fteqw/engine/partcfgs/h2part.cfg

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//hexen2-compatible particle config
//for the purposes of faithfulness, I'm using uhexen2 (with gl_missile_glows etc set to 0) as a baseline.
//the engine uses the h2part namespace for all hexen2 effects, thus ensuring that the builtin config is loaded.
//specifying this explicitly means that the engine can find these effects properly even if this config is loaded via some name other than h2part.
//this line doesn't affect weak/strong stuff, so r_particledesc will still override builtin ones.
r_part namespace h2part
//transparent sprites look stupid when alpha tested too. really this shouldn't be here, but its needed to override fps_preset stuff...
gl_blendsprites 1
//pe4 effect 255 is reused for the generic
//move the vel to org and ignore the spawn velocity to mimic hexen2's particleexplosion
//colour gets overriden
r_part pe4_255
{
texture "particles/fteparticlefont.tga"
tcoords 1 1 63 63 256 2 64
count 1
scale 4
alpha 0.6
die 0.5
randomvel 256
veladd 0
orgadd 1
rotationspeed 360
rotationstart 0 360
gravity 200
scalefactor 0.8
}
//icemace hitting a monster
r_part pe2_14_145
{
texture "particles/fteparticlefont.tga"
tcoords 1 1 63 63 256 2 64
count 20
scale 4
alpha 1
die 1
randomvel 256
rgb 160 160 240
veladd 0
orgadd 1
rotationspeed 360
rotationstart 0 360
gravity 200
scalefactor 0.8
}
//praevus flame summoning particles
r_part pe2_7 //_427
{
texture "particles/fteparticlefont.tga"
tcoords 1 1 63 63 256 2 64
count 1
scale 4
alpha 3
die 2
randomvel 0
veladd 1
spawnorg 8
spawnvel 0
rotationspeed 360
rotationstart 0 360
gravity 0
scalefactor 0.8
}
//grav. identical to slowgrav. used for the necro's boneshard particle puffs
r_part pe4_1
{
texture "particles/fteparticlefont.tga"
tcoords 1 1 63 63 256 2 64
count 1
scale 6
alpha 1
die 1
randomvel 0
veladd 1
orgadd 0
spawnorg 8
rotationspeed 360
rotationstart 0 360
gravity 200
scalefactor 0.3
}
//slowgrav, used for the assassin's grenade's trail, stupidly enough
r_part pe4_3
{
texture "particles/fteparticlefont.tga"
tcoords 1 1 63 63 256 2 64
count 1
scale 4
alpha 0.6
die 0.5
randomvel 0
veladd 1
orgadd 0
spawnorg 8
rotationspeed 360
rotationstart 0 360
gravity 200
scalefactor 0.8
}
//pt_fastgrav. blood splatters (like in the assassin's tomed set staff when the monster is chained up).
r_part pe4_2
{
texture "particles/fteparticlefont.tga"
tcoords 1 1 63 63 256 2 64
count 1
scale 8
alpha 2
die 1
randomvel 0
veladd 2
orgadd 0
spawnorg 8
rotationspeed 360
rotationstart 0 360
gravity 800
scalefactor 0.8
}
//the 'rocket trail' flag from quake was repurposed in hexen2 for spider gibs
r_part tr_rocket
{
texture "particles/fteparticlefont.tga"
tcoords 1 1 63 63 256 2 64
step 2
scale 4
alpha 0.6
die 1
randomvel 64
veladd 10
rotationspeed 90
rotationstart 0 360
rgb 16 160 16
rgbrand 16 64 16
gravity 200
scalefactor 0.8
}
//used for the meteor staff trail (projectile and gibs)
r_part tr_grenade
{
texture "particles/fteparticlefont.tga"
tcoords 1 1 63 63 256 2 64
step 4
scale 4
alpha 1
die 1
randomvel 8
veladd 10
gravity -40
rotationspeed 360
rotationstart 0 360
rgb 16
rgbrand 48
rgbrandsync 1
scalefactor 0.8
}
//used on ice chunks (paladin ice wand thing)
r_part tr_ice
{
texture "particles/fteparticlefont.tga"
tcoords 1 1 63 63 256 2 64
step 4
scale 4
alpha 0.6
die 1
randomvel 64
veladd 10
rotationspeed 360
rotationstart 0 360
rgb 160 160 240
rgbrand 0 0 0
gravity 200
scalefactor 0.8
}
//hexen2 uses the exact same effect for blood and slightblood, just slightblood is half as dense.
r_part tr_slightblood
{
texture "particles/fteparticlefont.tga"
tcoords 1 1 63 63 256 2 64
step 6
scale 4
alpha 0.6
die 1
randomvel 64
veladd 10
rotationspeed 360
rotationstart 0 360
rgb 240 0 0
rgbrand 0 0 0
gravity 200
scalefactor 0.8
}
r_part tr_blood
{
texture "particles/fteparticlefont.tga"
tcoords 1 1 63 63 256 2 64
step 3
scale 4
alpha 0.6
die 1
randomvel 64
veladd 10
rotationspeed 360
rotationstart 0 360
rgb 240 0 0
rgbrand 0 0 0
gravity 200
scalefactor 0.8
}
r_part tr_bloodshot
{
texture "particles/fteparticlefont.tga"
tcoords 1 1 63 63 256 2 64
step 3
scale 4
alpha 0.6
die 1
randomvel 64
veladd 10
rotationspeed 90
rotationstart 0 360
rgb 200 0 0
rgbdelta -180 0 0
rgbrand 50 0 0
gravity 200
scalefactor 0.8
}
//demoness acid projectile trails
r_part tr_spiderblood
{
texture "particles/fteparticlefont.tga"
tcoords 1 1 63 63 256 2 64
step 4
scale 4
alpha 0.6
die 1
randomvel 64
veladd 10
rotationspeed 90
rotationstart 0 360
rgb 16 160 16
rgbrand 0 0 0
gravity 200
scalefactor 0.4
}
//demoness acid projectile trails
r_part tr_acidball
{
texture "particles/fteparticlefont.tga"
tcoords 1 1 63 63 256 2 64
step 4
scale 4
alpha 0.6
die 1
randomvel 64
veladd 10
rotationspeed 90
rotationstart 0 360
rgb 16 160 16
rgbrand 0 0 0
gravity 200
scalefactor 0.4
lighttime 0
lightshadows 1
lightradius 100 120
lightrgb 0.50 1.00 0.25
}
//hydra spit. generally blackish
r_part tr_spit
{
texture "particles/fteparticlefont.tga"
tcoords 1 1 63 63 256 2 64
step 3
scale 4
alpha 1
die 1
randomvel 5
veladd 10
up 2
rotationspeed 90
rotationstart 0 360
rgb 0 0 0
rgbrand 0 0 0
gravity 0
scalefactor 0.3
lighttime 0
lightshadows 1
lightradius 100 120
lightrgb -2.00 -1.00 -0.25
}
//famine missiles
r_part tr_spell
{
texture "particles/fteparticlefont.tga"
tcoords 1 1 63 63 256 2 64
step 4
scale 4
alpha 1
die 1
randomvel 16
spawnorg 4
spawnvel 2
veladd 64
rotationspeed 90
rotationstart 0 360
rgb 200 32 32
rgbrand 0 0 0
gravity 0
scalefactor 0.3
}
//tomed barbarian weapon2 trail
r_part tr_vorpmissile
{
texture "particles/fteparticlefont.tga"
tcoords 1 1 63 63 256 2 64
step 4
scale 4
alpha 0.6
die 0.5
randomvel 4
spawnorg 32 4
veladd 64
rotationspeed 90
rotationstart 0 360
rgb 128 128 128
rgbrand 0 0 0
gravity 0
scalefactor 0.8
}
//this fades out much faster than regular hexen2. also slightly flies forwards with the missile
r_part tr_magicmissile
{
texture "particles/fteparticlefont.tga"
tcoords 1 1 63 63 256 2 64
step 4
scale 4
alpha 1
die 0.5
randomvel 64
veladd -128
spawnorg 8
rotationspeed 90
rotationstart 0 360
rgb 100 100 160
rgbrand 0 0 0
gravity 200
scalefactor 0.8
}
r_part tr_boneshard
{
texture "particles/fteparticlefont.tga"
tcoords 1 1 63 63 256 2 64
step 4
scale 4
alpha 1
die 0.5
randomvel 64
veladd -128
spawnorg 8
rotationspeed 90
rotationstart 0 360
rgb 200 180 85
rgbrand 0 0 0
gravity 200
scalefactor 0.8
}
//imp fireballs
r_part tr_fireball
{
texture "particles/fteparticlefont.tga"
tcoords 97 97 191 191 256
step 1
scale 12
alpha 0.4
die 0.5
rgb 255 127 100
rgbdelta -14 -300 -300
blend add
scalefactor 1
scaledelta -15
lighttime 0
lightshadows 1
lightradius 100 120
lightrgb 2.00 1.00 0.25
}
r_part +tr_fireball
{
texture "particles/fteparticlefont.tga"
tcoords 97 97 191 191 256
step 5
scale 30
alpha 0.2
die 0.75
//diesubrand 10.25
randomvel 0.2
rgb 5 5 5
//rgbdelta -230 -45 -9
gravity -15
scalefactor 1
scaledelta 20
spawnvel 5
}
//assassin weapon4
r_part tr_setstaff
{
texture "particles/fteparticlefont.tga"
tcoords 1 1 63 63 256 2 64
step 2
scale 4
alpha 0.6
die 1
spawnorg 3 5
randomvel 3.5
veladd 10
rotationspeed 90
rotationstart 0 360
rgb 220 200 100
rgbrand 0 0 0
gravity 40
scalefactor 0.8
}
//assassin weapon4's tomed projectile trail thing. barely visible in hexen2. framerate dependant. nasty. this effect is not faithful.
r_part tr_scarab
{
texture "particles/fteparticlefont.tga"
tcoords 1 1 63 63 256 2 64
step 2
scale 4
alpha 0.3
die 0.2
spawnorg 1 2
randomvel 1
veladd 10
rotationspeed 90
rotationstart 0 360
rgb 220 200 100
rgbrand 0 0 0
gravity 40
scalefactor 0.8
}
//generic rain. rgb comes from the gamecode's palette index. blurgh. real men specify things precisely.
r_part te_rain
{
texture "particles/fteparticlefont.tga"
tcoords 1 1 63 63 256 2 64
count 1 2 1
scale 5
alpha 3
die 2
spawnorg 64 64
spawnvel 1
veladd 0.5
rotationspeed 90
rotationstart 0 30
rgb 255 255 255
scalefactor 0.8
}
//Hexen2 triggers various client-side sprite/model effects.
//model term:
//model MODELNAME framestart frameend framerate alpha traileffect
//sprites will always use a fixed alpha (frames should shrink in size or whatever).
//models will fade out gradually, but can be forced to a constant alpha if a negative alpha is used (will be fabsed as needed) if you have a decent animation.
r_part ce_white_smoke_05
{
model models/whtsmk1.spr 0 0 20 0.5
veladd 1
}
r_part ce_white_smoke_10
{
model models/whtsmk1.spr 0 0 10 0.5
veladd 1
}
r_part ce_white_smoke_15
{
model models/whtsmk1.spr 0 0 6.666 0.5
veladd 1
}
r_part ce_white_smoke_20
{
model models/whtsmk1.spr 0 0 5 0.5
veladd 1
}
r_part ce_white_smoke_50
{
model models/whtsmk1.spr 0 0 2 0.5
veladd 1
}
r_part ce_bluespark
{
model models/bspark.spr 0 0 20 1
}
r_part ce_yellowspark
{
model models/spark.spr 0 0 20 1
}
r_part ce_sm_circle_exp
{
model models/fcircle.spr 0 0 20 1
}
r_part ce_bg_circle_exp
{
model models/xplod29.spr 0 0 20 1
}
r_part ce_sm_white_flash
{
model models/sm_white.spr 0 0 20 1
}
r_part ce_white_flash
{
model models/gryspt.spr 0 0 20 0.4
}
r_part ce_yellowred_flash
{
model models/yr_flsh.spr 0 0 20 0.4
}
r_part ce_blue_flash
{
model models/bluflash.spr 0 0 20 0.4
}
r_part ce_sm_blue_flash
{
model models/sm_blue.spr 0 0 20 0.4
}
r_part ce_red_flash
{
model models/redspt.spr 0 0 20 0.4
}
r_part ce_sm_explosion
{
model models/sm_expld.spr 0 0 20 1
}
r_part ce_lg_explosion
{
model models/bg_expld.spr 0 0 20 1
}
r_part ce_floor_explosion
{
model models/fl_expld.spr 0 0 20 1
}
r_part ce_rider_death
{
}
r_part ce_blue_explosion
{
model models/xpspblue.spr 0 0 20 1
}
r_part ce_green_smoke_05
{
model models/grnsmk1.spr 0 0 20 0.5
veladd 1
}
r_part ce_green_smoke_10
{
model models/grnsmk1.spr 0 0 10 0.5
veladd 1
}
r_part ce_green_smoke_15
{
model models/grnsmk1.spr 0 0 6.666 0.5
veladd 1
}
r_part ce_green_smoke_20
{
model models/grnsmk1.spr 0 0 5 0.5
veladd 1
}
// ce_grey_smoke
r_part ce_grey_smoke_15
{
model models/grysmk1.spr 0 0 6.666 0.5
veladd 1
}
r_part ce_red_smoke
{
model models/redsmk1.spr 0 0 6.666 0.5
veladd 1
}
r_part ce_slow_white_smoke
{
model models/whtsmk1.spr 0 0 20 0.5
veladd 1
}
r_part ce_redspark
{
model models/rspark.spr 0 0 20 1
}
r_part ce_greenspark
{
model models/gspark.spr 0 0 20 1
}
r_part ce_telesmk1
{
model models/telesmk1.spr 0 0 15 0.5
veladd 1
}
r_part ce_telesmk2
{
model models/telesmk2.spr 0 0 15 1
veladd 1
}
r_part ce_icehit
{
model models/icehit.spr 0 0 20 0.5
}
r_part ce_medusa_hit
{
model models/medhit.spr 0 0 20 1
}
r_part ce_mezzo_reflect
{
model models/mezzoref.spr 0 0 20 1
}
r_part ce_floor_explosion2
{
model models/flrexpl2.spr 0 0 20 1
}
r_part ce_xbow_explosion
{
model models/xbowexpl.spr 0 0 20 1
}
r_part ce_new_explosion
{
model models/gen_expl.spr 0 0 20 1
}
r_part ce_magic_missile_explosion
{
model models/mm_expld.spr 0 0 20 1
}
// ce_ghost
r_part ce_bone_explosion
{
model models/bonexpld.spr 0 0 20 1
}
//famine teleport effect
r_part ce_redcloud
{
model models/rcloud.spr 0 0 20 1
}
r_part ce_teleporterpuffs
{
// model models/telesmk2.spr 0 0 20 1
}
// ce_teleporterbody
// ce_boneshard
// ce_boneshrapnel
//this is transparent so it doesn't obscure your view
r_part ce_flamestream
{
model models/flamestr.spr 0 0 20 0.4
veladd 1
}
r_part ce_gravitywell
{
spawnmode ball
count 100
spawnorg 128
spawnvel -64
texture "particles/fteparticlefont.tga"
tcoords 1 1 63 63 256 2 64
scale 4
alpha 1
die 2
rotationspeed 90
rotationstart 0 360
rgb 220 200 100
rgbrand 0 0 0
gravity 0
scalefactor 0.4
}
r_part ce_bldrn_expl
{
model models/xplsn_1.spr 0 0 20 1
}
//demoness tomed acid trail
r_part ce_acid_muzzfl
{
model models/muzzle1.spr 0 0 20 0.4
veladd 1
}
r_part ce_acid_hit
{
model models/axplsn_2.spr 0 0 20 1
}
r_part ce_firewall_small
{
model models/firewal1.spr 0 0 20 1
}
r_part ce_firewall_medium
{
model models/firewal5.spr 0 0 20 1
}
r_part ce_firewall_large
{
model models/firewal4.spr 0 0 20 1
}
r_part ce_onfire
{
model models/firewal1.spr 0 0 20 0.4
model models/firewal2.spr 0 0 20 0.4
model models/firewal3.spr 0 0 20 0.4
veladd 1
}
r_part ce_flamewall
{
model models/firewal1.spr 0 0 20 1
veladd 1
}
r_part ce_flamewall2
{
model models/firewal2.spr 0 0 20 0.4
veladd 1
}
r_part ce_lball_expl
{
model models/Bluexp3.spr 0 0 20 1
}
r_part ce_acid_splat
{
model models/axplsn_1.spr 0 0 20 1
}
r_part ce_acid_expl
{
model models/axplsn_5.spr 0 0 20 1
}
r_part ce_fboom
{
model models/fboom.spr 0 0 20 1
}
// ce_chunk
r_part ce_bomb
{
model models/pow.spr 0 0 20 1
}
r_part ce_brn_bounce
{
model models/spark.spr 0 0 20 1
}
r_part ce_lshock
{
model models/vorpshok.mdl 0 0 20 1
}
// ce_flamewall
// ce_flamewall2
r_part ce_floor_explosion3
{
model models/biggy.spr 0 0 20 1
}
r_part ce_boneshard
{
model models/boneshot.mdl 0 1 1 1
rotationspeed 425
veladd 2
}
r_part ce_boneshrapnel
{
model models/boneshrd.mdl 0 1 1 1
rotationspeed 425
veladd 2
}
r_part ce_chunk_greystone
{
model models/schunk1.mdl 0 1 0.25 1
model models/schunk2.mdl 0 1 0.25 1
model models/schunk3.mdl 0 1 0.25 1
model models/schunk4.mdl 0 1 0.25 1
randomvel 210 70 280
spawnorg 0
gravity 800
rotationspeed 425
}
r_part ce_chunk_wood
{
model models/splnter1.mdl 0 1 0.25 1
model models/splnter2.mdl 0 1 0.25 1
model models/splnter3.mdl 0 1 0.25 1
model models/splnter4.mdl 0 1 0.25 1
randomvel 210 70 280
spawnorg 0
gravity 800
rotationspeed 425
}
r_part ce_chunk_metal
{
model models/metlchk1.mdl 0 1 0.25 1
model models/metlchk2.mdl 0 1 0.25 1
model models/metlchk3.mdl 0 1 0.25 1
model models/metlchk4.mdl 0 1 0.25 1
randomvel 210 70 280
spawnorg 0
gravity 800
rotationspeed 425
}
r_part ce_chunk_flesh
{
model models/flesh1.mdl 0 1 0.25 1 tr_bloodshot
model models/flesh2.mdl 0 1 0.25 1 tr_bloodshot
model models/flesh3.mdl 0 1 0.25 1 tr_bloodshot
randomvel 210 70 280
spawnorg 0
gravity 800
rotationspeed 425
}
//r_part ce_chunk_fire
//{
//}
r_part ce_chunk_clay
{
model models/clshard1.mdl 0 1 0.25 1
model models/clshard2.mdl 0 1 0.25 1
model models/clshard3.mdl 0 1 0.25 1
model models/clshard4.mdl 0 1 0.25 1
randomvel 210 70 280
spawnorg 0
gravity 800
rotationspeed 425
}
r_part ce_chunk_leaves
{
model models/leafchk1.mdl 0 1 0.25 1
model models/leafchk2.mdl 0 1 0.25 1
model models/leafchk3.mdl 0 1 0.25 1
randomvel 210 70 280
spawnorg 0
gravity 800
rotationspeed 425
}
r_part ce_chunk_hay
{
model models/hay1.mdl 0 1 0.25 1
model models/hay2.mdl 0 1 0.25 1
model models/hay3.mdl 0 1 0.25 1
randomvel 210 70 280
spawnorg 0
gravity 800
rotationspeed 425
}
r_part ce_chunk_brownstone
{
model models/schunk1.mdl 1 1 0.25 1
model models/schunk2.mdl 1 1 0.25 1
model models/schunk3.mdl 1 1 0.25 1
model models/schunk4.mdl 1 1 0.25 1
randomvel 210 70 280
spawnorg 0
gravity 800
rotationspeed 425
}
r_part ce_chunk_cloth
{
model models/clthchk1.mdl 0 1 0.25 1
model models/clthchk2.mdl 0 1 0.25 1
model models/clthchk3.mdl 0 1 0.25 1
randomvel 210 70 280
spawnorg 0
gravity 800
rotationspeed 425
}
r_part ce_chunk_wood_leaf
{
model models/splnter1.mdl 0 1 0.25 1
model models/splnter2.mdl 0 1 0.25 1
model models/splnter3.mdl 0 1 0.25 1
model models/splnter4.mdl 0 1 0.25 1
model models/leafchk1.mdl 0 1 0.25 1
model models/leafchk2.mdl 0 1 0.25 1
model models/leafchk3.mdl 0 1 0.25 1
randomvel 210 70 280
spawnorg 0
gravity 800
rotationspeed 425
}
r_part ce_chunk_wood_metal
{
model models/splnter1.mdl 0 1 0.25 1
model models/splnter2.mdl 0 1 0.25 1
model models/splnter3.mdl 0 1 0.25 1
model models/splnter4.mdl 0 1 0.25 1
model models/metlchk1.mdl 0 1 0.25 1
model models/metlchk2.mdl 0 1 0.25 1
model models/metlchk3.mdl 0 1 0.25 1
model models/metlchk4.mdl 0 1 0.25 1
randomvel 210 70 280
spawnorg 0
gravity 800
rotationspeed 425
}
r_part ce_chunk_wood_stone
{
model models/splnter1.mdl 0 1 0.25 1
model models/splnter2.mdl 0 1 0.25 1
model models/splnter3.mdl 0 1 0.25 1
model models/splnter4.mdl 0 1 0.25 1
model models/schunk1.mdl 0 1 0.25 1
model models/schunk2.mdl 0 1 0.25 1
model models/schunk3.mdl 0 1 0.25 1
model models/schunk4.mdl 0 1 0.25 1
randomvel 210 70 280
spawnorg 0
gravity 800
rotationspeed 425
}
r_part ce_chunk_metal_stone
{
model models/metlchk1.mdl 0 1 0.25 1
model models/metlchk2.mdl 0 1 0.25 1
model models/metlchk3.mdl 0 1 0.25 1
model models/metlchk4.mdl 0 1 0.25 1
model models/schunk1.mdl 0 1 0.25 1
model models/schunk2.mdl 0 1 0.25 1
model models/schunk3.mdl 0 1 0.25 1
model models/schunk4.mdl 0 1 0.25 1
randomvel 210 70 280
spawnorg 0
gravity 800
rotationspeed 425
}
r_part ce_chunk_metal_cloth
{
model models/metlchk1.mdl 0 1 0.25 1
model models/metlchk2.mdl 0 1 0.25 1
model models/metlchk3.mdl 0 1 0.25 1
model models/metlchk4.mdl 0 1 0.25 1
model models/clthchk1.mdl 0 1 0.25 1
model models/clthchk2.mdl 0 1 0.25 1
model models/clthchk3.mdl 0 1 0.25 1
randomvel 210 70 280
spawnorg 0
gravity 800
rotationspeed 425
}
r_part ce_chunk_webs
{
model models/shard1.mdl 3 1 0.25 -0.5
model models/shard2.mdl 3 1 0.25 -0.5
model models/shard3.mdl 3 1 0.25 -0.5
model models/shard4.mdl 3 1 0.25 -0.5
model models/shard5.mdl 3 1 0.25 -0.5
randomvel 210 70 280
spawnorg 0
gravity 500
rotationspeed 425
}
r_part ce_chunk_glass
{
model models/shard1.mdl 0 1 0.25 1
model models/shard2.mdl 0 1 0.25 1
model models/shard3.mdl 0 1 0.25 1
model models/shard4.mdl 0 1 0.25 1
model models/shard5.mdl 0 1 0.25 1
randomvel 210 70 280
spawnorg 0
gravity 800
rotationspeed 425
}
r_part ce_chunk_ice
{
model models/shard.mdl 0 1 0.25 -0.4 tr_ice
model models/shard.mdl 1 1 0.25 -0.4 tr_ice
rotationspeed 30
randomvel 210 70 280
spawnorg 0
gravity 800
}
r_part ce_chunk_clearglass
{
model models/shard1.mdl 1 1 0.25 -0.5
model models/shard2.mdl 1 1 0.25 -0.5
model models/shard3.mdl 1 1 0.25 -0.5
model models/shard4.mdl 1 1 0.25 -0.5
model models/shard5.mdl 1 1 0.25 -0.5
randomvel 210 70 280
spawnorg 0
gravity 800
rotationspeed 425
}
r_part ce_chunk_redglass
{
model models/shard1.mdl 2 1 0.25 1
model models/shard2.mdl 2 1 0.25 1
model models/shard3.mdl 2 1 0.25 1
model models/shard4.mdl 2 1 0.25 1
model models/shard5.mdl 2 1 0.25 1
randomvel 210 70 280
spawnorg 0
gravity 800
rotationspeed 425
}
r_part ce_chunk_acid
{
model models/sucwp2p.mdl 0 1 0.25 1 tr_acidball
randomvel 210 70 280
spawnorg 0
gravity 800
rotationspeed 425
}
r_part ce_chunk_meteor
{
model models/tempmetr.mdl framestart=0 framecount=1 framerate=0.5 alpha=-1 trail=tr_grenade scalemin=0.30 scalemax=.70 fullbright
randomvel 360
spawnorg 0
gravity 800
rotationspeed 425
}
r_part ce_chunk_greenflesh
{
model models/sflesh1.mdl 0 1 0.25 1 tr_spiderblood
model models/sflesh2.mdl 0 1 0.25 1 tr_spiderblood
model models/sflesh3.mdl 0 1 0.25 1 tr_spiderblood
randomvel 210 70 280
spawnorg 0
gravity 800
rotationspeed 425
}
r_part ce_chunk_bone
{
model models/clshard1.mdl 1 1 0.25 1
model models/clshard2.mdl 1 1 0.25 1
model models/clshard3.mdl 1 1 0.25 1
model models/clshard4.mdl 1 1 0.25 1
randomvel 210 70 280
spawnorg 0
gravity 800
rotationspeed 425
}
r_part ce_fountain
{
texture "particles/fteparticlefont.tga"
tcoords 1 1 63 63 256 2 64
count 1
scale 10
rotationspeed -64 64
scalefactor 1
die 1
alpha 0.2
rgb 128 128 128
rgbdelta 0 -32 -32
blend add
spawnvel 100
veladd 1
gravity 800
}
r_part ce_snow
{
texture "particles/fteparticlefont.tga"
tcoords 1 1 63 63 256 2 64
count 1
scale 30
scaledelta -10
rotationspeed -64 64
scalefactor 1
die 7
alpha 0.2
rgb 255 255 255
rgbdelta 0 -32 -32
friction 0
blend add
veladd 1
gravity 0
flurry 32
}
Added pm_pground cvar for compat with mvdsv/ezquake. Do not use it with NQ mods however, as the QC will interfere with the onground state (QW mods are okay). Added Z_EXT_PF_ONGROUND + Z_EXT_PF_SOLID for compat (not enabled serverside due to conflicts with pext - just a define away). Fixed bug with loading screens switching sizes part way through loading. Added hexen2 rain effect. Fix hexen2 model texture alphas not working. Fix potential linux crash from excessively long stdin lines. Added cl_rollalpha cvar. Fixed quirk where the player would slide along the base of steep walls/slopes. Tweaked PM_NudgePosition to be more precise, giving more reliable prediction. Fixed fread qc builtin. Tweaked random() builtin to bias slightly away from 0, so that nextthink=random()*foo; will never cause statue-monsters. Check for GL_WEBGL_depth_texture instead of just GL_OES_depth_texture, to fix compressedTex2d errors in firefox. Second attempt at blocking invariant keyword with mesa. Use xrandr for gamma where possible. This prevents reading stale XF86 gamma ramps and restoring those invalid ramps when quitting. Try to grab mouse pointers slightly faster in x11. Don't call XIFreeDeviceInfo if XIQueryDevice returned NULL. Document parm_string and startspot qc globals. Fix possible infinite loop from physics frames. QTV: stripped most of the old plugin code (because really, who has a browser that still supports either ActiveX or NPAPI). Fixed up emscripten port references. QTV: fix bug with protocol extensions not being reported to viewers. QTV: use binary websockets instead of text. git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@5419 fc73d0e0-1445-4013-8a0c-d673dee63da5
2019-03-01 22:39:30 +00:00
//eidolon's arena
r_part ce_rain
{
texture "particles/fteparticlefont.tga"
tcoords 1 1 63 63 256 2 64
type texturedspark
count 1
scale 2
scalefactor 1
die 1
alpha 0.2
alphadelta 0
rgb 255 255 255
friction 0
blend add
veladd 1
gravity 0
}
//this teleport effect is nothing like hexen2's. hopefully it'll be acceptable :s
//the down ring
r_part ce_teleporterbody
{
texture "particles/fteparticlefont.tga"
tcoords 193 1 255 63 256
count 32
scale 16
scalefactor 1
alpha 0.3
die 1
veladd -52
rgb 255 255 255
friction 1
spawnorg 32 0
spawnmode uniformcircle
}
//the up ring
r_part +ce_teleporterbody
{
texture "particles/fteparticlefont.tga"
tcoords 193 1 255 63 256
count 32
scale 16
scalefactor 1
alpha 0.3
die 1
veladd 52
rgb 255 255 255
friction 1
spawnorg 32 0
spawnmode uniformcircle
}
//h2part.ce_quake was not loaded
//h2part.ce_ghost was not loaded
//h2part.ce_teleporterbody_1 was not loaded
//h2part.ce_grey_smoke_100 was not loaded
//h2part.ce_chunk_fire was not loaded