Difference between revisions of "R part"
From FTE
(should be all of the Q1+extension effects) |
(trails added) |
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** te_spikequad: [[DP_TE_QUADEFFECTS1]]'s TE_SPIKEQUAD | ** te_spikequad: [[DP_TE_QUADEFFECTS1]]'s TE_SPIKEQUAD | ||
** te_superspikequad: [[DP_TE_QUADEFFECTS1]]'s TE_SUPERSPIKEQUAD | ** te_superspikequad: [[DP_TE_QUADEFFECTS1]]'s TE_SUPERSPIKEQUAD | ||
+ | ** te_bfg_bigexplosion: Quake 2's TE_BFG_BIGEXPLOSION (BFG core explosion) | ||
+ | ** te_blasterparticles: Quake 2's TE_BLASTER (blaster projectile impact) | ||
+ | ** te_blaster2: Quake 2's TE_BLASTER2 and TE_FLECHETTE | ||
+ | ** te_greenblood: Quake 2's TE_GREENBLOOD | ||
+ | ** te_moreblood: Quake 2's TE_MOREBLOOD | ||
+ | ** te_tracker_explosion: Quake 2's TE_TRACKER_EXPLOSION | ||
+ | ** te_widowsplash: Quake 2's TE_WIDOWSPLASH | ||
* Beams (effects with a start and end point, such as shaft lightning) | * Beams (effects with a start and end point, such as shaft lightning) | ||
** te_beam: TE_BEAM (Rogue expansion effect) | ** te_beam: TE_BEAM (Rogue expansion effect) | ||
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** te_stream_sunstaff2: Hexen 2 TE_STREAM_SUNSTAFF2 (Crusader's Sunstaff weapon) | ** te_stream_sunstaff2: Hexen 2 TE_STREAM_SUNSTAFF2 (Crusader's Sunstaff weapon) | ||
* Beam end points (point effects end points of beam temporary entity effects) | * Beam end points (point effects end points of beam temporary entity effects) | ||
− | ** te_beam_end: | + | ** te_beam_end: TE_BEAM end point |
− | ** te_lightning1_end: | + | ** te_lightning1_end: TE_LIGHTNING1 end point |
− | ** te_lightning2_end: | + | ** te_lightning2_end: TE_LIGHTNING2 end point |
− | ** te_lightning3_end: | + | ** te_lightning3_end: TE_LIGHTNING3 end point |
− | ** te_grapple_cable_end: | + | ** te_grapple_cable_end: Quake 2 TE_GRAPPLE_CABLE end point |
− | ** te_parasite_attack_end: | + | ** te_parasite_attack_end: Quake 2 TE_PARASITE_ATTACK end point |
+ | * Trails (model trails and effect trails) | ||
+ | ** t_altrocket: Alternate rocket trail, see [[r_rockettrail]] | ||
+ | ** t_gib: EF_GIB model flag (Gib) | ||
+ | ** t_grenade: EF_GRENADE model flag (Grenade) | ||
+ | ** t_rocket: EF_ROCKET model flag (Rocket) | ||
+ | ** t_tracer: EF_TRACER model flag (Scrag projectile) | ||
+ | ** t_tracer2: EF_TRACER2 model flag (Knight projectile) | ||
+ | ** t_tracer3: EF_TRACER3 model flag (Vore projectile) | ||
+ | ** t_zombiegib: EF_ZOMGIB model flag (Zombie gib) | ||
+ | ** t_blastertrail: Quake 2 EF_BLASTER effect (blaster projectile) | ||
+ | ** t_acidball: Hexen 2 EF_ACIDBALL model flag | ||
+ | ** t_bloodshot: Hexen 2 EF_BLOODSHOT model flag | ||
+ | ** t_boneshard: Hexen 2 EF_BONESHARD model flag (Necromancer bone shard projectiles) | ||
+ | ** t_fireball: Hexen 2 EF_FIREBALL model flag | ||
+ | ** t_ice: Hexen 2 EF_ICE model flag | ||
+ | ** t_magicmissile: Hexen 2 EF_MAGICMISSILE model flag (Necromancer magic missiles) | ||
+ | ** t_scarab: Hexen 2 EF_SCARAB model flag (Assassin scarab weapon projectile) | ||
+ | ** t_setstaff: Hexen 2 EF_SETSTAFF model flag | ||
+ | ** t_spit: Hexen 2 EF_SPIT model flag | ||
+ | ** t_spell: Hexen 2 EF_SPELL model flag | ||
+ | ** t_vorpmissile: Hexen 2 EF_VORPMISSILE model flag | ||
* Miscellaneous | * Miscellaneous | ||
+ | ** pe_<c>: NetQuake particle call, c is specific color from call | ||
<br /> | <br /> | ||
Example:<br /> | Example:<br /> |
Revision as of 02:04, 23 November 2005
Syntax: r_part <effectname> { ... }
Defines a particle effect with given properties defined in fields. See Particle Fields.
The following effectnames are special:
- Point effects (effects with a start point and possibly a direction, such as a gunshot)
- te_blob: TE_TAREXPLOSION (Tar baby explosion)
- te_blood: QuakeWorld TE_BLOOD and DP_TE_BLOOD (blood from damage)
- te_explosion: TE_EXPLOSION (rocket and grenade explosion)
- te_gunshot: TE_GUNSHOT (shotgun wall impacts)
- te_knightspike: TE_KNIGHTSPIKE (Hell Knight projectile impact)
- te_lavasplash: TE_LAVASPLASH (Chthon lava splash)
- te_lightningblood: QuakeWorld TE_LIGHTNINGBLOOD (lightning damage)
- te_spike: TE_SPIKE (nailgun nail impact)
- te_superspike: TE_SUPERSPIKE (super nailgun nail impact)
- te_teleportsplash: TE_TELEPORT (teleport and respawn)
- te_wizspike: TE_WIZSPIKE (Scrag projectile impact)
- te_bullet: FTE_PEXT_TE_BULLET's TE_BULLET
- te_superbullet: FTE_PEXT_TE_BULLET's TE_SUPERBULLET
- te_bigexplosion: DarkPlaces TE_BIGEXPLOSION
- te_bloodshower: DP_TE_BLOODSHOWER
- te_cube[_g][_<c>]: DP_TE_PARTICLECUBE, [_g] is with/without gravity from call, c is specific color from call which is optional
- te_explosionquad: DP_TE_QUADEFFECTS1's TE_EXPLOSIONQUAD
- te_flamejet: DP_TE_FLAMEJET
- te_gunshotquad: DP_TE_QUADEFFECTS1's TE_GUNSHOTQUAD
- te_plasma: DarkPlaces TE_PLASMA
- te_rain[_<c>]: DP_TE_PARTICLERAIN, c is specific color from call which is optional
- te_smoke: DarkPlaces TE_SMOKE
- te_snow[_<c>]: DP_TE_PARTICLESNOW, c is specific color from call which is optional
- te_spark: DP_TE_SPARK
- te_spikequad: DP_TE_QUADEFFECTS1's TE_SPIKEQUAD
- te_superspikequad: DP_TE_QUADEFFECTS1's TE_SUPERSPIKEQUAD
- te_bfg_bigexplosion: Quake 2's TE_BFG_BIGEXPLOSION (BFG core explosion)
- te_blasterparticles: Quake 2's TE_BLASTER (blaster projectile impact)
- te_blaster2: Quake 2's TE_BLASTER2 and TE_FLECHETTE
- te_greenblood: Quake 2's TE_GREENBLOOD
- te_moreblood: Quake 2's TE_MOREBLOOD
- te_tracker_explosion: Quake 2's TE_TRACKER_EXPLOSION
- te_widowsplash: Quake 2's TE_WIDOWSPLASH
- Beams (effects with a start and end point, such as shaft lightning)
- te_beam: TE_BEAM (Rogue expansion effect)
- te_lightning1: TE_LIGHTNING1 (Shambler lightning)
- te_lightning2: TE_LIGHTNING2 (player shaft lightning)
- te_lightning3: TE_LIGHTNING3 (Chthon trap lightning)
- te_nexbeam: DarkPlaces TE_TEI_G3 (Nexuiz Nex weapon)
- te_plasmaburn: DP_TE_PLASMABURN
- te_bubbletrail: Quake 2 TE_BUBBLETRAIL (bullet underwater bubble trails)
- te_debugtrail: Quake 2 TE_DEBUGTRAIL
- te_grapple_cable: Quake 2 TE_GRAPPLE_CABLE (CTF grapple weapon)
- te_parasite_attack_end: Quake 2 TE_PARASITE_ATTACK (parasite monster attack)
- te_railtrail: Quake 2 TE_RAILTRAIL or ZQuake's rail trails (railgun)
- te_stream_icechunks: Hexen 2 TE_STREAM_ICECHUNKS
- te_stream_sunstaff: Hexen 2 TE_STREAM_SUNSTAFF (Crusader's Sunstaff weapon)
- te_stream_sunstaff2: Hexen 2 TE_STREAM_SUNSTAFF2 (Crusader's Sunstaff weapon)
- Beam end points (point effects end points of beam temporary entity effects)
- te_beam_end: TE_BEAM end point
- te_lightning1_end: TE_LIGHTNING1 end point
- te_lightning2_end: TE_LIGHTNING2 end point
- te_lightning3_end: TE_LIGHTNING3 end point
- te_grapple_cable_end: Quake 2 TE_GRAPPLE_CABLE end point
- te_parasite_attack_end: Quake 2 TE_PARASITE_ATTACK end point
- Trails (model trails and effect trails)
- t_altrocket: Alternate rocket trail, see r_rockettrail
- t_gib: EF_GIB model flag (Gib)
- t_grenade: EF_GRENADE model flag (Grenade)
- t_rocket: EF_ROCKET model flag (Rocket)
- t_tracer: EF_TRACER model flag (Scrag projectile)
- t_tracer2: EF_TRACER2 model flag (Knight projectile)
- t_tracer3: EF_TRACER3 model flag (Vore projectile)
- t_zombiegib: EF_ZOMGIB model flag (Zombie gib)
- t_blastertrail: Quake 2 EF_BLASTER effect (blaster projectile)
- t_acidball: Hexen 2 EF_ACIDBALL model flag
- t_bloodshot: Hexen 2 EF_BLOODSHOT model flag
- t_boneshard: Hexen 2 EF_BONESHARD model flag (Necromancer bone shard projectiles)
- t_fireball: Hexen 2 EF_FIREBALL model flag
- t_ice: Hexen 2 EF_ICE model flag
- t_magicmissile: Hexen 2 EF_MAGICMISSILE model flag (Necromancer magic missiles)
- t_scarab: Hexen 2 EF_SCARAB model flag (Assassin scarab weapon projectile)
- t_setstaff: Hexen 2 EF_SETSTAFF model flag
- t_spit: Hexen 2 EF_SPIT model flag
- t_spell: Hexen 2 EF_SPELL model flag
- t_vorpmissile: Hexen 2 EF_VORPMISSILE model flag
- Miscellaneous
- pe_<c>: NetQuake particle call, c is specific color from call
Example:
// defines a simple, ugly explosion replacement effect r_part te_explosion { die 1 count 15 alpha 0.7 rgb 255 196 32 rgbdelta -64 -64 -64 scale 20 spawnorg 64 }