mirror of
https://github.com/nzp-team/fteqw.git
synced 2024-11-26 22:01:50 +00:00
589b09ae1d
reworked a few q2 particle effects. q2 should feel a bit better now. by no means complete. ssqcless csqc should have time progressing. q3ui+console should be a bit less stupid. stripped old huffman code. copied over from ioquake3. should help avoid bugs in that shit. system mouse cursor should now always be hidden when running windowed. soft-cursor only. added bindlist.lst feature. particle system can now support weighted/randomized sounds. model command now more verbose, and supports renderflags. renamed debugger cvar to pr_debugger, in the hopes that it'll be easier to find. also added to menu a little more visibly in a politically-motivated move. fix q2+viewsize 30 'high' particles now have scrag+hknight impact effects. perhaps I overdid the scrag one. fixed q2 player icons on the scoreboard. added q3bsp_surf_meshcollision_* cvars. dedicated servers now use the same bsp etc loading code as clients. the dedicated-server-only stuff is no longer needed, which is a good thing because it seemed a little buggy last time I tried. split vertex+fragment shader compilation, for systems that secretly thread that. git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4651 fc73d0e0-1445-4013-8a0c-d673dee63da5
158 lines
2.6 KiB
INI
158 lines
2.6 KiB
INI
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r_part pe_default
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{
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texture "classicparticle"
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tcoords 0 0 16 16 32
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count 1
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scale 1
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alpha 1
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die 0.3 0.8
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randomvel 20
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orgadd 0 31
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spawnorg 4
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gravity 40
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scalefactor 0.8
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}
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r_part q2_smoke
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{
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count 0 0 1
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model "models/objects/smoke/tris.md2" framestart=0 frameend=4 framerate=10 alpha=1
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}
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r_part q2_smokeandflash
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{
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count 0 0 1
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model "models/objects/flash/tris.md2" framestart=0 frameend=2 framerate=10 alpha=-1 fullbright
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assoc q2_smoke
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}
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r_part teq2_gunshot /*machinegun*/
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{
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texture "classicparticle"
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tcoords 0 0 16 16 32
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count 40
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scale 1
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alpha 1
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die 0.3 0.8
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randomvel 20
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orgadd 0 31
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spawnorg 4
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gravity 40
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scalefactor 0.8
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colorindex 0 7
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/*smoke puff models*/
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assoc q2_smokeandflash
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/*low chance of various sounds*/
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sound world/ric1.wav 1 1 0 0 1
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sound world/ric2.wav 1 1 0 0 1
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sound world/ric3.wav 1 1 0 0 1
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sound "" 1 1 0 0 12
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}
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r_part teq2_shotgun /*shotgun... duh*/
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{
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texture "classicparticle"
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tcoords 0 0 16 16 32
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count 20
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scale 1
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alpha 1
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die 0.3 0.8
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randomvel 20
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orgadd 0 31
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spawnorg 4
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gravity 40
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scalefactor 0.8
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colorindex 0 7
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/*smoke puff models*/
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assoc q2_smokeandflash
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}
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r_part teq2_blood
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{
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texture "classicparticle"
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tcoords 0 0 16 16 32
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count 60
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scale 1
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alpha 1
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die 0.3 0.8
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randomvel 20
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orgadd 0 31
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spawnorg 4
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gravity 40
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scalefactor 0.8
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colorindex 232 7
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}
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r_part q2_blasterpuff
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{
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count 0 0 1
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model "models/objects/explode/tris.md2" framestart=0 frameend=4 framerate=10 alpha=1 orient additive fullbright noshadow
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}
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r_part teq2_blaster
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{
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texture "classicparticle"
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tcoords 0 0 16 16 32
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count 60
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scale 1
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alpha 1
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die 0.3 0.8
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randomvel 40
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orgadd 0 15
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veladd 30
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spawnorg 4
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gravity 40
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scalefactor 0.8
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colorindex 0xe0 7
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assoc q2_blasterpuff /*the model*/
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lightradius 150
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lightradiusfade 400
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lightrgb 1 1 0
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lightshadows 0
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sound "weapons/lashit.wav" 1 1 0 0
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}
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r_part TR_BLASTERTRAIL
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{
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texture "classicparticle"
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tcoords 0 0 16 16 32
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scale 0.5
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alpha 1
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scalefactor 0.8
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step 5
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spawnorg 1
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randomvel 5
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die 0.3 0.5
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colorindex 0xe0
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}
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r_part TR_RAILTRAIL
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{
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/*blue spiral*/
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texture "classicparticle"
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tcoords 0 0 16 16 32
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scale 0.5
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alpha 1
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scalefactor 0.8
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step 1
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spawnmode spiral 64
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spawnorg 3
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spawnvel 6
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die 1 1.2
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colorindex 116 7
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sound "weapons/railgf1a.wav" 1 1 0 0
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}
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r_part +TR_RAILTRAIL
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{
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/*grey filler*/
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texture "classicparticle"
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tcoords 0 0 16 16 32
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scale 0.5
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alpha 1
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scalefactor 0.8
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step 0.75
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spawnorg 3
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spawnvel 3
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die 0.6 0.8
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colorindex 0 15
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}
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