fteqw/engine/partcfgs/q2part.cfg
Shpoike d781018df3 Add all the junk for network compat with Q2E.
Defaults to using Q2E's protocol 2023 (but not netchan).
FTEQ2 servers can host both vanilla and Q2E clients simultaneously, but its recommend to use the vanilla gamecode to avoid localisation issues.
2024-07-14 19:58:24 +01:00

1280 lines
23 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 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_splashelect
{
texture "classicparticle"
tcoords 0 0 16 16 32
count 20
scale 1
alpha 1
die 0.3 0.5
randomvel 20
orgadd 0 31
spawnorg 4
gravity 40
scalefactor 0.8
colorindex 0xb0
}
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_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 teq2_welding_sparks
{ //identical to teq2_laser_sparks, except for the +form that adds in some extra mesh+lighting effect.
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 +teq2_welding_sparks
{
count 0 0 1
model "models/objects/flash/tris.md2" framestart=0 frameend=2 framerate=10 alpha=-1 fullbright
lightradius 100 175
lightradiusfade 400
lightrgb 1 1 0.3
}
r_part teq2_tunnel_sparks
{ //this is apparently identical to teq2_laser_sparks... either way the protocol provides a palette colour (particle system provides a customised variation)
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 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 teq2_moreblood
{ //teq2_blood, but with count 250 instead of 60.
texture "classicparticle"
tcoords 0 0 16 16 32
count 250
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 teq2_greenblood
{
texture "classicparticle"
tcoords 0 0 16 16 32
count 30
scale 1
alpha 1
die 0.3 0.8
randomvel 20
orgadd 0 31
spawnorg 4
gravity 40
scalefactor 0.8
colorindex 0xdf 7
}
r_part teq2_electric_sparks
{
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 0x75 7
sound "weapons/lashit.wav" 1 1 0 0
}
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 skin=0
}
r_part q2_blaster2puff
{
count 0 0 1
model "models/objects/explode/tris.md2" framestart=0 frameend=4 framerate=10 alpha=1 orient additive fullbright noshadow skin=1
}
r_part q2_flechettepuff
{
count 0 0 1
model "models/objects/explode/tris.md2" framestart=0 frameend=4 framerate=10 alpha=1 orient additive fullbright noshadow skin=2
}
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_blaster2puff /*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 teq2_flechette
{ //grey 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 0x6f 7
assoc q2_flechettepuff /*the model*/
lightradius 150
lightradiusfade 400
lightrgb 0.19 0.41 0.75
lightshadows 1
sound "weapons/lashit.wav" 1 1 0 0
}
r_part teq2_bluehyperblaster
{ //misnamed - just the regular orangey particles without sound/puff
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
}
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
{
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
velbias 0 0 6
}
r_part teq2_bubbletrail2
{
texture "classicparticle"
tcoords 0 0 16 16 32
scale 0.5
alpha 1
scalefactor 0.8
step 8
spawnorg 2
spawnvel 10
die 1 1.1
colorindex 4 7
velbias 0 0 20
sound "weapons/lashit.wav" 1 1 0 0
}
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
}
r_part teq2_railtrail2
{ //This is not implemented in vanilla, so we've no idea what it should really look like.
//we just use the blue spiral with no core.
//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
}
//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 teq2_plain_explosion
{ //basically like regular explosions, but with no particle effect.
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_plasma_explosion
{ //not actually any different
assoc teq2_explosion1
}
r_part teq2_tracker_explosion
{
texture "classicparticle"
tcoords 0 0 16 16 32
count 128
scale 1
alpha 1
die 1.5 2
randomvel 128
orgadd 0 31
spawnorg 16
gravity 40
scalefactor 0.8
colorindex 0 1
lighttime 0.1 //this is kinda too short.
lightradius 150
lightradiusfade 300
lightrgb -1.0 -1.0 -1.0
sound "weapons/disrupthit.wav" 1 1 0 0
}
r_part teq2_teleport_effect
{
texture "classicparticle"
tcoords 0 0 16 16 32
count 400
scale 1
alpha 1
die 0.5 0.8
orgadd 8 -48
veladd -100 -0
spawnmode circle
spawnorg 0 0
spawnvel -50 30
randomvel -32 -31
gravity 0
colorindex 15
scalefactor 0.8
}
r_part teq2_dball_goal
{ // same as teq2_teleport_effect
assoc teq2_teleport_effect
}
r_part teq2_widowsplash
{ // particle ball that slowly expands
texture "classicparticle"
tcoords 0 0 16 16 32
count 400
scale 1
alpha 1
die 3 3
veladd 10 10
spawnmode circle
spawnorg 0 0
randomvel -10 10
gravity 0
colorindex 104 7
scalefactor 0.8
}
r_part teq2_debugtrail
{
texture "classicparticle"
tcoords 0 0 16 16 32
scale 1
alpha 1
step 5
die 5 5
colorindex 111
}
r_part teq2_chainfist_smoke
{
texture "classicparticle"
tcoords 0 0 16 16 32
count 20
scale 1
alpha 1
die 0.5 0.8
spawnorg 2
randomvel 6.66 20
gravity 40
scalefactor 0.8
colorindex 0 7
}
r_part teq2_flashlight
{ //JUST a light.
lightradius 400
lighttime 0.15
lightrgb 1.0 1.0 1.0
lightshadows 1
}
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
}
r_part tr_ionripper
{
texture "classicparticle"
tcoords 0 0 16 16 32
step 3
scale 1
alpha 0.5
die 0.15 0.25
colorindex 0xe4 3
spawnmode tracer
spawnorg 0
spawnvel 10
lighttime 0
lightradius 100
lightrgb 1.0 0.5 0.5
}
r_part tr_tracker
{ //FIXME: doesn't match vanilla. works well enough though I guess.
texture "classicparticle"
tcoords 0 0 16 16 32
step 3
scale 1
alpha 1
die 0.5
spawnmode spiral 8.34
spawnorg 1
spawnvel 32
veladd 32
scalefactor 0
colorindex 0
lighttime 0
lightradius 200
lightrgb -1.0 -1.0 -1.0
}
r_part tr_tagtrail
{
texture "classicparticle"
tcoords 0 0 16 16 32
step 5
scale 1
alpha 1
die 1.0 0.8
spawnorg 16
spawnvel 5
scalefactor 0
colorindex 220
lighttime 0
lightradius 225
lightrgb 1.0 1.0 0.0
}
r_part tr_trap
{
texture "classicparticle"
tcoords 0 0 16 16 32
count 30
scale 1
alpha 1
die 0.4 0.8
randomvel 8
veladd 48
colorindex 0xe0 7
spawnmode telebox 0 4
spawnorg 8 16
lighttime 0
lightradius 100 200
lightrgb 1.0 0.8 0.25
}
r_part +tr_trap
{
texture "classicparticle"
tcoords 0 0 16 16 32
count 128
scale 1
alpha 1
die 0.4 0.8
randomvel 8
veladd 20
colorindex 58
spawnmode telebox 0 4
spawnorg 1 48
}
r_part ef_trap
{ //FIXME
placeholder
}
//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
}
r_part ev_other_footstep
{ //q2e - same but with idle attenuation
sound "player/step1.wav" 1 2 0 0 1
sound "player/step2.wav" 1 2 0 0 1
sound "player/step3.wav" 1 2 0 0 1
sound "player/step4.wav" 1 2 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
}
r_part teq2_heatbeam_sparks
{
texture "classicparticle"
tcoords 0 0 16 16 32
count 30
scale 1
alpha 1
die 0.3 0.8
veladd 64
orgadd 0 16
spawnorg 4
gravity 40
scalefactor 0.8
colorindex 9 7
}
r_part teq2_heatbeam_steam
{
texture "classicparticle"
tcoords 0 0 16 16 32
count 30
scale 1
alpha 1
die 0.2 0.4
randomvel 40
orgadd 0 15
veladd 30
spawnorg 4
gravity 40
scalefactor 0.8
colorindex 0xe0 7
}
//r_part teq2_heatbeam_steam
//{
// count 20
// colorindex 0xe0 7
//// magnitude 60
// texture "classicparticle"
// tcoords 0 0 16 16 32
// scale 1
// alpha 1
// die 0.3 0.8
// randomvel 20 magnitude/3
// veladd magnitude
// orgadd magnitude/10
// spawnorg 4
// gravity -400
// scalefactor 0.8
//}
//this is apparently just a trail effect (palette index specified by netcode)
r_part teq2_forcewall
{
texture "classicparticle"
tcoords 0 0 16 16 32
scale 0.5
alpha 1
scalefactor 0.8
step 5
spawnorg 3
randomvel 5
die 3 3.5
}
r_part teq2ex_bluehyperblaster_puff
{
count 0 0 1
model "models/objects/explode/tris.md2" framestart=0 frameend=4 framerate=10 alpha=1 orient additive fullbright noshadow skin=1
}
r_part teq2ex_bluehyperblaster
{
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 111 108
assoc teq2ex_bluehyperblaster_puff
lightradius 150
lightradiusfade 400
lightrgb 0 0 1
lightshadows 1
sound "weapons/lashit.wav" 1 1 0 0
}
r_part teq2ex_bfgzap_end
{
assoc teq2_bfg_explosion
}
r_part teq2ex_bfgzap
{ // green bolt-beam with small green explosion sprite at the end
texture "particles/fteparticlefont.tga"
tcoords 97 97 191 191 256
scale 4
alpha 1.0
step 4
randomvel 0
type beam
die 1
colorindex 0xd0
}
r_part teq2ex_berserk_slampuff
{
count 0 0 1
model "models/objects/explode/tris.md2" framestart=0 frameend=4 framerate=10 alpha=1 orient additive fullbright noshadow skin=3
}
r_part teq2ex_berserk_slam
{
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 111 108
assoc teq2ex_berserk_slampuff
}
r_part teq2ex_grapple_cable_2
{
texture "particles/fteparticlefont.tga"
tcoords 97 97 191 191 256
scale 2
alpha 1.0
step 4
randomvel 0
type beam
die 0.25
colorindex 6
}
r_part teq2ex_power_splash
{
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 208 209
}
r_part teq2ex_lightning_beam
{
texture "particles/fteparticlefont.tga"
tcoords 97 97 191 191 256
scale 2
alpha 1.0
step 4
randomvel 0
type beam
die 0.25
colorindex 108
}
r_part teq2ex_explosion1_nl
{ // the _nl stands for 'no light'
assoc std_explosion_particles
sound "weapons/rocklx1a.wav" 1 1 0 0
model "models/objects/r_explode/tris.md2" framestart=0 frames=15 skin=-1 fullbright noshadow
}
r_part teq2ex_explosion2_nl
{ // ditto
assoc std_explosion_particles
sound "weapons/rocklx1a.wav" 1 1 0 0
model "models/objects/r_explode/tris.md2" framestart=15 frames=15 skin=-1 fullbright noshadow
}
r_part ef_trackershell
{ // the black glob model thing
model "models/objects/r_explode/tris.md2" framestart=30 frames=19 skin=-1 fullbright noshadow
}
r_part ev_ladder_step
{
sound "player/steps/ladder1.wav" 1 1 0 0 1
sound "player/steps/ladder2.wav" 1 1 0 0 1
sound "player/steps/ladder3.wav" 1 1 0 0 1
sound "player/steps/ladder4.wav" 1 1 0 0 1
sound "player/steps/ladder5.wav" 1 1 0 0 1
}