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fteqw/engine/partcfgs/high.cfg

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///////////////////////////////
//rain
r_part te_rain
{
texture ball; scalefactor 1; count 1; alpha 0.4; rgb 255 255 255; die 2; veladd 2; scale 2; type texturedspark
cliptype rainsplash
clipbounce 1
clipcount 5
}
r_part rainsplash
{
randomvel 50 50
count 1;
texture ball; scalefactor 1; alpha 0.1; rgb 255 255 255; die 0.4; scale 50;
stretchfactor 4
veladd 50; scale 1; type texturedspark
gravity 400
}
///////////////////////////////
//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
}
r_part te_superspike
{
type sparkfan
count 20
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_superspike
{
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 1.4 1.2 1.05
// 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
fix colormod added frag message filter, and dedicated frag tracker. added 'windowed consoles' for social-type stuff without depending upon csqc mods for it. added in_deviceids command which allows listing/renumbering device ids. slider widgets now support inverted ranges, so gamma selection isn't so weird. fix top/bottom colour selection bug. software banding feature is now part of the 'software' preset (now that it supports mipmaps). support for loading .maps, and editing their brushes etc (with appropriate qc mod). 'map mymap.map' to use. expect problems with missing wads and replacement textures overriding them and messing up texture scales. snd_inactive is now default. fix threading issue with wavs, no more error from 0-sample-but-otherwise-valid wavs. added -makeinstaller option to embed a manifest inside the exe (and icon). the resulting program will insist on installing the game if its run from outside a valid basedir. framegroup support for q1mdl. textures are now loaded on multiple worker threads, for reduced load times. moo har har. netgraph shows packet+byte rates too. added r_lightstylescale, pretty similar to contrast, but doesn't impose any framerate cost, but may have overbrighting issues. r_softwarebanding now works on q2bsp too. fixed crepuscular lights. gzip transfer encoding is performed while downloading, instead of inducing stalls. FINALLY fix ezquake download compat issue (dimman found the issue). git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4851 fc73d0e0-1445-4013-8a0c-d673dee63da5
2015-04-14 23:12:17 +00:00
stretchfactor -80
}
//hide lights in explosions.
//r_explosionlight 0
//hide the explosion sprite in qw
cl_expsprite 0
//hide it in nq - WARNING: some mods use this sprite as a flame thrower.
//r_effect "progs/s_explod.spr" hidden 1
//////////////////////////////////////////
//for when a spawn dies.
//also used by TF for emp explosions.
//r_part te_tarexplosion
//{
//}
//////////////////////////////////////////
//cthon falling into lava.
//often also used for TF gas grenades.
r_part te_lavasplash
{
texture "particles/fteparticlefont.tga"
tcoords 129 1 191 63 256
count 654
scale 15
alpha 0.7
die 4
randomvel 64
rgb 255 128 128
gravity 50
blend add
spawnorg 192 64
up 48
}
//////////////////////////////////////////
//FIXME: what if we don't have glsl support?
r_part te_teleport
{
scale 250
count 1
alpha 0.3
die 0.5
scalefactor 1
rotationstart 45
rotationspeed 0
shader
{
surfaceparm noshadows
surfaceparm nodlight
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
lighttime 0
lightshadows 0
lightradius 150
lightrgb 0.75 0.37 0.18
}
r_part te_knightspike
{
type sparkfan
count 200
scale 3
scalefactor 1
alpha 0.5
die 0.5
rgb 192 96 48
blend add
spawnmode ball
spawnorg 12
spawnvel 100
stretchfactor 10
}
/////////////////////////////////////////
//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
lighttime 0
lightshadows 0
lightradius 150
lightrgb 0.75 0.37 0.75
}
//rygel's pack sucks
r_trail "progs/v_spike.mdl" tr_vorespike
//enforcer laser effect
r_part tr_enforcerlaser
{
type texturedspark
texture "particles/fteparticlefont.tga"
tcoords 1 97 95 191 256
scale 15
step 4
alpha 0.3
die 0.5
rgb 255 69 0
veladd -32
spawnmode spiral
spawnvel 16
randomvel 32
friction 0
scalefactor 1
blend add
lighttime 0.2
lightshadows 0
lightradius 150
lightrgb 1 0.27 0
lightrgbfade 5 1 0
lightcorona 2 0.25
}
r_trail "progs/laser.mdl" tr_enforcerlaser
/////////////////////////////////////////
//scrag missiles.
r_part tr_wizspike
{
texture "particles/fteparticlefont.tga"
tcoords 1 97 95 191 256
scale 15
step 4
alpha 0.6
die 0.2
rgb 25 200 25
veladd 0
randomvel 2
friction 4
scalefactor 0.825
spawnmode spiral
spawnvel 25
blend add
lighttime 2
lightradiusfade 75
lightshadows 0
lightradius 150
lightrgb 0.1 0.7 0.1
}
r_part tr_wizspike2
{
texture "particles/fteparticlefont.tga"
tcoords 1 97 95 191 256
scale 4
step 1
alpha 0.6
die 0.2
rgb 25 200 25
veladd 64
randomvel 64
friction 4
scalefactor 0.825
spawnmode spiral
spawnvel 25
blend add
}
//scrag impact
r_part te_wizspike
{
texture "particles/fteparticlefont.tga"
tcoords 1 97 95 191 256
scale 15
alpha 0.6
rgb 25 200 25
friction 0
scalefactor 0.825
blend add
count 5
veladd -256
randomvel 256
die 1
diesubrand 0.5
gravity 800
emit tr_wizspike2
emitinterval -1
bounce 1.5
}
/////////////////////////////////////////
//shambler stuff
r_part shambercharging
{
spawnmode ball
count 200
spawnorg 128
spawnvel -256
texture "particles/fteparticlefont.tga"
tcoords 1 1 63 63 256 2 64
scale 4
alpha 1
die 0.5
orgadd -64
rotationspeed 90
rotationstart 0 360
rgb 100 100 250
rgbrand 0 0 0
gravity 0
scalefactor 0.4
lighttime 0
lightshadows 0
lightradius 400
lightrgb 2 2 2
}
r_effect progs/s_light.mdl shambercharging 0
/////////////////////////////////////////
//blood effects
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 32 64 64
rgbdelta -32 -64 -64
gravity 200
scalefactor 0.8
}
r_part high.pe_73
{
texture fte_bloodparticle
blend subtract
count 1
scale 32
alpha 0
die 1
randomvel 64
veladd 10
rotationspeed 90
rotationstart 0 360
rgb 32 64 64
rgbdelta -32 -64 -64
gravity 200
scalefactor 0.8
}
r_part te_lightningblood
{
texture fte_bloodparticle
blend subtract
count 1
scale 32
alpha 0
die 1
randomvel 32
veladd 5
rotationspeed 90
rotationstart 0 360
rgb 64 128 128
rgbdelta -64 -128 -128
gravity 200
scalefactor 0.8
}
r_part high.pe_225
{
texture fte_bloodparticle
blend subtract
count 0.5
scale 32
alpha 0
die 1
randomvel 32
veladd 5
rotationspeed 90
rotationstart 0 360
rgb 64 128 128
rgbdelta -64 -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
}