hl2/particles/impact.cfg

295 lines
4.2 KiB
INI

r_part dust
{
type normal
blend blendalpha
texture "materials/particle/particle_smokegrenade"
count 1
rgbf .48 .45 .38
alpha 0.5
scale 48
scalefactor 1
die 4 4
veladd 128
gravity -100
randomvel 0 -64 64
orgwrand 6 6 6
rotationstart -180 180
}
// BLOOD IMPACT
r_part flesh
{
type normal
blend blendalpha
texture rt2_blood1
count 3
rgbf 1 1 1
alpha 1
scale 24
scalefactor 1
die 4 4
veladd 128
gravity 500
randomvel 0 -64 64
orgwrand 6 6 6
rotationstart -180 180
cliptype blood_decal1
}
r_part +flesh
{
type normal
blend blendalpha
texture rt2_blood2
count 3
rgbf 1 1 1
alpha 1
scale 16
scalefactor 1
die 4 4
veladd 128
gravity 500
randomvel 0 -64 64
orgwrand 6 6 6
cliptype blood_decal2
}
r_part blood_decal1
{
type decal
blend blendAlpha
texture rt2_blood3
scale 32
rgbf 1 1 1
alpha 1
die 10
}
r_part blood_decal2
{
type decal
blend blendAlpha
texture rt2_blood4
scale 32
rgbf 1 1 1
alpha 1
die 10
}
// materials/decls/blood{1-8}.vtf
// CONCRETE IMPACT (DEFAULT)
r_part concrete
{
type normal
mode rtsmoke
texture "materials/effects/fleck_cement1"
count 3
rgbf .5 .5 .5
alpha 1
scale 8
scalefactor 1
cliptype bounce
die 4 4
veladd 128
gravity 500
randomvel 0 -64 64
orgwrand 6 6 6
rotationstart -180 180
}
r_part +concrete
{
type normal
mode rtsmoke
texture "materials/effects/fleck_cement2"
count 3
rgbf .5 .5 .5
alpha 1
scale 8
scalefactor 1
cliptype bounce
die 4 4
veladd 128
gravity 500
randomvel 0 -64 64
orgwrand 6 6 6
rotationstart -180 180
}
r_part +concrete
{
type cdecal
texture "materials/decals/concrete/shot1"
rgbf 1 1 1
scale 6 6
die 30 60
blend invmodc
orgwrand 6 6 6
rotationstart -180 180
}
// DIRT IMPACT
r_part dirt
{
type normal
blend blendalpha
texture "materials/particle/particle_noisesphere"
count 3
rgbf .48 .45 .38
alpha 1
scale 24
scalefactor 1
cliptype bounce
die 4 4
veladd 128
gravity 500
randomvel 0 -64 64
orgwrand 6 6 6
rotationstart -180 180
}
r_part +dirt
{
type normal
blend blendalpha
texture "materials/particle/particle_smokegrenade"
count 3
rgbf .48 .45 .38
alpha 1
scale 24
scalefactor 1
cliptype bounce
die 4 4
veladd 128
gravity 500
randomvel 0 -64 64
orgwrand 6 6 6
rotationstart -180 180
}
// METAL IMPACT
r_part metal
{
type texturedspark
texture ball
tcoords 1 65 31 95 256 8 32
scale 1
count 5
scalefactor 0.25
alpha 0.5
die 0.15
rgb 255 180 90
blend add
spawnmode ball
spawnvel 256
veladd 200
gravity 600
}
r_part +metal
{
lighttime 1
lightradius 64
lightradiusfade 300
lightrgb 1.0 0.75 0.4
lightrgbfade 0.36 0.19 0.19
count 0 0 1
}
// COMPUTER IMPACT (SPARK)
r_part computer
{
type texturedspark
texture ball
tcoords 1 65 31 95 256 8 32
scale 1
count 5
scalefactor 1
alpha 0.5
die 0.4
rgb 255 180 30
blend add
spawnmode ball
spawnvel 256
veladd 200
gravity 600
}
// WOOD IMPACT
r_part wood
{
type normal
blend blendalpha
texture "materials/particle/fleck_wood1"
count 3
rgbf .77 .65 .42
alpha 1
scale 24
scalefactor 1
cliptype bounce
die 4 4
veladd 128
gravity 500
randomvel 0 -64 64
orgwrand 6 6 6
rotationstart -180 180
}
r_part +wood
{
type normal
blend blendalpha
texture "materials/particle/fleck_wood2"
count 3
rgbf .77 .65 .42
alpha 1
scale 24
scalefactor 1
cliptype bounce
die 4 4
veladd 128
gravity 500
randomvel 0 -64 64
orgwrand 6 6 6
rotationstart -180 180
}
// GLASS IMPACT
r_part glass
{
type normal
blend blendalpha
texture "materials/particle/fleck_glass1"
count 3
rgbf 1 1 1
alpha 1
scale 24
scalefactor 1
cliptype bounce
die 4 4
veladd 128
gravity 500
randomvel 0 -64 64
orgwrand 6 6 6
rotationstart -180 180
}
r_part +glass
{
type normal
blend blendalpha
texture "materials/particle/fleck_glass2"
count 3
rgbf 1 1 1
alpha 1
scale 24
scalefactor 1
cliptype bounce
die 4 4
veladd 128
gravity 500
randomvel 0 -64 64
orgwrand 6 6 6
rotationstart -180 180
}