFBFBD><EFBFBD>7<03><>L>*+,-. /Lifetime RandomL<00>?K@J<00>?*+,-. /Radius RandomO<00>?N@MpA*+,-./Sequence RandomQP*+,-.
/Rotation RandomU<00>?T<00>CSR*+,-./Position Within Sphere RandomIHGF
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<00><>*+,-. /Alpha Fade and Decayj<00>?i?h?gfe<00>?*+,-.
/Color Fadev<01>?<3F><00><08>2<00>*+,-./render_animated_sprites.-,+*|<02><><EFBFBD><EFBFBD>}<00>?~<00>?<3F><00><00>?<3F><00>?<3F><00>?<3F><03><><EFBFBD>=<3D><00><00><02><><EFBFBD><EFBFBD><EFBFBD><00>{4<01>3"%<00>$<00><00><00>#<00><00><00><00><00><00><00>"<00>! effects\spark.vmt
<20> <20> <20>
A A A<00>?<00>@<08><><EFBFBD><EFBFBD> <03><><EFBFBD>=  
 <02><><EFBFBD><EFBFBD>P<>GA /emit_instantaneously<00><00><02><><EFBFBD><EFBFBD><EFBFBD><02><><EFBFBD><EFBFBD><EFBFBD><00><02><><EFBFBD><EFBFBD>7<03><>L>*+,-. /Lifetime RandomL<00>?K<00>?J<00>?*+,-. /Radius RandomO<00>?N<00>AM B*+,-./Sequence RandomQP*+,-.
/Rotation RandomU<00>?T<00>CSR*+,-./Position Within Sphere RandomIHGF
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<00><>*+,-. /Alpha Fade and Decayj<00>?i?h?gfe<00>?*+,-. /Radius Scale.-,+*rs<00>?t<00>?u<00>?vw?/render_sprite_trail.-,+*|<02><><EFBFBD><EFBFBD>}<00>?~<00>?<3F><00><00>?<3F><00>?<3F><00>?<3F><03><><EFBFBD>=<3D><03><><EFBFBD>=<3D>HC<48>{ /emit_instantaneously<00><00><02><><EFBFBD><EFBFBD><EFBFBD><02><><EFBFBD><EFBFBD><EFBFBD><00><02><><EFBFBD><EFBFBD>7*+,-. /Lifetime RandomL<00>?K333?J<03><><EFBFBD>>*+,-. /Radius RandomO<00>?N BMHB*+,-./Sequence RandomQP*+,-.
/Rotation RandomU<00>?T<00>CSR*+,-./Position Within Sphere RandomIHGF
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<00>?<00>?<00>?=<*+,-./Rotation Yaw Flip RandomV?*+,-. /Color Random]B\<08><><EFBFBD><EFBFBD>[ZYX<08><><EFBFBD><EFBFBD>W<08><><EFBFBD><EFBFBD>*+,-. /Movement Basicml<03><>L>k
*+,-. /Alpha Fade and Decayj<00>?i?h?gfe<00>?*+,-. /Radius Scalew?vu@@t<00>?s?r*+,-. /Radius Scalew?vu?t@@s<00>?r?*+,-.
/Color Fadev<01><00>?<3F><03><><EFBFBD>><3E>p5<12>*+,-./render_sprite_trail.-,+*|<02><><EFBFBD><EFBFBD>}<00>?~<00>?<3F><00><00>?<3F><00>?<3F><00>?<3F><03><><EFBFBD>=<3D><03><><EFBFBD>=<3D><00>D<EFBFBD>{4<01>3"%<00>$<00><00><00><00><00>#<00><00><00><00><00><00><00><00>"<00>!<00><00> effects\yellowflare_noz.vmt
<20> <20> <20>
A A A<00>?<00>@<08><><EFBFBD><EFBFBD> <03><><EFBFBD>=  
 <02><><EFBFBD><EFBFBD>P<>GA4<01>3"%<00>$<00><00><00>#<00><00><00><00><00><00><00><00>"<00>! effects\yellowflare_noz.vmt
<20> <20> <20>
A A A<00>?<00>@<08><><EFBFBD><EFBFBD> <03><><EFBFBD>=  
 <02><><EFBFBD><EFBFBD>P<>GA /emit_instantaneously.-,+*7<00><02><><EFBFBD><EFBFBD><EFBFBD><00><02><><EFBFBD><EFBFBD><EFBFBD><02><><EFBFBD><EFBFBD><EFBFBD> /Lifetime Random.-,+*J<03><><EFBFBD>=K<03><>L>L<00>? /Radius Random.-,+*M<00>CNDO<00>?/Sequence Random.-,+*PQ
/Rotation Random.-,+*RST<00>CU<00>?/Position Within Sphere Random.-,+*<=<00>A>
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<20> <20> <20>
A A A<00>?<00>@<08><><EFBFBD><EFBFBD> <03><><EFBFBD>=  
 <02><><EFBFBD><EFBFBD>P<>GA /emit_instantaneously.-,+*7<03><>L><3E><02><><EFBFBD><EFBFBD><EFBFBD><00><02><><EFBFBD><EFBFBD><EFBFBD><02><><EFBFBD><EFBFBD><EFBFBD> /Lifetime Random.-,+*J333?K<00>?L<00>? /Radius Random.-,+*M<00>DN<00>CO<00>?/Sequence Random.-,+*PQ
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/Color Fade.-,+*<00>R<00><><00><00>?v
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B B B_
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B B B_
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#"! 2effects\spark.vmt
<20> <20> <20>
A A A<00>?<00>@<08><><EFBFBD><EFBFBD> <03><><EFBFBD>=  
 <02><><EFBFBD><EFBFBD>P<>GA /emit_instantaneously.-,+*7<03><>L><3E><02><><EFBFBD><EFBFBD><EFBFBD>2<00><02><><EFBFBD><EFBFBD><EFBFBD><02><><EFBFBD><EFBFBD><EFBFBD> /Lifetime Random.-,+*J<00>?K@L<00>? /Radius Random.-,+*M<00>AN<00>@O<00>?/Sequence Random.-,+*PQ
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/Color Fade.-,+*<00><08>?<13><><03><><EFBFBD>><3E><00>?v/render_sprite_trail<00><00> B<><03><><EFBFBD>=<3D><03><><EFBFBD>=<3D><00>?<3F><00>?<3F><00>?<3F><00>?~}<00>?|<02><><EFBFBD><EFBFBD>*+,-.{"%l$fghijk# [\]^_`abcde"Z! JK particle\vistasmokev1\vistasmokev1.vmt
<20> <20> <20>
A A A<00>?<00>@<08><><EFBFBD><EFBFBD> <03><><EFBFBD>=  
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9:;<=>?@AB"8!# particle\vistasmokev1\vistasmokev1.vmt
<20> <20> <20>
A A A<00>?<00>@<08><><EFBFBD><EFBFBD> <03><><EFBFBD>=  
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<20> <20> <20>
A A A<00>?<00>@<08><><EFBFBD><EFBFBD> <03><><EFBFBD>=  
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'()*+,-./0"&! %particle\vistasmokev1\vistasmokev1.vmt
<20> <20> <20>
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