Difference between revisions of "R part"

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(trails added)
(misc added)
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** 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_cube[_g][_<c>]: [[DP_TE_PARTICLECUBE]], [_g] is with/without gravity from call, c is specific color 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]]
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** t_spell: Hexen 2 EF_SPELL model flag
 
** t_spell: Hexen 2 EF_SPELL model flag
 
** t_vorpmissile: Hexen 2 EF_VORPMISSILE model flag
 
** t_vorpmissile: Hexen 2 EF_VORPMISSILE model flag
 +
* Emitters (emitting effects)
 +
** ef_entityparticles: NetQuake EF_BRIGHTFIELD
 
* Miscellaneous
 
* Miscellaneous
 +
** pe_pointfile: used with [[pointfile]]
 +
** pe_default: default inherited effect for point effects
 +
** pe_defaulttrail: default inherited effect for trail and beam effects
 +
** pe_size2: inherited effect for effects with a called count > 20
 +
** pe_size3: inherited effect for effects with a called count > 130
 
** pe_<c>: NetQuake particle call, c is specific color from call
 
** pe_<c>: NetQuake particle call, c is specific color from call
 +
** pe2[_<e>]_<c>: Hexen 2 particle2 call, e is specific effect number from call which is optional, c is specific color
 +
** pe3[_<e>]_<c>: Hexen 2 particle3 call, e is specific effect number from call which is optional, c is specific color
 +
** pe4[_<e>]_<c>: Hexen 2 particle4 call, e is specific effect number from call which is optional, c is specific color
 
<br />
 
<br />
 
Example:<br />
 
Example:<br />

Revision as of 02:12, 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 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
  • Emitters (emitting effects)
    • ef_entityparticles: NetQuake EF_BRIGHTFIELD
  • Miscellaneous
    • pe_pointfile: used with pointfile
    • pe_default: default inherited effect for point effects
    • pe_defaulttrail: default inherited effect for trail and beam effects
    • pe_size2: inherited effect for effects with a called count > 20
    • pe_size3: inherited effect for effects with a called count > 130
    • pe_<c>: NetQuake particle call, c is specific color from call
    • pe2[_<e>]_<c>: Hexen 2 particle2 call, e is specific effect number from call which is optional, c is specific color
    • pe3[_<e>]_<c>: Hexen 2 particle3 call, e is specific effect number from call which is optional, c is specific color
    • pe4[_<e>]_<c>: Hexen 2 particle4 call, e is specific effect number from call which is optional, c is specific color


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
}