fteqw/engine/partcfgs/spikeset.cfg

674 lines
8.7 KiB
INI

// spikeset, originally by Spike
// with contributions from TimeServ, purplehaze, Jedilamma
// and some others I probably forgot to mention
/////////////////////////////////////////////////
//rocket trails (derived from purplehaze's, with only minor tweeks)
r_part rockettrail
{
texture "particles/smoke.tga"
step 4
scale 30
alpha 0.3
die 1.4
diesubrand 0.7
randomvel 1
rgb 255 50 10
rgbdelta -230 -45 -9
gravity -25
scalefactor 1
assoc rocketsmoke
}
r_part t_rocket
{
texture "particles/rfire"
step 2
scale 10
alpha 0.6
die 0.25
rgb 255 192 128
rgbdelta -14 -300 -300
blend add
assoc rockettrail
scalefactor 0.8
scaledelta -10
}
r_part rocketsmoke
{
texture "particles/rtrail"
step 8
scale 7.5
alpha 0.8
die 2
randomvel 3
rgb 10 10 10
blend modulate
spawnmode spiral
scalefactor 1
spawnvel 10
}
r_part rockettail
{
texture "particles/rtrail"
step 7
scale 10
alpha 0.3
die 10
randomvel 64
veladd 512
rgb 192 192 192
gravity 100
cliptype rockettail
}
r_part t_altrocket
{
texture "particles/rtrail"
step 4
scale 10
alpha 0.3
die 0.7
randomvel 32
veladd 32
rgb 255 198 128
rgbdelta -64 0 0
gravity -100
blend add
assoc rockettail
}
// te_railtrail, used with Quake 2 railgun and also used with
// TeamFortress engineer railgun
r_part railtrailinner
{
step 30
scale 5
die 1
alpha 0.5
rgb 255 255 255
blend add
type beam
spawnvel 2 2
}
r_part railtrail240
{
step 15
scale 3
die 1
alpha 0
rgb 32 32 255
rampmode delta
ramp -255 -255 0 -2.5 0
ramp 0 0 0 0.65 0
ramp 0 0 0 0.65 0
ramp 0 0 0 0.65 0
ramp 0 0 -128 0.65 10
blend add
type beam
spawnmode spiral
spawnparam1 256
spawnparam2 240
spawnvel 12
assoc railtrailinner
}
r_part railtrail120
{
step 15
scale 3
die 1
alpha 0
rgb 32 32 255
rampmode delta
ramp -255 -255 0 -2.5 0
ramp 0 0 0 0.65 0
ramp 0 0 0 0.65 0
ramp 0 0 0 0.65 0
ramp 0 0 -128 0.65 10
blend add
type beam
spawnmode spiral
spawnparam1 256
spawnparam2 120
spawnvel 12
assoc railtrail240
}
r_part te_railtrail
{
step 15
scale 3
die 1
alpha 0
rgb 32 32 255
rampmode delta
ramp -255 -255 0 -2.5 0
ramp 0 0 0 0.65 0
ramp 0 0 0 0.65 0
ramp 0 0 0 0.65 0
ramp 0 0 -128 0.65 10
blend add
type beam
spawnmode spiral
spawnparam1 256
spawnvel 12
assoc railtrail120
}
r_part shortfume
{
texture "particles/smoke"
scale 15
scaledelta 20
alpha 0.5
step 8
die 0.3
randomvel 12
scaledelta 0.81
rgb 150 150 150
}
r_part t_grenade
{
texture "particles/smoke"
step 24
scale 16
scaledelta 4
alpha 0.3
die 4
randomvel 8
veladd 15
rgb 140 140 140
rgbdelta -55 -55 -55
gravity -50
scalefactor 0.0
assoc shortfume
}
//cool's blood trails (cos they're cooler)
r_part t_gib
{
texture "particles/blood"
step 32
scale 64
alpha 0.6
die 1
randomvel 64
veladd 10
rotationspeed 90
rotationstart 0 360
rgb 128 0 0
gravity 200
scalefactor 0.8
scaledelta -10
stains 5
}
r_part t_zomgib
{
texture "particles/blood"
step 64
scale 64
alpha 0.6
die 1
randomvel 64
veladd 10
rotationspeed 90
rotationstart 0 360
rgb 32 0 0
gravity 200
scalefactor 0.8
scaledelta -10
stains 5
}
r_part t_tracer
{
texture "particles/tracer"
scale 15
step 5
alpha 0.6
rgb 192 192 48
die 1
veladd 50
randomvel 50
friction 4
scalefactor 0.825
}
r_part t_tracer2
{
texture "particles/tracer"
scale 15
step 5
alpha 0.6
die 1
rgb 192 96 48
veladd 50
randomvel 50
friction 4
scalefactor 0.825
}
r_part t_tracer3
{
texture "particles/tracer"
scale 10
scaledelta -10
step 5
alpha 0.9
die 0.75
rgb 192 96 192
veladd 20
randomvel 5
spawnmode spiral
spawnvel 60 0
friction 4
scalefactor 0.825
}
//qw blood
r_part te_lightningblood
{
texture "particles/bloodtrail"
count 3
scale 20
alpha 0.4
die 2
randomvel 32
veladd 32
rgb 192 0 0
rgbdelta -128 0 0
gravity 100
friction 1
stains 1
blend add
}
//qw blood
r_part te_blood
{
texture "particles/blood"
count 10
scale 10
alpha 0.3
die 2
randomvel 40
rgb 220 0 0
rgbdelta -100 0 0
gravity 200
stains 2
scalefactor 0.9
rotationstart 0 360
}
//nq blood
r_part pe_73
{
texture "particles/blood"
count 1
scale 20
alpha 0.3
die 2
randomvel 40
rgb 220 0 0
rgbdelta -100 0 0
gravity 200
stains 2
scalefactor 0.9
rotationstart 0 360
}
/////////////////////////////////////////////////
//rocket explosions
r_part ember
{
count 1
texture "particles/explosion"
rgb 255 128 76
alpha 0
scale 15
scalefactor 1
friction 8
gravity 50
die 1
blend add
randomvel 5
veladd 1
rampmode delta //fade it in then out.
ramp 0 0 0 -0.5 0
ramp 0 0 0 0.1 0
ramp 0 0 0 0.1 0
ramp 0 0 0 0.1 0
ramp 0 0 0 0.1 0
ramp 0 0 0 0.1 0
}
//the bits that fly off
r_part expgib
{
cliptype expgib
texture "particles/explosion"
alpha 0
count 16
die 1
randomvel 128
gravity 50
friction 2
emit ember
emitinterval 0.01
spawnmode circle
}
//the heart of the explosion
r_part te_explosion
{
texture "particles/explosion"
count 1
scale 200
scalefactor 1
die 1
rgb 255 128 76
rgbdelta 0 -32 -32
friction 1
blend add
assoc expgib
}
r_part gunshotsmoke
{
texture "particles/smoke"
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 "ball"
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
}
r_part spikecore
{
texture "ball"
count 1
scale 1
scalefactor 1
scaledelta 190
die 0.1
alpha 0.6
rgb 255 128 0
blend add
assoc gunshotsmoke
}
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
assoc spikecore
}
r_part te_lavasplash
{
texture "default"
count 654
scale 15
alpha 0.7
die 4
randomvel 64
rgb 255 128 128
gravity 50
blend add
spawnorg 192 64
up 48
}
//////////////////////////////////////////////////
//Teleport splash
//two rings moving upwards, costs less
r_part teleportsplashdown
{
texture "textures/smoke"
count 32
scale 32
scalefactor 1
alpha 0.3
die 1
veladd -52
rgb 255 255 255
friction 1
spawnorg 32 0
spawnmode uniformcircle
}
r_part te_teleportsplash
{
texture "textures/smoke"
count 32
scale 32
scalefactor 1
alpha 0.3
die 1
veladd 52
rgb 255 255 255
friction 1
spawnorg 32 0
spawnmode uniformcircle
assoc teleportsplashdown
}
//flame effect
r_part cu_flame
{
texture "particles/flame"
count 1024
scale 0.4
scalerand 6
scalefactor 1
alpha 0.4
die 0.8
randomvel 4 24
veladd -24
rgb 255 128 76
blend add
up -8
spawnorg 6 0
spawnvel -15 0
}
//flame effect
r_part cu_torch
{
texture "particles/flame"
count 256
scale 3
scalefactor 1
alpha 0.7
die 0.5
randomvel 8
veladd -32
rgb 255 128 76
blend add
spawnmode circle
spawnorg 4 1
spawnvel -12 -8
}
r_part explodesprite
{
texture "particles/flame"
count 180
scale 70
scaledelta -140
scalefactor 1
alpha 0.2
die 0.5
randomvel 23
veladd -20
rgb 255 128 76
blend add
spawnorg 4 1
spawnvel -8 -2
up -8
}
//you'll probably never see this one
r_part ef_entityparticles
{
texture "j"
count 1
scale 15
alpha 0.2
die 0
veladd 16
rgb 255 128 128
blend add
}
// emp effect, based off of purplehaze's idea
r_part empshocktrail
{
texture "particles/spark"
step 3.2
scale 3
alpha 0.7
die 0.2
rgb 64 0 255
blend add
scalefactor 1
spawnorg 12 0
}
r_part empcore
{
texture "particles/flame"
count 90
scale 55
scaledelta -110
die 0.55
rgb 168 128 255
spawnmode circle
spawnorg 12
spawnvel -192
blend add
scalefactor 0.8
emit empshocktrail
emitinterval -1
}
r_part empflash
{
die 0.1
texture "particles/flash"
alpha 1
count 1
scale 400
scaledelta -4000
alphadelta 0
rgb 192 160 255
blend add
scalefactor 1
assoc empcore
}
r_part te_tarexplosion
{
texture "particles/emp"
count 120
scale 35
die 0.75
alpha 0.4
rgb 128 0 255
rampmode delta
ramp -32 0 0 0
ramp -32 0 0 0
ramp -32 0 0 2
friction -0.9
blend add
spawnmode uniformcircle
spawnorg 24 0
spawnvel 280 0
scalefactor 1
emit empshocktrail
emitinterval -1
assoc empflash
}
r_part pe_default
{
texture "particles/quake"
count 1
scale 4
veladd 15
die 0.4
alphadelta 0
diesubrand 0.4
gravity 40
spawnorg 8
}
r_part pe_defaulttrail
{
texture "particles/quake"
step 12
die 1
scale 10
scaledelta -10
veladd 15
spawnorg 1
scalefactor 0.8
}
r_part pe_pointfile
{
texture "particles/quake"
count 1
scale 50
die 30
alphadelta 0
rgb 255 255 0
}
r_effect "progs/s_explod.spr" explodesprite 1
r_effect "progs/flame.spr" explodesprite 1
r_effect "progs/flame2.mdl" cu_flame 1
r_effect "progs/flame.mdl" cu_torch
r_trail "progs/e_spike1.mdl" te_railtrail