22bb395305
Fixed svc_setangles and sv_bigcoords. Model code is now responsible for transforming traces instead of it being generic. This fixes rotating things getting stuck in players in hexen2. The renderer now generates a list of surfaces to draw. Backend now performs rotations/scaling per entity. This fixes sorting order, at least when not using realtime lights. Hidden items in the hexen2 inventory that you do not have. Added colourmapping for hexen2. Should be easier to click on menu items for hexen2. git-svn-id: https://svn.code.sf.net/p/fteqw/code/branches/wip@3602 fc73d0e0-1445-4013-8a0c-d673dee63da5
228 lines
3.7 KiB
INI
228 lines
3.7 KiB
INI
r_part ce_white_smoke_05
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{
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model models/whtsmk1.spr 0 0 20 0.5
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}
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r_part ce_white_smoke_10
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{
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model models/whtsmk1.spr 0 0 10 0.5
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}
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r_part ce_white_smoke_15
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{
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model models/whtsmk1.spr 0 0 6.666 0.5
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}
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r_part ce_white_smoke_20
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{
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model models/whtsmk1.spr 0 0 5 0.5
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}
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r_part ce_white_smoke_50
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{
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model models/whtsmk1.spr 0 0 2 0.5
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}
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r_part ce_bluespark
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{
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model models/bspark.spr 0 0 20 1
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}
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r_part ce_yellowspark
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{
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model models/spark.spr 0 0 20 1
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}
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r_part ce_sm_circle_exp
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{
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model models/fcircle.spr 0 0 20 1
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}
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r_part ce_bg_circle_exp
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{
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model models/xplod29.spr 0 0 20 1
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}
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r_part ce_sm_white_flash
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{
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model models/sm_white.spr 0 0 20 1
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}
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r_part ce_white_flash
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{
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model models/gryspt.spr 0 0 20 0.4
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}
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r_part ce_yellowred_flash
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{
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model models/yr_flsh.spr 0 0 20 0.4
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}
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r_part ce_blue_flash
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{
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model models/bluflash.spr 0 0 20 0.4
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}
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r_part ce_sm_blue_flash
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{
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model models/sm_blue.spr 0 0 20 0.4
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}
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r_part ce_red_flash
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{
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model models/redspt.spr 0 0 20 0.4
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}
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r_part ce_sm_explosion
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{
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model models/sm_expld.spr 0 0 20 1
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}
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r_part ce_lg_explosion
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{
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model models/bg_expld.spr 0 0 20 1
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}
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r_part ce_floor_explosion
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{
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model models/fl_expld.spr 0 0 20 1
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}
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r_part ce_rider_death
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{
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}
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r_part ce_blue_explosion
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{
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model models/xpspblue.spr 0 0 20 1
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}
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r_part ce_green_smoke_05
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{
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model models/grnsmk1.spr 0 0 20 0.5
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}
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r_part ce_green_smoke_10
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{
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model models/grnsmk1.spr 0 0 10 0.5
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}
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r_part ce_green_smoke_15
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{
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model models/grnsmk1.spr 0 0 6.666 0.5
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}
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r_part ce_green_smoke_20
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{
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model models/grnsmk1.spr 0 0 5 0.5
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}
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// ce_grey_smoke
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r_part ce_grey_smoke_15
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{
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model models/grysmk1.spr 0 0 6.666 0.5
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}
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r_part ce_red_smoke
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{
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model models/redsmk1.spr 0 0 6.666 0.5
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}
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r_part ce_slow_white_smoke
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{
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model models/whtsmk1.spr 0 0 20 0.5
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}
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r_part ce_redspark
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{
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model models/rspark.spr 0 0 20 1
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}
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r_part ce_greenspark
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{
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model models/gspark.spr 0 0 20 1
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}
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r_part ce_telesmk1
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{
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model models/telesmk1.spr 0 0 15 1
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}
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r_part ce_telesmk2
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{
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model models/telesmk2.spr 0 0 15 1
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}
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r_part ce_icehit
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{
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model models/icehit.spr 0 0 20 0.5
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}
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r_part ce_medusa_hit
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{
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model models/medhit.spr 0 0 20 1
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}
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r_part ce_mezzo_reflect
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{
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model models/mezzoref.spr 0 0 20 1
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}
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r_part ce_floor_explosion2
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{
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model models/flrexpl2.spr 0 0 20 1
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}
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r_part ce_xbow_explosion
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{
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model models/xbowexpl.spr 0 0 20 1
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}
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r_part ce_new_explosion
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{
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model models/gen_expl.spr 0 0 20 1
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}
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r_part ce_magic_missile_explosion
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{
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model models/mm_explod.spr 0 0 20 1
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}
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// ce_ghost
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r_part ce_bone_explosion
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{
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model models/bonexpld.spr 0 0 20 1
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}
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// ce_redcloud
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r_part ce_teleporterpuffs
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{
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// model models/telesmk2.spr 0 0 20 1
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}
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// ce_teleporterbody
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// ce_boneshard
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// ce_boneshrapnel
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r_part ce_flamestream
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{
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model models/flamestr.spr 0 0 20 1
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}
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// ce_snow,
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// ce_gravitywell
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r_part ce_bldrn_expl
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{
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model models/xplsn_1.spr 0 0 20 1
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}
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// ce_acid_muzzfl
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r_part ce_acid_hit
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{
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model models/axplsn_2.spr 0 0 20 1
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}
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r_part ce_firewall_small
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{
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model models/firewal1.spr 0 0 20 1
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}
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r_part ce_firewall_medium
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{
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model models/firewal5.spr 0 0 20 1
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}
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r_part ce_firewall_large
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{
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model models/firewal4.spr 0 0 20 1
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}
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r_part ce_lball_expl
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{
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model models/Bluexp3.spr 0 0 20 1
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}
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r_part ce_acid_splat
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{
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model models/axplsn_1.spr 0 0 20 1
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}
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r_part ce_acid_expl
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{
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model models/axplsn_5.spr 0 0 20 1
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}
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r_part ce_fboom
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{
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model models/fboom.spr 0 0 20 1
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}
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// ce_chunk
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r_part ce_bomb
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{
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model models/pow.spr 0 0 20 1
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}
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r_part ce_brn_bounce
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{
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model models/spark.spr 0 0 20 1
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}
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r_part ce_lshock
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{
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model models/vorpshok.mdl 0 0 20 1
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}
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// ce_flamewall
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// ce_flamewall2
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r_part ce_floor_explosion3
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{
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model models/biggy.spr 0 0 20 1
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}
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