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fteqw/engine/partcfgs/q2part.cfg
Spoike 9360a016c2 mvd: cl_autotrack_team cvar locks autotrack to a specific team. getting the team name to match can still be problematic when it contains non-ascii chars however.
qw: fix recording mid-map.
q2: add support for recording demos on q2 servers.
q: fix setattachment not using the correct orientations.
q2: now supports splitscreen, as well as increased model and sound limits.
cl: fix crosshair not appearing in splitscreen.
cl: splitscreen clients now get their own colour tints (like the bf command)
snd: tweak audio to be a bit more usable in splitscreen by default.
cl: added con_logcenterprint cvar, for shoving a copy of centerprints onto the console. by default only appears in single player.
qc: add checkbuiltin builtin. for all those #0 builtins without their own extension name.
gl: fix r_dynamic -1 bug that was painfully visible in AD.
mdl: validate per-frame bounds of mdl files (stuff that would crash software renderers).
sv: fix -port or +sv_port commandline args to override the port correctly.
win: attempt to cope with windows symlinks enumerating with the wrong filesizes.
gl: fix skyboxes not appearing properly.
gl: fix sprite alpha/edge issue resulting in some invisible sprites in AD.
gl: fix screenshot_mega, in combination with r_projection. yay for HUGE panoramic screenshots.
q2: fix replacement textures issue.
qw: fix download demonum/X issue, both in client and server.
qw: fix multicast dimensions not always being honoured properly.
nq: fix starting angles sometimes being wrong.
menusys: I'm finally uploading my menusys library, plus example mod, which I'll now be providing like csaddon is.

git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4997 fc73d0e0-1445-4013-8a0c-d673dee63da5
2016-01-18 05:22:07 +00:00

731 lines
12 KiB
INI

//model "name" framestart= frames= framerate= alpha= trail= orient additive transparent fullbright shadow noshadow
r_part namespace q2part
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
}
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 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
}
r_part te_splashunknown
{
assoc te_splashsparks
}
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
}
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
}
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
}
r_part q2_blasterpuff
{
count 0 0 1
model "models/objects/explode/tris.md2" framestart=0 frameend=4 framerate=10 alpha=1 orient additive fullbright noshadow
}
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
lightshadows 1
sound "weapons/lashit.wav" 1 1 0 0
}
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
assoc q2_blasterpuff /*the model*/
lightradius 150
lightradiusfade 400
lightrgb 0.05 1.0 0.05
lightshadows 1
sound "weapons/lashit.wav" 1 1 0 0
}
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
lightradius 200
lightradiusfade 400
lightrgb 1.0 1.0 0.0
lightshadows 1
}
//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
lightradius 200
lightradiusfade 400
lightrgb 0.0 1.0 0.0
lightshadows 1
}
r_part teq2_bubbletrail
{
/*blue spiral*/
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
}
r_part TEQ2_RAILTRAIL
{
/*blue spiral*/
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
}
r_part +TEQ2_RAILTRAIL
{
/*grey filler*/
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
}
//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
{
texture "particles/quake"
step 3
scale 4
die 1.0 1.4
colorindex 0xe8 7
spawnorg 1
spawnvel 5
gravity -20
}
r_part trq2_greengib
{
texture "particles/quake"
step 3
scale 4
die 1.0 1.4
colorindex 0xdb 7
spawnorg 1
spawnvel 5
gravity -20
}
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
}
//FIXME: add particles
r_part tr_trap
{
lighttime 0
lightradius 100 200
lightrgb 1.0 0.8 0.25
}
//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
}
//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
sound "misc/bigtele.wav" 1 0 0 0 1
}