From Data Realms Wiki
MOPixels are the smallest type of effect. They are one pixel, with one color, and some properties. Their singular and manually defined atom defines the material that the MOPixel is made of, as well as a trail effect. They fill a lot of roles, they can be used as sparks, blood, shrapnel, exhaust, bullets, the list goes on.
A MOPixel generally looks like this.
AddEffect = MOPixel InstanceName = Grenade Fragment Gray Mass = 0.15 LifeTime = 350 Sharpness = 20 HitsMOs = 1 GetsHitByMOs = 0 Color = Color R = 143 G = 143 B = 143 Atom = Atom Material = Material CopyOf = Bullet Metal TrailColor = Color R = 155 G = 155 B = 155 TrailLength = 25
AddEffect = MOPixel // This is the instance call. We're adding an effect, it's an MOPixel InstanceName = Grenade Fragment Gray // This is the instance name, so the instance can be recalled upon later Mass = 0.15 // This is the mass of the object, in kilograms. I hope for your sake that you don't need any further explaination LifeTime = 350 // This is how long the particle will last before disappearing, in milliseconds. Thousandths on a second. Sharpness = 20 // This is how sharp the MOPixel is; how well is knocks terrain loose and penetrates objects. HitsMOs = 1 // This boolean value defines if the MOPixel hits other things. GetsHitByMOs = 0 // This boolean value defines if the MOPixel gets hit by other things. Color = Color // This starts the RGB of the MOPixel's color. R = 143 G = 143 B = 143 Atom = Atom // This starts the definition of the MOPixels one and only Atom. Material = Material // This starts the definition of the Atom's material. CopyOf = Bullet Metal // This copies a previously defined material to use. TrailColor = Color // This starts the RGB of the trail effect's color. R = 155 G = 155 B = 155 TrailLength = 25 // This modifies the length of the trail.
To explain the trail effect further, think of it as the tail on a comet. The comet itself is the bullet, and the trail is the portion behind it. Trails are not necessary. They mostly serve to make a MOPixel and it's movement more apparent. In a technical sense, it's a small line segment that has one end at the MOPixel and the other is calculated from the velocity of the MOPixel, with the TrailLength variable serving as a modifier for it's length.
You can make either color transparent by setting the color as the RGB of 255, 0, 255. This is the shade of pink that is interpreted by Cortex Command as transparency.
Screen Effects can also be applied to MOPixels.