[preset00] fRating=2.000000 fGammaAdj=1.000001 fDecay=1.000000 fVideoEchoZoom=1.000000 fVideoEchoAlpha=0.000000 nVideoEchoOrientation=0 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=0.387300 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=0.500000 ib_r=1.000000 ib_g=1.000000 ib_b=1.000000 ib_a=0.000000 nMotionVectorsX=38.399994 nMotionVectorsY=15.647999 mv_dx=0.000000 mv_dy=0.000000 mv_l=0.500000 mv_r=1.000000 mv_g=1.000000 mv_b=0.000000 mv_a=0.000000 per_frame_1=//virtual per_frame_2=vnum_increment = 2/fps; per_frame_3=vtarget = vtarget + if(above(bass*bass_att,4.5), if(below(vtarget,vnum+1),1,0),0); per_frame_4=vnum = vnum + if(below(vnum,vtarget-vnum_increment*.5), vnum_increment,0); per_frame_5=monitor = vnum; per_frame_6= per_frame_7=vang = vnum*3.14159265358979323*.25; per_frame_8=q1=vang; per_frame_9=q2 = vnum_increment; per_frame_10=q3 = vnum; per_frame_11=q4=vtarget; per_frame_12=//vx = (x-.5)*cos(vang) - (y-.5)*sin(vang)+.5; per_frame_13=//vy = (x-.5)*sin(vang) +(y-.5)*cos(vang)+.5; per_frame_14= per_frame_15=bass_x = max(bass_x*.7+max(bass_att-.9,0)*.3,0); //decaying bass max per_frame_16=wave_vx = ((frame%3-1)*bass_x* above(vnum,vtarget-vnum_increment*.5) +1)*wave_x; //spreads flame per_frame_17=wave_vy=wave_y; per_frame_18= per_frame_19=wave_x = -(wave_vx-.5)*cos(vang) + (wave_vy-.5)*sin(vang)+.5; per_frame_20=wave_y = -(wave_vx-.5)*sin(vang) - (wave_vy-.5)*cos(vang)+.5; per_frame_21=//end virtual per_frame_22=wave_r = above(vnum,vtarget-vnum_increment*.5); per_frame_23=//wave_g = below(bass*bass_att,3.5); per_frame_24=decay = 3000000+57.75; // Magic 'flame' decay per_frame_25=//wave_mystery = sin(time*.2)*.05+1; per_frame_26= per_frame_27=ob_a = max(sqr(sqr(sin(time*1)*.25+.25)),if(below(vnum,vtarget-.1),.2,0)); // 'ad-lib decay' to black - no ugly artefacts per_frame_28=// ^4 to get it up there quick -> min time with decay on. per_frame_29= per_frame_30=ob_a = ob_a*(1-bass_x); // just so we don't get rid of the wide impressive per_frame_31=// flames so quickly per_frame_32= per_frame_33=//ob_a=0; per_frame_34=//monitor = ob_a; per_frame_35= per_frame_36=//Other decays to try: per_frame_37=//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_38=//3000000 + 57.75 <<< =:-) per_frame_39= per_pixel_1=rot = below(q3, q4-q2*.5)*q2*.8*(1-0*(rad)); per_pixel_2= per_pixel_3=//virtual axes per_pixel_4=vang=q1; per_pixel_5=vx = (x-.5)*cos(vang) - (y-.5)*sin(vang)+.5; per_pixel_6=vy = (x-.5)*sin(vang) +(y-.5)*cos(vang)+.5; per_pixel_7=vy=1-vy; per_pixel_8= per_pixel_9=dvy = (vx+.08*sin(rand(100)))*2%2*-.01-.005; per_pixel_10=dvy = -.0025*((1-vy)*10+rand(5)); //wobble, and faster at top - accelerating like real flames per_pixel_11= per_pixel_12=dvx = rand(20)*.0001*sin(rand(2)-.5); //flicker per_pixel_13=dvx = dvx*sqr(vy); //dampens top per_pixel_14=//dvx = dvx*(1-x/2); //slows sides per_pixel_15=dvx = dvx*-.2*(rand(10)-5); //random damper per_pixel_16=dvx = dvx -(vx-.5)*.04*(.8-sqr(vy)); //drift towards centre per_pixel_17=dvx = dvx + cos(sqr(vy-.5)*10-time*1.1)*sqr(1-(vy))*.01; //add flutter at top per_pixel_18= per_pixel_19=//de-virtualise per_pixel_20=dx = dvx*cos(vang) - dvy*sin(vang); per_pixel_21=dy = -dvx*sin(vang) - dvy*cos(vang); per_pixel_22= per_pixel_23=// Telek - 09/11/2002 per_frame_init_1=bass_x = 1; per_frame_init_2=vtarget=4.000000; per_frame_init_3=vnum = 4.000000;