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fteqw/engine/partcfgs/high.cfg

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///////////////////////////////
//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
}
////////////////////////////////////////////////
//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 0.4 0.2 0.05
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
stretchfactor 5
}
//hide lights in explosions.
r_explosionlight 0
//hide the explosion sprite in nq+qw - WARNING: some mods use this sprite as a flame thrower.
cl_expsprite 0
r_effect "progs/s_explod.spr" hidden 1
//////////////////////////////////////////
//r_part te_tarexplosion
//{
//}
//////////////////////////////////////////
//r_part te_lavasplash
//{
//}
//////////////////////////////////////////
r_part te_teleport
{
scale 250
count 1
alpha 0.3
die 0.5
scalefactor 1
rotationstart 45
rotationspeed 0
shader
{
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 - length(tcoord);
// f = 1 - tcoord*tcoord;
if (f < 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
}
/////////////////////////////////////////
//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
lightradius 150
lightrgb 0.75 0.37 0.75
}
//rygel's pack sucks
r_trail "progs/v_spike.mdl" tr_vorespike
/////////////////////////////////////////
//scrag missiles. just use the default trail cos we're lazy
//r_part tr_wizspike
//{
//}
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 64 128 128
rgbdelta -64 -128 -128
gravity 200
scalefactor 0.8
// scaledelta -10
}
r_part pe_73
{
assoc te_blood
}
r_part te_lightningblood
{
texture fte_bloodparticle
blend subtract
count 1
scale 32
alpha 0
die 1
randomvel 64
veladd 10
rotationspeed 90
rotationstart 0 360
rgb 0 128 128
rgbdelta 0 -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
}