//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 } //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_rain was not loaded //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