fteqw/engine/partcfgs/high.cfg
Spoike fa0c73d33b Fixed crash from too many csqc entities (reported by shpuld)
Added .psd, .pbm/.pgm/.ppm, .pfm, and .hdr image formats. Extensions NOT added to r_imageextensions.
png (and the above formats) can now be loaded as RGBA16, instead of being truncated to RGBA8 (8bit pngs not affected).
r_imagelist will now show images from memory, instead of potentially loading new/different ones from disk.
Fix serverbrowser bug being too eager to join the server (eg from alt+tab).
Don't send ipv6 packets to qw/q2 masters. They won't be able to report ipv6 addresses anyway, and this reduces warnings when a host STILL has no ipv6 (my ISP sucks). this does not affect q3/dpmasters, for people without ipv4 addresses.
Tried to improve compat with Bloodshot's particle effects.
Fixed a couple of issues with R_AddTrisoup.
Fixed string tokenizing bug where it was using the wrong buffer size values.
Don't show link-local/localhost addresses in eg the status command (unless developer).
qtv-rel is now an easier target, for new qtv releases.
qtv warning fixes.
added a nailtrail effect to 'high' particles.
fixed terrain shaders.
fixed fogged water issue (on one of bal's maps).
first attempt at gltf2 format support



git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@5400 fc73d0e0-1445-4013-8a0c-d673dee63da5
2019-02-16 19:09:07 +00:00

931 lines
15 KiB
INI

///////////////////////////////
//rain
r_part te_rain
{
texture ball; scalefactor 1; count 1; alpha 0.4; rgb 255 255 255; die 2; veladd 2; scale 2; type texturedspark
cliptype rainsplash
clipbounce 1
clipcount 5
}
r_part rainsplash
{
randomvel 50 50
count 1;
texture ball; scalefactor 1; alpha 0.1; rgb 255 255 255; die 0.4; scale 50;
stretchfactor 4
veladd 50; scale 1; type texturedspark
gravity 400
}
///////////////////////////////
//rocket trail
// flame trail
r_part tr_rocket
{
texture "particles/fteparticlefont.tga"
tcoords 97 97 191 191 256
step 1
scale 12
alpha 0.4
die 0.5
rgb 255 127 100
rgbdelta -14 -300 -300
blend add
scalefactor 1
scaledelta -15
}
// smoke puffs
r_part +tr_rocket
{
texture "particles/fteparticlefont.tga"
tcoords 97 97 191 191 256
step 5
scale 30
alpha 0.2
die 0.75
//diesubrand 10.25
randomvel 0.2
rgb 5 5 5
//rgbdelta -230 -45 -9
gravity -15
scalefactor 1
scaledelta 20
spawnvel 5
}
// burst sparks
r_part +tr_rocket
{
type texturedspark
texture "particles/fteparticlefont.tga"
tcoords 1 65 31 95 256 8 32
count 1
scale 2
scalefactor 1
scaledelta -15
alpha 0.2
die 0.25
rgb 255 128 0
blend add
spawnmode ball
spawnorg 1
spawnvel 50
veladd 500
friction 0.01
gravity 100
}
///////////////////////////////////////////
//alternate rocket trail, which is used by a handful of qw players.
//r_part tr_altrocket
//{
//}
///////////////////////////////////////////
//grenade trail
r_part tr_grenade
{
texture "particles/fteparticlefont.tga"
tcoords 97 97 191 191 256
step 6
scale 32
scaledelta 12
alpha 0.3
die 1.25
randomvel 2
veladd 15
rgb 75 75 75
//rgb 255 50 50
//rgbdelta -255 -75 -75
gravity -25
scalefactor 1
blend modulate
}
r_part +tr_grenade
{
texture "particles/fteparticlefont.tga"
tcoords 97 97 191 191 256
scale 1
scaledelta 0.25
alpha 0.2
step 4
die 0.8
randomvel 0
rgb 255 150 150
rgbdelta 0 -150 -150
type beam
blend add
}
//////////////////////////////////
//shotgun impacts
r_part gunshotsmoke
{
texture "particles/fteparticlefont.tga"
tcoords 1 65 31 95 256 8 32
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 "particles/fteparticlefont.tga"
tcoords 1 65 31 95 256 8 32
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
}
//////////////////////////////////
//nail impacts
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
}
r_part +te_spike
{
texture "particles/fteparticlefont.tga"
tcoords 1 97 95 191 256
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_superspike
{
type sparkfan
count 20
scale 1
scalefactor 1
alpha 0.5
die 0.2
rgb 255 128 0
blend add
spawnmode ball
spawnorg 12
spawnvel 300
}
r_part +te_superspike
{
texture "particles/fteparticlefont.tga"
tcoords 1 97 95 191 256
count 1
scale 1
scalefactor 1
scaledelta 190
die 0.1
alpha 0.6
rgb 255 128 0
blend add
assoc gunshotsmoke
}
//simple slight trail, to show movement more than anything else.
r_part tr_spike
{
texture "particles/fteparticlefont.tga"
step 1.1
scale 4
die .4
rgb 20 20 20
alpha 1
blend add
spawnmode spiral 512
spawnvel 10
}
r_trail "progs/spike.mdl" tr_spike
r_trail "progs/s_spike.mdl" tr_spike
////////////////////////////////////////////////
//explosion
//red bit
r_part te_explosion
{
texture "particles/fteparticlefont.tga"
tcoords 97 97 191 191 256
count 1
scale 500
alpha 0.4
die 0.2
rgb 255 127 100
rgbdelta -14 -300 -300
blend add
scalefactor 1
scaledelta -15
randomvel 0
// lightradius 350
// lightrgb 1.4 1.2 1.05
// lighttime 0.5
// lightradiusfade 350
// lightrgbfade 2 2 2
}
//smoke
r_part +te_explosion
{
texture "particles/fteparticlefont.tga"
tcoords 97 97 191 191 256
count 7
scale 300
alpha 0.2
die 0.8
//diesubrand 10.25
randomvel 100
rgb 5 5 5
//rgbdelta -230 -45 -9
gravity -15
scalefactor 1
scaledelta 40
spawnvel 5
}
// burst sparks
r_part +te_explosion
{
type texturedspark
texture "particles/fteparticlefont.tga"
tcoords 1 65 31 95 256 8 32
count 100
scale 5
scalefactor 1
scaledelta -15
alpha 0.2
die 0.5
rgb 255 128 0
blend add
spawnmode ball
spawnorg 1
randomvel 1000
friction 0.01
gravity 100
stretchfactor -80
}
//hide lights in explosions.
//r_explosionlight 0
//hide the explosion sprite in qw
cl_expsprite 0
//hide it in nq - WARNING: some mods use this sprite as a flame thrower.
//r_effect "progs/s_explod.spr" hidden 1
//////////////////////////////////////////
//rogue te_explosion2 effect
//note: if not otherwise defined, te_explosion2_BASE_RAND maps to this, and specifies the palette colours.
r_part te_explosion2
{
type texturedspark
texture "particles/fteparticlefont.tga"
tcoords 1 65 31 95 256 8 32
count 256
scale 5
scalefactor 1
scaledelta -15
alpha 0.2
die 0.5
blend add
spawnmode ball
spawnorg 1
randomvel 1000
friction 0.01
gravity 100
stretchfactor -80
}
//dragon fireball
//r_part te_explosion2_228_5
//rogue multigrenade sub explosion
//also triggered from a shielded rogue player touching another player (and doing some damage)
//also used during the ending.
//red particles
//r_part te_explosion2_230_5
//rogue plasma explosion
//also rogue timemachine explosion
//white particles splaying outwards
//r_part te_explosion2_244_3
//////////////////////////////////////////
//for when a spawn dies.
//also used by TF for emp explosions.
r_part te_tarexplosion
{
type texturedspark
texture "particles/fteparticlefont.tga"
tcoords 1 65 31 95 256 8 32
count 128
scale 5
scalefactor 1
scaledelta -15
rgb 0 0 17
alpha 0.5
die 0.5
spawnmode ball
spawnorg 1
randomvel 500
friction 0.01
gravity 100
stretchfactor -80
}
r_part +te_tarexplosion
{
type texturedspark
texture "particles/fteparticlefont.tga"
tcoords 1 65 31 95 256 8 32
count 256
scale 5
scalefactor 1
scaledelta -15
rgb 83 67 115
alpha 0.3
die 0.5
blend add
spawnmode ball
spawnorg 1
randomvel 500
friction 0.01
gravity 100
stretchfactor -80
}
//////////////////////////////////////////
//cthon falling into lava.
//often also used for TF gas grenades.
r_part te_lavasplash
{
texture "particles/fteparticlefont.tga"
tcoords 129 1 191 63 256
count 654
scale 15
alpha 0.7
die 4
randomvel 64
rgb 255 128 128
gravity 50
blend add
spawnorg 192 64
up 48
}
//////////////////////////////////////////
//FIXME: what if we don't have glsl support?
r_part te_teleport
{
scale 250
count 1
alpha 0.3
die 0.5
scalefactor 1
rotationstart 45
rotationspeed 0
shader
{
surfaceparm noshadows
surfaceparm nodlight
glslprogram
{
!!samps screen=0
varying vec2 tcoord;
varying vec4 scoord;
varying float alph;
#ifdef VERTEX_SHADER
attribute vec2 v_texcoord;
attribute vec4 v_colour;
void main(void)
{
scoord = ftetransform();
tcoord = (v_texcoord.st - 0.5)*2.0;
alph = v_colour.a;
gl_Position = scoord;
}
#endif
#ifdef FRAGMENT_SHADER
void main(void)
{
vec2 nst;
float f;
nst = scoord.xy / scoord.w;
nst = (1.0 + nst)/2.0;
f = 1.0 - length(tcoord);
// f = 1.0 - tcoord*tcoord;
if (f < 0.0) discard;
f *= alph;
gl_FragColor = texture2D(s_screen, nst - tcoord*f);
}
#endif
}
{
map $currentrender
blendfunc blend
}
}
}
//////////////////////////////////////////
//hellknight
r_part tr_knightspike
{
texture "particles/fteparticlefont.tga"
tcoords 1 97 95 191 256
scale 15
step 1
alpha 0.6
die 0.2
rgb 192 96 48
veladd 0
randomvel 2
friction 4
scalefactor 0.825
blend add
spawnmode spiral
spawnvel -50
lighttime 0
lightshadows 0
lightradius 150
lightrgb 0.75 0.37 0.18
}
r_part te_knightspike
{
type sparkfan
count 200
scale 3
scalefactor 1
alpha 0.5
die 0.5
rgb 192 96 48
blend add
spawnmode ball
spawnorg 12
spawnvel 100
stretchfactor 10
}
/////////////////////////////////////////
//vore missiles
r_part tr_vorespike
{
texture "particles/fteparticlefont.tga"
tcoords 1 97 95 191 256
scale 15
step 1
alpha 0.6
die 0.5
rgb 192 96 192
veladd 15
spawnmode spiral
spawnvel 50
randomvel 0
friction 0
scalefactor 1
blend add
lighttime 0
lightshadows 0
lightradius 150
lightrgb 0.75 0.37 0.75
}
//rygel's pack sucks
r_trail "progs/v_spike.mdl" tr_vorespike
////////////////////
//enforcer laser effect
r_part tr_enforcerlaser
{
type texturedspark
texture "particles/fteparticlefont.tga"
tcoords 1 97 95 191 256
scale 15
step 4
alpha 0.3
die 0.5
rgb 255 69 0
veladd -32
spawnmode spiral
spawnvel 16
randomvel 32
friction 0
scalefactor 1
blend add
lighttime 0.2
lightshadows 0
lightradius 150
lightrgb 1 0.27 0
lightrgbfade 5 1 0
lightcorona 2 0.25
}
r_trail "progs/laser.mdl" tr_enforcerlaser
/////////////////////////////////////////
//rogue wrath enemy's projectiles
r_part tr_wrathball
{
type texturedspark
texture "particles/fteparticlefont.tga"
tcoords 1 97 95 191 256
scale 15
step 4
alpha 0.3
die 0.5
rgb 255 0 0
veladd -32
spawnmode spiral
spawnvel 16
randomvel 32
friction 0
scalefactor 1
blend add
lighttime 0.2
lightshadows 0
lightradius 150
lightrgb 1 0.27 0
lightrgbfade 5 1 0
lightcorona 2 0.5
}
r_trail "progs/w_ball.mdl" tr_wrathball
//wrath death
//grey particles
//no difference from the fallback except for the blend mode. this should ensure that we are not quite so invisible.
r_part te_explosion2_0_4
{
type texturedspark
texture "particles/fteparticlefont.tga"
tcoords 1 65 31 95 256 8 32
count 256
scale 5
scalefactor 1
scaledelta -15
alpha 0.2
die 0.5
spawnmode ball
spawnorg 1
randomvel 1000
friction 0.01
gravity 100
stretchfactor -80
}
/////////////////////////////////////////
//rogue lavaspikes
r_part tr_lavaspike
{
type spark
texture "particles/fteparticlefont.tga"
tcoords 1 97 95 191 256
scale 15
step 4
alpha 0.3
die 0.5
rgb 255 0 0
veladd -32
spawnmode spiral
spawnvel 16
randomvel 32
friction 0
scalefactor 1
blend add
}
r_trail "progs/lspike.mdl" tr_lavaspike
/////////////////////////////////////////
//rogue plasma gun
r_part tr_plasma
{
type texturedspark
texture "particles/fteparticlefont.tga"
tcoords 1 97 95 191 256
scale 15
step 4
alpha 0.3
die 0.25
rgb 128 128 255
veladd -32
spawnmode spiral
spawnvel 16
randomvel 32
friction 0
scalefactor 1
blend add
lighttime 0.2
lightshadows 0
lightradius 150
lightrgb 1 1 2
lightrgbfade 5 1 0.5
lightcorona 2 0.5
}
r_trail "progs/plasma.mdl" tr_plasma
/////////////////////////////////////////
//scrag missiles.
r_part tr_wizspike
{
texture "particles/fteparticlefont.tga"
tcoords 1 97 95 191 256
scale 15
step 4
alpha 0.6
die 0.2
rgb 25 200 25
veladd 0
randomvel 2
friction 4
scalefactor 0.825
spawnmode spiral
spawnvel 25
blend add
lighttime 2
lightradiusfade 75
lightshadows 0
lightradius 150
lightrgb 0.1 0.7 0.1
}
r_part tr_wizspike2
{
texture "particles/fteparticlefont.tga"
tcoords 1 97 95 191 256
scale 4
step 1
alpha 0.6
die 0.2
rgb 25 200 25
veladd 64
randomvel 64
friction 4
scalefactor 0.825
spawnmode spiral
spawnvel 25
blend add
}
//scrag impact
r_part te_wizspike
{
texture "particles/fteparticlefont.tga"
tcoords 1 97 95 191 256
scale 15
alpha 0.6
rgb 25 200 25
friction 0
scalefactor 0.825
blend add
count 5
veladd -256
randomvel 256
die 1
diesubrand 0.5
gravity 800
emit tr_wizspike2
emitinterval -1
bounce 1.5
}
/////////////////////////////////////////
//shambler stuff
r_part shambercharging
{
spawnmode ball
count 200
spawnorg 128
spawnvel -256
texture "particles/fteparticlefont.tga"
tcoords 1 1 63 63 256 2 64
scale 4
alpha 1
die 0.5
orgadd -64
rotationspeed 90
rotationstart 0 360
rgb 100 100 250
rgbrand 0 0 0
gravity 0
scalefactor 0.4
lighttime 0
lightshadows 0
lightradius 400
lightrgb 2 2 2
}
r_effect progs/s_light.mdl shambercharging 0
/////////////////////////////////////////
//blood effects
r_part te_blood
{
texture fte_bloodparticle
blend subtract
count 1
scale 32
alpha 0
die 1
randomvel 64
veladd 10
rotationspeed 90
rotationstart 0 360
rgb 32 64 64
rgbdelta -32 -64 -64
gravity 200
scalefactor 0.8
}
r_part high.pe_73
{
texture fte_bloodparticle
blend subtract
count 1
scale 32
alpha 0
die 1
randomvel 64
veladd 10
rotationspeed 90
rotationstart 0 360
rgb 32 64 64
rgbdelta -32 -64 -64
gravity 200
scalefactor 0.8
}
r_part te_lightningblood
{
texture fte_bloodparticle
blend subtract
count 1
scale 32
alpha 0
die 1
randomvel 32
veladd 5
rotationspeed 90
rotationstart 0 360
rgb 64 128 128
rgbdelta -64 -128 -128
gravity 200
scalefactor 0.8
}
r_part high.pe_225
{
texture fte_bloodparticle
blend subtract
count 0.5
scale 32
alpha 0
die 1
randomvel 32
veladd 5
rotationspeed 90
rotationstart 0 360
rgb 64 128 128
rgbdelta -64 -128 -128
gravity 200
scalefactor 0.8
}
/////////////////////////////////////////
//zombie body-part blood trails
r_part tr_slightblood
{
texture fte_bloodparticle
blend subtract
// tcoords 1 1 63 63 256 2 64
step 16
scale 64
alpha 0
die 1
randomvel 32
veladd 10
rotationspeed 90
rotationstart 0 360
rgb 64 128 128
rgbdelta -64 -128 -128
gravity 200
scalefactor 0.8
scaledelta -10
stains -0.5
}
//////////////////////////////////////////
//regular ol' blood trails
r_part tr_blood
{
texture fte_bloodparticle
blend subtract
step 8
scale 64
alpha 0
die 1
randomvel 32
veladd 10
rotationspeed 90
rotationstart 0 360
rgb 32 128 128
rgbdelta -32 -128 -128
gravity 200
scalefactor 0.8
scaledelta -10
stains -0.5
}
//////////////////////////////////
//fallbacks
r_part pe_default
{
texture "particles/fteparticlefont.tga"
tcoords 1 97 95 191 256
count 1
scale 4
veladd 15
die 0.4
alphadelta 0
diesubrand 0.4
gravity 40
spawnorg 8
}
r_part pe_defaulttrail
{
texture "particles/fteparticlefont.tga"
tcoords 1 97 95 191 256
scale 15
step 1
alpha 0.6
die 0.2
rgb 192 96 48
veladd 0
randomvel 2
friction 4
scalefactor 0.825
spawnmode spiral
spawnvel 25
blend add
}
//////////////////////////////////
//map debugging
r_part pe_pointfile
{
texture "particles/fteparticlefont.tga"
tcoords 1 97 95 191 256
count 1
scale 50
die 30
alphadelta 0
rgb 255 255 0
}