fteqw/engine/partcfgs/highfps.cfg

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// highfps, originally submitted by 'ShadowWalker'
// rehashed by TimeServ
r_part t_gib
{
texture "particles/bloodtrail"
step 12
scale 10
die 1
randomvel 32
veladd 32
rgb 64 0 0
rgbdelta -128 0 0
}
r_part t_zomgib
{
texture "particles/bloodtrail"
step 16
scale 8
die 1
randomvel 32
veladd 32
rgb 192 0 0
rgbdelta -128 0 0
}
r_part t_tracer
{
texture "particles/tracer"
scale 23
step 18
rgb 192 192 0
die 0.5
}
r_part t_tracer2
{
texture "particles/tracer"
scale 23
step 18
die 0.5
rgb 192 96 0
}
r_part t_tracer3
{
texture "particles/tracer"
scale 23
step 18
die 0.5
rgb 192 0 192
}
r_part te_lightningblood
{
texture "particles/bloodtrail"
count 1
scale 10
die 0.5
randomvel 64
veladd 128
rgb 192 0 0
blend add
}
r_part te_blood
{
texture "particles/bloodtrail"
count 1
scale 12
die 0.5
randomvel 32
veladd 64
spawnvel 0 10
rgb 64 0 0
}
r_part sparks
{
texture "particles/spark"
count 32
scale 3
alpha 1
die 1
randomvel 256
veladd 128
rgb 255 128 0
blend add
cliptype sparks
clipcount 1
}
r_part explosioncore
{
texture "particles/explosion"
count 1
scale 200
scalefactor 1
die 1.2
rgb 255 128 76
blend add
assoc sparks
}
r_part te_explosion
{
texture "particles/explosion"
count 8
scale 60
alpha 0.5
die 1
rgb 255 128 76
blend add
assoc explosioncore
spawnmode ball
spawnorg 64
}
r_part te_railtrail
{
step 1000000
scale 5
die 1.2
alpha 0.7
rgb 16 16 255
blend add
type beam
averageout
}
//the blob tempent is used quite a bit with teamfortress emp grenades.
r_part te_tarexplosion
{
texture "particles/blob"
count 64
scale 30
scalefactor 1
die 1
randomvel 32
veladd 0
rgb 255 0 196
spawnorg 8 56
spawnvel 48 8
}
r_part te_gunshot
{
texture "particles/spark"
count 2
scale 3
alpha 0.7
die 0.5
randomvel 64
rgb 255 128 0
blend add
}
r_part te_lavasplash
{
texture "particles/lava"
count 180
scale 60
alpha 0.5
die 1.6
rgb 255 128 128
spawnorg 178 64
up 56
scalefactor 1
}
r_part te_teleportsplash
{
texture "particles/teleport"
count 48
scale 30
scalefactor 1
die 0.5
randomvel 32
veladd 0
rgb 255 255 255
spawnorg 4 32
spawnvel 25 4
}
r_part t_grenade
{
texture "particles/smoke"
step 20
scale 21
die 0.5
randvel 16
rgb 128 128 128
}
r_part t_rocket
{
texture "particles/rocket"
step 15
scale 30
die 0.2
rgb 192 48 0
blend add
assoc t_grenade
}
r_part t_altrocket
{
texture "particles/rocket"
step 15
scale 25
randomvel 30
veladd 30
die 0.5
rgb 192 48 0
blend add
}
//you'll probably never see this one
r_part ef_entityparticles
{
texture "j"
count 1
scale 10
alpha 0.3
die 0
veladd 16
rgb 128 128 0
}
r_part pe_default
{
texture "particles/quake"
count 1
scale 4
veladd 15
die 0.5
spawnorg 8
}
r_part pe_defaulttrail
{
texture "particles/quake"
step 15
die 0.5
scale 8
veladd 15
spawnorg 1
}
r_part pe_pointfile
{
texture "particles/quake"
count 1
scale 50
die 30
alphadelta 0
rgb 255 255 0
}