// highfps, originally submitted by 'ShadowWalker' // rehashed by TimeServ r_part t_gib { texture "particles/bloodtrail" step 12 scale 10 die 1 randomvel 32 veladd 32 rgb 64 0 0 rgbdelta -128 0 0 } r_part t_zomgib { texture "particles/bloodtrail" step 16 scale 8 die 1 randomvel 32 veladd 32 rgb 192 0 0 rgbdelta -128 0 0 } r_part t_tracer { texture "particles/tracer" scale 23 step 18 rgb 192 192 0 die 0.5 } r_part t_tracer2 { texture "particles/tracer" scale 23 step 18 die 0.5 rgb 192 96 0 } r_part t_tracer3 { texture "particles/tracer" scale 23 step 18 die 0.5 rgb 192 0 192 } r_part te_lightningblood { texture "particles/bloodtrail" count 1 scale 10 die 0.5 randomvel 64 veladd 128 rgb 192 0 0 blend add } r_part te_blood { texture "particles/bloodtrail" count 1 scale 12 die 0.5 randomvel 32 veladd 64 spawnvel 0 10 rgb 64 0 0 } r_part sparks { texture "particles/spark" count 32 scale 3 alpha 1 die 1 randomvel 256 veladd 128 rgb 255 128 0 blend add cliptype sparks clipcount 1 } r_part explosioncore { texture "particles/explosion" count 1 scale 200 scalefactor 1 die 1.2 rgb 255 128 76 blend add assoc sparks } r_part te_explosion { texture "particles/explosion" count 8 scale 60 alpha 0.5 die 1 rgb 255 128 76 blend add assoc explosioncore spawnmode ball spawnorg 64 } r_part te_railtrail { step 1000000 scale 5 die 1.2 alpha 0.7 rgb 16 16 255 blend add type beam averageout } //the blob tempent is used quite a bit with teamfortress emp grenades. r_part te_tarexplosion { texture "particles/blob" count 64 scale 30 scalefactor 1 die 1 randomvel 32 veladd 0 rgb 255 0 196 spawnorg 8 56 spawnvel 48 8 } r_part te_gunshot { texture "particles/spark" count 2 scale 3 alpha 0.7 die 0.5 randomvel 64 rgb 255 128 0 blend add } r_part te_lavasplash { texture "particles/lava" count 180 scale 60 alpha 0.5 die 1.6 rgb 255 128 128 spawnorg 178 64 up 56 scalefactor 1 } r_part te_teleportsplash { texture "particles/teleport" count 48 scale 30 scalefactor 1 die 0.5 randomvel 32 veladd 0 rgb 255 255 255 spawnorg 4 32 spawnvel 25 4 } r_part t_grenade { texture "particles/smoke" step 20 scale 21 die 0.5 randvel 16 rgb 128 128 128 } r_part t_rocket { texture "particles/rocket" step 15 scale 30 die 0.2 rgb 192 48 0 blend add assoc t_grenade } r_part t_altrocket { texture "particles/rocket" step 15 scale 25 randomvel 30 veladd 30 die 0.5 rgb 192 48 0 blend add } //you'll probably never see this one r_part ef_entityparticles { texture "j" count 1 scale 10 alpha 0.3 die 0 veladd 16 rgb 128 128 0 } r_part pe_default { texture "particles/quake" count 1 scale 4 veladd 15 die 0.5 spawnorg 8 } r_part pe_defaulttrail { texture "particles/quake" step 15 die 0.5 scale 8 veladd 15 spawnorg 1 } r_part pe_pointfile { texture "particles/quake" count 1 scale 50 die 30 alphadelta 0 rgb 255 255 0 }