aDmElementparticleSystemDefinitionsnameDmeParticleSystemDefinitionview 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_particlespreventNameBasedLookupconstraintsforceschildrenemittersinitializersoperatorsrenderersDmeParticleOperatoroperator start fadeinoperator end fadeinoperator start fadeoutoperator end fadeoutoperator fade oscillatemin forcemax forcefunctionNameobject local space axis 0/1twist axisamount of forceemission_start_timeemission_rateemission_durationscale emission to used control pointsuse parent particles for emission scalingalpha_minalpha_maxalpha_random_exponentlifetime_minlifetime_maxlifetime_random_exponentradius_minradius_maxradius_random_exponentminmaxcontrol point numbergravitydragmax constraint passesstart_alphaend_alphastart_fade_in_timeend_fade_in_timestart_fade_out_timeend_fade_out_timeVisibility 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 FPStint update movement thresholdtint clamp maxtint clamp mintint control pointtint_perccolor2color1'untitled2TN~^@fire_smoke_1ţB&Y&random forcef ߳ @N]h `&twist around axis0@bJ:Dh&emit_continuouslyI%;FsCz&Alpha Fade and Decay 3C:"&Rotation Basic?xOԼL&render_animated_spritesD%Hۄfire_embers_1ڮO @C#힑&random forcermvfI{$DZZ &twist around axisHlg)@38O&emit_continuouslyRahE<i~&Position Within Box RandomJA{y@{冟&Alpha Random:y IEBwQ&Lifetime Random zM1{&Radius Random"2vIx kh&Color RandomL&[Bx2ozGY&Movement BasicOcNJ0CD+&Alpha Fade and Decay^s{E\䎌V&Rotation BasicLSGq&render_animated_sprites/d:@7UXtestj`BJ]&random force7 OMlc&twist around axis~!PDR%hq&emit_continuouslyA͙"&Alpha RandomE8ZdftY&Lifetime RandompaWNr8&Radius Random:;mԗA+-&Position Within Box RandomRs I5<_&Color Random'B^)DyrFl&Movement Basic[0lC MH<1&Alpha Fade and DecayLﭻO&Rotation Basich\KWtqr&render_animated_spritesͣOP~ "% $ #"! particle\smokesprites_0001.vmt  A A A?@ A? =    PGA.random force- HB, +*)(' .twist around axis'()*+1@0 ?/ .emit_continuously6543zD2+*)(' .Alpha Random9?8 7+*)(' .Lifetime Random<?; A:+*)(' .Radius Random??>HC=A+*)(' .Position Within Box RandomBA DD@ +*)(' .Movement BasicEDC +*)(' .Alpha Fade and DecayK@@J?I?HGF+*)('.Rotation Basic+*)('.render_animated_spritesYXWVUT=S?R?Q?PO?NM?L+*)('"%$#"! effects\fire_embers1.vmt  A A A??q  A? =    PGA.random force'()*+, A- B .twist around axis'()*+1@0 ?/ .emit_continuously'()*+23zD456 .Position Within Box Random'()*+@ DDA B .Alpha Random'()*+7289? .Lifetime Random'()*+:; A<? .Radius Random'()*+=?>@?? .Color Random'()*+`_^]\c[ZB .Movement Basic'()*+C DE .Alpha Fade and Decay'()*+FGHI?J?K@@.Rotation Basic'()*+.render_animated_sprites'()*+LM?NO?PQ?R?S?T=UVWXY"%&$#$%# !""! particle\fire_particle_2\fire_particle_2.vmt  A A A?@Y A? =    PGA.random force'()*+, - A .twist around axis/0 ?1@+*)(' .emit_continuously'()*+23zD456 .Alpha Random'()*+78 9? .Lifetime Random'()*+:; A<? .Radius Random'()*+=A>HC?? .Position Within Box Random'()*+@ A DDB .Color Random'()*+`_^]\[ZB .Movement Basic'()*+C DE .Alpha Fade and Decay'()*+FGHI?J?K@@.Rotation Basic'()*+.render_animated_sprites'()*+LM?NO?PQ?R?S?T=UVWXY