fteqw/engine/partcfgs/q2part.cfg
Spoike 2afefb77ca reworked the shader system slightly.
$diffuse can now sample animmaps correctly (although this only makes sense when using glsl or replacement shaders (read: rtlights)).
$fullbright now defaults according to the animmap too.
added reflectcube and reflectmask (the latter defaults according to map/animmap, the former needs to be explicitly stated).
fix d3d9+d3d11 renderers a little. needs much more work.

git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4868 fc73d0e0-1445-4013-8a0c-d673dee63da5
2015-05-03 19:57:46 +00:00

287 lines
4.3 KiB
INI

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 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_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
}
//teq2_shield_sparks
//teq2_screen_sparks
//teq2_laser_sparks
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 q2_blasterpuff
{
count 0 0 1
model "models/objects/explode/tris.md2" framestart=0 frameend=4 framerate=10 alpha=1 orient additive fullbright noshadow
}
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 0
sound "weapons/lashit.wav" 1 1 0 0
}
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
}
r_part teq2_bubbletrail
{
/*blue spiral*/
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
}
r_part TR_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 +TR_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
}