engine/engine/partcfgs/h2part.cfg

1149 lines
22 KiB
INI

//hexen2-compatible particle config
//for the purposes of faithfulness, I'm using uhexen2 (with gl_missile_glows etc set to 0) as a baseline.
//the engine uses the h2part namespace for all hexen2 effects, thus ensuring that the builtin config is loaded.
//specifying this explicitly means that the engine can find these effects properly even if this config is loaded via some name other than h2part.
//this line doesn't affect weak/strong stuff, so r_particledesc will still override builtin ones.
r_part namespace h2part
//transparent sprites look stupid when alpha tested too. really this shouldn't be here, but its needed to override fps_preset stuff...
gl_blendsprites 1
//pe4 effect 255 is reused for the generic
//move the vel to org and ignore the spawn velocity to mimic hexen2's particleexplosion
//colour gets overriden
r_part pe4_255
{
texture "particles/fteparticlefont.tga"
tcoords 1 1 63 63 256 2 64
count 1
scale 4
alpha 0.6
die 0.5
randomvel 256
veladd 0
orgadd 1
rotationspeed 360
rotationstart 0 360
gravity 200
scalefactor 0.8
}
//icemace hitting a monster
r_part pe2_14_145
{
texture "particles/fteparticlefont.tga"
tcoords 1 1 63 63 256 2 64
count 20
scale 4
alpha 1
die 1
randomvel 256
rgb 160 160 240
veladd 0
orgadd 1
rotationspeed 360
rotationstart 0 360
gravity 200
scalefactor 0.8
}
//praevus flame summoning particles
r_part pe2_7 //_427
{
texture "particles/fteparticlefont.tga"
tcoords 1 1 63 63 256 2 64
count 1
scale 4
alpha 3
die 2
randomvel 0
veladd 1
spawnorg 8
spawnvel 0
rotationspeed 360
rotationstart 0 360
gravity 0
scalefactor 0.8
}
//grav. identical to slowgrav. used for the necro's boneshard particle puffs
r_part pe4_1
{
texture "particles/fteparticlefont.tga"
tcoords 1 1 63 63 256 2 64
count 1
scale 6
alpha 1
die 1
randomvel 0
veladd 1
orgadd 0
spawnorg 8
rotationspeed 360
rotationstart 0 360
gravity 200
scalefactor 0.3
}
//slowgrav, used for the assassin's grenade's trail, stupidly enough
r_part pe4_3
{
texture "particles/fteparticlefont.tga"
tcoords 1 1 63 63 256 2 64
count 1
scale 4
alpha 0.6
die 0.5
randomvel 0
veladd 1
orgadd 0
spawnorg 8
rotationspeed 360
rotationstart 0 360
gravity 200
scalefactor 0.8
}
//pt_fastgrav. blood splatters (like in the assassin's tomed set staff when the monster is chained up).
r_part pe4_2
{
texture "particles/fteparticlefont.tga"
tcoords 1 1 63 63 256 2 64
count 1
scale 8
alpha 2
die 1
randomvel 0
veladd 2
orgadd 0
spawnorg 8
rotationspeed 360
rotationstart 0 360
gravity 800
scalefactor 0.8
}
//the 'rocket trail' flag from quake was repurposed in hexen2 for spider gibs
r_part tr_rocket
{
texture "particles/fteparticlefont.tga"
tcoords 1 1 63 63 256 2 64
step 2
scale 4
alpha 0.6
die 1
randomvel 64
veladd 10
rotationspeed 90
rotationstart 0 360
rgb 16 160 16
rgbrand 16 64 16
gravity 200
scalefactor 0.8
}
//used for the meteor staff trail (projectile and gibs)
r_part tr_grenade
{
texture "particles/fteparticlefont.tga"
tcoords 1 1 63 63 256 2 64
step 4
scale 4
alpha 1
die 1
randomvel 8
veladd 10
gravity -40
rotationspeed 360
rotationstart 0 360
rgb 16
rgbrand 48
rgbrandsync 1
scalefactor 0.8
}
//used on ice chunks (paladin ice wand thing)
r_part tr_ice
{
texture "particles/fteparticlefont.tga"
tcoords 1 1 63 63 256 2 64
step 4
scale 4
alpha 0.6
die 1
randomvel 64
veladd 10
rotationspeed 360
rotationstart 0 360
rgb 160 160 240
rgbrand 0 0 0
gravity 200
scalefactor 0.8
}
//hexen2 uses the exact same effect for blood and slightblood, just slightblood is half as dense.
r_part tr_slightblood
{
texture "particles/fteparticlefont.tga"
tcoords 1 1 63 63 256 2 64
step 6
scale 4
alpha 0.6
die 1
randomvel 64
veladd 10
rotationspeed 360
rotationstart 0 360
rgb 240 0 0
rgbrand 0 0 0
gravity 200
scalefactor 0.8
}
r_part tr_blood
{
texture "particles/fteparticlefont.tga"
tcoords 1 1 63 63 256 2 64
step 3
scale 4
alpha 0.6
die 1
randomvel 64
veladd 10
rotationspeed 360
rotationstart 0 360
rgb 240 0 0
rgbrand 0 0 0
gravity 200
scalefactor 0.8
}
r_part tr_bloodshot
{
texture "particles/fteparticlefont.tga"
tcoords 1 1 63 63 256 2 64
step 3
scale 4
alpha 0.6
die 1
randomvel 64
veladd 10
rotationspeed 90
rotationstart 0 360
rgb 200 0 0
rgbdelta -180 0 0
rgbrand 50 0 0
gravity 200
scalefactor 0.8
}
//demoness acid projectile trails
r_part tr_spiderblood
{
texture "particles/fteparticlefont.tga"
tcoords 1 1 63 63 256 2 64
step 4
scale 4
alpha 0.6
die 1
randomvel 64
veladd 10
rotationspeed 90
rotationstart 0 360
rgb 16 160 16
rgbrand 0 0 0
gravity 200
scalefactor 0.4
}
//demoness acid projectile trails
r_part tr_acidball
{
texture "particles/fteparticlefont.tga"
tcoords 1 1 63 63 256 2 64
step 4
scale 4
alpha 0.6
die 1
randomvel 64
veladd 10
rotationspeed 90
rotationstart 0 360
rgb 16 160 16
rgbrand 0 0 0
gravity 200
scalefactor 0.4
lighttime 0
lightshadows 1
lightradius 100 120
lightrgb 0.50 1.00 0.25
}
//hydra spit. generally blackish
r_part tr_spit
{
texture "particles/fteparticlefont.tga"
tcoords 1 1 63 63 256 2 64
step 3
scale 4
alpha 1
die 1
randomvel 5
veladd 10
up 2
rotationspeed 90
rotationstart 0 360
rgb 0 0 0
rgbrand 0 0 0
gravity 0
scalefactor 0.3
lighttime 0
lightshadows 1
lightradius 100 120
lightrgb -2.00 -1.00 -0.25
}
//famine missiles
r_part tr_spell
{
texture "particles/fteparticlefont.tga"
tcoords 1 1 63 63 256 2 64
step 4
scale 4
alpha 1
die 1
randomvel 16
spawnorg 4
spawnvel 2
veladd 64
rotationspeed 90
rotationstart 0 360
rgb 200 32 32
rgbrand 0 0 0
gravity 0
scalefactor 0.3
}
//tomed barbarian weapon2 trail
r_part tr_vorpmissile
{
texture "particles/fteparticlefont.tga"
tcoords 1 1 63 63 256 2 64
step 4
scale 4
alpha 0.6
die 0.5
randomvel 4
spawnorg 32 4
veladd 64
rotationspeed 90
rotationstart 0 360
rgb 128 128 128
rgbrand 0 0 0
gravity 0
scalefactor 0.8
}
//this fades out much faster than regular hexen2. also slightly flies forwards with the missile
r_part tr_magicmissile
{
texture "particles/fteparticlefont.tga"
tcoords 1 1 63 63 256 2 64
step 4
scale 4
alpha 1
die 0.5
randomvel 64
veladd -128
spawnorg 8
rotationspeed 90
rotationstart 0 360
rgb 100 100 160
rgbrand 0 0 0
gravity 200
scalefactor 0.8
}
r_part tr_boneshard
{
texture "particles/fteparticlefont.tga"
tcoords 1 1 63 63 256 2 64
step 4
scale 4
alpha 1
die 0.5
randomvel 64
veladd -128
spawnorg 8
rotationspeed 90
rotationstart 0 360
rgb 200 180 85
rgbrand 0 0 0
gravity 200
scalefactor 0.8
}
//imp fireballs
r_part tr_fireball
{
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
lighttime 0
lightshadows 1
lightradius 100 120
lightrgb 2.00 1.00 0.25
}
r_part +tr_fireball
{
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
}
//assassin weapon4
r_part tr_setstaff
{
texture "particles/fteparticlefont.tga"
tcoords 1 1 63 63 256 2 64
step 2
scale 4
alpha 0.6
die 1
spawnorg 3 5
randomvel 3.5
veladd 10
rotationspeed 90
rotationstart 0 360
rgb 220 200 100
rgbrand 0 0 0
gravity 40
scalefactor 0.8
}
//assassin weapon4's tomed projectile trail thing. barely visible in hexen2. framerate dependant. nasty. this effect is not faithful.
r_part tr_scarab
{
texture "particles/fteparticlefont.tga"
tcoords 1 1 63 63 256 2 64
step 2
scale 4
alpha 0.3
die 0.2
spawnorg 1 2
randomvel 1
veladd 10
rotationspeed 90
rotationstart 0 360
rgb 220 200 100
rgbrand 0 0 0
gravity 40
scalefactor 0.8
}
//generic rain. rgb comes from the gamecode's palette index. blurgh. real men specify things precisely.
r_part te_rain
{
texture "particles/fteparticlefont.tga"
tcoords 1 1 63 63 256 2 64
count 1 2 1
scale 5
alpha 3
die 2
spawnorg 64 64
spawnvel 1
veladd 0.5
rotationspeed 90
rotationstart 0 30
rgb 255 255 255
scalefactor 0.8
}
//Hexen2 triggers various client-side sprite/model effects.
//model term:
//model MODELNAME framestart frameend framerate alpha traileffect
//sprites will always use a fixed alpha (frames should shrink in size or whatever).
//models will fade out gradually, but can be forced to a constant alpha if a negative alpha is used (will be fabsed as needed) if you have a decent animation.
r_part ce_white_smoke_05
{
model models/whtsmk1.spr 0 0 20 0.5
veladd 1
}
r_part ce_white_smoke_10
{
model models/whtsmk1.spr 0 0 10 0.5
veladd 1
}
r_part ce_white_smoke_15
{
model models/whtsmk1.spr 0 0 6.666 0.5
veladd 1
}
r_part ce_white_smoke_20
{
model models/whtsmk1.spr 0 0 5 0.5
veladd 1
}
r_part ce_white_smoke_50
{
model models/whtsmk1.spr 0 0 2 0.5
veladd 1
}
r_part ce_bluespark
{
model models/bspark.spr 0 0 20 1
}
r_part ce_yellowspark
{
model models/spark.spr 0 0 20 1
}
r_part ce_sm_circle_exp
{
model models/fcircle.spr 0 0 20 1
}
r_part ce_bg_circle_exp
{
model models/xplod29.spr 0 0 20 1
}
r_part ce_sm_white_flash
{
model models/sm_white.spr 0 0 20 1
}
r_part ce_white_flash
{
model models/gryspt.spr 0 0 20 0.4
}
r_part ce_yellowred_flash
{
model models/yr_flsh.spr 0 0 20 0.4
}
r_part ce_blue_flash
{
model models/bluflash.spr 0 0 20 0.4
}
r_part ce_sm_blue_flash
{
model models/sm_blue.spr 0 0 20 0.4
}
r_part ce_red_flash
{
model models/redspt.spr 0 0 20 0.4
}
r_part ce_sm_explosion
{
model models/sm_expld.spr 0 0 20 1
}
r_part ce_lg_explosion
{
model models/bg_expld.spr 0 0 20 1
}
r_part ce_floor_explosion
{
model models/fl_expld.spr 0 0 20 1
}
r_part ce_rider_death
{
}
r_part ce_blue_explosion
{
model models/xpspblue.spr 0 0 20 1
}
r_part ce_green_smoke_05
{
model models/grnsmk1.spr 0 0 20 0.5
veladd 1
}
r_part ce_green_smoke_10
{
model models/grnsmk1.spr 0 0 10 0.5
veladd 1
}
r_part ce_green_smoke_15
{
model models/grnsmk1.spr 0 0 6.666 0.5
veladd 1
}
r_part ce_green_smoke_20
{
model models/grnsmk1.spr 0 0 5 0.5
veladd 1
}
// ce_grey_smoke
r_part ce_grey_smoke_15
{
model models/grysmk1.spr 0 0 6.666 0.5
veladd 1
}
r_part ce_red_smoke
{
model models/redsmk1.spr 0 0 6.666 0.5
veladd 1
}
r_part ce_slow_white_smoke
{
model models/whtsmk1.spr 0 0 20 0.5
veladd 1
}
r_part ce_redspark
{
model models/rspark.spr 0 0 20 1
}
r_part ce_greenspark
{
model models/gspark.spr 0 0 20 1
}
r_part ce_telesmk1
{
model models/telesmk1.spr 0 0 15 0.5
veladd 1
}
r_part ce_telesmk2
{
model models/telesmk2.spr 0 0 15 1
veladd 1
}
r_part ce_icehit
{
model models/icehit.spr 0 0 20 0.5
}
r_part ce_medusa_hit
{
model models/medhit.spr 0 0 20 1
}
r_part ce_mezzo_reflect
{
model models/mezzoref.spr 0 0 20 1
}
r_part ce_floor_explosion2
{
model models/flrexpl2.spr 0 0 20 1
}
r_part ce_xbow_explosion
{
model models/xbowexpl.spr 0 0 20 1
}
r_part ce_new_explosion
{
model models/gen_expl.spr 0 0 20 1
}
r_part ce_magic_missile_explosion
{
model models/mm_expld.spr 0 0 20 1
}
// ce_ghost
r_part ce_bone_explosion
{
model models/bonexpld.spr 0 0 20 1
}
//famine teleport effect
r_part ce_redcloud
{
model models/rcloud.spr 0 0 20 1
}
r_part ce_teleporterpuffs
{
// model models/telesmk2.spr 0 0 20 1
}
// ce_teleporterbody
// ce_boneshard
// ce_boneshrapnel
//this is transparent so it doesn't obscure your view
r_part ce_flamestream
{
model models/flamestr.spr 0 0 20 0.4
veladd 1
}
r_part ce_gravitywell
{
spawnmode ball
count 100
spawnorg 128
spawnvel -64
texture "particles/fteparticlefont.tga"
tcoords 1 1 63 63 256 2 64
scale 4
alpha 1
die 2
rotationspeed 90
rotationstart 0 360
rgb 220 200 100
rgbrand 0 0 0
gravity 0
scalefactor 0.4
}
r_part ce_bldrn_expl
{
model models/xplsn_1.spr 0 0 20 1
}
//demoness tomed acid trail
r_part ce_acid_muzzfl
{
model models/muzzle1.spr 0 0 20 0.4
veladd 1
}
r_part ce_acid_hit
{
model models/axplsn_2.spr 0 0 20 1
}
r_part ce_firewall_small
{
model models/firewal1.spr 0 0 20 1
}
r_part ce_firewall_medium
{
model models/firewal5.spr 0 0 20 1
}
r_part ce_firewall_large
{
model models/firewal4.spr 0 0 20 1
}
r_part ce_onfire
{
model models/firewal1.spr 0 0 20 0.4
model models/firewal2.spr 0 0 20 0.4
model models/firewal3.spr 0 0 20 0.4
veladd 1
}
r_part ce_flamewall
{
model models/firewal1.spr 0 0 20 1
veladd 1
}
r_part ce_flamewall2
{
model models/firewal2.spr 0 0 20 0.4
veladd 1
}
r_part ce_lball_expl
{
model models/Bluexp3.spr 0 0 20 1
}
r_part ce_acid_splat
{
model models/axplsn_1.spr 0 0 20 1
}
r_part ce_acid_expl
{
model models/axplsn_5.spr 0 0 20 1
}
r_part ce_fboom
{
model models/fboom.spr 0 0 20 1
}
// ce_chunk
r_part ce_bomb
{
model models/pow.spr 0 0 20 1
}
r_part ce_brn_bounce
{
model models/spark.spr 0 0 20 1
}
r_part ce_lshock
{
model models/vorpshok.mdl 0 0 20 1
}
// ce_flamewall
// ce_flamewall2
r_part ce_floor_explosion3
{
model models/biggy.spr 0 0 20 1
}
r_part ce_boneshard
{
model models/boneshot.mdl 0 1 1 1
rotationspeed 425
veladd 2
}
r_part ce_boneshrapnel
{
model models/boneshrd.mdl 0 1 1 1
rotationspeed 425
veladd 2
}
r_part ce_chunk_greystone
{
model models/schunk1.mdl 0 1 0.25 1
model models/schunk2.mdl 0 1 0.25 1
model models/schunk3.mdl 0 1 0.25 1
model models/schunk4.mdl 0 1 0.25 1
randomvel 210 70 280
spawnorg 0
gravity 800
rotationspeed 425
}
r_part ce_chunk_wood
{
model models/splnter1.mdl 0 1 0.25 1
model models/splnter2.mdl 0 1 0.25 1
model models/splnter3.mdl 0 1 0.25 1
model models/splnter4.mdl 0 1 0.25 1
randomvel 210 70 280
spawnorg 0
gravity 800
rotationspeed 425
}
r_part ce_chunk_metal
{
model models/metlchk1.mdl 0 1 0.25 1
model models/metlchk2.mdl 0 1 0.25 1
model models/metlchk3.mdl 0 1 0.25 1
model models/metlchk4.mdl 0 1 0.25 1
randomvel 210 70 280
spawnorg 0
gravity 800
rotationspeed 425
}
r_part ce_chunk_flesh
{
model models/flesh1.mdl 0 1 0.25 1 tr_bloodshot
model models/flesh2.mdl 0 1 0.25 1 tr_bloodshot
model models/flesh3.mdl 0 1 0.25 1 tr_bloodshot
randomvel 210 70 280
spawnorg 0
gravity 800
rotationspeed 425
}
//r_part ce_chunk_fire
//{
//}
r_part ce_chunk_clay
{
model models/clshard1.mdl 0 1 0.25 1
model models/clshard2.mdl 0 1 0.25 1
model models/clshard3.mdl 0 1 0.25 1
model models/clshard4.mdl 0 1 0.25 1
randomvel 210 70 280
spawnorg 0
gravity 800
rotationspeed 425
}
r_part ce_chunk_leaves
{
model models/leafchk1.mdl 0 1 0.25 1
model models/leafchk2.mdl 0 1 0.25 1
model models/leafchk3.mdl 0 1 0.25 1
randomvel 210 70 280
spawnorg 0
gravity 800
rotationspeed 425
}
r_part ce_chunk_hay
{
model models/hay1.mdl 0 1 0.25 1
model models/hay2.mdl 0 1 0.25 1
model models/hay3.mdl 0 1 0.25 1
randomvel 210 70 280
spawnorg 0
gravity 800
rotationspeed 425
}
r_part ce_chunk_brownstone
{
model models/schunk1.mdl 1 1 0.25 1
model models/schunk2.mdl 1 1 0.25 1
model models/schunk3.mdl 1 1 0.25 1
model models/schunk4.mdl 1 1 0.25 1
randomvel 210 70 280
spawnorg 0
gravity 800
rotationspeed 425
}
r_part ce_chunk_cloth
{
model models/clthchk1.mdl 0 1 0.25 1
model models/clthchk2.mdl 0 1 0.25 1
model models/clthchk3.mdl 0 1 0.25 1
randomvel 210 70 280
spawnorg 0
gravity 800
rotationspeed 425
}
r_part ce_chunk_wood_leaf
{
model models/splnter1.mdl 0 1 0.25 1
model models/splnter2.mdl 0 1 0.25 1
model models/splnter3.mdl 0 1 0.25 1
model models/splnter4.mdl 0 1 0.25 1
model models/leafchk1.mdl 0 1 0.25 1
model models/leafchk2.mdl 0 1 0.25 1
model models/leafchk3.mdl 0 1 0.25 1
randomvel 210 70 280
spawnorg 0
gravity 800
rotationspeed 425
}
r_part ce_chunk_wood_metal
{
model models/splnter1.mdl 0 1 0.25 1
model models/splnter2.mdl 0 1 0.25 1
model models/splnter3.mdl 0 1 0.25 1
model models/splnter4.mdl 0 1 0.25 1
model models/metlchk1.mdl 0 1 0.25 1
model models/metlchk2.mdl 0 1 0.25 1
model models/metlchk3.mdl 0 1 0.25 1
model models/metlchk4.mdl 0 1 0.25 1
randomvel 210 70 280
spawnorg 0
gravity 800
rotationspeed 425
}
r_part ce_chunk_wood_stone
{
model models/splnter1.mdl 0 1 0.25 1
model models/splnter2.mdl 0 1 0.25 1
model models/splnter3.mdl 0 1 0.25 1
model models/splnter4.mdl 0 1 0.25 1
model models/schunk1.mdl 0 1 0.25 1
model models/schunk2.mdl 0 1 0.25 1
model models/schunk3.mdl 0 1 0.25 1
model models/schunk4.mdl 0 1 0.25 1
randomvel 210 70 280
spawnorg 0
gravity 800
rotationspeed 425
}
r_part ce_chunk_metal_stone
{
model models/metlchk1.mdl 0 1 0.25 1
model models/metlchk2.mdl 0 1 0.25 1
model models/metlchk3.mdl 0 1 0.25 1
model models/metlchk4.mdl 0 1 0.25 1
model models/schunk1.mdl 0 1 0.25 1
model models/schunk2.mdl 0 1 0.25 1
model models/schunk3.mdl 0 1 0.25 1
model models/schunk4.mdl 0 1 0.25 1
randomvel 210 70 280
spawnorg 0
gravity 800
rotationspeed 425
}
r_part ce_chunk_metal_cloth
{
model models/metlchk1.mdl 0 1 0.25 1
model models/metlchk2.mdl 0 1 0.25 1
model models/metlchk3.mdl 0 1 0.25 1
model models/metlchk4.mdl 0 1 0.25 1
model models/clthchk1.mdl 0 1 0.25 1
model models/clthchk2.mdl 0 1 0.25 1
model models/clthchk3.mdl 0 1 0.25 1
randomvel 210 70 280
spawnorg 0
gravity 800
rotationspeed 425
}
r_part ce_chunk_webs
{
model models/shard1.mdl 3 1 0.25 -0.5
model models/shard2.mdl 3 1 0.25 -0.5
model models/shard3.mdl 3 1 0.25 -0.5
model models/shard4.mdl 3 1 0.25 -0.5
model models/shard5.mdl 3 1 0.25 -0.5
randomvel 210 70 280
spawnorg 0
gravity 500
rotationspeed 425
}
r_part ce_chunk_glass
{
model models/shard1.mdl 0 1 0.25 1
model models/shard2.mdl 0 1 0.25 1
model models/shard3.mdl 0 1 0.25 1
model models/shard4.mdl 0 1 0.25 1
model models/shard5.mdl 0 1 0.25 1
randomvel 210 70 280
spawnorg 0
gravity 800
rotationspeed 425
}
r_part ce_chunk_ice
{
model models/shard.mdl 0 1 0.25 -0.4 tr_ice
model models/shard.mdl 1 1 0.25 -0.4 tr_ice
rotationspeed 30
randomvel 210 70 280
spawnorg 0
gravity 800
}
r_part ce_chunk_clearglass
{
model models/shard1.mdl 1 1 0.25 -0.5
model models/shard2.mdl 1 1 0.25 -0.5
model models/shard3.mdl 1 1 0.25 -0.5
model models/shard4.mdl 1 1 0.25 -0.5
model models/shard5.mdl 1 1 0.25 -0.5
randomvel 210 70 280
spawnorg 0
gravity 800
rotationspeed 425
}
r_part ce_chunk_redglass
{
model models/shard1.mdl 2 1 0.25 1
model models/shard2.mdl 2 1 0.25 1
model models/shard3.mdl 2 1 0.25 1
model models/shard4.mdl 2 1 0.25 1
model models/shard5.mdl 2 1 0.25 1
randomvel 210 70 280
spawnorg 0
gravity 800
rotationspeed 425
}
r_part ce_chunk_acid
{
model models/sucwp2p.mdl 0 1 0.25 1 tr_acidball
randomvel 210 70 280
spawnorg 0
gravity 800
rotationspeed 425
}
r_part ce_chunk_meteor
{
model models/tempmetr.mdl framestart=0 framecount=1 framerate=0.5 alpha=-1 trail=tr_grenade scalemin=0.30 scalemax=.70 fullbright
randomvel 360
spawnorg 0
gravity 800
rotationspeed 425
}
r_part ce_chunk_greenflesh
{
model models/sflesh1.mdl 0 1 0.25 1 tr_spiderblood
model models/sflesh2.mdl 0 1 0.25 1 tr_spiderblood
model models/sflesh3.mdl 0 1 0.25 1 tr_spiderblood
randomvel 210 70 280
spawnorg 0
gravity 800
rotationspeed 425
}
r_part ce_chunk_bone
{
model models/clshard1.mdl 1 1 0.25 1
model models/clshard2.mdl 1 1 0.25 1
model models/clshard3.mdl 1 1 0.25 1
model models/clshard4.mdl 1 1 0.25 1
randomvel 210 70 280
spawnorg 0
gravity 800
rotationspeed 425
}
r_part ce_fountain
{
texture "particles/fteparticlefont.tga"
tcoords 1 1 63 63 256 2 64
count 1
scale 10
rotationspeed -64 64
scalefactor 1
die 1
alpha 0.2
rgb 128 128 128
rgbdelta 0 -32 -32
blend add
spawnvel 100
veladd 1
gravity 800
}
r_part ce_snow
{
texture "particles/fteparticlefont.tga"
tcoords 1 1 63 63 256 2 64
count 1
scale 30
scaledelta -10
rotationspeed -64 64
scalefactor 1
die 7
alpha 0.2
rgb 255 255 255
rgbdelta 0 -32 -32
friction 0
blend add
veladd 1
gravity 0
flurry 32
}
//eidolon's arena
r_part ce_rain
{
texture "particles/fteparticlefont.tga"
tcoords 1 1 63 63 256 2 64
type texturedspark
count 1
scale 2
scalefactor 1
die 1
alpha 0.2
alphadelta 0
rgb 255 255 255
friction 0
blend add
veladd 1
gravity 0
}
//this teleport effect is nothing like hexen2's. hopefully it'll be acceptable :s
//the down ring
r_part ce_teleporterbody
{
texture "particles/fteparticlefont.tga"
tcoords 193 1 255 63 256
count 32
scale 16
scalefactor 1
alpha 0.3
die 1
veladd -52
rgb 255 255 255
friction 1
spawnorg 32 0
spawnmode uniformcircle
}
//the up ring
r_part +ce_teleporterbody
{
texture "particles/fteparticlefont.tga"
tcoords 193 1 255 63 256
count 32
scale 16
scalefactor 1
alpha 0.3
die 1
veladd 52
rgb 255 255 255
friction 1
spawnorg 32 0
spawnmode uniformcircle
}
//h2part.ce_quake was not loaded
//h2part.ce_ghost was not loaded
//h2part.ce_teleporterbody_1 was not loaded
//h2part.ce_grey_smoke_100 was not loaded
//h2part.ce_chunk_fire was not loaded