EvilEngine/PARE
Format
Particle emitters are object assets, so they start with their 0x8 byte header, then are followed by:
Offset | Type | Description |
---|---|---|
0x08 | byte[4] | Flags? |
0x0C | AssetID (PARP) | Particle Emitter Property (required?) |
0x10 | float[7] | Unknown |
0x2C | AssetID (Placeable/Marker/Group) | Probably applies particle emitter to this asset |
0x30 | float[9] | Unknown |
Events | ||
0x54 | Event[numberOfEvents] | Events |