fte's internal particle sets, available in cfg form

git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@1515 fc73d0e0-1445-4013-8a0c-d673dee63da5
This commit is contained in:
TimeServ 2005-10-20 04:36:35 +00:00
parent 3d861b61e3
commit ed32d953b0
4 changed files with 1328 additions and 0 deletions

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// faithful, by TimeServ
r_part t_gib
{
texture "particles/quake"
step 3
scale 4
die 2
alphachange 0
randomvel 80
veladd 100
colorindex 67 4
gravity 40
spawnorg 3
stains 1
}
r_part t_zomgib
{
texture "particles/quake"
step 6
scale 4
die 2
alphachange 0
randomvel 72
veladd 100
colorindex 67 4
gravity 40
spawnorg 3
stains 1
}
r_part t_tracer3
{
texture "particles/quake"
step 3
scale 4
die 0.3
alphachange 0
colorindex 152 4
spawnorg 8
}
r_part t_tracer
{
texture "particles/quake"
step 3
scale 4
die 0.5
alphachange 0
colorindex 52
citracer
spawnvel 30 0
spawnmode tracer
}
r_part t_tracer2
{
texture "particles/quake"
step 3
scale 4
die 0.5
alphachange 0
colorindex 230
citracer
spawnvel 30 0
spawnmode tracer
}
r_part t_rocket
{
texture "particles/quake"
step 3
scale 4
die 1.2
diesubrand 0.6
rampmode absolute
rampindex 109 1.0
rampindex 107 0.833
rampindex 6 0.667
rampindex 5 0.5
rampindex 4 0.333
rampindex 3 0.167
spawnorg 3
gravity -40
}
r_part t_altrocket
{
texture "particles/quake"
step 3
scale 4
die 1.2
diesubrand 0.6
rampmode absolute
rampindexlist 109 107 6 5 4 3
spawnorg 3
gravity -40
}
r_part t_grenade
{
texture "particles/quake"
step 3
scale 4
die 0.8
diesubrand 0.6
rampmode absolute
rampindex 6 0.667
rampindex 5 0.5
rampindex 4 0.333
rampindex 3 0.167
spawnorg 3
gravity -40
}
r_part pe_size3
{
texture "particles/quake"
count 1
scale 4
veladd 15
die 0.4
alphachange 0
diesubrand 0.4
gravity 40
spawnorg 24
}
r_part pe_size2
{
texture "particles/quake"
count 1
scale 4
veladd 15
die 0.4
alphachange 0
diesubrand 0.4
gravity 40
spawnorg 16
}
r_part pe_default
{
texture "particles/quake"
count 1
scale 4
veladd 15
die 0.4
alphachange 0
diesubrand 0.4
gravity 40
spawnorg 8
}
r_part explode2
{
texture "particles/quake"
count 512
scale 4
alphachange 0
die 0.5333
diesubrand 0.2667
rampmode absolute
rampindexlist 111 110 109 108 107 106 104 102
randomvel 256
gravity 40
friction 1
spawnorg 16
}
r_part te_explosion
{
texture "particles/quake"
count 512
scale 4
die 0.8
diesubrand 0.4
randomvel 256
rampmode absolute
rampindexlist 111 109 107 105 103 101 99 97
gravity 40
friction -4
spawnorg 16
assoc explode2
}
r_part blobexp2b
{
texture "particles/quake"
count 256
scale 4
alphachange 0
die 1.4
colorindex 150 6
gravity 40
friction 4 0
spawnorg 16
randomvel 256
}
r_part blobexp1b
{
texture "particles/quake"
count 256
scale 4
alphachange 0
die 1.4
colorindex 66 6
gravity 40
friction -4 0
spawnorg 16
randomvel 256
assoc blobexp2b
}
r_part blobexp2
{
texture "particles/quake"
count 256
scale 4
alphachange 0
die 1
colorindex 150 6
gravity 40
friction 4 0
spawnorg 16
randomvel 256
assoc blobexp1b
}
r_part te_blob
{
texture "particles/quake"
count 256
scale 4
alphachange 0
die 1
colorindex 66 6
gravity 40
friction -4 0
randomvel 256
spawnorg 16
assoc blobexp2
}
r_part te_teleportsplash
{
texture "particles/quake"
count 896
scale 4
alphachange 0
die 0.34
diesubrand 0.14
colorindex 7 8
gravity 40
up 4
spawnmode telebox
spawnorg 16 28
spawnvel 113
}
r_part te_lavasplash
{
texture "particles/quake"
count 1024
scale 4
alphachange 0
die 2.62
diesubrand 0.62
colorindex 224 8
gravity 40
spawnorg 128 63
spawnvel 113
spawnmode lavasplash
}
r_part pe_defaulttrail
{
texture "particles/quake"
step 3
scale 4
die 0.6
diesubrand 0.6
spawnorg 3
gravity -40
}
r_part pe_pointfile
{
texture "particles/quake"
count 1
scale 4
die 30
alphachange 0
rgb 255 255 0
}

265
engine/partcfgs/highfps.cfg Normal file
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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
}
//the blob tempent is used quite a bit with teamfortress emp grenades.
r_part te_blob
{
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_gunshotsparks
{
texture "particles/spark"
count 1
scale 3
alpha 0.7
die 0.5
randomvel 64
rgb 255 128 0
red 255
green 128
blend add
cliptype te_gunshotsparks
clipcount 1
}
r_part te_gunshot
{
texture "particles/spark"
count 2
scale 3
alpha 0.7
die 0.5
randomvel 64
rgb 255 128 0
cliptype te_gunshotsparks
clipcount 1
blend add
assoc te_gunshotsparks
}
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
alphachange 0
rgb 255 255 0
}

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// minimal, by TimeServ
r_part pe_size3
{
texture "particles/quake"
count 1
die 1
scale 20
scaledelta -20
veladd 25
spawnorg 38
spawnvel 38
scalefactor 0.8
}
r_part pe_size2
{
texture "particles/quake"
count 1
die 1
scale 12
scaledelta -12
veladd 20
spawnorg 16
spawnvel 16
scalefactor 0.8
}
r_part pe_default
{
texture "particles/quake"
count 1
die 1
scale 10
scaledelta -10
veladd 15
spawnorg 10
spawnvel 10
scalefactor 0.8
}
r_part pe_defaulttrail
{
texture "particles/quake"
step 10
die 1
scale 8
scaledelta -8
veladd 15
spawnorg 2
spawnvel 2
scalefactor 0.8
}

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// spikeset, originally by Spike
// with contributions from TimeServ, purplehaze, Jedilamma
// and some others I probably forgot to mention
/////////////////////////////////////////////////
//rocket trails (derived from purplehaze's, with only minor tweeks)
r_part rockettrail
{
texture "particles/smoke.tga"
count 0.25
scale 30
alpha 0.3
die 1.4
diesubrand 0.7
randomvel 1
rgb 255 50 10
rgbdelta -255 -25 -5
gravity -25
scalefactor 1
assoc rocketsmoke
}
r_part t_rocket
{
texture "particles/rfire"
count 0.5
scale 10
alpha 0.6
die 0.25
rgb 255 192 128
rgbdelta -14 -300 -300
blend add
assoc rockettrail
scalefactor 0.8
scaledelta -10
}
r_part rocketsmoke
{
texture "particles/rtrail"
step 8
scale 7.5
alpha 0.8
die 2
randomvel 3
rgb 10 10 10
blend modulate
spawnmode spiral
scalefactor 1
spawnvel 10
}
r_part rockettail
{
texture "particles/rtrail"
step 7
scale 10
alpha 0.3
die 10
randomvel 64
veladd 512
rgb 192 192 192
gravity 100
cliptype rockettail
}
r_part t_altrocket
{
texture "particles/rtrail"
step 4
scale 10
alpha 0.3
die 0.7
randomvel 32
veladd 32
rgb 255 198 128
rgbdelta -64 0 0
gravity -100
blend add
assoc rockettail
}
//TeamFortress railgun (by model - this is also the effect used with the TE_LIGHTNING1 extension)
r_part te_railtrail
{
texture "particles/b_rocket3"
step 15
scale 10
die 1
rgb 255 255 255
blend add
type beam
spawnmode spiral
spawnorg 100 0
cliptype te_railtrail
friction 0.7
}
r_part t_grenade
{
texture "particles/rtrail"
step 10
scale 10
alpha 0.3
die 10
randomvel 32
veladd 16
rgb 128 128 128
rgbdelta 0 0 0
gravity 100
}
//cool's blood trails (cos they're cooler)
r_part t_gib
{
texture "particles/blood"
step 32
scale 64
alpha 0.6
die 1
randomvel 64
veladd 10
rotationspeed 90
rotationstart 0 360
rgb 128 0 0
gravity 200
scalefactor 0.8
scaledelta -10
stains 5
}
r_part t_zomgib
{
texture "particles/blood"
step 64
scale 64
alpha 0.6
die 1
randomvel 64
veladd 10
rotationspeed 90
rotationstart 0 360
rgb 32 0 0
gravity 200
scalefactor 0.8
scaledelta -10
stains 5
}
r_part t_tracer
{
texture "particles/tracer"
scale 15
step 5
alpha 0.6
rgb 192 192 48
die 1
veladd 50
randomvel 50
friction 4
scalefactor 0.825
}
r_part t_tracer2
{
texture "particles/tracer"
scale 15
step 5
alpha 0.6
die 1
rgb 192 96 48
veladd 50
randomvel 50
friction 4
scalefactor 0.825
}
r_part t_tracer3
{
texture "particles/tracer"
scale 10
scaledelta -10
step 5
alpha 0.9
die 0.75
rgb 192 96 192
veladd 20
randomvel 5
spawnmode spiral
spawnvel 60 0
friction 4
scalefactor 0.825
}
//qw blood
r_part te_lightningblood
{
texture "particles/bloodtrail"
count 1
scale 15
alpha 0.3
die 10
randomvel 32
veladd 32
rgb 192 0 0
rgbdelta -128 0 0
gravity 100
friction 1
stains 1
blend add
}
//qw blood
r_part te_blood
{
texture "particles/blood"
count 10
scale 10
alpha 0.3
die 2
randomvel 40
rgb 220 0 0
rgbdelta -100 0 0
gravity 200
stains 2
scalefactor 0.9
rotationstart 0 360
}
//nq blood
r_part pe_73
{
texture "particles/blood"
count 1
scale 20
alpha 0.3
die 2
randomvel 40
rgb 220 0 0
rgbdelta -100 0 0
gravity 200
stains 2
scalefactor 0.9
rotationstart 0 360
}
/////////////////////////////////////////////////
//rocket explosions
r_part randomspark
{
count 1
texture "ball"
rgb 255 128 76
gravity 400
spawnmode ball
die 2
blend add
randomvel 128
cliptype randomspark
type texturedspark
}
r_part insaneshrapnal
{
count 24
texture "ball"
rgb 255 128 76
gravity 400
die 2
blend add
randomvel 512
veladd 1
cliptype randomspark
clipcount 5
type texturedspark
}
r_part ember
{
count 1
texture "particles/explosion"
rgb 255 128 76
alpha 0
scale 15
scalefactor 1
friction 8
gravity 50
die 1
blend add
randomvel 5
veladd 1
rampmode delta //fade it in then out.
ramp 0 0 0 -0.5 0
ramp 0 0 0 0.1 0
ramp 0 0 0 0.1 0
ramp 0 0 0 0.1 0
ramp 0 0 0 0.1 0
ramp 0 0 0 0.1 0
}
//the bits that fly off
r_part expgib
{
cliptype expgib
texture "particles/explosion"
alpha 0
count 16
die 1
randomvel 128
gravity 50
friction 2
emit ember
emitinterval 0.01
spawnmode circle
assoc insaneshrapnal
}
//the heart of the explosion
r_part te_explosion
{
texture "particles/explosion"
count 1
scale 200
scalefactor 1
die 1
rgb 255 128 76
rgbdelta 0 -32 -32
friction 1
blend add
assoc expgib
}
r_part empcentral
{
texture "particles/emp"
count 100
scale 100
alpha 0.4
die 6
veladd -1
rgb 128 128 255
friction 0.2
blend add
assoc shrapnal
spawnmode circle
spawnorg 64
spawnvel 72 0
}
r_part empinner
{
texture "particles/emp"
count 75
scale 100
alpha 0.4
die 4
veladd -1
rgb 128 128 255
friction 0.2
blend add
assoc empcentral
spawnmode circle
spawnorg 8 0
spawnvel 64 0
}
//the blob tempent is used quite a bit with teamfortress emp grenades.
r_part te_blob
{
texture "particles/emp"
count 100
scale 100
alpha 0.4
die 4
veladd -1
rgb 128 255 128
friction 1
blend add
assoc empinner
spawnmode circle
spawnorg 64 0
spawnvel 256 0
}
r_part gunshotsparks
{
scalefactor -3
type texturedspark
texture "ball"
count 5
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
}
r_part te_gunshot
{
texture "particles/smoke"
count 3
scale 25
scalefactor 1
die 0.8
alpha 0.12
rgb 64 64 64
spawnmode ball
spawnorg 2
spawnvel 20
veladd -20
blend add
assoc gunshotsparks
}
r_part te_lavasplash
{
texture "default"
count 654
scale 15
alpha 0.7
die 4
randomvel 64
rgb 255 128 128
gravity 50
blend add
spawnorg 192 64
up 48
}
//////////////////////////////////////////////////
//Teleport splash
//two rings moving upwards, costs less
r_part teleportsplashdown
{
texture "textures/smoke"
count 32
scale 32
scalefactor 1
alpha 0.3
die 1
veladd -52
rgb 255 255 255
friction 1
spawnorg 32 0
spawnmode uniformcircle
}
r_part te_teleportsplash
{
texture "textures/smoke"
count 32
scale 32
scalefactor 1
alpha 0.3
die 1
veladd 52
rgb 255 255 255
friction 1
spawnorg 32 0
spawnmode uniformcircle
assoc teleportsplashdown
}
//flame effect
r_part cu_flame
{
texture "particles/flame"
count 1024
scale 0.4
scalerand 6
scalefactor 1
alpha 0.4
die 0.8
randomvel 4 24
veladd -24
rgb 255 128 76
blend add
up -8
spawnorg 6 0
spawnvel -15 0
}
//flame effect
r_part cu_torch
{
texture "particles/flame"
count 256
scale 3
scalefactor 1
alpha 0.7
die 0.5
randomvel 8
veladd -32
rgb 255 128 76
blend add
spawnmode circle
spawnorg 4 1
spawnvel -12 -8
}
r_part explodesprite
{
texture "particles/flame"
count 180
scale 70
scaledelta -140
scalefactor 1
alpha 0.2
die 0.5
randomvel 23
veladd -20
rgb 255 128 76
blend add
spawnorg 4 1
spawnvel -8 -2
up -8
}
//you'll probably never see this one
r_part ef_entityparticles
{
texture "j"
count 1
scale 15
alpha 0.2
die 0
veladd 16
rgb 255 128 128
blend add
}
// TE_LIGHTNING2 replacement, (c) 2005 TimeServ
// If you steal this GPLed code you will be violating several international laws
// as well as several laws of physics.
r_part tlightningflash
{
spawntime 0.1
spawnchance 0.1
die 0.25
type beam
alpha 1
step 80
scale 14
scaledelta -52
rgb 255 255 255
spawnmode distball
spawnorg 16
spawnparam1 0.5
averageout
nospreadfirst
blend add
}
r_part tlightningglow
{
step 50
scale 35
scalefactor 1
alpha 1
die 0
rgb 1 1 8
blend add
assoc tlightningflash
}
r_part tlightningfade
{
spawntime 0.05
die 0.2
type beam
alpha 2
step 96
scale 1.5
rgb 16 16 64
spawnmode distball
spawnorg 9
spawnparam1 0.9
blend add
averageout
nospreadfirst
assoc tlightningglow
}
r_part te_lightning2
{
die 0
type beam
alpha 2
step 96
scale 4
rgb 196 196 255
spawnmode distball
spawnorg 9
spawnparam1 0.9
blend add
averageout
nospreadfirst
assoc tlightningfade
}
r_part lbolttrail
{
die 0.5
type beam
alpha 2
step 32
scale 1
rgb 196 196 255
rgbdelta -512 -512 -128
spawnmode distball
spawnorg 5
spawnvel 4
spawnparam1 0.5
blend add
}
r_part lbolt
{
die 0.5
count 1
spawnmode circle
spawnvel 2000
spawnorg 1
emit lbolttrail
emitinterval -1
}
r_part lemit
{
die 0.1
count 1
spawnchance 1
emit lbolt
emitinterval 100
spawnchance 0.1
cliptype lemit
clipcount 1
clipbounce 0
}
r_part lflash
{
die 0.1
texture "particles/lflash"
count 1
alpha 1
scale 100
scalefactor 1
scaledelta -500
rgb 255 255 255
blend add
assoc lemit
}
r_part te_lightning2_end
{
die 0.3
alpha 1
count 8
scale 2
rgb 128 128 255
rgbrand 63 63 0
rgbrandsync 1
spawnvel 100
spawnorg 5
blend add
assoc lflash
}
r_part pe_default
{
texture "particles/quake"
count 1
scale 4
veladd 15
die 0.4
alphachange 0
diesubrand 0.4
gravity 40
spawnorg 8
}
r_part pe_defaulttrail
{
texture "particles/quake"
step 12
die 1
scale 10
scaledelta -10
veladd 15
spawnorg 1
scalefactor 0.8
}
r_part pe_pointfile
{
texture "particles/quake"
count 1
scale 50
die 30
alphachange 0
rgb 255 255 0
}
r_effect "progs/s_explod.spr" explodesprite 1
r_effect "progs/flame.spr" explodesprite 1
r_effect "progs/flame2.mdl" cu_flame 1
r_effect "progs/flame.mdl" cu_torch
r_trail progs/e_spike1.mdl te_railtrail