/////////////////////////////// //rocket trail // flame trail r_part tr_rocket { 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 } // smoke puffs r_part +tr_rocket { 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 } // burst sparks r_part +tr_rocket { type texturedspark texture "particles/fteparticlefont.tga" tcoords 1 65 31 95 256 8 32 count 1 scale 2 scalefactor 1 scaledelta -15 alpha 0.2 die 0.25 rgb 255 128 0 blend add spawnmode ball spawnorg 1 spawnvel 50 veladd 500 friction 0.01 gravity 100 } /////////////////////////////////////////// //alternate rocket trail, which is used by a handful of qw players. //r_part tr_altrocket //{ //} /////////////////////////////////////////// //grenade trail r_part tr_grenade { texture "particles/fteparticlefont.tga" tcoords 97 97 191 191 256 step 6 scale 32 scaledelta 12 alpha 0.3 die 1.25 randomvel 2 veladd 15 rgb 75 75 75 //rgb 255 50 50 //rgbdelta -255 -75 -75 gravity -25 scalefactor 1 blend modulate } r_part +tr_grenade { texture "particles/fteparticlefont.tga" tcoords 97 97 191 191 256 scale 1 scaledelta 0.25 alpha 0.2 step 4 die 0.8 randomvel 0 rgb 255 150 150 rgbdelta 0 -150 -150 type beam blend add } ////////////////////////////////// //shotgun impacts r_part gunshotsmoke { texture "particles/fteparticlefont.tga" tcoords 1 65 31 95 256 8 32 count 3 scale 25 scalefactor 1 die 0.8 alpha 0.12 rgb 32 32 32 blend add spawnmode ball spawnorg 2 spawnvel 20 veladd -20 } r_part te_gunshot { type texturedspark texture "particles/fteparticlefont.tga" tcoords 1 65 31 95 256 8 32 count 3 scale 2 scalefactor 1 alpha 0.5 die 0.8 rgb 255 128 0 blend add spawnmode ball spawnorg 1 spawnvel 100 veladd -80 friction 0.3 gravity 400 assoc gunshotsmoke } ////////////////////////////////// //nail impacts r_part te_spike { type sparkfan count 10 scale 1 scalefactor 1 alpha 0.5 die 0.2 rgb 255 128 0 blend add spawnmode ball spawnorg 12 spawnvel 300 } r_part +te_spike { texture "particles/fteparticlefont.tga" tcoords 1 97 95 191 256 count 1 scale 1 scalefactor 1 scaledelta 190 die 0.1 alpha 0.6 rgb 255 128 0 blend add assoc gunshotsmoke } //////////////////////////////////////////////// //explosion //red bit r_part te_explosion { texture "particles/fteparticlefont.tga" tcoords 97 97 191 191 256 count 1 scale 500 alpha 0.4 die 0.2 rgb 255 127 100 rgbdelta -14 -300 -300 blend add scalefactor 1 scaledelta -15 randomvel 0 lightradius 350 lightrgb 0.4 0.2 0.05 lighttime 0.5 lightradiusfade 350 lightrgbfade 2 2 2 } //smoke r_part +te_explosion { texture "particles/fteparticlefont.tga" tcoords 97 97 191 191 256 count 7 scale 300 alpha 0.2 die 0.8 //diesubrand 10.25 randomvel 100 rgb 5 5 5 //rgbdelta -230 -45 -9 gravity -15 scalefactor 1 scaledelta 40 spawnvel 5 } // burst sparks r_part +te_explosion { type texturedspark texture "particles/fteparticlefont.tga" tcoords 1 65 31 95 256 8 32 count 100 scale 5 scalefactor 1 scaledelta -15 alpha 0.2 die 0.5 rgb 255 128 0 blend add spawnmode ball spawnorg 1 randomvel 1000 friction 0.01 gravity 100 stretchfactor 5 } //hide lights in explosions. r_explosionlight 0 //hide the explosion sprite in nq+qw - WARNING: some mods use this sprite as a flame thrower. cl_expsprite 0 r_effect "progs/s_explod.spr" hidden 1 ////////////////////////////////////////// //r_part te_tarexplosion //{ //} ////////////////////////////////////////// //r_part te_lavasplash //{ //} ////////////////////////////////////////// r_part te_teleport { scale 250 count 1 alpha 0.3 die 0.5 scalefactor 1 rotationstart 45 rotationspeed 0 shader { glslprogram { varying vec2 tcoord; varying vec4 scoord; varying float alph; #ifdef VERTEX_SHADER attribute vec2 v_texcoord; attribute vec4 v_colour; void main(void) { scoord = ftetransform(); tcoord = (v_texcoord.st - 0.5)*2.0; alph = v_colour.a; gl_Position = scoord; } #endif #ifdef FRAGMENT_SHADER uniform sampler2D s_t0; void main(void) { vec2 nst; float f; nst = scoord.xy / scoord.w; nst = (1.0 + nst)/2.0; f = 1.0 - length(tcoord); // f = 1.0 - tcoord*tcoord; if (f < 0.0) discard; f *= alph; gl_FragColor = texture2D(s_t0, nst - tcoord*f); } #endif } { map $currentrender blendfunc blend } } } ////////////////////////////////////////// //hellknight r_part tr_knightspike { texture "particles/fteparticlefont.tga" tcoords 1 97 95 191 256 scale 15 step 1 alpha 0.6 die 0.2 rgb 192 96 48 veladd 0 randomvel 2 friction 4 scalefactor 0.825 blend add spawnmode spiral spawnvel -50 } ///////////////////////////////////////// //vore missiles r_part tr_vorespike { texture "particles/fteparticlefont.tga" tcoords 1 97 95 191 256 scale 15 step 1 alpha 0.6 die 0.5 rgb 192 96 192 veladd 15 spawnmode spiral spawnvel 50 randomvel 0 friction 0 scalefactor 1 blend add lightradius 150 lightrgb 0.75 0.37 0.75 } //rygel's pack sucks r_trail "progs/v_spike.mdl" tr_vorespike ///////////////////////////////////////// //scrag missiles. just use the default trail cos we're lazy //r_part tr_wizspike //{ //} r_part te_blood { texture fte_bloodparticle blend subtract count 1 scale 32 alpha 0 die 1 randomvel 64 veladd 10 rotationspeed 90 rotationstart 0 360 rgb 64 128 128 rgbdelta -64 -128 -128 gravity 200 scalefactor 0.8 // scaledelta -10 } r_part pe_73 { assoc te_blood } r_part te_lightningblood { texture fte_bloodparticle blend subtract count 1 scale 32 alpha 0 die 1 randomvel 64 veladd 10 rotationspeed 90 rotationstart 0 360 rgb 0 128 128 rgbdelta 0 -128 -128 gravity 200 scalefactor 0.8 } ///////////////////////////////////////// //zombie body-part blood trails r_part tr_slightblood { texture fte_bloodparticle blend subtract // tcoords 1 1 63 63 256 2 64 step 16 scale 64 alpha 0 die 1 randomvel 32 veladd 10 rotationspeed 90 rotationstart 0 360 rgb 64 128 128 rgbdelta -64 -128 -128 gravity 200 scalefactor 0.8 scaledelta -10 stains -0.5 } ////////////////////////////////////////// //regular ol' blood trails r_part tr_blood { texture fte_bloodparticle blend subtract step 8 scale 64 alpha 0 die 1 randomvel 32 veladd 10 rotationspeed 90 rotationstart 0 360 rgb 32 128 128 rgbdelta -32 -128 -128 gravity 200 scalefactor 0.8 scaledelta -10 stains -0.5 } ////////////////////////////////// //fallbacks r_part pe_default { texture "particles/fteparticlefont.tga" tcoords 1 97 95 191 256 count 1 scale 4 veladd 15 die 0.4 alphadelta 0 diesubrand 0.4 gravity 40 spawnorg 8 } r_part pe_defaulttrail { texture "particles/fteparticlefont.tga" tcoords 1 97 95 191 256 scale 15 step 1 alpha 0.6 die 0.2 rgb 192 96 48 veladd 0 randomvel 2 friction 4 scalefactor 0.825 spawnmode spiral spawnvel 25 blend add } ////////////////////////////////// //map debugging r_part pe_pointfile { texture "particles/fteparticlefont.tga" tcoords 1 97 95 191 256 count 1 scale 50 die 30 alphadelta 0 rgb 255 255 0 }