Tweaking particle settings ...

Post anything to do with editing Nexuiz here. Whether its problems you've had, questions, or if you just want to show off your work.

Moderators: Nexuiz Moderators, Moderators

Should I rework the partcile looks

Yes they are bad !
1
8%
Yes, they could use an update.
4
31%
They are fine...
5
38%
They rock! Don't touch them!
3
23%
I don't use particles
0
No votes
 
Total votes : 13

Fri Jun 16, 2006 5:51 am

  • Personally I hated the original Nexuiz 2.0 Rocket explosion, so I sought the configuration file, and now i'm able to adjuct it...
    I was wondering if there where more peaple who feel about this the same way. (If there are, i could try to rework the entire particle configuration to make it look really good)
    Currently it's looking OK, but atm it's relativly distracting :)
    (If you want a screenshot please, to lazy to take one atm :D)
    (Note i'm not an official dev or something)
    Qantourisc
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Fri Jun 16, 2006 7:54 am

  • Well yeah post some screenies and give the stuff to the community so that everyone can test and judge for themselves.
    bleach->aneurysm->straledm5->dieselpower->space-fun->o-fun->runningman->runningman1on1->aggressor(conversion)->soylent->bloodprison->bluesky->ruiner->reslimed->strength
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    Strahlemann
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Fri Jun 16, 2006 10:32 am

  • well i use only sparks and smoke and thats only because i can't figure out how to disable smoke.
    dfkgmasdfnasodrg
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Fri Jun 16, 2006 11:42 am

Fri Jun 16, 2006 11:50 am

  • Goto whereever /Nexuiz/Data/*.pk3 is stored, unzip them remove the original *.pk3 packeges (this way you are sure he is going to use the extracted data) edit effectinfo.txt.

    Ok i'll work in it some more so they look beautifull, and are not to distracting (currently mine look OK, but they also drop your fps like a brick :D)
    Qantourisc
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Fri Jun 16, 2006 12:33 pm

  • Goto whereever /Nexuiz/Data/*.pk3 is stored, unzip them remove the original *.pk3 packeges (this way you are sure he is going to use the extracted data) edit effectinfo.txt.

    nope, you can just extract the effectinfo.txt, edit this, and it will use the extracted file and not the one inside the pk3 file
    IRC quote:
    [kojn] I've been coming a bit more recently
    [kojn] she took it the dirty way
    GreEn`mArine
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Fri Jun 16, 2006 2:01 pm

  • usefull :) anyhows: here is my current attempt...
    Do note this won't work with a low fps ... because my explosions are FAST (typcical effect only last 0.1 second,to keep in speed with the speed of nexuiz)
    The smoke the rocket leaves might get a problem when there are a LOT of rockets flying around. But it shouldn't introduce any issues when you are moving around.
    http://pastebin.com/712955 (link will work for one month)
      Updated almost all effect, but other then the explosions, they didn't change a lot
      Explosions are now differntly
      Mortar and euu minirockets now have small and fast explosions, allowing you to see if and what you are doing
      Rocket explosions are now fast and clutter the screen less and more at the same time.
      Updated laser with sparks
      Respawning items now have the flare in the center and draw your attention more
      When peaple transport now the magic sparks go out of the way

    And since we all love screenshot: here is a screen:
    Image
    Qantourisc
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Fri Jun 16, 2006 10:20 pm

  • I have the feeling this part of the forum is not looked at by most correct ?
    Qantourisc
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Sat Jun 17, 2006 6:57 am

  • I was reading it, and I was just waiting for some shots ;)

    Nice explosion, but would be best to have a screen for all the others too. Anyway, I give it a shot. As I read it, it's not looking nicer, but functionallity is in first place. I like that.
    "One should strive to achieve; not sit in bitter regret."
    WE ARE NEXUIZ.
    Image
    Image
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    C.Brutail
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Sat Jun 17, 2006 8:34 am

  • I would love some "Lo-Fi" particle set. Like reduced to the minimum. Dunno if people would consider that as cheating though? 8)
    Spirit
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Sat Jun 17, 2006 8:55 am

  • I'd rather like to have all scripted particles effect flagged correctly so that cl_particles_xxx settings do affect them in every situation
    IRC quote:
    [kojn] I've been coming a bit more recently
    [kojn] she took it the dirty way
    GreEn`mArine
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Sat Jun 17, 2006 9:30 am

  • Spirit wrote:I would love some "Lo-Fi" particle set. Like reduced to the minimum. Dunno if people would consider that as cheating though? 8)


    I think that would end up like the brightskins :/ But I'd support the idea
    "One should strive to achieve; not sit in bitter regret."
    WE ARE NEXUIZ.
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    C.Brutail
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Sat Jun 17, 2006 2:35 pm

  • Updates:
    - Removed some clutering of the screen from the rockets
    - Secondary electro is able to drop your FPS with a lot of balls exploding
    - Tried to improve spawn further
    - Fewer particles for the same effect
    effectinfo.txt: http://pastebin.com/714819
    NOTE all you see happens in a REALLY short time ! (doubt you will even be able to see it happen, but that how fast a real explosion is ! And thats why you also need high enough FPS with this joke :D )
    Another Note: It's not recommended to use particle_quality 1.0 ... unless you have a powerfull GPU ...
    ImageImageImageImageImageImage
    There are still some inperfection and things that can be improved ... Wait a few weaks so I have a lot of time, and i'll also fix those...
    (Weapons not show have not been, or barly been upgraded)
    Qantourisc
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Sat Jun 17, 2006 3:11 pm

  • So basically, these setting require more powerfull pc then default?
    "One should strive to achieve; not sit in bitter regret."
    WE ARE NEXUIZ.
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    C.Brutail
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Sat Jun 17, 2006 3:15 pm

  • No clue, possibly, but that is what cl_particle_quality is for...
    It's silly to have a solder 0.1 To 1.0 while 1.0 still doesn't look good :D
    But ithe extra burden is mainly caused due to dynamic lights...
    Qantourisc
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Sat Jun 17, 2006 3:24 pm

Sat Jun 17, 2006 4:41 pm

  • I made most of the sparks indicate the hit radius ... That's why it's so big :)
    In case of the rocket it's the fire blast and smoke that indicates the hit radius ... (Ofcours if a server changes this it won't adjust)
    Qantourisc
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Sat Jul 15, 2006 4:51 pm

  • Ok I think I'm done messing with them, can't find anything i would want to change...
    Have fun with them (sorry for big post)
    Code: Select all
    [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]
    Qantourisc
    Alien
     
    Posts: 130
    Joined: Fri Jun 16, 2006 5:44 am



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