[preset00] fRating=5.000000 fGammaAdj=1.000000 fDecay=1.000000 fVideoEchoZoom=1.000000 fVideoEchoAlpha=0.000000 nVideoEchoOrientation=3 nWaveMode=3 bAdditiveWaves=1 bWaveDots=0 bWaveThick=1 bModWaveAlphaByVolume=0 bMaximizeWaveColor=0 bTexWrap=0 bDarkenCenter=0 bRedBlueStereo=0 bBrighten=0 bDarken=0 bSolarize=0 bInvert=0 fWaveAlpha=4.099998 fWaveScale=0.430333 fWaveSmoothing=0.630000 fWaveParam=1.000000 fModWaveAlphaStart=0.710000 fModWaveAlphaEnd=1.300000 fWarpAnimSpeed=1.000000 fWarpScale=1.000000 fZoomExponent=1.000000 fShader=0.000000 zoom=1.000000 rot=0.000000 cx=0.500000 cy=0.500000 dx=0.000000 dy=0.000000 warp=0.001000 sx=1.000000 sy=1.000000 wave_r=0.650000 wave_g=0.650000 wave_b=0.650000 wave_x=0.460000 wave_y=0.005000 ob_size=0.005000 ob_r=0.000000 ob_g=0.000000 ob_b=0.000000 ob_a=0.060000 ib_size=0.260000 ib_r=0.250000 ib_g=0.250000 ib_b=0.250000 ib_a=0.000000 nMotionVectorsX=58.752007 nMotionVectorsY=14.400000 mv_dx=0.006000 mv_dy=0.000000 mv_l=5.000000 mv_r=0.100000 mv_g=1.000000 mv_b=0.000000 mv_a=0.000000 per_frame_1=bass_x = max(bass_x*.7+max(bass_att-.9,0)*.3,0); //decaying bass max per_frame_2= per_frame_3=wave_x = ((frame%3-1)*.5*bass_x+1)*wave_x; //spreads flame per_frame_4= per_frame_5=decay = 3000000+57.75; // Magic 'flame' decay per_frame_6=//wave_mystery = sin(time*.2)*.05+1; per_frame_7= per_frame_8=ob_a = sqr(sqr(sin(time*1)*.25+.25)); // 'ad-lib decay' to black - no ugly artefacts per_frame_9=// ^4 to get it up there quick -> min time with decay on. per_frame_10= per_frame_11=ob_a = ob_a*(1-bass_x); // just so we don't get rid of the wide impressive per_frame_12=// flames so quickly per_frame_13= per_frame_14=monitor = ob_a; per_frame_15= per_frame_16=//Other decays to try: per_frame_17=//300000 + 42.53, 90.63, 43.00 These are all fairly similar, but all are stable (equiv to decay 0.990 -> 1 in terms of speed of fade) per_frame_18=//3000000 + 57.75 <<< =:-) per_pixel_1=dy = (x+.08*sin(rand(100)))*2%2*-.01-.005; per_pixel_2=dy = -.0025*((1-y)*10+rand(5)); //wobble, and faster at top - accelerating like real flames per_pixel_3= per_pixel_4=dx = rand(20)*.0001*sin(rand(2)-.5); //flicker per_pixel_5=dx = dx*sqr(y); //dampens top per_pixel_6=//dx = dx*(1-x/2); //slows sides per_pixel_7=dx = dx*-.2*(rand(10)-5); //random damper per_pixel_8=dx = dx -(x-.5)*.04*(.8-sqr(y)); //drift towards centre per_pixel_9=dx = dx + cos(sqr(y-.5)*10-time*1.1)*sqr(1-(y))*.01; //add flutter at top per_pixel_10= per_pixel_11=// Telek - 26/09/2002 per_frame_init_1=bass_x = 1;