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//model "name" framestart = frames= framerate= alpha= trail= orient additive transparent fullbright shadow noshadow
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r_part namespace q2part
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r_part pe_default
{
texture "classicparticle"
tcoords 0 0 16 16 32
count 1
scale 1
alpha 1
die 0.3 0.8
randomvel 20
orgadd 0 31
spawnorg 4
gravity 40
scalefactor 0.8
}
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r_part te_splashsparks
{
texture "classicparticle"
tcoords 0 0 16 16 32
count 1
scale 1
alpha 1
die 0.3 0.8
randomvel 20
orgadd 0 31
spawnorg 4
gravity 40
scalefactor 0.8
colorindex 0xe0
}
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r_part te_splashunknown
{
assoc te_splashsparks
}
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r_part teq2_sparks
{
texture "classicparticle"
tcoords 0 0 16 16 32
count 6
scale 1
alpha 1
die 0.3 0.8
randomvel 20
orgadd 0 31
spawnorg 4
gravity 40
scalefactor 0.8
colorindex 0xe0
}
r_part te_splashbluewater
{
texture "classicparticle"
tcoords 0 0 16 16 32
count 1
scale 1
alpha 1
die 0.3 0.8
randomvel 20
orgadd 0 31
spawnorg 4
gravity 40
scalefactor 0.8
colorindex 0xb0
}
r_part te_splashbrownwater
{
texture "classicparticle"
tcoords 0 0 16 16 32
count 1
scale 1
alpha 1
die 0.3 0.8
randomvel 20
orgadd 0 31
spawnorg 4
gravity 40
scalefactor 0.8
colorindex 0x50
}
r_part te_splashslime
{
texture "classicparticle"
tcoords 0 0 16 16 32
count 1
scale 1
alpha 1
die 0.3 0.8
randomvel 20
orgadd 0 31
spawnorg 4
gravity 40
scalefactor 0.8
colorindex 0xd0
}
r_part te_splashlava
{
texture "classicparticle"
tcoords 0 0 16 16 32
count 1
scale 1
alpha 1
die 0.3 0.8
randomvel 20
orgadd 0 31
spawnorg 4
gravity 40
scalefactor 0.8
colorindex 0xe0
}
r_part te_splashblood
{
texture "classicparticle"
tcoords 0 0 16 16 32
count 1
scale 1
alpha 1
die 0.3 0.8
randomvel 20
orgadd 0 31
spawnorg 4
gravity 40
scalefactor 0.8
colorindex 0xe8
}
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r_part teq2_laser_sparks
{
texture "classicparticle"
tcoords 0 0 16 16 32
count 1
scale 1
alpha 1
die 0.3 0.8
randomvel 20
orgadd 0 7
spawnorg 4
gravity 40
scalefactor 0.8
}
r_part teq2_welding_sparks
{ //identical to teq2_laser_sparks, except for the +form that adds in some extra mesh+lighting effect.
texture "classicparticle"
tcoords 0 0 16 16 32
count 1
scale 1
alpha 1
die 0.3 0.8
randomvel 20
orgadd 0 7
spawnorg 4
gravity 40
scalefactor 0.8
}
r_part +teq2_welding_sparks
{
count 0 0 1
model "models/objects/flash/tris.md2" framestart = 0 frameend=2 framerate=10 alpha=-1 fullbright
lightradius 100 175
lightradiusfade 400
lightrgb 1 1 0.3
}
r_part teq2_tunnel_sparks
{ //this is apparently identical to teq2_laser_sparks... either way the protocol provides a palette colour (particle system provides a customised variation)
texture "classicparticle"
tcoords 0 0 16 16 32
count 1
scale 1
alpha 1
die 0.3 0.8
randomvel 20
orgadd 0 7
spawnorg 4
gravity 40
scalefactor 0.8
}
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r_part teq2_shield_sparks
{
texture "classicparticle"
tcoords 0 0 16 16 32
count 40
colorindex 0xb0
scale 1
alpha 1
die 0.3 0.8
randomvel 20
orgadd 0 31
spawnorg 4
gravity 40
scalefactor 0.8
}
r_part teq2_screen_sparks
{
texture "classicparticle"
tcoords 0 0 16 16 32
count 40
colorindex 0xd0
scale 1
alpha 1
die 0.3 0.8
randomvel 20
orgadd 0 31
spawnorg 4
gravity 40
scalefactor 0.8
}
r_part teq2_bullet_sparks
{
texture "classicparticle"
tcoords 0 0 16 16 32
count 6
colorindex 0xe0
scale 1
alpha 1
die 0.3 0.8
randomvel 20
orgadd 0 31
spawnorg 4
gravity 40
scalefactor 0.8
}
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r_part q2_smoke
{
count 0 0 1
model "models/objects/smoke/tris.md2" framestart = 0 frameend=4 framerate=10 alpha=1
}
r_part q2_smokeandflash
{
count 0 0 1
model "models/objects/flash/tris.md2" framestart = 0 frameend=2 framerate=10 alpha=-1 fullbright
assoc q2_smoke
}
r_part teq2_gunshot /*machinegun*/
{
texture "classicparticle"
tcoords 0 0 16 16 32
count 40
scale 1
alpha 1
die 0.3 0.8
randomvel 20
orgadd 0 31
spawnorg 4
gravity 40
scalefactor 0.8
colorindex 0 7
/*smoke puff models*/
assoc q2_smokeandflash
/*low chance of various sounds*/
sound world/ric1.wav 1 1 0 0 1
sound world/ric2.wav 1 1 0 0 1
sound world/ric3.wav 1 1 0 0 1
sound "" 1 1 0 0 12
}
r_part teq2_shotgun /*shotgun... duh*/
{
texture "classicparticle"
tcoords 0 0 16 16 32
count 20
scale 1
alpha 1
die 0.3 0.8
randomvel 20
orgadd 0 31
spawnorg 4
gravity 40
scalefactor 0.8
colorindex 0 7
/*smoke puff models*/
assoc q2_smokeandflash
}
r_part teq2_blood
{
texture "classicparticle"
tcoords 0 0 16 16 32
count 60
scale 1
alpha 1
die 0.3 0.8
randomvel 20
orgadd 0 31
spawnorg 4
gravity 40
scalefactor 0.8
colorindex 232 7
}
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r_part teq2_moreblood
{ //teq2_blood, but with count 250 instead of 60.
texture "classicparticle"
tcoords 0 0 16 16 32
count 250
scale 1
alpha 1
die 0.3 0.8
randomvel 20
orgadd 0 31
spawnorg 4
gravity 40
scalefactor 0.8
colorindex 232 7
}
r_part teq2_greenblood
{
texture "classicparticle"
tcoords 0 0 16 16 32
count 30
scale 1
alpha 1
die 0.3 0.8
randomvel 20
orgadd 0 31
spawnorg 4
gravity 40
scalefactor 0.8
colorindex 0xdf 7
}
r_part teq2_electric_sparks
{
texture "classicparticle"
tcoords 0 0 16 16 32
count 40
scale 1
alpha 1
die 0.3 0.8
randomvel 20
orgadd 0 31
spawnorg 4
gravity 40
scalefactor 0.8
colorindex 0x75 7
sound "weapons/lashit.wav" 1 1 0 0
}
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r_part q2_blasterpuff
{
count 0 0 1
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model "models/objects/explode/tris.md2" framestart = 0 frameend=4 framerate=10 alpha=1 orient additive fullbright noshadow skin=0
}
r_part q2_blaster2puff
{
count 0 0 1
model "models/objects/explode/tris.md2" framestart = 0 frameend=4 framerate=10 alpha=1 orient additive fullbright noshadow skin=1
}
r_part q2_flechettepuff
{
count 0 0 1
model "models/objects/explode/tris.md2" framestart = 0 frameend=4 framerate=10 alpha=1 orient additive fullbright noshadow skin=2
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}
r_part teq2_blaster
{
texture "classicparticle"
tcoords 0 0 16 16 32
count 60
scale 1
alpha 1
die 0.3 0.8
randomvel 40
orgadd 0 15
veladd 30
spawnorg 4
gravity 40
scalefactor 0.8
colorindex 0xe0 7
assoc q2_blasterpuff /*the model*/
lightradius 150
lightradiusfade 400
lightrgb 1 1 0
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lightshadows 1
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sound "weapons/lashit.wav" 1 1 0 0
}
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r_part teq2_blaster2
{ //green version.
texture "classicparticle"
tcoords 0 0 16 16 32
count 60
scale 1
alpha 1
die 0.3 0.8
randomvel 40
orgadd 0 15
veladd 30
spawnorg 4
gravity 40
scalefactor 0.8
colorindex 0xd0 7
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assoc q2_blaster2puff /*the model*/
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lightradius 150
lightradiusfade 400
lightrgb 0.05 1.0 0.05
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lightshadows 1
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sound "weapons/lashit.wav" 1 1 0 0
}
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r_part teq2_flechette
{ //grey version.
texture "classicparticle"
tcoords 0 0 16 16 32
count 60
scale 1
alpha 1
die 0.3 0.8
randomvel 40
orgadd 0 15
veladd 30
spawnorg 4
gravity 40
scalefactor 0.8
colorindex 0x6f 7
assoc q2_flechettepuff /*the model*/
lightradius 150
lightradiusfade 400
lightrgb 0.19 0.41 0.75
lightshadows 1
sound "weapons/lashit.wav" 1 1 0 0
}
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r_part TR_BLASTERTRAIL
{
texture "classicparticle"
tcoords 0 0 16 16 32
scale 0.5
alpha 1
scalefactor 0.8
step 5
spawnorg 1
randomvel 5
die 0.3 0.5
colorindex 0xe0
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lightradius 200
lightradiusfade 400
lightrgb 1.0 1.0 0.0
lightshadows 1
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}
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//green version
r_part TR_BLASTERTRAIL2
{
texture "classicparticle"
tcoords 0 0 16 16 32
scale 0.5
alpha 1
scalefactor 0.8
step 5
spawnorg 1
randomvel 5
die 0.3 0.5
colorindex 0xd0
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lightradius 200
lightradiusfade 400
lightrgb 0.0 1.0 0.0
lightshadows 1
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}
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r_part teq2_bubbletrail
{
texture "classicparticle"
tcoords 0 0 16 16 32
scale 0.5
alpha 1
scalefactor 0.8
step 32
spawnorg 2
spawnvel 5
die 1 1.2
colorindex 4 7
}
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r_part TEQ2_RAILTRAIL
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{
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//blue spiral
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texture "classicparticle"
tcoords 0 0 16 16 32
scale 0.5
alpha 1
scalefactor 0.8
step 1
spawnmode spiral 64
spawnorg 3
spawnvel 6
die 1 1.2
colorindex 116 7
sound "weapons/railgf1a.wav" 1 1 0 0
}
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r_part +TEQ2_RAILTRAIL
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{
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//grey filler
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texture "classicparticle"
tcoords 0 0 16 16 32
scale 0.5
alpha 1
scalefactor 0.8
step 0.75
spawnorg 3
spawnvel 3
die 0.6 0.8
colorindex 0 15
}
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//regular explosion particles
r_part std_explosion_particles
{
texture "classicparticle"
tcoords 0 0 16 16 32
count 256
scale 4
alpha 0.4
die 1 0.625
spawnmode ball
spawnorg 16
spawnvel 192
scalefactor 0.8
gravity 40
colorindex 0xe0 7
}
r_part teq2_explosion1_big
{
lighttime 0.5
lightradius 350
lightradiusfade 300
lightrgb 1.0 0.5 0.4
lightrgbfade 0.36 0.19 0.19
sound "weapons/rocklx1a.wav" 1 1 0 0
model "models/objects/r_explode2/tris.md2" framestart = 0 frames=15 skin=-1 transparent fullbright noshadow
model "models/objects/r_explode2/tris.md2" framestart = 15 frames=15 skin=-1 transparent fullbright noshadow
}
r_part teq2_explosion1_np
{
lighttime 0.5
lightradius 350
lightradiusfade 300
lightrgb 1.0 0.5 0.4
lightrgbfade 0.36 0.19 0.19
sound "weapons/rocklx1a.wav" 1 1 0 0
model "models/objects/r_explode/tris.md2" framestart = 0 frames=15 skin=-1 fullbright noshadow
model "models/objects/r_explode/tris.md2" framestart = 15 frames=150 skin=-1 fullbright noshadow
}
r_part teq2_explosion1
{
assoc teq2_rocket_explosion
}
r_part teq2_rocket_explosion
{
assoc std_explosion_particles
lighttime 0.5
lightradius 350
lightradiusfade 300
lightrgb 1.0 0.5 0.4
lightrgbfade 0.36 0.19 0.19
sound "weapons/rocklx1a.wav" 1 1 0 0
model "models/objects/r_explode/tris.md2" framestart = 0 frames=15 skin=-1 fullbright noshadow
model "models/objects/r_explode/tris.md2" framestart = 15 frames=15 skin=-1 fullbright noshadow
}
r_part teq2_rocket_explosion_water
{
assoc std_explosion_particles
lighttime 0.5
lightradius 350
lightradiusfade 300
lightrgb 1.0 0.5 0.4
lightrgbfade 0.36 0.19 0.19
sound "weapons/xpld_wat.wav" 1 1 0 0
model "models/objects/r_explode/tris.md2" framestart = 0 frames=15 skin=-1 fullbright noshadow
model "models/objects/r_explode/tris.md2" framestart = 15 frames=15 skin=-1 fullbright noshadow
}
r_part teq2_explosion2
{
assoc teq2_grenade_explosion
}
r_part teq2_grenade_explosion
{
assoc std_explosion_particles
lighttime 0.5
lightradius 350
lightradiusfade 300
lightrgb 1.0 0.5 0.4
lightrgbfade 0.36 0.19 0.19
sound "weapons/grenlx1a.wav" 1 1 0 0
model "models/objects/r_explode/tris.md2" framestart = 30 frames=19 skin=-1 fullbright noshadow
}
r_part teq2_grenade_explosion_water
{
assoc std_explosion_particles
lighttime 0.5
lightradius 350
lightradiusfade 300
lightrgb 1.0 0.5 0.4
lightrgbfade 0.36 0.19 0.19
sound "weapons/xpld_wat.wav" 1 1 0 0
model "models/objects/r_explode/tris.md2" framestart = 30 frames=19 skin=-1 fullbright noshadow
}
r_part trq2_rocket
{
texture "particles/quake"
step 8
scale 4
die 1.0 1.2
colorindex 0xdc 3
spawnorg 1
spawnvel 20
gravity 40
assoc trq2_grenade
}
r_part trq2_grenade
{
texture "particles/quake"
step 3
scale 4
die 1.0 1.2
colorindex 0x4 7
spawnorg 1
spawnvel 5
gravity -20
}
r_part trq2_gib
{
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texture "particles/quake"
step 3
scale 4
die 1.0 1.4
colorindex 0xe8 7
spawnorg 1
spawnvel 5
gravity -20
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}
r_part trq2_greengib
{
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texture "particles/quake"
step 3
scale 4
die 1.0 1.4
colorindex 0xdb 7
spawnorg 1
spawnvel 5
gravity -20
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}
r_part TR_PLASMA
{
assoc TR_BLASTERTRAIL
}
//FIXME: add particles
r_part tr_ionripper
{
lighttime 0
lightradius 100
lightrgb 1.0 0.5 0.5
}
//FIXME: add particles
r_part tr_tracker
{
lighttime 0
lightradius 200
lightrgb -1.0 -1.0 -1.0
}
//FIXME: add particles
r_part tr_tagtrail
{
lighttime 0
lightradius 225
lightrgb 1.0 1.0 0.0
}
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//FIXME: add particles
r_part tr_trap
{
lighttime 0
lightradius 100 200
lightrgb 1.0 0.8 0.25
}
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//flags do NOT use coronas, because it obscures the holding player's skin colour
r_part tr_flag1
{
texture "classicparticle"
tcoords 0 0 16 16 32
step 5
scale 1
alpha 1
die 1.0 0.8
spawnorg 16
spawnvel 5
veladd 32
scalefactor 0
colorindex 0xf2
lighttime 0
lightcorona 0.0 0.0
lightradius 225
lightrgb 1.0 0.25 0.25
}
r_part tr_flag2
{
texture "classicparticle"
tcoords 0 0 16 16 32
step 5
scale 1
alpha 1
die 1.0 0.8
spawnorg 16
spawnvel 5
veladd 32
scalefactor 0
colorindex 0x73
lighttime 0
lightcorona 0.0 0.0
lightradius 225
lightrgb 0.25 0.25 1.0
}
r_part EF_FLIES
{
texture "classicparticle"
tcoords 0 0 16 16 32
count 1
scale 0.5
alpha 1
die 0
spawnmode syncfield 16 64
spawnorg 0
scalefactor 0
colorindex 0
}
r_part EF_BFGPARTICLES
{
texture "classicparticle"
tcoords 0 0 16 16 32
count 0 0 162
scale 0.5
alpha 1
die 0
spawnmode syncfield 16 64
spawnorg 0
scalefactor 0
colorindex 0xd0 7
}
r_part ev_item_respawn
{
sound "items/respawn1.wav" 1 2 0 0 1
texture "classicparticle"
tcoords 0 0 16 16 32
count 64
scale 1
alpha 1
die 1.3 1
randomvel 8
orgadd 0 31
spawnorg 8
gravity 8
scalefactor 0.8
colorindex 0xd4 3
}
r_part ev_player_teleport
{
sound "misc/tele1.wav" 1 2 0 0 1
texture "classicparticle"
tcoords 0 0 16 16 32
count 96
scale 1
alpha 1
die 0.3 0.4
randomvel 8
orgadd 0 31
spawnmode telebox 0 4
spawnorg 32 48
gravity 40
scalefactor 0.8
colorindex 0x07 7
}
r_part ev_footstep
{
sound "player/step1.wav" 1 1 0 0 1
sound "player/step2.wav" 1 1 0 0 1
sound "player/step3.wav" 1 1 0 0 1
sound "player/step4.wav" 1 1 0 0 1
}
//central explosion
r_part teq2_bfg_bigexplosion
{
texture "classicparticle"
tcoords 0 0 16 16 32
count 256
scale 1
alpha 1
die 0.625 1
spawnmode ball
spawnorg 16
spawnvel 192
scalefactor 0.8
gravity 40
colorindex 0xd0 7
}
//splashed onto an entity
r_part teq2_bfg_explosion
{
lighttime 0.5
lightradius 350
lightradiusfade 300
lightrgb 0.0 1.0 0.0
lightrgbfade 0.0 0.0 0.0
sound "weapons/xpld_wat.wav" 1 1 0 0
model "sprites/s_bfg2.sp2" framestart = 0 frameend=4 alpha=0.3 transparent fullbright noshadow
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}
//31qu cylinder, 8-98 high
//should look like its sucked up into some thingie above
r_part TEQ2_BOSSTPORT
{
texture "classicparticle"
tcoords 0 0 16 16 32
count 800
scale 1
alpha 1
die 0.5 0.8
orgadd 8 -98
veladd 100 200
spawnmode circle
spawnorg 48 0
spawnvel -50 30
randomvel 32 31
gravity -800
rgbf 1 1 1
scalefactor 0.8
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sound "misc/bigtele.wav" 1 0 0 0 1
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}