nuclide/base/particles/fx_impact.cfg
Marco Cawthorne d41b90c081 Base: Give some love to base/
VGUI-Menu: friendList, chat backend, textview class proto
SurfaceProps: Flesh impacts recognition
PropData: BreakModels now use a bodyque to limit possible physics overhead
PMove: falldamage, liquids can now be configured via external decl
NSWeapon: added alternative punchangle based on springs, 'punchSpring X Y Z' in decl
API: Team class management APIS
NSPhysicsEntity: Optimised, optimised, optimised. New cvar: phys_lowspec. Scraping, impact effects etc have been added.
More polish everywhere else
2025-01-02 18:53:55 -08:00

108 lines
1.4 KiB
INI

r_part spark
{
type texturedspark
texture ball
tcoords 1 65 31 95 256 8 32
scale 1
count 8
scalefactor 1
alpha 0.5
die 0.8
rgb 255 115 0
blend add
spawnmode ball
spawnorg 1
spawnvel 100
veladd 100
friction 0.5
gravity 800
}
r_part blackbits
{
type ball
texture ball
tcoords 1 65 31 95 256 8 32
scale 4
count 18
scalefactor 1
alpha 1
die 0.8
rgb 25 25 25
spawnmode ball
spawnorg 1
spawnvel 100
veladd 100
friction 0.3
gravity 800
}
r_part smoke_brown
{
texture ball
tcoords 1 65 31 95 256 8 32
count 3
scale 25
scalefactor 1
die 1
alpha 0.5
rgb 155 90 0
blend add
spawnmode ball
spawnorg 2
spawnvel 20
veladd 20
}
r_part smoke_grey
{
texture ball
tcoords 1 65 31 95 256 8 32
count 3
scale 25
scalefactor 1
die 1
alpha 0.5
rgb 25 25 25
blend add
spawnmode ball
spawnorg 2
spawnvel 20
veladd 20
}
r_part water
{
count 0 0 1
model "sprites/wsplash3.spr" framestart=0 frameend=14 framerate=20 additive
}
r_part slime
{
lighttime 0.5
lightradius 256
lightradiusfade 300
lightrgb 0.0 1.0 0.0
lightrgbfade 0.0 0.0 0.0
}
r_part +slime
{
count 0 0 1
model "sprites/wsplash3.spr" framestart=0 frameend=14 framerate=20 additive
}
r_part lava
{
lighttime 0.5
lightradius 256
lightradiusfade 300
lightrgb 1.0 0.0 0.0
lightrgbfade 0.0 0.0 0.0
}
r_part +lava
{
count 0 0 1
model "sprites/wsplash3.spr" framestart=0 frameend=14 framerate=20 additive
}