Moderators: Nexuiz Moderators, Moderators
Spirit wrote:I would love some "Lo-Fi" particle set. Like reduced to the minimum. Dunno if people would consider that as cheating though?
[size=7]//{quake wizard spike impact
/*
effect TE_WIZSPIKE
count 30
type alphastatic
color 0x372b17 0x73571f
alpha 51 256 512
originjitter 4 4 4
velocityjitter 16 16 16
*/
//}
//{ item respawn effect
//{ flare particle and light
effect TE_WIZSPIKE
countabsolute 1
type static
color 0x63F2EA 0x63f2EA
size 32 32
alpha 128 128 256
lightradius 400
lightradiusfade 200
originoffset 0 0 -30
lightcolor 0.4 0.9 0.9
//{ cloud to hide the inisial object (to hide popup effect)
//Then converge to center
effect TE_WIZSPIKE
count 64
type static
color 0x63F2EA 0x63f2EA
size 32 32
alpha 64 64 256
airfriction 0
liquidfriction 0
originoffset 0 0 -30
originjitter 64 64 64
velocityjitter -64 -64 -64
//}
//{ cloud of particles which expand rapidly
effect TE_WIZSPIKE
count 128
type spark
color 0x63F2EA 0x63f2EA
size 3 3
alpha 64 64 64
airfriction 0
liquidfriction 0
originoffset 0 0 -30
originjitter 16 16 16
velocityjitter 640 640 640
//}
//}
//}
//{quake hell knight fireball impact
/*
effect TE_KNIGHTSPIKE
count 20
type alphastatic
color 0x5f0700 0xcf632b
alpha 51 256 512
originjitter 4 4 4
velocityjitter 16 16 16
*/
//}
//{ laser impact
//{ decal
effect TE_KNIGHTSPIKE
countabsolute 1
type decal
tex 47 47
size 24 24
alpha 256 256 0
originjitter 16 16 16
lightradius 300
lightradiusfade 2000
lightcolor 4 0.2 0.2
//}
//{ flare effect
effect TE_KNIGHTSPIKE
countabsolute 1
type static
tex 39 39
color 0xFF2010 0xFF2010
alpha 256 256 1024
size 24 24
//}
//{ Extra spark layer for long range sparks
effect TE_KNIGHTSPIKE
count 256
type spark
color 0x800000 0xFF8020
alpha 256 256 2048
size 1 1
//bounce 1.5
airfriction 0
liquidfriction 1
//originjitter 32 32 32
velocityjitter 512 512 512
//}
//{ sparks that rapidly expand and rapidly slow down to form an interesting spherical effect
effect TE_KNIGHTSPIKE
count 128
type spark
color 0x800000 0xFF8020
alpha 256 256 1024
size 4 4
//bounce 1.5
airfriction 12
liquidfriction 12
//originjitter 32 32 32
velocityjitter 256 256 256
//}
//}
//{ machinegun bullet impact
//{ bullet impact decal
effect TE_SPIKE
countabsolute 1
type decal
tex 56 59
size 6 8
alpha 256 256 0
originjitter 6 6 6
//}
//{ Pieces of wall comming off
effect TE_SPIKE
type alphastatic
count 20
velocityoffset 0 0 0
velocityjitter 128 128 128
color 0x000000 0x222222
size 1 3
gravity 1
bounce 1.2
tex 0 8
alpha 2048 2048 512
//}
//{ dust/smoke drifting away from the impact
effect TE_SPIKE
count 64
bounce 1.5
type smoke
tex 0 8
color 0x101010 0x202020
size 2 3
gravity 0.01
airfriction 2
liquidfriction 2
alpha 64 128 128
originjitter 4 4 4
velocityjitter 24 24 24
//}
//{ bouncing sparks
effect TE_SPIKE
count 32
type spark
color 0x8f4333 0xfff31b
size 0.4 0.4
alpha 0 256 256
gravity 0.5
bounce 1.5
velocityoffset 0 0 0
velocityjitter 128 128 128
//}
//}
//{ electro combo explosion
//{ decal
effect TE_SPIKEQUAD
countabsolute 1
type decal
tex 59 59
size 24 24
alpha 256 256 0
originjitter 34 34 34
lightradius 100
lightradiusfade 100
lightcolor 2 2.5 6
//}
//{ flare effect
effect TE_SPIKEQUAD
countabsolute 1
type static
tex 38 38
color 0x80C0FF 0x80C0FF
size 24 24
alpha 256 256 256
//}
//{ energy dust
effect TE_SPIKEQUAD
count 32
type static
color 0x2030FF 0x80C0FF
size 1 1
alpha 256 256 128
gravity 0.5
bounce 1.5
airfriction 2
liquidfriction 3
//velocityoffset 0 0 120
velocityjitter 256 256 256
//}
//{ Range Indcator
effect TE_SPIKEQUAD
count 128
type spark
color 0x2030FF 0x80C0FF
size 3 3
alpha 256 256 1024
bounce 1.5
airfriction 4
liquidfriction 64
velocityjitter 1024 1024 1024
//}
//}
/*
//{inner cloud of smoke
effect TE_SPIKEQUAD
count 0.25
type smoke
color 0x202020 0x404040
tex 0 8
size 24 24
alpha 256 256 256
originjitter 20 20 20
velocityjitter 32 32 32
//}
*/
//{ quake effect
// decal
effect TE_SUPERSPIKE
countabsolute 1
type decal
tex 56 59
size 3 3
alpha 256 256 0
originjitter 6 6 6
// dust/smoke drifting away from the impact
effect TE_SUPERSPIKE
count 8
type smoke
tex 0 8
color 0x101010 0x202020
size 3 3
alpha 0 256 512
originjitter 2 2 2
velocityjitter 8 8 8
// sparks that disappear on impact
effect TE_SUPERSPIKE
count 30
type spark
color 0x8f4333 0xfff31b
size 0.4 0.4
alpha 0 256 768
gravity 1
bounce -1
velocityoffset 0 0 80
velocityjitter 64 64 64
//}
//{ quake effect
// decal
effect TE_SUPERSPIKEQUAD
countabsolute 1
type decal
tex 56 59
size 3 3
alpha 256 256 0
originjitter 6 6 6
lightradius 100
lightradiusfade 500
lightcolor 0.15 0.15 1.5
// dust/smoke drifting away from the impact
effect TE_SUPERSPIKEQUAD
count 8
type smoke
tex 0 8
color 0x101010 0x202020
size 3 3
alpha 0 256 512
originjitter 2 2 2
velocityjitter 8 8 8
// sparks that disappear on impact
effect TE_SUPERSPIKEQUAD
count 30
type spark
color 0x8f4333 0xfff31b
size 0.4 0.4
alpha 0 256 768
gravity 1
bounce -1
velocityoffset 0 0 80
velocityjitter 64 64 64
//}
//{ shotgun pellet impact
//{ decal
effect TE_GUNSHOT
countabsolute 1
type decal
tex 56 59
size 8 12
alpha 256 256 0
originjitter 6 6 6
//}
//{ dust/smoke drifting away from the impact
effect TE_GUNSHOT
count 15
bounce 1.5
type smoke
tex 0 8
color 0x101010 0x202020
size 4 5
gravity 0.01
airfriction 2
liquidfriction 8
alpha 64 128 64
originjitter 4 4 4
velocityjitter 24 24 24
//
//{ Pieces of wall comming off
effect TE_GUNSHOT
type alphastatic
count 32
velocityoffset 0 0 0
velocityjitter 128 128 128
color 0x000000 0x222222
size 2 3
gravity 1
bounce 1.1
tex 0 8
alpha 2048 2048 512
//}
//{ bouncing sparks
effect TE_GUNSHOT
count 20
type spark
color 0x8f4333 0xfff31b
size 0.4 0.4
alpha 0 64 64
gravity 0.5
bounce 1.5
velocityoffset 0 0 0
velocityjitter 128 128 128
//}
//}
//{ quake effect
/*
// decal
effect TE_GUNSHOTQUAD
countabsolute 1
type decal
tex 56 59
size 3 3
alpha 256 256 0
originjitter 6 6 6
lightradius 100
lightradiusfade 500
lightcolor 0.15 0.15 1.5
// dust/smoke drifting away from the impact
effect TE_GUNSHOTQUAD
count 4
type smoke
tex 0 8
color 0x101010 0x202020
size 3 3
alpha 0 256 512
originjitter 2 2 2
velocityjitter 8 8 8
// sparks that disappear on impact
effect TE_GUNSHOTQUAD
count 15
type spark
color 0x8f4333 0xfff31b
size 0.4 0.4
alpha 0 256 768
gravity 1
bounce -1
velocityoffset 0 0 80
velocityjitter 64 64 64
*/
//}
//{ crylink impact effect
// decal
effect TE_GUNSHOTQUAD
countabsolute 1
type decal
tex 47 47
size 8 8
alpha 256 256 0
originjitter 12 12 12
lightradius 100
lightradiusfade 1000
lightcolor 1 1 1
// purple flare effect
effect TE_GUNSHOTQUAD
countabsolute 1
type static
tex 39 39
color 0x504060 0x504060
size 8 8
alpha 256 256 512
// purple sparks
effect TE_GUNSHOTQUAD
count 12
type spark
color 0xA040C0 0xFFFFFF
size 1 1
alpha 128 128 384
gravity 1
bounce 1.5
velocityoffset 0 0 80
velocityjitter 128 128 128
//}
//{ mortar/hagar explosion (smaller than rocket)
//{ decal
effect TE_EXPLOSION
countabsolute 1
type decal
tex 8 16
size 24 24
alpha 192 128 0
originjitter 40 40 40
lightradius 500
lightradiusfade 5000
lightcolor 1 0.5 0.125
//}
//{ flare effect
effect TE_EXPLOSION
countabsolute 1
type static
tex 35 37
color 0x404040 0x404040
size 48 48
alpha 64 32 256
//}
//{ fire effect which expands then slows
effect TE_EXPLOSION
notunderwater
count 128
type static
tex 48 55
color 0x902010 0xFFD080
size 16 16
alpha 64 32 348
bounce 2
airfriction 8
liquidfriction 32
originjitter 8 8 8
velocityjitter 512 512 512
//}
//{ underwater bubbles
effect TE_EXPLOSION
underwater
count 32
type bubble
tex 62 62
color 0x404040 0x808080
size 3 3
alpha 128 256 64
gravity -0.125
bounce 1.5
liquidfriction 0.25
originjitter 16 16 16
velocityjitter 96 96 96
//}
//{ bouncing sparks
effect TE_EXPLOSION
notunderwater
count 32
type spark
color 0x903010 0xFFD030
size 1 1
alpha 256 0 256
gravity 1
airfriction 0.5
bounce 1.5
liquidfriction 1.0
velocityoffset 0 0 80
velocityjitter 700 700 700
/*
//}
//}
//{ experimental black smoke
effect TE_EXPLOSION
count 32
type alphastatic
tex 0 8
color 0x000000 0x000000
size 32 32
alpha 128 256 512
bounce 1.5
airfriction 5
liquidfriction 5
originjitter 10 10 10
velocityjitter 256 256 256
*/
//}
//{ experimental debris
/*
effect TE_EXPLOSION
count 32
type alphastatic
tex 0 8
color 0x202020 0x404040
size 2 4
alpha 128 256 128
gravity 1
airfriction 0.4
bounce 1.5
liquidfriction 0.8
velocityoffset 0 0 80
velocityjitter 256 256 256
*/
//}
//{ experimental dark smoke
/*
effect TE_EXPLOSION
count 16
type alphastatic
tex 0 8
color 0x101010 0x202020
size 32 32
alpha 128 256 256
airfriction 2
liquidfriction 2
originjitter 24 24 24
velocityjitter 64 64 64
*/
//}
//{ quake effect
// decal
effect TE_EXPLOSIONQUAD
countabsolute 1
type decal
tex 8 16
size 48 48
alpha 256 256 0
originjitter 40 40 40
lightradius 350
lightradiusfade 700
lightcolor 4 2 8
// smoke cloud
effect TE_EXPLOSIONQUAD
notunderwater
count 32
type smoke
color 0x202020 0x404040
tex 0 8
size 12 12
alpha 32 32 64
velocityjitter 48 48 48
// underwater bubbles
effect TE_EXPLOSIONQUAD
underwater
count 32
type bubble
tex 62 62
color 0x404040 0x808080
size 3 3
alpha 128 256 64
gravity -0.125
bounce 1.5
liquidfriction 0.25
originjitter 16 16 16
velocityjitter 96 96 96
// sparks which go through walls
effect TE_EXPLOSIONQUAD
notunderwater
count 128
type spark
color 0x903010 0xFFD030
size 1 1
alpha 0 256 512
gravity 1
airfriction 0.2
liquidfriction 0.8
velocityoffset 0 0 80
velocityjitter 256 256 256
//}
//{ quake effect
// decal
effect TE_TAREXPLOSION
countabsolute 1
type decal
tex 8 16
size 48 48
alpha 256 256 0
originjitter 40 40 40
lightradius 600
lightradiusfade 1200
lightcolor 1.6 0.8 2
// smoke cloud
effect TE_TAREXPLOSION
notunderwater
count 32
type smoke
color 0x202020 0x404040
tex 0 8
size 12 12
alpha 32 32 64
velocityjitter 48 48 48
// underwater bubbles
effect TE_TAREXPLOSION
underwater
count 32
type bubble
tex 62 62
color 0x404040 0x808080
size 3 3
alpha 128 256 64
gravity -0.125
bounce 1.5
liquidfriction 0.25
originjitter 16 16 16
velocityjitter 96 96 96
// sparks which go through walls
effect TE_TAREXPLOSION
notunderwater
count 128
type spark
color 0x903010 0xFFD030
size 1 1
alpha 0 256 512
gravity 1
airfriction 0.2
liquidfriction 0.8
velocityoffset 0 0 80
velocityjitter 256 256 256
//}
//{ bloody impact effect indicating damage
effect TE_BLOOD
count 0.333
type blood
tex 24 32
size 8 8
alpha 256 256 64
bounce -1
airfriction 1
liquidfriction 4
velocityjitter 64 64 64
velocitymultiplier 1
//}
//{ sparks (quake effect)
effect TE_SPARK
count 1
type spark
color 0x8f4333 0xfff31b
size 0.4 0.4
alpha 0 256 768
gravity 1
bounce -1
velocityoffset 0 0 80
velocityjitter 64 64 64
velocitymultiplier 1
//}
//{ nex impact
//{ decal
effect TE_PLASMABURN
countabsolute 1
type decal
tex 47 47
size 12 12
alpha 256 256 0
originjitter 16 16 16
lightradius 500
lightradiusfade 1000
lightcolor 1 1 1
//}
//{ flare effect
effect TE_PLASMABURN
countabsolute 1
type static
tex 37 37
color 0x80C0FF 0x80C0FF
size 12 12
alpha 256 256 512
/*
//}
//}
//{ experimental
effect TE_PLASMABURN
count 64
type static
color 0x2030FF 0x80C0FF
size 2 4
alpha 256 256 512
bounce 1.5
airfriction 8
liquidfriction 8
velocityjitter 512 512 512
*/
// small sparks which form a sphere as they slow down
effect TE_PLASMABURN
count 256
type spark
color 0x2030FF 0x80C0FF
size 2 4
alpha 256 256 1024
bounce 2
airfriction 8
liquidfriction 8
velocityjitter 256 256 256
//}
//{ quake effect
effect TE_SMALLFLASH
lightradius 200
lightradiusfade 1000
lightcolor 2 2 2
//}
//{ quake effect
effect TE_FLAMEJET
count 1
type smoke
color 0x6f0f00 0xe3974f
size 4 4
alpha 64 128 384
gravity -1
bounce 1.1
airfriction 1
liquidfriction 4
velocityjitter 128 128 128
velocitymultiplier 1
//}
//{ quake effect
effect TE_LAVASPLASH
count 64
type alphastatic
color 0x6f0f00 0xe3974f
size 12 12
alpha 256 256 256
gravity 0.05
originoffset 0 0 32
originjitter 128 128 32
velocityoffset 0 0 256
velocityjitter 128 128 0
//}
//{ player teleport effect
effect TE_TELEPORT
count 128
type static
color 0xA0A0A0 0xFFFFFF
size 10 10
alpha 64 128 256
airfriction 1
liquidfriction 4
originoffset 0 0 28
originjitter 16 16 28
velocityjitter 256 256 256
//}
//{ nex beam
effect TE_TEI_G3
countabsolute 1
type beam
tex 60 60
color 0xFFFFFF 0xFFFFFF
size 4 5
alpha 128 128 512
/*
//}
//{ experimental
effect TE_TEI_G3
trailspacing 2
type static
color 0x202020 0x404040
size 1 1
alpha 256 256 512
airfriction -4
liquidfriction -4
velocityjitter 8 8 8
*/
//}
//{ experimental
/*
effect TE_TEI_G3
trailspacing 1
type static
tex 0 8
color 0x202020 0x404040
size 1 1
sizeincrease 1
alpha 256 256 128
gravity -0.01
//bounce 1.5
//airfriction 4
//liquidfriction 4
//velocityoffset 0 0 80
//velocityjitter 4 4 4
*/
//}
//{ smokze effect
effect TE_TEI_SMOKE
count 0.333
type smoke
color 0x202020 0x404040
tex 0 8
size 1 1
alpha 256 256 512
originjitter 1.5 1.5 1.5
velocityjitter 6 6 6
velocitymultiplier 1
//}
//{ rocket explosion (bigger than mortar and hagar)
//{ decal
effect TE_TEI_BIGEXPLOSION
countabsolute 1
type decal
tex 8 16
size 72 72
alpha 256 256 0
originjitter 40 40 40
lightradius 1000
lightradiusfade 5000
lightcolor 4 2 0.5
//}
//{ flare effect
effect TE_TEI_BIGEXPLOSION
countabsolute 1
type static
tex 35 37
color 0x404040 0x404040
size 36 36
alpha 64 64 64
//}
//{ smoke effect
effect TE_TEI_BIGEXPLOSION
notunderwater
bounce 2
count 512
type smoke
tex 0 8
color 0x303030 0x606060
size 42 42
alpha 16 8 16
airfriction 16
liquidfriction 64
originjitter 8 8 8
velocityjitter 2048 2048 2048
//}
//{ fire effect
effect TE_TEI_BIGEXPLOSION
notunderwater
bounce 2
count 256
type static
tex 48 55
color 0x902010 0xFFD080
size 24 24
alpha 32 16 128
airfriction 16
liquidfriction 64
originjitter 8 8 8
velocityjitter 2048 2048 2048
//}
//{ underwater bubbles
effect TE_TEI_BIGEXPLOSION
underwater
count 64
type bubble
tex 62 62
color 0x404040 0x808080
size 3 3
alpha 128 64 64
gravity -0.125
bounce 1.5
liquidfriction 0.25
originjitter 16 16 16
velocityjitter 144 144 144
//}
//{ bouncing sparks
effect TE_TEI_BIGEXPLOSION
notunderwater
count 256
type spark
color 0x903010 0xFFD030
size 1 1
alpha 256 0 512
gravity 1
airfriction 0.5
bounce 1.5
liquidfriction 1.0
velocityoffset 0 0 80
velocityjitter 1024 1024 1024
//}
//}
//{ electro explosion
//{ decal
effect TE_TEI_PLASMAHIT
countabsolute 1
type decal
tex 59 59
size 32 32
alpha 256 256 0
originjitter 20 20 20
lightradius 800
lightradiusfade 2400
lightcolor 1.2 2.4 4
//}
//{ flare effect
effect TE_TEI_PLASMAHIT
countabsolute 1
type static
tex 38 38
color 0x80C0FF 0x80C0FF
size 16 16
alpha 256 256 1024
//}
//{ cloud of bouncing sparks
effect TE_TEI_PLASMAHIT
count 1
type spark
color 0x2030FF 0x80C0FF
size 1 1
alpha 256 256 1500
//gravity 1
bounce 2
//velocityoffset 0 0 120
velocityjitter 512 512 512
/*
//}
//{ inner cloud of smoke
effect TE_TEI_PLASMAHIT
count 0.25
type smoke
color 0x202020 0x404040
tex 0 8
size 24 24
alpha 256 256 512
originjitter 20 20 20
velocityjitter 16 16 16
*/
//}
//}
//{ rocket trail
//{ smoke
effect TR_ROCKET
trailspacing 3
type smoke
color 0x303030 0x606060
tex 0 8
size 12 12
alpha 32 32 32
lightradius 400
lighttime 0
lightcolor 0.75 0.375 0.125
//}
//{ smoke black
effect TR_ROCKET
notunderwater
trailspacing 24
type alphastatic
color 0x000000 0x000000
tex 0 8
size 48 48
alpha 48 32 8
airfriction 0.5
velocityjitter 8 8 8
originjitter 1 1 1
//}
//{ fire
effect TR_ROCKET
notunderwater
trailspacing 3
type static
color 0x801010 0xFFA020
tex 0 8
size 8 8
alpha 144 144 700
velocityjitter 20 20 20
velocitymultiplier -0.25
//}
//{ bubbles
effect TR_ROCKET
underwater
trailspacing 8
type bubble
tex 62 62
color 0x404040 0x808080
size 1 1
alpha 256 256 256
gravity -0.125
bounce 1.5
liquidfriction 4
velocityjitter 16 16 16
//}
//}
//{ grenade trail
// smoke
effect TR_GRENADE
notunderwater
trailspacing 3
type smoke
color 0x303030 0x606060
tex 0 8
size 3 3
alpha 16 16 16
// bubbles
effect TR_GRENADE
underwater
trailspacing 16
type bubble
tex 62 62
color 0x404040 0x808080
size 1 1
alpha 256 256 256
gravity -0.125
bounce 1.5
liquidfriction 4
velocityjitter 16 16 16
//}
//{ normal super gorey blood trail (used by gibs)
effect TR_BLOOD
trailspacing 16
type blood
color 0xFFFFFF 0xFFFFFF
tex 24 32
size 8 8
alpha 384 384 192
bounce -1
airfriction 1
liquidfriction 4
velocityjitter 64 64 64
velocitymultiplier 0.5
//}
//{ thinner blood trail (used by quake zombies)
effect TR_SLIGHTBLOOD
trailspacing 32
type blood
color 0xFFFFFF 0xFFFFFF
tex 24 32
size 8 8
alpha 384 384 192
bounce -1
airfriction 1
liquidfriction 4
velocityjitter 64 64 64
velocitymultiplier 0.5
//}
//{ quake effect
effect TR_WIZSPIKE
trailspacing 3
type alphastatic
color 0x372b17 0x73571f
size 2 2
alpha 64 64 192
//}
//{ quake effect
effect TR_KNIGHTSPIKE
trailspacing 3
type alphastatic
color 0x5f0700 0xcf632b
size 2 2
alpha 64 64 192
//}
//{ quake effect
effect TR_VORESPIKE
trailspacing 3
type alphastatic
color 0x502030 0x502030
size 3 3
alpha 64 64 96
lightradius 200
lighttime 0
lightcolor 1.2 0.5 1.0
//}
//{ electro trail
// smokey sparky thing
effect TR_NEXUIZPLASMA
trailspacing 4
type static
color 0x283880 0x283880
size 4 4
alpha 256 256 1024
velocityjitter 16 16 16
lightradius 500
lighttime 0
lightcolor 0.3 0.6 1.0
velocitymultiplier -0.1
//}
//{ quake effect
effect EF_FLAME
count 300
type smoke
color 0x6f0f00 0xe3974f
size 4 4
alpha 64 128 384
gravity -1
airfriction 1
liquidfriction 4
velocityjitter 128 128 128
lightradius 200
lighttime 0
lightcolor 2 1.5 0.5
//}
//{ quake effect
effect EF_STARDUST
count 75
type static
color 0xfff368 0xfff368
size 1.0 2.0
alpha 64 128 128
gravity -0.1
airfriction 0.2
liquidfriction 0.8
originjitter 16 16 64
velocityjitter 32 32 0
//lightradius 200
//lighttime 0
//lightcolor 0.4 0.9 0.9
//}
[/size]
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