Difference between revisions of "R part"

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(some of these are Tei extensions? no way to track them right now)
(should be all of the Q1+extension effects)
Line 14: Line 14:
 
** te_lightningblood: QuakeWorld TE_LIGHTNINGBLOOD (lightning damage)
 
** te_lightningblood: QuakeWorld TE_LIGHTNINGBLOOD (lightning damage)
 
** te_spike: TE_SPIKE (nailgun nail impact)
 
** te_spike: TE_SPIKE (nailgun nail impact)
** te_teleport: TE_TELEPORT (teleport and respawn)
 
 
** te_superspike: TE_SUPERSPIKE (super 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_wizspike: TE_WIZSPIKE (Scrag projectile impact)
 
** te_bullet: [[FTE_PEXT_TE_BULLET]]'s TE_BULLET
 
** te_bullet: [[FTE_PEXT_TE_BULLET]]'s TE_BULLET
Line 21: Line 21:
 
** te_bigexplosion: DarkPlaces TE_BIGEXPLOSION
 
** te_bigexplosion: DarkPlaces TE_BIGEXPLOSION
 
** te_bloodshower: [[DP_TE_BLOODSHOWER]]
 
** 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_explosionquad: [[DP_TE_QUADEFFECTS1]]'s TE_EXPLOSIONQUAD
 
** te_flamejet: [[DP_TE_FLAMEJET]]
 
** te_flamejet: [[DP_TE_FLAMEJET]]
 
** te_gunshotquad: [[DP_TE_QUADEFFECTS1]]'s TE_GUNSHOTQUAD
 
** te_gunshotquad: [[DP_TE_QUADEFFECTS1]]'s TE_GUNSHOTQUAD
 
** te_plasma: DarkPlaces TE_PLASMA
 
** 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_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_spark: [[DP_TE_SPARK]]
 
** te_spikequad: [[DP_TE_QUADEFFECTS1]]'s TE_SPIKEQUAD
 
** te_spikequad: [[DP_TE_QUADEFFECTS1]]'s TE_SPIKEQUAD

Revision as of 01:37, 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
  • 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: used for TE_BEAM end point
    • te_lightning1_end: used for TE_LIGHTNING1 end point
    • te_lightning2_end: used for TE_LIGHTNING2 end point
    • te_lightning3_end: used for TE_LIGHTNING3 end point
    • te_grapple_cable_end: used for Quake 2 TE_GRAPPLE_CABLE end point
    • te_parasite_attack_end: used for Quake 2 TE_PARASITE_ATTACK end point
  • Miscellaneous


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
}