heretic2-sdk/Toolkit/Designer/qdtexamples/Sprites_Misc.qdt
1999-03-18 00:00:00 +00:00

304 lines
8.2 KiB
Text

// ----
// Sprites required by misc. world effects.
// ----
$sprdir fx
$spritename puff
$load art/gfx/sprites/s_puff_0.pcx
$spriteframe 0 0 48 48
$load art/gfx/sprites/s_puff_1.pcx
$spriteframe 0 0 48 48
$load art/gfx/sprites/s_puff_2.pcx
$spriteframe 0 0 48 48
$load art/gfx/sprites/s_puff_3.pcx
$spriteframe 0 0 48 48
$load art/gfx/sprites/s_puff_4.pcx
$spriteframe 0 0 48 48
$spritename wfall
$load art/gfx/sprites/s_wfall_0.pcx
$spriteframe 0 0 64 64
$load art/gfx/sprites/s_wfall_1.pcx
$spriteframe 0 0 64 64
$spritename mist
$load art/gfx/sprites/s_mist_0.pcx
$spriteframe 0 0 128 64
$spritename steam
$load art/gfx/sprites/s_steam_0.pcx
$spriteframe 0 0 32 32
$spritename steam_add
$load art/gfx/sprites/s_steam_add.pcx
$spriteframe 0 0 32 32
$spritename steamhalf
$load art/gfx/sprites/s_steamhalf_0.pcx
$spriteframe 0 0 32 16
$spritename waterentryripple
$load art/gfx/sprites/s_waterentryripple.tga
$spriteframe 0 0 64 64
$spritename ripple_add
$load art/gfx/sprites/s_ripple_add.pcx
$spriteframe 0 0 64 64
$spritename waterwake
$load art/gfx/sprites/s_waterwake.pcx
$spriteframe 0 0 64 64
$spritename wake_add
;$load art/gfx/sprites/s_wake_add.pcx
$load art/gfx/sprites/s_waterwake_a.pcx
$spriteframe 0 0 64 64
$spritename scorchmark
$load art/gfx/sprites/s_scorchmark.pcx
$spriteframe 0 0 32 32
$spritename spoo
$load art/gfx/sprites/s_spoo3.tga
$spriteframe 0 0 16 16
$spritename spoo2
$load art/gfx/sprites/s_spoo4.tga
$spriteframe 0 0 16 16
$spritename shadow
$load art/gfx/sprites/shadow.pcx
$spriteframe 0 0 32 32
$spritename relect
$load art/gfx/sprites/relect_shrine.tga
$spriteframe 0 0 64 64
//
$spritename nflame
$load art/gfx/sprites/s_nflame.pcx
$spriteframe 0 0 128 128
$spriteframe 0 0 128 128
// Lens flares.
$spritename halo
$load art/gfx/sprites/s_halo_1.pcx
$spriteframe 0 0 64 64
$load art/gfx/sprites/s_halo_2.pcx
$spriteframe 0 0 64 64
$load art/gfx/sprites/s_halo_3.pcx
$spriteframe 0 0 64 64
$spritename haloblue
$load art/gfx/sprites/s_haloblue.pcx
$spriteframe 0 0 64 64
$spritename halored
$load art/gfx/sprites/s_halored.pcx
$spriteframe 0 0 64 64
$spritename halogreen
$load art/gfx/sprites/s_halo_4.pcx
$spriteframe 0 0 64 64
$spritename fire
$load art/gfx/sprites/s_fire1.pcx
$spriteframe 0 0 32 32
$load art/gfx/sprites/s_fire2.pcx
$spriteframe 0 0 32 32
$load art/gfx/sprites/s_fire3.pcx
$spriteframe 0 0 32 32
$spritename bubble
$load art/gfx/sprites/bubble.tga
$spriteframe 0 0 32 32
$load art/gfx/sprites/beerbub.tga
$spriteframe 0 0 32 32
$load art/gfx/sprites/bludbub.tga
$spriteframe 0 0 32 32
$spritename abubble
$load art/gfx/sprites/abubble.pcx
$spriteframe 0 0 32 32
$spritename waterdrop
$load art/gfx/sprites/jbubble2.tga
$spriteframe 0 0 32 32
; Line segment textures
$spritename redraindrop
$load art/gfx/sprites/l_redraindrop.pcx
$spriteframe 0 0 16 64
$load art/gfx/sprites/l_magraindrop.pcx
$spriteframe 0 0 32 128
$spritename segment_rope
$load art/gfx/sprites/l_segment_rope.tga
$spriteframe 0 0 16 64
$spritename lightning
$load art/gfx/sprites/l_lightning.pcx
$spriteframe 0 0 16 64
$load art/gfx/sprites/l_lightning_2.pcx
$spriteframe 0 0 16 64
$spritename rlightning
$load art/gfx/sprites/l_rlightning.pcx
$spriteframe 0 0 16 64
$load art/gfx/sprites/l_rlightning_2.pcx
$spriteframe 0 0 16 64
$spritename plightning
$load art/gfx/sprites/l_plightning.pcx
$spriteframe 0 0 32 128
$load art/gfx/sprites/l_plightning_2.pcx
$spriteframe 0 0 32 128
$spritename neon
$load art/gfx/sprites/l_neon.pcx
$spriteframe 0 0 16 64
$load art/gfx/sprites/l_neon2.pcx
$spriteframe 0 0 16 64
$load art/gfx/sprites/l_neon3.pcx
$spriteframe 0 0 16 64
$spritename segment_chain
$load art/gfx/sprites/l_segment_chain.tga
$spriteframe 0 0 16 64
$spritename segment_vine
$load art/gfx/sprites/l_segment_vine.tga
$spriteframe 0 0 16 64
$spritename segment_tendril
$load art/gfx/sprites/l_segment_tendril.tga
$spriteframe 0 0 16 64
$spritename hpproj1_1
$load art/gfx/sprites/s_hpproj1_1.tga
$spriteframe 0 0 32 32
$spritename hpproj1_2
$load art/gfx/sprites/s_hpproj1_2.tga
$spriteframe 0 0 32 32
$spritename segment_trail
$load art/gfx/sprites/l_segment_trail.tga
$spriteframe 0 0 16 64
$spritename hp_halo
$load art/gfx/sprites/s_hphalo.pcx
$spriteframe 0 0 64 64
$spritename segment_trail_w
$load art/gfx/sprites/l_segment_trail_w.tga
$spriteframe 0 0 16 64
$spritename segment_trail_wt
$load art/gfx/sprites/l_segment_trail_wt.tga
$spriteframe 0 0 16 64
$spritename segment_trail_y
$load art/gfx/sprites/l_segment_trail_y.tga
$spriteframe 0 0 16 64
$spritename helllaser
$load art/gfx/sprites/l_helllaser.pcx
$spriteframe 0 0 16 64
$load art/gfx/sprites/l_helllaser2.pcx
$spriteframe 0 0 16 64
// Some effects for hit graphics
// Firey line with cool head
$spritename firestreak
$load art/gfx/sprites/l_firestreak.pcx
$spriteframe 0 0 16 64
// Blue sparky line with cool head
$spritename bluestreak
$load art/gfx/sprites/l_bluestreak.pcx
$spriteframe 0 0 16 64
// Blue star-like line for long fx
$spritename bluestar
$load art/gfx/sprites/l_bluestar.pcx
$spriteframe 0 0 16 64
// Line effects for magic missile
$spritename greenlines
$load art/gfx/sprites/l_greenarray1.pcx
$spriteframe 0 0 16 64
$load art/gfx/sprites/l_greenarray2.pcx
$spriteframe 0 0 16 64
// Line effects for firewave (firewall)
$spritename fireline
$load art/gfx/sprites/l_fireline.pcx
$spriteframe 0 0 32 128
// Line effects for ripper ball (unpowered mace ball)
$spritename ballstreak
$load art/gfx/sprites/l_ballstreak1.pcx
$spriteframe 0 0 16 64
$load art/gfx/sprites/l_ballstreak2.pcx
$spriteframe 0 0 16 64
$spritename redexpl
$load art/gfx/sprites/boom1_0.pcx
$spriteframe 0 0 128 128
$load art/gfx/sprites/boom1_1.pcx
$spriteframe 0 0 128 128
$load art/gfx/sprites/boom1_2.pcx
$spriteframe 0 0 128 128
$load art/gfx/sprites/boom1_3.pcx
$spriteframe 0 0 128 128
$load art/gfx/sprites/boom1_4.pcx
$spriteframe 0 0 128 128
$load art/gfx/sprites/boom1_5.pcx
$spriteframe 0 0 128 128
$load art/gfx/sprites/boom1_6.pcx
$spriteframe 0 0 128 128
$load art/gfx/sprites/boom1_7.pcx
$spriteframe 0 0 128 128
$load art/gfx/sprites/boom1_8.pcx
$spriteframe 0 0 128 128
$load art/gfx/sprites/boom1_9.pcx
$spriteframe 0 0 128 128
$load art/gfx/sprites/boom1_10.pcx
$spriteframe 0 0 128 128
$load art/gfx/sprites/boom1_11.pcx
$spriteframe 0 0 128 128
$spritename core_b
$load art/gfx/sprites/halob.pcx
$spriteframe 0 0 64 64
$spritename hp_light
$load art/gfx/sprites/s_hplight.tga
$spriteframe 0 0 64 64
$spritename hp_lightning
$load art/gfx/sprites/hp_lightning.tga
$spriteframe 0 0 16 64
$spritename blood_splat
$load art/gfx/sprites/blood_splat.tga
$spriteframe 0 0 64 64
$spritename crosshair
$load art/gfx/sprites/crosshair1.pcx
$spriteframe 0 0 32 32
$load art/gfx/sprites/crosshair2.pcx
$spriteframe 0 0 32 32
$load art/gfx/sprites/crosshair3.pcx
$spriteframe 0 0 32 32
$spritename segment_trail_buoy
$load art/gfx/sprites/l_segment_buoy.tga
$spriteframe 0 0 16 64
$spritename morc_halo
$load art/gfx/sprites/s_m_halo.pcx
$spriteframe 0 0 64 64