Added lit particle emissive support.

This commit is contained in:
Justin Marshall
2026-05-24 14:07:55 -07:00
parent 56bb2f004f
commit 4e6d4a281f
49 changed files with 34640 additions and 87 deletions
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+137
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@@ -0,0 +1,137 @@
particle admin_hall_smk_cone {
{
count 10
material textures/particles/smokepuff
time 1.550
cycles 0.000
bunching 1.000
distribution rect 2.000 2.000 0.000
direction cone 0.000
orientation view
speed "26.000" to "9.000"
size "0.000" to "34.000"
aspect "1.000"
fadeIn 1.000
fadeOut 1.000
fadeIndex 0.000
color 1.000 1.000 0.900 0.100
fadeColor 0.000 0.000 0.000 0.000
offset 0.000 0.000 0.000
gravity -10.000
}
}
/*
Generated by the Particle Editor.
To use the particle editor, launch the game and type 'editParticles' on the console.
*/
particle admin_hall_smoke {
depthHack 10
{
count 18
material textures/sfx/shotgunpuff
time 2.850
cycles 0.000
bunching 1.000
distribution cylinder 40.000 60.000 100.000 0.000
direction outward "0.000"
orientation view
speed "1.000"
size "128.000"
aspect "1.000"
randomDistribution 1
boundsExpansion 0.000
fadeIn 0.700
fadeOut 0.800
fadeIndex 0.000
color 1.000 1.000 0.900 0.250
fadeColor 1.000 1.000 1.000 0.000
offset 0.000 0.000 0.000
gravity world 0.000
}
}
/*
Generated by the Particle Editor.
To use the particle editor, launch the game and type 'editParticles' on the console.
*/
particle alphalabs1_hall_smoke {
{
count 56
material textures/sfx/shotgunpuff
time 2.850
cycles 0.000
bunching 1.000
distribution cylinder 40.000 60.000 100.000 0.000
direction outward 5.000
orientation view
speed "1.000"
size "128.000"
aspect "1.000"
fadeIn 0.700
fadeOut 0.800
fadeIndex 0.000
color 1.000 1.000 0.900 0.250
fadeColor 1.000 1.000 1.000 0.000
offset 0.000 0.000 0.000
gravity world 0.000
}
}
/*
Generated by the Particle Editor.
To use the particle editor, launch the game and type 'editParticles' on the console.
*/
particle alphalabs1_hall_smk_cone {
{
count 10
material textures/particles/smokepuff
time 1.550
cycles 0.000
bunching 1.000
distribution rect 2.000 2.000 0.000
direction cone 0.000
orientation view
speed "26.000" to "9.000"
size "0.000" to "34.000"
aspect "1.000"
fadeIn 1.000
fadeOut 1.000
fadeIndex 0.000
color 1.000 1.000 0.900 0.100
fadeColor 0.000 0.000 0.000 0.000
offset 0.000 0.000 0.000
gravity -10.000
}
}
/*
Generated by the Particle Editor.
To use the particle editor, launch the game and type 'editParticles' on the console.
*/
particle alpha_dryice {
depthHack 1
{
count 30
material textures/particles/smokepuff
time 8.000
cycles 0.000
bunching 0.950
distribution sphere 5.000 5.000 5.000
direction cone 10.000
orientation view
speed "0.000"
size "50.000" to "250.000"
aspect "1.000"
rotation "-45.000" to "35.000"
randomDistribution 1
boundsExpansion 0.000
fadeIn 0.750
fadeOut 0.900
fadeIndex 0.150
color 0.090 0.102 0.110 1.000
fadeColor 0.000 0.000 0.000 0.000
offset 0.000 0.000 0.000
gravity world 4.500
}
}
+456
View File
@@ -0,0 +1,456 @@
/*
Generated by the Particle Editor.
To use the particle editor, launch the game and type 'editParticles' on the console.
*/
particle archvile_flamewall {
depthHack 0.001
{
count 5
material textures/particles/boomboom
time 0.500
cycles 0.000
deadTime 3.000
bunching 1.000
distribution sphere 8.000 8.000 0.000
direction outward "1.000"
orientation z
speed "0.000"
size "14.500" to "121.500"
aspect "1.000"
rotation "0.001"
randomDistribution 1
boundsExpansion 0.000
fadeIn 0.000
fadeOut 0.650
fadeIndex 0.000
color 1.000 0.870 0.700 1.000
fadeColor 0.000 0.000 0.000 0.000
offset 0.000 0.000 0.000
gravity 0.000
}
{
count 2
material textures/particles/boomboom
time 0.500
cycles 0.000
deadTime 3.000
bunching 1.000
distribution cylinder 2.000 2.000 2.000 0.000
direction cone "1.000"
orientation aimed 0.000 0.500
speed "300.000" to "189.000"
size "30.000"
aspect "1.000"
rotation "100.000" to "0.000"
randomDistribution 1
boundsExpansion 0.000
fadeIn 0.000
fadeOut 0.450
fadeIndex 0.000
color 1.000 0.870 0.720 1.000
fadeColor 0.000 0.000 0.000 0.000
offset 0.000 0.000 0.000
gravity -154.000
}
{
count 6
material textures/particles/boomboom
time 0.500
cycles 0.000
deadTime 3.000
bunching 1.000
distribution cylinder 0.000 0.000 0.000 0.000
direction cone "1.000"
orientation view
speed "133.000"
size "45.000" to "26.500"
aspect "1.000"
rotation "100.000" to "0.000"
randomDistribution 1
boundsExpansion 0.000
fadeIn 0.000
fadeOut 0.550
fadeIndex 0.000
color 1.000 0.850 0.620 1.000
fadeColor 0.000 0.000 0.000 0.000
offset 0.000 0.000 0.000
gravity -73.000
}
{
count 1
material textures/sfx/vp1particle
time 0.500
cycles 0.000
deadTime 3.000
bunching 1.000
distribution cylinder 0.000 0.000 0.000 0.000
direction cone "1.000"
orientation view
speed "0.000"
size "45.500" to "49.500"
aspect "2.000"
angle 1.000
randomDistribution 1
boundsExpansion 0.000
fadeIn 0.050
fadeOut 0.350
fadeIndex 0.000
color 1.000 1.000 1.000 1.000
fadeColor 0.000 0.000 0.000 0.000
offset 0.000 0.000 40.000
gravity -161.000
}
}
/*
Generated by the Particle Editor.
To use the particle editor, launch the game and type 'editParticles' on the console.
*/
particle rarchhand {
depthHack 15
{
count 10
material textures/particles/pfiresmall
emissive 2.000
time 0.200
cycles 0.000
bunching 1.000
distribution rect 3.000 3.000 3.000
direction outward 0.000
orientation view
speed "0.000" to "4.000"
size "0.000" to "26.500"
aspect "1.000" to "1.200"
randomDistribution 1
boundsExpansion 0.000
fadeIn 0.000
fadeOut 0.300
fadeIndex 0.000
color 1.000 1.000 0.990 2.000
fadeColor 0.000 0.000 0.000 1.000
offset 0.000 0.000 0.000
gravity world 0.000
}
{
count 10
material textures/particles/smokepuff
time 0.200
cycles 0.000
bunching 1.000
distribution rect 3.000 3.000 3.000
direction cone 1.000
orientation view
speed "0.000"
size "0.000" to "31.000"
aspect "1.000"
randomDistribution 1
boundsExpansion 0.000
fadeIn 0.000
fadeOut 0.600
fadeIndex 0.000
color 0.580 0.530 0.310 1.000
fadeColor 0.200 0.080 0.070 1.000
offset 0.000 0.000 0.000
gravity 0.000
}
{
count 10
material textures/particles/fbeam
time 0.200
cycles 0.000
bunching 1.000
distribution rect 3.000 3.000 3.000
direction cone 1.000
orientation aimed 5.000 1.000
customPath flies 10.000 10.000 10.000
speed "0.000"
size "1.000" to "0.500"
aspect "1.000"
randomDistribution 1
boundsExpansion 0.000
fadeIn 0.100
fadeOut 1.000
fadeIndex 0.000
color 0.576 0.341 0.161 1.000
fadeColor 0.200 0.070 0.000 1.000
offset 0.000 0.000 0.000
gravity 71.000
}
{
count 3
material textures/particles/bfgballblast
time 0.100
cycles 0.000
bunching 1.000
distribution rect 0.000 0.000 0.000
direction outward 0.000
orientation view
speed "0.000" to "4.000"
size "0.000" to "20.000"
aspect "1.000"
rotation "26.000" to "0.000"
randomDistribution 1
boundsExpansion 0.000
fadeIn 0.000
fadeOut 0.650
fadeIndex 0.000
color 1.000 0.569 0.114 1.000
fadeColor 0.000 0.000 0.000 1.000
offset 0.000 0.000 0.000
gravity world 0.000
}
}
/*
Generated by the Particle Editor.
To use the particle editor, launch the game and type 'editParticles' on the console.
*/
particle larchhand {
depthHack 15
{
count 10
material textures/particles/pfiresmall
emissive 2.000
time 0.200
cycles 0.000
bunching 1.000
distribution rect 3.000 3.000 3.000
direction outward 0.000
orientation view
speed "0.000" to "4.000"
size "0.000" to "26.500"
aspect "1.000" to "1.200"
randomDistribution 1
boundsExpansion 0.000
fadeIn 0.000
fadeOut 0.300
fadeIndex 0.000
color 1.000 1.000 0.990 2.000
fadeColor 0.000 0.000 0.000 1.000
offset 0.000 0.000 0.000
gravity world 0.000
}
{
count 10
material textures/particles/smokepuff
time 0.200
cycles 0.000
bunching 1.000
distribution rect 3.000 3.000 3.000
direction cone 1.000
orientation view
speed "0.000"
size "0.000" to "31.000"
aspect "1.000"
randomDistribution 1
boundsExpansion 0.000
fadeIn 0.000
fadeOut 0.600
fadeIndex 0.000
color 0.580 0.530 0.310 1.000
fadeColor 0.200 0.080 0.070 1.000
offset 0.000 0.000 0.000
gravity 0.000
}
{
count 10
material textures/particles/fbeam
time 0.200
cycles 0.000
bunching 1.000
distribution rect 3.000 3.000 3.000
direction cone 1.000
orientation aimed 5.000 1.000
customPath flies 10.000 10.000 10.000
speed "0.000"
size "1.000" to "0.500"
aspect "1.000"
randomDistribution 1
boundsExpansion 0.000
fadeIn 0.100
fadeOut 1.000
fadeIndex 0.000
color 0.576 0.341 0.161 1.000
fadeColor 0.200 0.070 0.000 1.000
offset 0.000 0.000 0.000
gravity 71.000
}
{
count 3
material textures/particles/bfgballblast
time 0.100
cycles 0.000
bunching 1.000
distribution rect 0.000 0.000 0.000
direction outward 0.000
orientation view
speed "0.000" to "4.000"
size "0.000" to "20.000"
aspect "1.000"
rotation "26.000" to "0.000"
randomDistribution 1
boundsExpansion 0.000
fadeIn 0.000
fadeOut 0.650
fadeIndex 0.000
color 1.000 0.569 0.114 1.000
fadeColor 0.000 0.000 0.000 1.000
offset 0.000 0.000 0.000
gravity world 0.000
}
}
/*
Generated by the Particle Editor.
To use the particle editor, launch the game and type 'editParticles' on the console.
*/
particle archvile_flamewall_2 {
{
count 10
material textures/particles/pfirebig
emissive 2.000
time 0.550
cycles 0.000
timeOffset 0.350
deadTime 3.000
bunching 1.000
distribution cylinder 20.000 20.000 0.000 1.000
direction cone "5.000"
orientation view
speed "150.000" to "50.000"
size "50.000" to "40.000"
aspect "1.000"
rotation "20.000" to "30.000"
randomDistribution 1
boundsExpansion 0.000
fadeIn 0.200
fadeOut 0.950
fadeIndex 0.000
color 1.000 0.750 0.530 1.000
fadeColor 0.160 0.010 0.000 1.000
offset 0.000 0.000 10.000
gravity -50.000
}
{
count 6
material textures/particles/caco_shot2
time 0.300
cycles 0.000
deadTime 3.000
bunching 1.000
distribution cylinder 0.000 0.000 0.000 0.000
direction outward "0.000"
orientation z
speed "0.000"
size "500.000" to "0.000"
aspect "1.000"
randomDistribution 0
boundsExpansion 0.000
fadeIn 0.500
fadeOut 0.000
fadeIndex 0.000
color 0.486 0.094 0.000 1.000
fadeColor 0.000 0.000 0.000 0.000
offset 0.000 0.000 1.000
gravity 0.000
}
{
count 5
material textures/particles/fbeam
time 0.500
cycles 0.000
timeOffset 0.350
deadTime 3.000
bunching 1.000
distribution cylinder 0.000 0.000 0.000 0.000
direction cone "1.000"
orientation view
speed "100.000"
size "40.000" to "80.000"
aspect "1.000"
randomDistribution 1
boundsExpansion 0.000
fadeIn 0.050
fadeOut 1.000
fadeIndex 0.000
color 0.240 0.180 0.150 1.000
fadeColor 0.070 0.000 0.000 1.000
offset 0.000 0.000 10.000
gravity -100.000
}
{
count 7
material textures/particles/boomboom2
time 0.500
cycles 0.000
timeOffset 0.350
deadTime 3.000
bunching 1.000
distribution cylinder 0.000 0.000 0.000 0.000
direction outward "1.000"
orientation z
speed "0.000"
size "150.000" to "100.000"
aspect "1.000"
rotation "20.000" to "90.000"
randomDistribution 1
boundsExpansion 0.000
fadeIn 0.200
fadeOut 1.000
fadeIndex 0.000
color 0.525 0.412 0.318 1.000
fadeColor 0.060 0.000 0.000 1.000
offset 0.000 0.000 15.000
gravity -20.000
}
{
count 4
material textures/particles/barrelpoof
time 0.750
cycles 0.000
timeOffset 0.355
deadTime 3.000
bunching 1.000
distribution cylinder 20.000 20.000 20.000 1.000
direction outward "0.000"
orientation view
speed "100.000" to "0.000"
size "30.000" to "80.000"
aspect "1.000"
randomDistribution 1
boundsExpansion 0.000
fadeIn 0.700
fadeOut 1.000
fadeIndex 0.000
color 0.450 0.330 0.300 1.000
fadeColor 0.040 0.040 0.040 0.000
offset 0.000 0.000 95.000
gravity -100.000
}
{
count 4
material textures/particles/rocketbacklit
time 0.750
cycles 0.000
timeOffset 0.355
deadTime 3.000
bunching 1.000
distribution cylinder 20.000 20.000 10.000 1.000
direction outward "0.000"
orientation view
speed "50.000" to "0.000"
size "35.000" to "80.000"
aspect "1.000"
randomDistribution 1
boundsExpansion 0.000
fadeIn 0.100
fadeOut 1.000
fadeIndex 0.000
color 0.580 0.040 0.020 1.000
fadeColor 0.000 0.000 0.000 1.000
offset 0.000 0.000 50.000
gravity -100.000
}
}
+154
View File
@@ -0,0 +1,154 @@
/*
Generated by the Particle Editor.
To use the particle editor, launch the game and type 'editParticles' on the console.
*/
particle archyplay {
depthHack 0.001
{
count 4
material textures/particles/boomboom2
time 0.500
cycles 0.000
deadTime 3.000
bunching 1.000
distribution cylinder 0.000 0.000 0.000 0.000
direction cone "1.000"
orientation view
speed "94.000" to "56.000"
size "49.500" to "63.000"
aspect "1.000"
rotation "100.000" to "0.000"
randomDistribution 1
boundsExpansion 0.000
fadeIn 0.000
fadeOut 0.250
fadeIndex 0.000
color 1.000 0.940 0.800 1.000
fadeColor 0.000 0.000 0.000 0.000
offset 0.000 0.000 0.000
gravity 0.000
}
{
count 10
material textures/particles/boomboom
time 0.500
cycles 0.000
deadTime 3.000
bunching 1.000
distribution sphere 8.000 8.000 0.000
direction outward "1.000"
orientation z
speed "0.000"
size "14.500" to "106.000"
aspect "1.000"
rotation "0.001"
randomDistribution 1
boundsExpansion 0.000
fadeIn 0.000
fadeOut 0.650
fadeIndex 0.000
color 1.000 0.870 0.700 1.000
fadeColor 0.000 0.000 0.000 0.000
offset 0.000 0.000 0.000
gravity 0.000
}
{
count 2
material textures/particles/boomboom
time 0.500
cycles 0.000
deadTime 3.000
bunching 1.000
distribution cylinder 2.000 2.000 2.000 0.000
direction cone "1.000"
orientation aimed 0.000 0.500
speed "300.000" to "189.000"
size "30.000"
aspect "1.000"
rotation "100.000" to "0.000"
randomDistribution 1
boundsExpansion 0.000
fadeIn 0.000
fadeOut 0.450
fadeIndex 0.000
color 1.000 0.870 0.720 1.000
fadeColor 0.000 0.000 0.000 0.000
offset 0.000 0.000 0.000
gravity -154.000
}
{
count 6
material textures/particles/boomboom
time 0.500
cycles 0.000
deadTime 3.000
bunching 1.000
distribution cylinder 0.000 0.000 0.000 0.000
direction cone "1.000"
orientation view
speed "133.000"
size "45.000" to "26.500"
aspect "1.000"
rotation "100.000" to "0.000"
randomDistribution 1
boundsExpansion 0.000
fadeIn 0.000
fadeOut 0.550
fadeIndex 0.000
color 1.000 0.850 0.620 1.000
fadeColor 0.000 0.000 0.000 0.000
offset 0.000 0.000 0.000
gravity -73.000
}
{
count 12
material textures/particles/hellmaggot
time 0.500
cycles 0.000
deadTime 3.000
bunching 1.000
distribution cylinder 0.000 0.000 0.000 0.000
direction cone "1.000"
orientation aimed 8.000 0.800
customPath flies 5.000 5.000 50.000
speed "0.000"
size "9.000" to "3.500"
aspect "1.000"
rotation "100.000" to "0.000"
randomDistribution 1
boundsExpansion 0.000
fadeIn 0.000
fadeOut 0.550
fadeIndex 0.000
color 0.980 1.000 1.000 1.000
fadeColor 0.000 0.000 0.000 0.000
offset 0.000 0.000 0.000
gravity -110.000
}
{
count 1
material textures/sfx/vp1particle
time 0.500
cycles 0.000
deadTime 3.000
bunching 1.000
distribution cylinder 0.000 0.000 0.000 0.000
direction cone "1.000"
orientation view
speed "0.000"
size "45.500" to "49.500"
aspect "2.000"
angle 1.000
randomDistribution 1
boundsExpansion 0.000
fadeIn 0.050
fadeOut 0.350
fadeIndex 0.000
color 1.000 1.000 1.000 1.000
fadeColor 0.000 0.000 0.000 0.000
offset 0.000 0.000 40.000
gravity -161.000
}
}
+103
View File
@@ -0,0 +1,103 @@
/*
Generated by the Particle Editor.
To use the particle editor, launch the game and type 'editParticles' on the console.
*/
particle blooddrop {
{
count 40
material textures/decals/blood_drop2_d
time 2.000
cycles 0.000
bunching 0.800
distribution rect 50.000 50.000 0.000
direction cone "0.000"
orientation aimed 1.000 0.500
speed "-20.000" to "200.000"
size "0.750" to "0.200"
aspect "1.000"
randomDistribution 1
boundsExpansion 0.000
fadeIn 0.000
fadeOut 0.000
fadeIndex 0.000
color 0.475 0.475 0.475 1.000
fadeColor 0.000 0.000 0.000 1.000
offset 0.000 0.000 -20.000
gravity world -15.000
}
{
count 40
material textures/decals/blood_drop2_d
time 2.000
cycles 0.000
bunching 0.800
distribution rect 100.000 100.000 0.000
direction cone "0.000"
orientation aimed 1.000 0.500
speed "-20.000" to "100.000"
size "0.750" to "0.200"
aspect "1.000"
randomDistribution 1
boundsExpansion 0.000
fadeIn 0.000
fadeOut 0.000
fadeIndex 0.000
color 0.455 0.455 0.455 1.000
fadeColor 0.000 0.000 0.000 1.000
offset 0.000 0.000 -20.000
gravity world -5.000
}
}
/*
Generated by the Particle Editor.
To use the particle editor, launch the game and type 'editParticles' on the console.
*/
particle blooddrop_2 {
{
count 40
material textures/decals/blood_drop2_d
time 2.000
cycles 0.000
bunching 0.800
distribution rect 50.000 50.000 0.000
direction cone "0.000"
orientation aimed 1.000 0.500
speed "-20.000" to "200.000"
size "0.750" to "0.200"
aspect "1.000"
randomDistribution 1
boundsExpansion 0.000
fadeIn 0.000
fadeOut 0.000
fadeIndex 0.000
color 0.490 0.490 0.490 1.000
fadeColor 0.000 0.000 0.000 1.000
offset 0.000 0.000 -20.000
gravity world -15.000
}
{
count 40
material textures/decals/blood_drop2_d
time 2.000
cycles 0.000
bunching 0.800
distribution rect 100.000 100.000 0.000
direction cone "0.000"
orientation aimed 1.000 0.500
speed "-20.000" to "100.000"
size "0.750" to "0.200"
aspect "1.000"
randomDistribution 1
boundsExpansion 0.000
fadeIn 0.000
fadeOut 0.000
fadeIndex 0.000
color 0.490 0.490 0.490 1.000
fadeColor 0.000 0.000 0.000 1.000
offset 0.000 0.000 -20.000
gravity world -5.000
}
}
+488
View File
@@ -0,0 +1,488 @@
/*
Generated by the Particle Editor.
To use the particle editor, launch the game and type 'editParticles' on the console.
*/
particle caverns_enginefire {
depthHack 0.001
{
count 2
material textures/particles/fbeam
time 2.450
cycles 0.000
bunching 1.000
distribution sphere 0.000 0.000 0.000
direction cone "0.000"
orientation view
speed "0.000"
size "28.500" to "29.500"
aspect "1.000"
rotation "50.000" to "61.000"
randomDistribution 1
boundsExpansion 0.000
fadeIn 0.350
fadeOut 0.350
fadeIndex 0.000
color 0.133 0.090 0.078 1.000
fadeColor 0.000 0.000 0.000 1.000
offset 0.000 0.000 0.000
gravity 0.000
}
{
count 5
material textures/particles/boomboom2
time 1.000
cycles 0.000
bunching 1.000
distribution sphere 2.000 2.000 2.000
direction cone "0.000"
orientation view
speed "0.000"
size "20.000" to "2.000"
aspect "1.000"
rotation "50.000" to "61.000"
randomDistribution 1
boundsExpansion 0.000
fadeIn 0.250
fadeOut 0.800
fadeIndex 0.000
color 0.550 0.550 0.550 1.000
fadeColor 0.000 0.000 0.000 1.000
offset 0.000 0.000 5.000
gravity -20.000
}
{
count 1
material textures/sfx/vp1
time 2.000
cycles 0.000
bunching 1.000
distribution sphere 20.000 20.000 10.000
direction cone "0.000"
orientation view
speed "0.000"
size "20.000" to "50.000"
aspect "1.000"
rotation "50.000" to "61.000"
randomDistribution 1
boundsExpansion 0.000
fadeIn 0.850
fadeOut 1.000
fadeIndex 0.000
color 0.550 0.550 0.550 1.000
fadeColor 0.000 0.000 0.000 1.000
offset 0.000 0.000 0.000
gravity world -20.000
}
}
/*
Generated by the Particle Editor.
To use the particle editor, launch the game and type 'editParticles' on the console.
*/
particle caverns_longceiling_dust {
depthHack 100
{
count 20
material textures/particles/dust2
time 8.950
cycles 0.000
bunching 1.000
distribution sphere 0.000 0.000 0.000
direction outward 15.000
orientation view
speed "0.000"
size "200.000" to "128.000"
aspect "1.000"
rotation "16.000" to "0.000"
fadeIn 0.350
fadeOut 0.650
fadeIndex 0.000
color 1.000 1.000 1.000 1.000
fadeColor 0.000 0.000 0.000 0.000
offset 0.000 0.000 0.000
gravity world 15.000
}
{
count 10
material textures/particles/dust2
time 7.200
cycles 0.000
bunching 1.000
distribution sphere 0.000 0.000 0.000
direction outward 15.000
orientation view
speed "0.000"
size "200.000"
aspect "1.000" to "2.000"
rotation "50.000" to "85.000"
fadeIn 0.350
fadeOut 0.650
fadeIndex 0.000
color 1.000 1.000 1.000 1.000
fadeColor 0.000 0.000 0.000 0.000
offset 0.000 0.000 0.000
gravity world 17.000
}
{
count 15
material textures/particles/dust2bits
time 6.900
cycles 0.000
bunching 0.950
distribution sphere 0.000 0.000 0.000
direction outward 0.000
orientation view
speed "0.000"
size "40.000"
aspect "1.000"
rotation "50.000" to "85.000"
fadeIn 0.000
fadeOut 0.150
fadeIndex 0.000
color 1.000 1.000 1.000 1.000
fadeColor 0.000 0.000 0.000 0.000
offset 0.000 0.000 0.000
gravity world 177.000
}
}
/*
Generated by the Particle Editor.
To use the particle editor, launch the game and type 'editParticles' on the console.
*/
particle firejet_small {
depthHack 0.001
{
count 12
material textures/particles/pfiresmall
emissive 2.000
time 0.900
cycles 0.000
bunching 1.000
distribution rect 3.000 3.000 3.000
direction cone 1.000
orientation view
speed "39.000" to "47.000"
size "5.000" to "15.000"
aspect "1.000"
rotation "100.000"
fadeIn 0.000
fadeOut 0.100
fadeIndex 0.000
color 1.000 1.000 1.000 1.000
fadeColor 0.000 0.000 0.000 0.000
offset 0.000 0.000 -10.000
gravity world -13.000
}
{
count 20
material textures/particles/pfiresmall2
emissive 2.000
time 0.550
cycles 0.000
bunching 1.000
distribution rect 3.000 3.000 3.000
direction cone 10.000
orientation view
speed "10.000" to "300.000"
size "1.000" to "15.000"
aspect "1.000"
rotation "64.000" to "59.000"
fadeIn 0.000
fadeOut 0.550
fadeIndex 0.000
color 1.000 1.000 1.000 1.000
fadeColor 0.000 0.000 0.000 0.000
offset 0.000 0.000 6.000
gravity world -17.000
}
{
count 10
material textures/particles/pfiresmall
emissive 2.000
time 0.900
cycles 0.000
bunching 1.000
distribution rect 3.000 3.000 3.000
direction cone 10.000
orientation view
speed "86.000" to "300.000"
size "4.000" to "40.000"
aspect "1.000"
rotation "100.000"
fadeIn 0.000
fadeOut 0.700
fadeIndex 0.000
color 0.750 1.000 0.970 1.000
fadeColor 0.000 0.000 0.000 1.000
offset 0.000 0.000 -10.000
gravity world -17.000
}
{
count 8
material textures/particles/smokepuff
time 0.500
cycles 0.000
bunching 1.000
distribution rect 2.000 2.000 2.000
direction cone 1.000
orientation aimed 0.000 0.000
speed "99.000" to "15.000"
size "10.000" to "0.000"
aspect "1.000" to "0.000"
rotation "29.000" to "28.000"
fadeIn 0.000
fadeOut 0.500
fadeIndex 0.000
color 0.580 0.530 0.310 1.000
fadeColor 0.200 0.080 0.070 1.000
offset 0.000 0.000 20.000
gravity -101.000
}
}
/*
Generated by the Particle Editor.
To use the particle editor, launch the game and type 'editParticles' on the console.
*/
particle steam_squirt {
{
count 24
material textures/particles/smokepuff
time 3.900
cycles 0.000
bunching 1.000
distribution rect 32.000 0.000 0.000
direction cone 15.000
orientation view
speed "16.000" to "0.000"
size "34.560" to "28.160"
aspect "1.000"
fadeIn 1.000
fadeOut 1.000
fadeIndex 0.000
color 0.550 0.550 0.550 1.000
fadeColor 0.000 0.000 0.000 0.000
offset 0.000 0.000 0.000
gravity world 4.000
}
}
/*
Generated by the Particle Editor.
To use the particle editor, launch the game and type 'editParticles' on the console.
*/
particle caverns2_eggpods {
{
count 10
material textures/particles/billow_glow
time 1.500
cycles 0.000
bunching 1.000
distribution sphere 0.000 0.000 0.000
direction cone "0.000"
orientation z
speed "30.000" to "-20.000"
size "35.000" to "50.000"
aspect "1.000"
rotation "50.000"
randomDistribution 0
boundsExpansion 0.000
fadeIn 0.200
fadeOut 0.300
fadeIndex 0.000
color 0.173 0.020 0.008 1.000
fadeColor 0.000 0.000 0.000 1.000
offset 0.000 0.000 30.000
gravity -29.000
}
{
count 10
material textures/particles/boomboom2
time 0.950
cycles 0.000
bunching 1.000
distribution sphere 2.000 2.000 2.000
direction cone "0.000"
orientation view
speed "0.000" to "0.500"
size "40.000" to "30.000"
aspect "1.000"
rotation "90.000"
randomDistribution 0
boundsExpansion 0.000
fadeIn 0.050
fadeOut 0.100
fadeIndex 0.000
color 0.973 0.427 0.369 1.000
fadeColor 0.000 0.000 0.000 1.000
offset 0.000 0.000 -20.000
gravity -75.000
}
{
count 8
material textures/particles/billow_glow
time 0.400
cycles 0.000
bunching 1.000
distribution sphere 0.000 0.000 0.000
direction cone "0.000"
orientation z
speed "0.000" to "100.000"
size "90.000" to "50.000"
aspect "1.000"
rotation "30.000"
randomDistribution 0
boundsExpansion 0.000
fadeIn 0.200
fadeOut 1.000
fadeIndex 0.000
color 0.051 0.035 0.027 1.000
fadeColor 0.000 0.000 0.000 1.000
offset 0.000 0.000 48.000
gravity -10.000
}
}
/*
Generated by the Particle Editor.
To use the particle editor, launch the game and type 'editParticles' on the console.
*/
particle caverns_engine {
{
count 3
material textures/particles/boomboom4
time 0.200
cycles 0.000
bunching 1.000
distribution rect 1.000 1.000 1.000
direction outward "0.000"
orientation view
speed "0.000" to "4.000"
size "0.000" to "17.500"
aspect "1.000" to "1.200"
randomDistribution 1
boundsExpansion 0.000
fadeIn 0.000
fadeOut 0.000
fadeIndex 0.000
color 1.000 0.810 0.740 1.000
fadeColor 0.000 0.000 0.000 1.000
offset 0.000 0.000 0.000
gravity world 0.000
}
{
count 3
material textures/particles/smokepuff
time 0.200
cycles 0.000
bunching 1.000
distribution rect 1.000 1.000 1.000
direction cone "1.000"
orientation view
speed "0.000"
size "0.000" to "23.000"
aspect "1.000"
randomDistribution 1
boundsExpansion 0.000
fadeIn 0.000
fadeOut 0.100
fadeIndex 0.000
color 0.976 0.518 0.165 1.000
fadeColor 0.200 0.080 0.070 1.000
offset 0.000 0.000 0.000
gravity 0.000
}
{
count 5
material textures/particles/duffyboltver3_white
time 0.100
cycles 0.000
bunching 1.000
distribution rect 1.000 1.000 1.000
direction cone "1.000"
orientation aimed 6.000 1.000
customPath flies 10.000 10.000 7.000
speed "0.000"
size "8.000" to "0.500"
aspect "1.000"
randomDistribution 1
boundsExpansion 0.000
fadeIn 0.250
fadeOut 0.250
fadeIndex 0.000
color 1.000 0.639 0.463 1.000
fadeColor 0.300 0.100 0.000 1.000
offset 0.000 0.000 0.000
gravity 71.000
}
{
count 3
material textures/particles/boomboom4
time 0.200
cycles 0.000
bunching 1.000
distribution rect 1.000 1.000 1.000
direction outward "0.000"
orientation view
speed "0.000" to "4.000"
size "0.000" to "18.500"
aspect "1.000" to "1.200"
randomDistribution 1
boundsExpansion 0.000
fadeIn 0.000
fadeOut 0.300
fadeIndex 0.000
color 1.000 0.537 0.290 1.000
fadeColor 0.000 0.000 0.000 1.000
offset 0.000 0.000 -50.000
gravity world 0.000
}
{
count 3
material textures/particles/smokepuff
time 0.200
cycles 0.000
bunching 1.000
distribution rect 1.000 1.000 1.000
direction cone "1.000"
orientation view
speed "0.000"
size "0.000" to "23.000"
aspect "1.000"
randomDistribution 1
boundsExpansion 0.000
fadeIn 0.000
fadeOut 0.100
fadeIndex 0.000
color 1.000 0.486 0.251 1.000
fadeColor 0.200 0.080 0.070 1.000
offset 0.000 0.000 -47.000
gravity 0.000
}
{
count 5
material textures/particles/duffyboltver3_white
time 0.100
cycles 0.000
bunching 1.000
distribution rect 1.000 1.000 1.000
direction cone "1.000"
orientation aimed 6.000 1.000
customPath flies 10.000 10.000 7.000
speed "0.000"
size "8.000" to "0.500"
aspect "1.000"
randomDistribution 1
boundsExpansion 0.000
fadeIn 0.250
fadeOut 0.250
fadeIndex 0.000
color 0.439 0.180 0.071 1.000
fadeColor 0.260 0.080 0.000 1.000
offset 0.000 0.000 -47.000
gravity -71.000
}
}
File diff suppressed because it is too large Load Diff
+116
View File
@@ -0,0 +1,116 @@
/*
Generated by the Particle Editor.
To use the particle editor, launch the game and type 'editParticles' on the console.
*/
particle cpu_vent {
{
count 28
material textures/particles/smokepuff
time 1.550
cycles 0.000
bunching 1.000
distribution rect 2.000 2.000 0.000
direction cone 0.000
orientation view
speed 26.000 to 9.000
size 0.000 to 17.500
aspect 1.000
fadeIn 1.000
fadeOut 1.000
color 0.830 0.950 1.000 1.000
fadeColor 0.000 0.000 0.000 0.000
offset 0.000 0.000 0.000
gravity -10.000
}
}
/*
Generated by the Particle Editor.
To use the particle editor, launch the game and type 'editParticles' on the console.
*/
particle cpu_hellfire {
depthHack 1
{
count 20
material textures/particles/pfirebig2
emissive 2.000
time 0.750
cycles 0.000
bunching 1.000
distribution rect 2.000 2.000 0.000
direction outward 100.000
orientation view
speed 0.500
size 40.000 to 20.000
aspect 1.000 to 0.800
rotation 17.000 to 46.000
fadeIn 0.100
fadeOut 0.200
color 0.820 0.820 0.820 1.000
fadeColor 0.000 0.000 0.000 1.000
offset 0.000 0.000 -20.000
gravity world -94.000
}
{
count 12
material textures/particles/dust
time 1.550
cycles 0.000
bunching 1.000
distribution cylinder 2.000 2.000 2.000 0.000
direction outward 90.000
orientation view
speed 0.500 to 0.000
size 19.000 to 37.500
aspect 1.500 to 1.000
rotation 50.000 to 85.000
fadeIn 1.000
fadeOut 0.650
color 0.600 0.600 0.600 1.000
fadeColor 0.000 0.000 1.000 0.000
offset 0.000 0.000 20.000
gravity world -31.000
}
{
count 15
material textures/particles/pfirebig2
emissive 2.000
time 1.200
cycles 0.000
bunching 1.000
distribution sphere 10.000 10.000 0.000
direction cone 100.000
orientation z
speed 8.000
size 50.000 to 10.000
aspect 1.000
rotation 2.000 to 100.000
fadeIn 0.200
fadeOut 0.150
color 1.000 0.980 0.990 1.000
fadeColor 0.000 0.000 0.000 0.000
offset 0.000 0.000 0.000
gravity world 0.000
}
{
count 10
material textures/particles/ember_small
time 2.000
cycles 0.000
bunching 1.000
distribution rect 20.000 20.000 20.000
direction cone 100.000
orientation aimed 0.000 0.100
speed 0.700 to 0.200
size 1.000 to 0.000
aspect 1.000
fadeIn 0.200
fadeOut 0.400
color 0.460 0.470 0.350 1.000
fadeColor 0.000 0.000 0.000 0.000
offset 0.000 0.000 50.000
gravity world -38.000
}
}
+721
View File
@@ -0,0 +1,721 @@
/*
Generated by the Particle Editor.
To use the particle editor, launch the game and type 'editParticles' on the console.
*/
particle cyber_barrel_smoke {
{
count 20
material textures/particles/barrelpoof
time 1.000
cycles 0.000
bunching 1.000
distribution rect 3.000 3.000 3.000
direction outward "90.000"
orientation view
speed "0.000"
size "15.500" to "4.000"
aspect "1.000"
randomDistribution 1
boundsExpansion 0.000
fadeIn 0.400
fadeOut 0.700
fadeIndex 0.000
color 0.160 0.140 0.120 1.000
fadeColor 0.000 0.000 0.000 0.000
offset 0.000 0.000 0.000
gravity world -50.000
}
{
count 2
material textures/sfx/vp1particle2
time 1.000
cycles 0.000
bunching 1.000
distribution rect 3.000 3.000 3.000
direction outward "90.000"
orientation view
speed "0.000"
size "40.000"
aspect "1.000"
randomDistribution 1
boundsExpansion 0.000
fadeIn 0.400
fadeOut 0.700
fadeIndex 0.000
color 0.160 0.140 0.120 1.000
fadeColor 0.000 0.000 0.000 0.000
offset 0.000 0.000 0.000
gravity 0.000
}
{
count 8
material textures/particles/rocketbacklit
time 1.000
cycles 0.000
bunching 1.000
distribution rect 8.000 8.000 8.000
direction cone "0.000"
orientation view
speed "0.000"
size "8.000" to "0.000"
aspect "1.000"
randomDistribution 1
boundsExpansion 0.000
fadeIn 0.100
fadeOut 1.000
fadeIndex 0.000
color 0.450 0.130 0.040 1.000
fadeColor 0.000 0.000 0.000 0.000
offset 0.000 0.000 0.000
gravity world -50.000
}
}
/*
Generated by the Particle Editor.
To use the particle editor, launch the game and type 'editParticles' on the console.
*/
particle cyber_backfire1 {
{
count 7
material textures/particles/dot
time 0.200
cycles 0.000
bunching 1.000
distribution rect 2.000 2.000 2.000
direction cone "0.000"
orientation view
speed "500.000" to "0.000"
size "18.500" to "0.000"
aspect "1.000"
randomDistribution 1
boundsExpansion 0.000
fadeIn 0.000
fadeOut 1.000
fadeIndex 0.000
color 0.110 0.153 0.153 1.000
fadeColor 0.000 0.000 0.000 0.000
offset 0.000 0.000 -5.000
gravity 0.000
}
}
/*
Generated by the Particle Editor.
To use the particle editor, launch the game and type 'editParticles' on the console.
*/
particle cyber_backfire2 {
{
count 7
material textures/particles/dot
time 0.200
cycles 0.000
bunching 1.000
distribution rect 2.000 2.000 2.000
direction cone "0.000"
orientation view
speed "500.000" to "0.000"
size "18.500" to "0.000"
aspect "1.000"
randomDistribution 1
boundsExpansion 0.000
fadeIn 0.000
fadeOut 1.000
fadeIndex 0.000
color 0.110 0.153 0.153 1.000
fadeColor 0.000 0.000 0.000 0.000
offset 0.000 0.000 -5.000
gravity 0.000
}
}
/*
Generated by the Particle Editor.
To use the particle editor, launch the game and type 'editParticles' on the console.
*/
particle cyber_backfire3 {
{
count 7
material textures/particles/dot
time 0.200
cycles 0.000
bunching 1.000
distribution rect 2.000 2.000 2.000
direction cone "0.000"
orientation view
speed "500.000" to "0.000"
size "18.500" to "0.000"
aspect "1.000"
randomDistribution 1
boundsExpansion 0.000
fadeIn 0.000
fadeOut 1.000
fadeIndex 0.000
color 0.110 0.153 0.153 1.000
fadeColor 0.000 0.000 0.000 0.000
offset 0.000 0.000 -5.000
gravity 0.000
}
}
/*
Generated by the Particle Editor.
To use the particle editor, launch the game and type 'editParticles' on the console.
*/
particle cyber_mouth_fire {
depthHack 20
{
count 3
material textures/particles/boomboom2
time 0.250
cycles 0.000
bunching 1.000
distribution sphere 2.000 2.000 2.000
direction cone "0.000"
orientation view
speed "0.000"
size "0.000" to "14.500"
aspect "1.000"
rotation "50.000" to "61.000"
randomDistribution 1
boundsExpansion 0.000
fadeIn 0.000
fadeOut 0.450
fadeIndex 0.000
color 1.000 0.840 0.820 1.000
fadeColor 0.000 0.000 0.000 1.000
offset 0.000 0.000 0.000
gravity 0.000
}
{
count 15
material textures/particles/boomboom3
time 0.250
cycles 0.000
bunching 1.000
distribution sphere 2.000 2.000 2.000
direction outward "0.000"
orientation view
speed "0.000"
size "0.000" to "7.500"
aspect "1.000"
rotation "13.000" to "8.000"
randomDistribution 1
boundsExpansion 0.000
fadeIn 0.000
fadeOut 0.650
fadeIndex 0.000
color 0.920 0.900 0.900 1.000
fadeColor 0.000 0.000 0.000 1.000
offset 0.000 0.000 0.000
gravity world 0.000
}
}
/*
Generated by the Particle Editor.
To use the particle editor, launch the game and type 'editParticles' on the console.
*/
particle cyber_rfoot_dust {
depthHack 64
{
count 3
material textures/particles/sparks_multi
time 1.000
cycles 1.000
bunching 0.000
distribution rect 20.000 20.000 0.000
direction outward "0.500"
orientation view
speed "50.000" to "0.000"
size "20.000" to "60.000"
aspect "1.000"
rotation "30.000" to "0.000"
randomDistribution 1
boundsExpansion 0.000
fadeIn 0.100
fadeOut 0.700
fadeIndex 0.000
color 0.416 0.314 0.282 1.000
fadeColor 0.000 0.000 0.000 0.000
offset 0.000 0.000 4.000
gravity world 100.000
}
{
count 1
material textures/sfx/vpring2
time 0.900
cycles 1.000
bunching 0.000
distribution sphere 1.000 1.000 0.000
direction cone "10.000"
orientation z
speed "1.000" to "0.000"
size "43.000" to "180.000"
aspect "1.000"
randomDistribution 1
boundsExpansion 0.000
fadeIn 0.000
fadeOut 0.700
fadeIndex 0.000
color 1.000 1.000 1.000 1.000
fadeColor 0.000 0.000 0.000 0.000
offset 0.000 0.000 0.000
gravity world -3.000
}
}
/*
Generated by the Particle Editor.
To use the particle editor, launch the game and type 'editParticles' on the console.
*/
particle cyber_lfoot_dust {
{
count 5
material textures/particles/barrelpoof
time 0.900
cycles 1.000
bunching 0.000
distribution sphere 20.000 20.000 0.000
direction cone "10.000"
orientation z
speed "5.000" to "0.000"
size "10.000" to "68.500"
aspect "1.000"
randomDistribution 1
boundsExpansion 0.000
fadeIn 0.550
fadeOut 0.700
fadeIndex 0.000
color 0.290 0.290 0.190 1.000
fadeColor 0.000 0.000 0.000 0.000
offset 0.000 0.000 0.000
gravity world -6.000
}
{
count 5
material textures/particles/barrelpoof
time 0.900
cycles 1.000
bunching 0.000
distribution sphere 20.000 20.000 0.000
direction outward "30.000"
orientation view
speed "5.000" to "0.000"
size "23.000" to "59.500"
aspect "1.000"
randomDistribution 1
boundsExpansion 0.000
fadeIn 0.850
fadeOut 0.750
fadeIndex 0.000
color 0.430 0.430 0.310 1.000
fadeColor 0.000 0.000 0.000 0.000
offset 0.000 0.000 0.000
gravity world 94.000
}
{
count 1
material textures/sfx/vpring2
time 0.900
cycles 1.000
bunching 0.000
distribution sphere 1.000 1.000 0.000
direction cone "10.000"
orientation z
speed "1.000" to "0.000"
size "43.000" to "180.000"
aspect "1.000"
randomDistribution 1
boundsExpansion 0.000
fadeIn 0.000
fadeOut 0.700
fadeIndex 0.000
color 1.000 1.000 1.000 1.000
fadeColor 0.000 0.000 0.000 0.000
offset 0.000 0.000 0.000
gravity world -3.000
}
}
/*
Generated by the Particle Editor.
To use the particle editor, launch the game and type 'editParticles' on the console.
*/
particle cyber_mouth_fire_L {
depthHack 8
{
count 4
material textures/particles/barrelpoof
time 0.700
cycles 0.000
bunching 1.000
distribution rect 0.000 0.000 4.000
direction cone "0.000"
orientation view
speed "50.000" to "3.000"
size "4.000" to "20.000"
aspect "1.000"
rotation "60.000" to "-100.000"
randomDistribution 1
boundsExpansion 0.000
fadeIn 0.100
fadeOut 0.400
fadeIndex 0.000
color 0.160 0.130 0.120 0.600
fadeColor 0.000 0.000 0.000 0.000
offset 0.000 0.000 0.000
gravity world -40.000
}
{
count 10
material textures/particles/boomboom3
time 0.500
cycles 0.000
bunching 1.000
distribution rect 2.000 2.000 2.000
direction cone "0.000"
orientation view
speed "60.000"
size "5.000" to "10.000"
aspect "1.000"
rotation "20.000"
randomDistribution 1
boundsExpansion 0.000
fadeIn 0.100
fadeOut 0.900
fadeIndex 0.000
color 0.514 0.314 0.090 1.000
fadeColor 0.000 0.000 0.000 0.000
offset 0.000 0.000 0.000
gravity world -50.000
}
{
count 3
material textures/particles/spark_colorme
time 0.300
cycles 0.000
bunching 1.000
distribution rect 0.000 0.000 0.000
direction cone "25.000"
orientation aimed 0.000 0.100
speed "120.000" to "60.000"
size "1.000" to "0.000"
aspect "1.000"
randomDistribution 1
boundsExpansion 0.000
fadeIn 0.100
fadeOut 1.000
fadeIndex 1.000
color 1.000 0.430 0.100 1.000
fadeColor 0.000 0.000 0.000 0.000
offset 0.000 0.000 0.000
gravity world -50.000
}
}
/*
Generated by the Particle Editor.
To use the particle editor, launch the game and type 'editParticles' on the console.
*/
particle cyber_mouth_fire_r {
depthHack 8
{
count 4
material textures/particles/barrelpoof
time 0.700
cycles 0.000
bunching 1.000
distribution rect 0.000 0.000 4.000
direction cone "0.000"
orientation view
speed "50.000" to "3.000"
size "4.000" to "20.000"
aspect "1.000"
rotation "60.000" to "-100.000"
randomDistribution 1
boundsExpansion 0.000
fadeIn 0.100
fadeOut 0.400
fadeIndex 0.000
color 0.160 0.130 0.120 0.600
fadeColor 0.000 0.000 0.000 0.000
offset 0.000 0.000 0.000
gravity world -40.000
}
{
count 10
material textures/particles/boomboom3
time 0.500
cycles 0.000
bunching 1.000
distribution rect 2.000 2.000 2.000
direction cone "0.000"
orientation view
speed "60.000"
size "5.000" to "10.000"
aspect "1.000"
rotation "20.000"
randomDistribution 1
boundsExpansion 0.000
fadeIn 0.100
fadeOut 0.900
fadeIndex 0.000
color 0.514 0.314 0.090 1.000
fadeColor 0.000 0.000 0.000 0.000
offset 0.000 0.000 0.000
gravity world -50.000
}
{
count 3
material textures/particles/spark_colorme
time 0.300
cycles 0.000
bunching 1.000
distribution rect 0.000 0.000 0.000
direction cone "25.000"
orientation aimed 0.000 0.100
speed "120.000" to "60.000"
size "1.000" to "0.000"
aspect "1.000"
randomDistribution 1
boundsExpansion 0.000
fadeIn 0.100
fadeOut 1.000
fadeIndex 1.000
color 1.000 0.430 0.100 1.000
fadeColor 0.000 0.000 0.000 0.000
offset 0.000 0.000 0.000
gravity world -50.000
}
}
/*
Generated by the Particle Editor.
To use the particle editor, launch the game and type 'editParticles' on the console.
*/
particle cyber_squirt {
depthHack 8
{
count 6
material textures/particles/bloodspray1
time 0.800
cycles 0.000
bunching 1.000
distribution rect 0.000 0.000 0.000
direction cone "50.000"
orientation view
speed "-146.000" to "-30.000"
size "0.000" to "37.500"
aspect "1.300"
rotation "50.000" to "0.000"
randomDistribution 1
boundsExpansion 0.000
fadeIn 0.150
fadeOut 0.400
fadeIndex 0.000
color 0.320 0.610 0.640 1.000
fadeColor 0.000 0.000 0.000 0.000
offset 0.000 0.000 0.000
gravity world 68.000
}
{
count 7
material textures/particles/bloodspray4
time 0.800
cycles 0.000
bunching 1.000
distribution rect 0.000 0.000 0.000
direction cone "0.000"
orientation view
speed "-77.000" to "4.000"
size "0.000" to "51.000"
aspect "1.000"
rotation "10.000" to "0.000"
randomDistribution 1
boundsExpansion 0.000
fadeIn 0.250
fadeOut 0.300
fadeIndex 0.000
color 0.720 0.940 0.940 1.000
fadeColor 0.430 0.430 0.430 0.000
offset 0.000 0.000 0.000
gravity world 94.000
}
{
count 3
material textures/particles/bloodspray3
time 0.800
cycles 0.000
bunching 1.000
distribution rect 2.000 2.000 0.000
direction cone "0.000"
orientation view
speed "-103.000" to "0.000"
size "3.500" to "91.500"
aspect "1.000"
randomDistribution 1
boundsExpansion 0.000
fadeIn 0.050
fadeOut 0.500
fadeIndex 0.000
color 0.620 0.800 0.790 1.000
fadeColor 0.000 0.000 0.000 0.000
offset 0.000 0.000 0.000
gravity world 103.000
}
{
count 12
material textures/particles/bloodspray3
time 0.800
cycles 0.000
bunching 1.000
distribution rect 1.000 1.000 1.000
direction cone "12.000"
orientation view
speed "-200.000" to "-400.000"
size "8.000" to "68.500"
aspect "1.000"
randomDistribution 1
boundsExpansion 0.000
fadeIn 0.100
fadeOut 0.650
fadeIndex 0.000
color 0.720 0.920 1.000 1.000
fadeColor 0.000 0.000 0.000 0.000
offset 0.000 0.000 0.000
gravity world 212.000
}
{
count 7
material textures/particles/bloodspray2
time 0.800
cycles 0.000
bunching 1.000
distribution rect 1.000 1.000 1.000
direction cone "20.000"
orientation view
speed "-200.000" to "-400.000"
size "8.000" to "68.500"
aspect "1.000"
randomDistribution 1
boundsExpansion 0.000
fadeIn 0.100
fadeOut 0.150
fadeIndex 0.000
color 0.760 0.880 1.000 1.000
fadeColor 0.000 0.000 0.000 0.000
offset 0.000 0.000 0.000
gravity world 293.000
}
}
/*
Generated by the Particle Editor.
To use the particle editor, launch the game and type 'editParticles' on the console.
*/
particle cybersoulhit {
{
count 32
material textures/particles/flamebase
emissive 2.000
time 1.000
cycles 1.000
bunching 0.000
distribution rect 1.000 1.000 1.000
direction outward 0.000
orientation view
speed "100.000"
size "2.000" to "0.000"
aspect "1.000"
randomDistribution 1
boundsExpansion 0.000
fadeIn 0.100
fadeOut 0.250
fadeIndex 0.000
color 1.000 1.000 1.000 1.000
fadeColor 0.000 0.000 0.000 0.000
offset 0.000 0.000 0.000
gravity world 94.000
}
{
count 20
material textures/particles/flamebase
emissive 2.000
time 1.000
cycles 1.000
bunching 0.000
distribution rect 1.000 1.000 1.000
direction outward 0.000
orientation view
speed "100.000"
size "2.000" to "0.000"
aspect "1.000"
randomDistribution 1
boundsExpansion 0.000
fadeIn 0.100
fadeOut 0.250
fadeIndex 0.000
color 1.000 1.000 1.000 1.000
fadeColor 0.000 0.000 0.000 0.000
offset 0.000 0.000 0.000
gravity world 3.000
}
}
/*
Generated by the Particle Editor.
To use the particle editor, launch the game and type 'editParticles' on the console.
*/
particle cyber_death_hit_ground {
depthHack 10
{
count 5
material textures/particles/barrelpoof_sort
time 1.800
cycles 1.000
bunching 0.000
distribution cylinder 20.000 20.000 0.000 0.000
direction outward "0.000"
orientation z
speed "50.000" to "0.000"
size "0.000" to "328.000"
aspect "1.000"
rotation "30.000" to "0.000"
randomDistribution 1
boundsExpansion 0.000
fadeIn 0.500
fadeOut 1.000
fadeIndex 0.000
color 0.170 0.150 0.110 1.000
fadeColor 0.000 0.000 0.000 0.000
offset 0.000 0.000 -8.000
gravity world -1.000
}
{
count 5
material textures/particles/barrelpoof_sort
time 1.800
cycles 1.000
bunching 0.000
distribution cylinder 20.000 20.000 0.000 0.000
direction cone "0.000"
orientation view
speed "94.000" to "0.000"
size "60.500" to "128.000"
aspect "1.000"
rotation "30.000" to "0.000"
randomDistribution 1
boundsExpansion 0.000
fadeIn 0.500
fadeOut 1.000
fadeIndex 0.000
color 0.170 0.150 0.110 1.000
fadeColor 0.000 0.000 0.000 0.000
offset 0.000 0.000 -8.000
gravity world 147.000
}
}
+47
View File
@@ -0,0 +1,47 @@
particle delta3_deconfx_red
{
{
count 40
material textures/particles/fbeam
time 1.900
cycles 0.000
bunching 1.000
distribution rect 0.000 0.000 0.000
direction cone 0.000
orientation view
speed 0.000
size 0.000 to 66.500
aspect 1.000
fadeIn 0.000
fadeOut 0.650
color 0.190 0.000 0.000 1.000
fadeColor 0.000 0.000 0.000 0.000
offset 0.000 0.000 -10.000
gravity -40.000
}
}
particle delta3_deconfx_colorable
{
{
count 40
material textures/particles/fbeam
time 1.900
cycles 0.000
bunching 1.000
distribution rect 0.000 0.000 0.000
direction cone 0.000
orientation view
speed 0.000
size 0.000 to 66.500
aspect 1.000
fadeIn 0.000
fadeOut 0.650
color 1.000 1.000 1.000 1.000
fadeColor 0.000 0.000 0.000 0.000
offset 0.000 0.000 -10.000
gravity -40.000
entityColor 1
}
}
File diff suppressed because it is too large Load Diff
+399
View File
@@ -0,0 +1,399 @@
material testParticleMaterial {
{
map _default
blend add
vertexColor
}
}
material particleStrip {
{
map textures/particles/flame3_strip.tga
blend add
vertexColor
scale 1 ,-1
}
}
particle basic {
{
time 2.0
cycles 1
fadeIn 0.4
count 200
// bunching 0.5
// deadTime 0.5
orientation aimed 0 0.3
material particleStrip // which shader to use
animationFrames 32
animationRate 20
size 30
distribution cylinder 0 0 0
direction cone 360
speed 300
rotation 100
gravity 100
offset 0 0 100
}
}
particle oneshot {
{
time 2.0
cycles 1
fadeIn 0.4
count 200
orientation aimed 0 0.3
material particleStrip // which shader to use
animationFrames 32
animationRate 20
size 30
distribution cylinder 0 0 0
direction cone 360
speed 300
rotation 100
gravity 100
offset 0 0 100
}
}
particle fadeTest {
{
time 1.0
fadeIn 0.2
fadeOut 0.6
count 100
orientation aimed 0 0.4
material particleStrip // which shader to use
animationFrames 32
animationRate 20
size 30
distribution cylinder 0 0 30
direction cone 20
speed 200
rotation 100
gravity 100
}
}
particle helix {
{
time 2.0
fadeIn 0.4
count 100
material testParticleMaterial // which shader to use
// animationFrames 32
// animationRate 20
size 4
customPath helix 50 50 60 2 10
rotation 100
orientation aimed 10 0.2
}
}
/*
Generated by the Particle Editor.
To use the particle editor, launch the game and type 'editParticles' on the console.
*/
particle bulletsmokeandspark {
{
count 3
material textures/particles/barrelpoof
time 1.100
cycles 0.000
deadTime 4.000
bunching 0.100
distribution rect 0.000 0.000 0.000
direction outward "0.000"
orientation view
speed "5.000" to "0.000"
size "2.000" to "5.000"
aspect "1.000"
rotation "15.000" to "0.000"
randomDistribution 1
boundsExpansion 0.000
fadeIn 0.100
fadeOut 0.700
fadeIndex 0.000
color 0.180 0.160 0.140 1.000
fadeColor 0.000 0.000 0.000 0.000
offset 0.000 0.000 0.000
gravity world -1.000
}
{
count 2
material textures/particles/boomboom3
time 0.150
cycles 1.000
deadTime 4.000
bunching 0.000
distribution rect 0.200 0.200 0.200
direction outward "0.000"
orientation view
speed "5.000" to "0.000"
size "0.000" to "6.500"
aspect "1.000" to "1.500"
randomDistribution 1
boundsExpansion 0.000
fadeIn 0.000
fadeOut 0.600
fadeIndex 0.000
color 0.870 0.910 0.450 1.000
fadeColor 0.000 0.000 0.000 0.000
offset 0.000 0.000 0.000
gravity world -1.000
}
}
/*
Generated by the Particle Editor.
To use the particle editor, launch the game and type 'editParticles' on the console.
*/
particle bulletsmokeanddebris {
{
count 3
material textures/particles/barrelpoof
time 1.100
cycles 0.000
deadTime 4.000
bunching 0.100
distribution rect 0.000 0.000 0.000
direction outward "0.000"
orientation view
speed "5.000" to "0.000"
size "4.500" to "7.500"
aspect "1.000"
rotation "15.000" to "0.000"
randomDistribution 1
boundsExpansion 0.000
fadeIn 0.100
fadeOut 0.700
fadeIndex 0.000
color 0.180 0.160 0.140 1.000
fadeColor 0.000 0.000 0.000 0.000
offset 0.000 0.000 0.000
gravity world -3.000
}
{
count 2
material textures/particles/debris
time 0.350
cycles 0.000
deadTime 4.000
bunching 0.100
distribution rect 0.000 0.000 0.000
direction outward "0.000"
orientation view
speed "73.000" to "81.000"
size "4.500" to "9.000"
aspect "1.200"
randomDistribution 1
boundsExpansion 0.000
fadeIn 0.100
fadeOut 0.700
fadeIndex 0.000
color 0.180 0.160 0.140 1.000
fadeColor 0.000 0.000 0.000 0.000
offset 0.000 0.000 0.000
gravity world 142.000
}
}
particle anim {
{
time 1.0
count 20
material textures/particles/firestrip // which shader to use
emissive 2.000
animationFrames 7
animationrate 20
size 4
distribution cylinder 32 32 32
speed 0
rotation 100
}
}
particle sphere {
{
time 1.0
count 200
material testParticleMaterial
size 2
distribution sphere 32 32 32
direction cone 160
speed 4
rotation 100
}
}
particle deadTime {
{
time 1
count 100
material testParticleMaterial
size 2
distribution rect 4 4 0
direction cone 160
speed 100
rotation 100
deadTime 2.0
}
}
particle point {
{
time 3.0
count 200
material testParticleMaterial
size 2
distribution rect 0 0 0
direction cone 160
speed 10
rotation 100
}
}
particle bunch0 {
{
time 0.5
count 100
material testParticleMaterial
size 2
distribution rect 4 4 0
direction cone 160
speed 100
rotation 100
}
}
particle bunch1 {
{
time 0.5
bunching 0.1
count 100
material testParticleMaterial
size 2
distribution rect 4 4 0
direction cone 160
speed 100
rotation 100
}
}
particle bunch2 {
{
time 0.5
bunching 0.5
count 100
material testParticleMaterial
size 2
distribution rect 4 4 0
direction cone 160
speed 100
rotation 100
}
}
/*
Generated by the Particle Editor.
To use the particle editor, launch the game and type 'editParticles' on the console.
*/
particle bulletricochet {
{
count 2
material textures/particles/barrelpoof
time 1.100
cycles 1.000
bunching 0.250
distribution rect 0.000 0.000 0.000
direction outward "0.000"
orientation view
speed "5.000" to "0.000"
size "3.500" to "9.000"
aspect "1.000"
randomDistribution 1
boundsExpansion 0.000
fadeIn 0.100
fadeOut 0.700
fadeIndex 0.000
color 0.140 0.130 0.110 1.000
fadeColor 0.000 0.000 0.000 0.000
offset 0.000 0.000 0.000
gravity world -3.000
}
{
count 2
material textures/particles/boomboom4
time 0.150
cycles 1.000
bunching 0.000
distribution rect 0.200 0.200 0.200
direction outward "0.000"
orientation view
speed "5.000" to "0.000"
size "0.000" to "8.000"
aspect "2.000"
randomDistribution 1
boundsExpansion 0.000
fadeIn 0.000
fadeOut 0.600
fadeIndex 0.000
color 0.910 0.733 0.475 1.000
fadeColor 0.000 0.000 0.000 0.000
offset 0.000 0.000 0.000
gravity world -2.000
}
{
count 2
material textures/particles/spark3
time 0.250
cycles 1.000
deadTime 1.200
bunching 0.100
distribution cylinder 4.000 4.000 4.000 0.000
direction cone "150.000"
orientation aimed 0.000 0.020
speed "120.000"
size "2.000" to "0.250"
aspect "1.000" to "0.250"
randomDistribution 1
boundsExpansion 0.000
fadeIn 0.050
fadeOut 0.150
fadeIndex 0.000
color 0.910 0.730 0.470 1.000
fadeColor 0.430 0.210 0.100 0.000
offset 0.000 0.000 0.000
gravity world 140.000
}
{
count 2
material textures/particles/spark3
time 0.150
cycles 1.000
deadTime 1.200
bunching 0.100
distribution cylinder 1.000 1.000 1.000 0.000
direction cone "150.000"
orientation aimed 0.000 0.020
speed "300.000"
size "2.000" to "0.250"
aspect "1.000" to "0.100"
randomDistribution 1
boundsExpansion 0.000
fadeIn 0.050
fadeOut 0.150
fadeIndex 0.000
color 0.910 0.730 0.470 1.000
fadeColor 0.430 0.210 0.100 0.000
offset 0.000 0.000 0.000
gravity world 140.000
}
}
+957
View File
@@ -0,0 +1,957 @@
/*
Generated by the Particle Editor.
To use the particle editor, launch the game and type 'editParticles' on the console.
*/
particle rocketexplosion {
depthHack 100
{
count 3
material textures/particles/boomboom
time 0.150
cycles 1.000
deadTime 1.000
bunching 0.300
distribution rect 24.000 24.000 0.000
direction outward "0.500"
orientation view
speed "100.000"
size "42.000" to "100.000"
aspect "1.000" to "2.000"
randomDistribution 1
boundsExpansion 0.000
fadeIn 0.100
fadeOut 1.000
fadeIndex 0.000
color 1.000 0.770 0.640 1.000
fadeColor 0.100 0.000 0.000 0.000
offset 0.000 0.000 0.000
gravity 0.000
}
{
count 6
material textures/particles/barrelpoof
time 2.800
cycles 1.000
bunching 0.100
distribution rect 64.000 64.000 32.000
direction outward "0.000"
orientation view
speed "25.000" to "5.000"
size "64.000" to "72.000"
aspect "1.000"
rotation "10.000" to "0.000"
randomDistribution 1
boundsExpansion 0.000
fadeIn 0.400
fadeOut 1.000
fadeIndex 0.000
color 0.150 0.160 0.130 1.000
fadeColor 0.070 0.080 0.080 0.000
offset 0.000 0.000 32.000
gravity 0.000
}
{
count 16
material textures/particles/barrelpoof
time 1.500
cycles 1.000
bunching 0.000
distribution cylinder 64.000 64.000 0.000 0.000
direction outward "0.500"
orientation aimed 0.000 1.000
speed "100.000" to "0.000"
size "43.000" to "42.000"
aspect "1.000"
rotation "90.000" to "0.000"
randomDistribution 1
boundsExpansion 0.000
fadeIn 0.600
fadeOut 1.000
fadeIndex 0.000
color 0.150 0.140 0.130 1.000
fadeColor 0.150 0.150 0.130 0.000
offset 0.000 0.000 -16.000
gravity 0.000
}
{
count 1
material textures/particles/boomboom2
time 0.150
cycles 1.000
deadTime 1.000
bunching 0.300
distribution rect 24.000 24.000 0.000
direction outward "0.500"
orientation view
speed "100.000"
size "42.000" to "100.000"
aspect "1.000"
randomDistribution 1
boundsExpansion 0.000
fadeIn 0.100
fadeOut 0.950
fadeIndex 0.000
color 1.000 0.770 0.590 1.000
fadeColor 0.100 0.000 0.000 0.000
offset 0.000 0.000 0.000
gravity 0.000
}
{
count 1
material textures/sfx/vpring3
time 0.400
cycles 1.000
bunching 1.000
distribution rect 0.000 0.000 0.000
direction cone "0.500"
orientation view
speed "0.000"
size "1.000" to "400.000"
aspect "1.000"
randomDistribution 1
boundsExpansion 0.000
fadeIn 0.000
fadeOut 0.150
fadeIndex 0.000
color 1.000 1.000 1.000 1.000
fadeColor 0.000 0.000 0.000 0.000
offset 0.000 0.000 0.000
gravity world 0.000
}
}
/*
Generated by the Particle Editor.
To use the particle editor, launch the game and type 'editParticles' on the console.
*/
particle grenadeexplosion {
depthHack 70
{
count 1
material textures/particles/boomboom
time 0.200
cycles 1.000
bunching 1.000
distribution rect 0.000 0.000 0.000
direction cone 0.000
orientation view
speed "0.000"
size "0.000" to "120.000"
aspect "1.000" to "1.800"
rotation "7.000" to "0.000"
randomDistribution 1
boundsExpansion 0.000
fadeIn 0.100
fadeOut 0.650
fadeIndex 0.000
color 1.000 0.612 0.463 1.000
fadeColor 0.000 0.000 0.000 1.000
offset 0.000 0.000 0.000
gravity -10.000
}
{
count 1
material textures/particles/boomboom2
time 0.200
cycles 1.000
bunching 0.150
distribution rect 30.000 30.000 30.000
direction cone 0.000
orientation view
speed "0.000"
size "69.500" to "120.000"
aspect "1.000" to "1.200"
randomDistribution 1
boundsExpansion 0.000
fadeIn 0.000
fadeOut 0.250
fadeIndex 0.000
color 1.000 0.482 0.341 1.000
fadeColor 0.000 0.000 0.000 1.000
offset 0.000 0.000 0.000
gravity 1.000
}
{
count 3
material textures/particles/boomboom3
time 0.150
cycles 1.000
bunching 0.650
distribution sphere 1.000 1.000 1.000
direction outward 0.000
orientation view
speed "150.000" to "159.000"
size "0.000" to "200.000"
aspect "1.000"
randomDistribution 1
boundsExpansion 0.000
fadeIn 0.000
fadeOut 0.350
fadeIndex 0.000
color 0.631 0.337 0.259 1.000
fadeColor 0.000 0.000 0.000 1.000
offset 0.000 0.000 0.000
gravity 0.000
}
{
count 12
material textures/particles/barrelpoof
time 1.600
cycles 1.000
bunching 0.000
distribution cylinder 60.000 60.000 0.000 0.000
direction outward 0.500
orientation view
speed "86.000" to "0.000"
size "80.000" to "88.500"
aspect "1.000"
rotation "0.400" to "0.000"
randomDistribution 1
boundsExpansion 0.000
fadeIn 0.200
fadeOut 1.000
fadeIndex 0.000
color 0.263 0.216 0.204 1.000
fadeColor 0.000 0.000 0.000 0.000
offset 0.000 0.000 0.000
gravity world 3.000
}
{
count 5
material textures/particles/barrelpoof
time 1.600
cycles 1.000
bunching 0.000
distribution cylinder 0.000 0.000 0.000 0.000
direction outward 0.000
orientation view
speed "141.000" to "0.000"
size "93.500" to "103.500"
aspect "1.000"
rotation "0.400" to "0.000"
randomDistribution 1
boundsExpansion 0.000
fadeIn 0.500
fadeOut 1.000
fadeIndex 0.000
color 0.260 0.220 0.200 1.000
fadeColor 0.000 0.000 0.000 0.000
offset 0.000 0.000 0.000
gravity world 13.000
}
{
count 1
material textures/sfx/vpring3
time 0.700
cycles 1.000
bunching 1.000
distribution rect 30.000 30.000 30.000
direction cone 0.000
orientation view
speed "0.000"
size "0.000" to "500.000"
aspect "1.000" to "1.200"
randomDistribution 1
boundsExpansion 0.000
fadeIn 0.000
fadeOut 0.250
fadeIndex 0.000
color 1.000 0.610 0.570 1.000
fadeColor 0.000 0.000 0.000 1.000
offset 0.000 0.000 0.000
gravity 1.000
}
}
/*
Generated by the Particle Editor.
To use the particle editor, launch the game and type 'editParticles' on the console.
*/
particle bigexplosion {
depthHack 60
{
count 3
material models/weapons/rocketlauncher/boomboom
time 1.600
cycles 1.000
bunching 1.000
distribution rect 0.000 0.000 0.000
direction cone 90.000
orientation view
speed "0.000"
size "60.000"
aspect "1.000"
randomDistribution 1
boundsExpansion 0.000
fadeIn 0.100
fadeOut 0.250
fadeIndex 0.000
color 1.000 1.000 1.000 1.000
fadeColor 0.000 0.000 1.000 0.000
offset 0.000 0.000 0.000
gravity -10.000
}
{
count 1
material models/weapons/rocketlauncher/boomboom
time 1.600
cycles 1.000
bunching 1.000
distribution rect 0.000 0.000 0.000
direction cone 90.000
orientation view
speed "0.000"
size "60.000" to "100.000"
aspect "1.000"
randomDistribution 1
boundsExpansion 0.000
fadeIn 0.100
fadeOut 0.250
fadeIndex 0.000
color 1.000 1.000 1.000 1.000
fadeColor 0.000 0.000 1.000 0.000
offset 0.000 0.000 0.000
gravity -10.000
}
{
count 32
material textures/particles/blacksmokepuff
time 1.400
cycles 1.000
bunching 1.000
distribution rect 0.000 0.000 0.000
direction cone 90.000
orientation view
speed "0.000"
size "0.000" to "30.000"
aspect "1.000"
rotation "1.000" to "45.000"
randomDistribution 1
boundsExpansion 0.000
fadeIn 0.100
fadeOut 0.250
fadeIndex 0.000
color 1.000 1.000 1.000 1.000
fadeColor 0.000 0.000 1.000 0.000
offset 0.000 0.000 0.000
gravity 0.000
}
}
/*
Generated by the Particle Editor.
To use the particle editor, launch the game and type 'editParticles' on the console.
*/
particle spawnexplosion {
{
count 1
material textures/particles/spawnstrip
animationFrames 16
time 0.600
cycles 1.000
bunching 1.000
distribution rect 0.000 0.000 0.000
direction cone 0.000
orientation view
speed "100.000"
size "64.000"
aspect "1.000"
fadeIn 0.100
fadeOut 0.250
fadeIndex 0.000
color 1.000 1.000 1.000 1.000
fadeColor 0.000 0.000 0.000 0.000
offset 0.000 0.000 -16.000
gravity -10.000
}
{
count 64
material models/monsters/spawn/particle1
time 1.500
cycles 1.000
bunching 0.010
distribution rect 4.000 4.000 0.000
direction outward 0.000
orientation aimed 0.000 0.009
speed "350.000" to "351.000"
size "2.000"
aspect "1.000"
fadeIn 0.050
fadeOut 0.150
fadeIndex 0.000
color 0.990 0.940 0.630 1.000
fadeColor 0.430 0.210 0.100 0.000
offset 0.000 0.000 0.000
gravity world 0.000
}
}
/*
Generated by the Particle Editor.
To use the particle editor, launch the game and type 'editParticles' on the console.
*/
particle monsterspawn {
{
count 32
material models/monsters/spawn/particle1
time 1.350
cycles 3.000
bunching 1.000
distribution rect 16.000 16.000 16.000
direction cone 15.000
orientation view
speed "-39.000" to "69.000"
size "3.000" to "0.000"
aspect "1.000"
fadeIn 0.100
fadeOut 0.250
fadeIndex 0.000
color 1.000 1.000 1.000 1.000
fadeColor 0.000 0.000 0.000 0.000
offset 0.000 0.000 0.000
gravity world -20.000
}
}
/*
Generated by the Particle Editor.
To use the particle editor, launch the game and type 'editParticles' on the console.
*/
particle guardian_fireball {
depthHack 1
{
count 20
material textures/particles/pfirebig2
emissive 2.000
time 0.750
cycles 0.000
bunching 1.000
distribution rect 0.000 0.000 0.000
direction outward 0.000
orientation view
speed "120.000"
size "40.000" to "20.000"
aspect "1.000" to "0.800"
rotation "17.000" to "46.000"
fadeIn 0.100
fadeOut 0.200
fadeIndex 0.000
color 0.820 0.820 0.820 1.000
fadeColor 0.000 0.000 0.000 1.000
offset 0.000 0.000 0.000
gravity world -20.000
}
{
count 12
material textures/particles/dust
time 1.550
cycles 0.000
bunching 1.000
distribution cylinder 2.000 2.000 2.000 0.000
direction outward 90.000
orientation view
speed "0.500" to "0.000"
size "19.000" to "37.500"
aspect "1.500" to "1.000"
rotation "50.000" to "85.000"
fadeIn 1.000
fadeOut 0.650
fadeIndex 0.000
color 0.600 0.600 0.600 1.000
fadeColor 0.000 0.000 1.000 0.000
offset 0.000 0.000 20.000
gravity world -31.000
}
{
count 15
material textures/particles/pfirebig2
emissive 2.000
time 1.200
cycles 0.000
bunching 1.000
distribution sphere 10.000 10.000 0.000
direction cone 100.000
orientation view
speed "8.000"
size "10.000" to "50.000"
aspect "1.000"
rotation "2.000" to "100.000"
fadeIn 0.200
fadeOut 0.150
fadeIndex 0.000
color 1.000 0.980 0.990 1.000
fadeColor 0.000 0.000 0.000 0.000
offset 0.000 0.000 0.000
gravity world 0.000
}
{
count 10
material textures/particles/ember_small
time 2.000
cycles 0.000
bunching 1.000
distribution rect 20.000 20.000 20.000
direction cone 100.000
orientation aimed 0.000 0.100
speed "0.700" to "0.200"
size "1.000" to "0.000"
aspect "1.000"
fadeIn 0.200
fadeOut 0.400
fadeIndex 0.000
color 0.460 0.470 0.350 1.000
fadeColor 0.000 0.000 0.000 0.000
offset 0.000 0.000 50.000
gravity world -38.000
}
}
/*
Generated by the Particle Editor.
To use the particle editor, launch the game and type 'editParticles' on the console.
*/
particle guardian_poundground {
depthHack 60
{
count 120
material textures/particles/smokepuff
time 0.300
cycles 0.000
deadTime 4.000
bunching 0.000
distribution sphere 1.000 1.000 0.000
direction outward 0.250
orientation view
speed "219.000" to "-9.000"
size "0.000" to "35.000"
aspect "1.000"
rotation "1.000" to "45.000"
fadeIn 0.100
fadeOut 0.250
fadeIndex 0.950
color 1.000 1.000 1.000 1.000
fadeColor 0.000 0.000 0.000 0.000
offset 0.000 0.000 0.000
gravity world 40.000
}
{
count 64
material textures/particles/spark3
time 0.750
cycles 0.000
bunching 0.010
distribution rect 4.000 4.000 0.000
direction outward 0.000
orientation aimed 0.000 0.009
speed "350.000" to "0.000"
size "2.000" to "1.000"
aspect "1.000"
fadeIn 0.050
fadeOut 0.150
fadeIndex 0.000
color 0.990 0.940 0.630 1.000
fadeColor 0.430 0.210 0.100 0.000
offset 0.000 0.000 0.000
gravity world 0.000
}
{
count 32
material textures/sfx/flamesparks
emissive 2.000
time 1.500
cycles 0.000
bunching 0.000
distribution cylinder 8.000 8.000 0.000 0.000
direction outward 0.000
orientation aimed 0.000 0.010
speed "300.000"
size "1.000"
aspect "1.000"
fadeIn 0.100
fadeOut 0.100
fadeIndex 0.000
color 1.000 0.000 0.000 1.000
fadeColor 0.000 0.000 1.000 0.000
offset 0.000 0.000 0.000
gravity world 50.000
}
}
/*
Generated by the Particle Editor.
To use the particle editor, launch the game and type 'editParticles' on the console.
*/
particle bfgexplosion {
depthHack 70
{
count 2
material textures/particles/boomboom
time 0.200
cycles 1.000
bunching 1.000
distribution rect 0.000 0.000 0.000
direction cone 0.000
orientation view
speed "0.000"
size "0.000" to "250.000"
aspect "1.000"
rotation "7.000" to "0.000"
randomDistribution 1
boundsExpansion 0.000
fadeIn 0.100
fadeOut 0.650
fadeIndex 0.000
color 0.000 1.000 0.880 1.000
fadeColor 0.000 0.000 0.000 1.000
offset 0.000 0.000 0.000
gravity -10.000
}
{
count 1
material textures/particles/boomboom
time 0.200
cycles 1.000
bunching 1.000
distribution rect 30.000 30.000 30.000
direction cone 0.000
orientation view
speed "0.000"
size "15.500" to "102.500"
aspect "1.000" to "1.200"
rotation "54.000" to "39.000"
randomDistribution 1
boundsExpansion 0.000
fadeIn 0.000
fadeOut 0.650
fadeIndex 0.000
color 0.000 1.000 0.580 1.000
fadeColor 0.000 0.000 0.000 1.000
offset 0.000 0.000 0.000
gravity -89.000
}
{
count 3
material textures/particles/boomboom2
time 0.400
cycles 1.000
bunching 0.600
distribution sphere 30.000 30.000 30.000
direction cone 0.000
orientation view
speed "0.000"
size "69.500" to "250.000"
aspect "1.000" to "1.200"
randomDistribution 1
boundsExpansion 0.000
fadeIn 0.000
fadeOut 0.450
fadeIndex 0.000
color 0.000 1.000 0.760 1.000
fadeColor 0.063 0.000 0.000 1.000
offset 0.000 0.000 0.000
gravity -89.000
}
{
count 2
material textures/particles/boomboom3
time 0.300
cycles 1.000
timeOffset 0.100
bunching 1.000
distribution sphere 1.000 1.000 1.000
direction cone 0.000
orientation view
speed "0.000"
size "0.000" to "128.000"
aspect "1.000" to "1.200"
randomDistribution 1
boundsExpansion 0.000
fadeIn 0.000
fadeOut 0.700
fadeIndex 0.000
color 0.000 1.000 0.780 1.000
fadeColor 0.000 0.000 0.000 1.000
offset 0.000 0.000 0.000
gravity -89.000
}
{
count 1
material textures/particles/bfgballblast
time 0.350
cycles 1.000
timeOffset 0.100
bunching 0.100
distribution sphere 5.000 5.000 5.000
direction cone 0.000
orientation view
speed "0.000"
size "41.000" to "400.000"
aspect "1.000"
rotation "100.000" to "91.000"
randomDistribution 1
boundsExpansion 0.000
fadeIn 0.000
fadeOut 1.000
fadeIndex 0.000
color 0.012 1.000 0.208 1.000
fadeColor 0.000 0.000 0.000 1.000
offset 0.000 0.000 50.000
gravity world -10.000
}
{
count 2
material textures/particles/bfgballblast
time 0.350
cycles 1.000
timeOffset 0.100
bunching 0.100
distribution sphere 5.000 5.000 5.000
direction cone 0.000
orientation z
speed "0.000"
size "41.000" to "300.000"
aspect "1.000"
randomDistribution 1
boundsExpansion 0.000
fadeIn 0.000
fadeOut 1.000
fadeIndex 0.000
color 0.000 1.000 0.682 1.000
fadeColor 0.000 0.000 0.000 1.000
offset 0.000 0.000 50.000
gravity world -10.000
}
}
/*
Generated by the Particle Editor.
To use the particle editor, launch the game and type 'editParticles' on the console.
*/
particle barrelexplosion {
depthHack 32
{
count 2
material textures/particles/barrelexpsmall
time 0.200
cycles 1.000
deadTime 1.000
bunching 0.300
distribution rect 24.000 24.000 0.000
direction outward 0.500
orientation view
speed "100.000"
size "30.000" to "120.000"
aspect "1.000" to "3.000"
randomDistribution 1
boundsExpansion 0.000
fadeIn 0.100
fadeOut 0.500
fadeIndex 0.000
color 1.000 1.000 1.000 1.000
fadeColor 0.100 0.000 0.000 0.000
offset 0.000 0.000 0.000
gravity 0.000
}
{
count 6
material textures/particles/barrelpoof
time 3.000
cycles 1.000
bunching 0.100
distribution rect 64.000 64.000 32.000
direction outward 0.000
orientation view
speed "25.000" to "5.000"
size "64.000" to "72.000"
aspect "1.000"
rotation "10.000" to "0.000"
randomDistribution 1
boundsExpansion 0.000
fadeIn 0.050
fadeOut 0.500
fadeIndex 0.000
color 0.160 0.160 0.160 1.000
fadeColor 0.070 0.080 0.080 0.000
offset 0.000 0.000 32.000
gravity 0.000
}
{
count 1
material textures/particles/barrelexpbase1
animationFrames 1
time 1.000
cycles 1.000
bunching 0.000
distribution rect 0.000 0.000 0.000
direction cone 30.000
orientation z
speed "0.000"
size "32.000" to "800.000"
aspect "1.000"
rotation "60.000" to "0.000"
randomDistribution 1
boundsExpansion 0.000
fadeIn 0.000
fadeOut 0.900
fadeIndex 0.000
color 0.200 0.200 0.200 1.000
fadeColor 0.000 0.000 0.000 0.000
offset 0.000 0.000 -24.000
gravity 0.000
}
{
count 16
material textures/particles/barrelpoof
time 1.500
cycles 1.000
bunching 0.000
distribution cylinder 64.000 64.000 0.000 0.000
direction outward 0.500
orientation aimed 0.000 1.000
speed "100.000" to "0.000"
size "32.000"
aspect "1.000"
rotation "90.000" to "0.000"
randomDistribution 1
boundsExpansion 0.000
fadeIn 0.000
fadeOut 0.500
fadeIndex 0.000
color 0.200 0.200 0.200 0.500
fadeColor 0.200 0.200 0.200 0.000
offset 0.000 0.000 -16.000
gravity 0.000
}
{
count 2
material textures/particles/barrelexpsmall
time 0.250
cycles 1.000
timeOffset 0.005
deadTime 1.000
bunching 0.300
distribution rect 24.000 24.000 0.000
direction outward 0.500
orientation view
speed "100.000"
size "30.000" to "150.000"
aspect "1.000" to "1.200"
randomDistribution 1
boundsExpansion 0.000
fadeIn 0.100
fadeOut 0.500
fadeIndex 0.000
color 1.000 1.000 1.000 1.000
fadeColor 0.100 0.000 0.000 0.000
offset 0.000 0.000 0.000
gravity 0.000
}
}
/*
Generated by the Particle Editor.
To use the particle editor, launch the game and type 'editParticles' on the console.
*/
particle tankexplosion {
depthHack 60
{
count 3
material models/weapons/rocketlauncher/boomboom
time 1.600
cycles 1.000
bunching 1.000
distribution rect 0.000 0.000 0.000
direction cone 90.000
orientation view
speed "0.000"
size "60.000"
aspect "1.000"
randomDistribution 1
boundsExpansion 0.000
fadeIn 0.100
fadeOut 0.250
fadeIndex 0.000
color 1.000 1.000 1.000 1.000
fadeColor 0.000 0.000 1.000 0.000
offset 0.000 0.000 0.000
gravity -10.000
}
{
count 1
material models/weapons/rocketlauncher/boomboom
time 1.600
cycles 1.000
bunching 1.000
distribution rect 0.000 0.000 0.000
direction cone 90.000
orientation view
speed "0.000"
size "60.000" to "100.000"
aspect "1.000"
randomDistribution 1
boundsExpansion 0.000
fadeIn 0.100
fadeOut 0.250
fadeIndex 0.000
color 1.000 1.000 1.000 1.000
fadeColor 0.000 0.000 1.000 0.000
offset 0.000 0.000 0.000
gravity -10.000
}
{
count 32
material textures/particles/blacksmokepuff
time 1.400
cycles 1.000
bunching 1.000
distribution rect 0.000 0.000 0.000
direction cone 90.000
orientation view
speed "0.000"
size "0.000" to "30.000"
aspect "1.000"
rotation "1.000" to "45.000"
randomDistribution 1
boundsExpansion 0.000
fadeIn 0.100
fadeOut 0.250
fadeIndex 0.000
color 1.000 1.000 1.000 1.000
fadeColor 0.000 0.000 1.000 0.000
offset 0.000 0.000 0.000
gravity 0.000
}
}
/*
Generated by the Particle Editor.
To use the particle editor, launch the game and type 'editParticles' on the console.
*/
particle caco_fireball {
depthHack 1
{
count 1
material textures/particles/caco_ball
time 10.000
cycles 0.000
bunching 1.000
distribution sphere 5.000 5.000 0.000
direction cone 100.000
orientation view
speed "0.000"
size "10.000"
aspect "1.000"
angle 360.000
randomDistribution 0
boundsExpansion 0.000
fadeIn 0.200
fadeOut 0.150
fadeIndex 0.000
color 1.000 0.980 0.990 1.000
fadeColor 0.000 0.000 0.000 0.000
offset 0.000 0.000 0.000
gravity world 0.000
}
}
+432
View File
@@ -0,0 +1,432 @@
/*
Generated by the Particle Editor.
To use the particle editor, launch the game and type 'editParticles' on the console.
*/
particle smallfire {
{
count 12
material textures/particles/smokepuff
time 1.000
cycles 0.000
bunching 1.000
distribution rect 4.000 4.000 0.000
direction cone 0.000
orientation view
speed 30.000
size 15.000 to 10.000
aspect 1.000
fadeIn 0.900
fadeOut 0.900
color 1.000 1.000 1.000 1.000
fadeColor 0.000 0.000 0.000 0.000
offset 0.000 0.000 8.000
gravity world -10.000
}
{
count 8
material textures/particles/firestrip
emissive 2.000
animationFrames 7
time 1.800
cycles 0.000
bunching 1.000
distribution rect 4.000 4.000 0.000
direction outward 0.500
orientation view
speed 0.000
size 2.000 to 15.000
aspect 1.000
fadeIn 0.100
fadeOut 0.250
color 1.000 1.000 1.000 1.000
fadeColor 0.000 0.000 0.000 0.000
offset 0.000 0.000 0.000
gravity -1.000
}
{
count 16
material textures/sfx/flamesparks
emissive 2.000
time 2.000
cycles 0.000
bunching 1.000
distribution rect 4.000 4.000 0.000
direction outward 0.500
orientation view
speed 0.000
size 1.500 to 0.100
aspect 1.000
fadeIn 0.200
fadeOut 0.400
color 1.000 1.000 1.000 1.000
fadeColor 0.000 0.000 0.000 0.000
offset 0.000 0.000 0.000
gravity -15.000
}
}
/*
Generated by the Particle Editor.
To use the particle editor, launch the game and type 'editParticles' on the console.
*/
particle sparks {
{
count 64
material textures/particles/spark3
time 1.200
cycles 1
deadTime 1.200
bunching 0.100
distribution cylinder 4.000 4.000 4.000 0.000
direction cone 150.000
orientation aimed 0.000 0.020
speed 120.000
size 2.000 to 0.250
aspect 1.000 to 0.250
fadeIn 0.050
fadeOut 0.150
color 0.990 0.940 0.630 1.000
fadeColor 0.430 0.210 0.100 0.000
offset 0.000 0.000 0.000
gravity world 300.000
}
}
particle sparkFountain {
{
material textures/particles/spark3
count 1512
bunching 1
time 3.5
gravity world 40
size 2 to 0.25
aspect 1 to 0.25
orientation aimed 0 0.02
distribution rect 0 0 0
direction cone 50
fadeIn 0.05
fadeOut 0.15
speed 120
color 0.99 0.94 0.63 1.0
fadeColor 0.43 0.21 0.10 0.0
}
}
/*
Generated by the Particle Editor.
To use the particle editor, launch the game and type 'editParticles' on the console.
*/
particle ring {
{
count 256
material textures/particles/spark3
time 1.500
cycles 0.000
bunching 0.000
distribution sphere 4.000 4.000 0.000
direction outward 0.000
orientation view
speed "-300.000" to "-47.000"
size "1.000" to "0.250"
aspect "1.000"
fadeIn 0.250
fadeOut 0.350
fadeIndex 0.000
color 0.990 0.640 0.240 1.000
fadeColor 0.430 0.380 0.290 1.000
offset 0.000 0.000 0.000
gravity world 0.000
}
{
count 196
material textures/particles/pfirebig
emissive 2.000
time 2.350
cycles 0.000
bunching 0.000
distribution cylinder 4.000 4.000 0.000 0.000
direction outward 0.000
orientation view
speed "-500.000" to "-47.000"
size "19.000" to "1.000"
aspect "2.000"
rotation "43.000" to "75.000"
fadeIn 0.800
fadeOut 0.800
fadeIndex 0.750
color 0.990 0.470 0.120 1.000
fadeColor 0.430 0.220 0.050 1.000
offset 0.000 0.000 0.000
gravity world -1.000
}
}
particle origin2 {
{
material textures/particles/spark3
count 512
bunching 1
time 1.5
gravity world 0
size 2
aspect 1
orientation aimed 0 0.009
distribution RECT 400 400 400
direction outward 0
fadeIn 0.05
fadeOut 0.15
speed "-150"
color 0.99 0.94 0.63 1.0
fadeColor 0.43 0.21 0.10 0.0
}
}
/*
Generated by the Particle Editor.
To use the particle editor, launch the game and type 'editParticles' on the console.
*/
particle impsparks {
{
count 192
material textures/particles/spark3
time 0.750
cycles 1.000
bunching 1.000
distribution rect 4.000 4.000 4.000
direction cone 45.000
orientation aimed 0.000 0.050
speed "56.000" to "0.000"
size "2.000" to "0.250"
aspect "1.000" to "0.250"
fadeIn 0.450
fadeOut 0.150
fadeIndex 0.000
color 0.980 0.820 0.270 1.000
fadeColor 0.320 0.050 0.040 1.000
offset 0.000 0.000 0.000
gravity world 24.000
}
}
/*
Generated by the Particle Editor.
To use the particle editor, launch the game and type 'editParticles' on the console.
*/
particle blahblah {
{
count 20
material _default
time 1.000
bunching 1.000
distribution rect 0.000 0.000 0.000
direction cone 0.000
orientation view
speed 0.000
size 4.000
aspect 1.000
fadeIn 0.100
fadeOut 0.250
color 1.000 1.000 1.000 1.000
fadeColor 0.000 0.000 0.000 0.000
offset 0.000 0.000 0.000
gravity 1.000
}
}
/*
Generated by the Particle Editor.
To use the particle editor, launch the game and type 'editParticles' on the console.
*/
particle sadfasfasdf {
{
count 20
material leftsmackchainsaw
time 1.000
bunching 0.400
distribution rect 0.000 0.000 0.000
direction cone 0.000
orientation view
speed 8.000 to 0.000
size 4.000
aspect 1.000
fadeIn 0.100
fadeOut 0.250
color 1.000 1.000 1.000 1.000
fadeColor 0.000 0.000 0.000 0.000
offset 0.000 0.000 0.000
gravity -120.000
}
}
/*
Generated by the Particle Editor.
To use the particle editor, launch the game and type 'editParticles' on the console.
*/
particle redsparkfountain {
{
count 1512
material textures/particles/spark3
time 3.500
cycles 0.000
bunching 1.000
distribution rect 0.000 0.000 0.000
direction cone 50.000
orientation aimed 0.000 0.020
speed 120.000
size 2.000 to 0.250
aspect 1.000 to 0.250
fadeIn 0.050
fadeOut 0.150
color 0.990 0.940 0.630 1.000
fadeColor 0.430 0.210 0.100 0.000
offset 0.000 0.000 0.000
gravity world 40.000
}
}
/*
Generated by the Particle Editor.
To use the particle editor, launch the game and type 'editParticles' on the console.
*/
particle barrelfire {
{
count 3
material textures/particles/barrelpoof
time 1.000
cycles 0.000
bunching 1.000
distribution rect 16.000 16.000 0.000
direction cone 0.000
orientation view
speed "30.000"
size "20.000" to "40.000"
aspect "1.000"
randomDistribution 1
boundsExpansion 0.000
fadeIn 0.200
fadeOut 0.500
fadeIndex 0.000
color 0.500 0.500 0.500 0.400
fadeColor 0.270 0.270 0.270 0.000
offset 0.000 0.000 32.000
gravity world -10.000
}
{
count 6
material textures/sfx/flamesparks
emissive 2.000
time 2.000
cycles 0.000
bunching 1.000
distribution cylinder 100.000 32.000 0.000 0.000
direction outward 0.500
orientation view
customPath helix 8.000 8.000 8.000 6.000 3.000
speed "0.000"
size "1.500" to "1.000"
aspect "1.000"
randomDistribution 1
boundsExpansion 0.000
fadeIn 0.200
fadeOut 0.400
fadeIndex 0.000
color 1.000 1.000 1.000 1.000
fadeColor 0.000 0.000 0.000 0.000
offset 0.000 0.000 20.000
gravity -15.000
}
{
count 8
material textures/particles/firestrip
emissive 2.000
animationFrames 7
time 1.500
cycles 0.000
bunching 1.000
distribution cylinder 8.000 8.000 0.000 0.000
direction cone 15.000
orientation view
speed "20.000"
size "8.000" to "16.000"
aspect "1.000"
randomDistribution 1
boundsExpansion 0.000
fadeIn 0.100
fadeOut 0.250
fadeIndex 0.000
color 0.350 0.350 0.350 1.000
fadeColor 0.000 0.000 0.000 0.000
offset 0.000 0.000 8.000
gravity 1.000
}
}
/*
Generated by the Particle Editor.
To use the particle editor, launch the game and type 'editParticles' on the console.
*/
particle tankfire {
{
count 12
material textures/particles/smokepuff
time 1.000
cycles 0.000
bunching 1.000
distribution rect 4.000 4.000 0.000
direction cone 0.000
orientation view
speed 30.000
size 15.000 to 10.000
aspect 1.000
fadeIn 0.900
fadeOut 0.900
color 1.000 1.000 1.000 1.000
fadeColor 0.000 0.000 0.000 0.000
offset 0.000 0.000 8.000
gravity world -10.000
}
{
count 8
material textures/particles/firestrip
emissive 2.000
animationFrames 7
time 1.800
cycles 0.000
bunching 1.000
distribution rect 4.000 4.000 0.000
direction outward 0.500
orientation view
speed 0.000
size 2.000 to 15.000
aspect 1.000
fadeIn 0.100
fadeOut 0.250
color 1.000 1.000 1.000 1.000
fadeColor 0.000 0.000 0.000 0.000
offset 0.000 0.000 0.000
gravity -1.000
}
{
count 16
material textures/sfx/flamesparks
emissive 2.000
time 2.000
cycles 0.000
bunching 1.000
distribution rect 4.000 4.000 0.000
direction outward 0.500
orientation view
speed 0.000
size 1.500 to 0.100
aspect 1.000
fadeIn 0.200
fadeOut 0.400
color 1.000 1.000 1.000 1.000
fadeColor 0.000 0.000 0.000 0.000
offset 0.000 0.000 0.000
gravity -15.000
}
}
+176
View File
@@ -0,0 +1,176 @@
/*
Generated by the Particle Editor.
To use the particle editor, launch the game and type 'editParticles' on the console.
*/
particle fredceiling {
{
count 20
material textures/particles/dust2bits
time 1.000
cycles 1.000
bunching 0.950
distribution rect 64.000 64.000 0.000
direction cone "10.000"
orientation view
speed "0.000"
size "40.000"
aspect "1.000"
rotation "10.000" to "0.000"
randomDistribution 1
boundsExpansion 256.000
fadeIn 0.000
fadeOut 0.200
fadeIndex 0.000
color 0.710 0.710 0.710 1.000
fadeColor 0.000 0.000 0.000 1.000
offset 0.000 0.000 0.000
gravity world 500.000
}
{
count 5
material textures/particles/barrelpoof
time 1.500
cycles 1.000
bunching 1.000
distribution rect 20.000 20.000 0.000
direction cone "6.000"
orientation view
speed "0.000"
size "45.000" to "90.000"
aspect "1.000"
rotation "40.000" to "0.000"
randomDistribution 1
boundsExpansion 0.000
fadeIn 0.200
fadeOut 0.400
fadeIndex 0.700
color 0.000 0.000 0.000 0.500
fadeColor 0.560 0.480 0.320 0.000
offset 0.000 0.000 -10.000
gravity world 92.000
}
}
/*
Generated by the Particle Editor.
To use the particle editor, launch the game and type 'editParticles' on the console.
*/
particle tube_explosion {
depthHack 100
{
count 3
material textures/particles/boomboom
time 0.150
cycles 1.000
deadTime 1.000
bunching 0.300
distribution rect 24.000 24.000 0.000
direction outward "0.500"
orientation view
speed "100.000"
size "42.000" to "100.000"
aspect "1.000" to "2.000"
randomDistribution 1
boundsExpansion 0.000
fadeIn 0.100
fadeOut 1.000
fadeIndex 0.000
color 1.000 0.770 0.640 1.000
fadeColor 0.100 0.000 0.000 0.000
offset 0.000 0.000 0.000
gravity 0.000
}
{
count 6
material textures/particles/barrelpoof
time 2.800
cycles 1.000
bunching 0.100
distribution rect 64.000 64.000 32.000
direction outward "0.000"
orientation view
speed "25.000" to "5.000"
size "64.000" to "72.000"
aspect "1.000"
rotation "10.000" to "0.000"
randomDistribution 1
boundsExpansion 0.000
fadeIn 0.400
fadeOut 1.000
fadeIndex 0.000
color 0.150 0.160 0.130 1.000
fadeColor 0.070 0.080 0.080 0.000
offset 0.000 0.000 32.000
gravity 0.000
}
{
count 16
material textures/particles/barrelpoof
time 1.500
cycles 1.000
bunching 0.000
distribution cylinder 64.000 64.000 0.000 0.000
direction outward "0.500"
orientation aimed 0.000 1.000
speed "100.000" to "0.000"
size "43.000" to "42.000"
aspect "1.000"
rotation "90.000" to "0.000"
randomDistribution 1
boundsExpansion 0.000
fadeIn 0.600
fadeOut 1.000
fadeIndex 0.000
color 0.150 0.140 0.130 1.000
fadeColor 0.150 0.150 0.130 0.000
offset 0.000 0.000 -16.000
gravity 0.000
}
{
count 1
material textures/particles/boomboom2
time 0.150
cycles 1.000
deadTime 1.000
bunching 0.300
distribution rect 24.000 24.000 0.000
direction outward "0.500"
orientation view
speed "100.000"
size "42.000" to "100.000"
aspect "1.000"
randomDistribution 1
boundsExpansion 0.000
fadeIn 0.100
fadeOut 0.950
fadeIndex 0.000
color 1.000 0.770 0.590 1.000
fadeColor 0.100 0.000 0.000 0.000
offset 0.000 0.000 0.000
gravity 0.000
}
{
count 1
material textures/sfx/vpring3
time 0.400
cycles 1.000
bunching 1.000
distribution rect 0.000 0.000 0.000
direction cone "0.500"
orientation view
speed "0.000"
size "1.000" to "400.000"
aspect "1.000"
randomDistribution 1
boundsExpansion 0.000
fadeIn 0.000
fadeOut 0.150
fadeIndex 0.000
color 1.000 1.000 1.000 1.000
fadeColor 0.000 0.000 0.000 0.000
offset 0.000 0.000 0.000
gravity world 0.000
}
}
+52
View File
@@ -0,0 +1,52 @@
/*
Generated by the Particle Editor.
To use the particle editor, launch the game and type 'editParticles' on the console.
*/
particle hell1_fire {
depthHack 150
{
count 30
material textures/particles/pfiresmall2
emissive 2.000
time 10.000
cycles 0.000
timeOffset -50.000
bunching 0.970
distribution sphere 1.000 1.000 1.000
direction cone 0.000
orientation z
speed "-141.000" to "-300.000"
size "1500.000" to "-300.000"
aspect "1.000"
fadeIn 1.000
fadeOut 0.550
fadeIndex 0.000
color 0.240 0.080 0.070 1.000
fadeColor 0.000 0.020 0.000 1.000
offset 0.000 0.000 0.000
gravity -32.000
}
{
count 28
material textures/particles/pfiresmall2
emissive 2.000
time 3.450
cycles 0.000
bunching 0.950
distribution sphere 1.000 1.000 1.000
direction cone 0.000
orientation z
speed "0.000" to "-51.000"
size "300.000" to "0.000"
aspect "1.000"
fadeIn 1.000
fadeOut 1.000
fadeIndex 0.000
color 0.604 0.208 0.012 1.000
fadeColor 0.000 0.000 0.000 0.000
offset 0.000 0.000 0.000
gravity -32.000
}
}
File diff suppressed because it is too large Load Diff
+296
View File
@@ -0,0 +1,296 @@
/*
Generated by the Particle Editor.
To use the particle editor, launch the game and type 'editParticles' on the console.
*/
particle mancroom_fire2 {
{
count 5
material textures/particles/pfirebig2
emissive 2.000
time 1.650
cycles 0.000
bunching 1.000
distribution rect 5.000 5.000 0.000
direction outward 0.000
orientation view
speed "0.500" to "0.000"
size "74.000" to "47.500"
aspect "1.000" to "0.800"
rotation "17.000" to "46.000"
randomDistribution 1
boundsExpansion 0.000
fadeIn 0.100
fadeOut 0.800
fadeIndex 0.000
color 1.000 0.520 0.300 1.000
fadeColor 0.000 0.000 0.000 1.000
offset 0.000 0.000 -20.000
gravity world -45.000
}
{
count 4
material textures/particles/barrelpoof
time 2.600
cycles 0.000
bunching 1.000
distribution cylinder 10.000 10.000 10.000 0.000
direction outward 90.000
orientation view
speed "1.000" to "0.000"
size "43.000" to "85.000"
aspect "1.500" to "1.000"
rotation "46.000" to "0.000"
randomDistribution 1
boundsExpansion 0.000
fadeIn 0.350
fadeOut 1.000
fadeIndex 0.000
color 0.120 0.100 0.070 1.000
fadeColor 0.220 0.160 0.100 0.000
offset 0.000 0.000 50.000
gravity world -8.000
}
}
/*
Generated by the Particle Editor.
To use the particle editor, launch the game and type 'editParticles' on the console.
*/
particle mancroom_fire1 {
{
count 7
material textures/particles/pfirebig2
emissive 2.000
time 1.650
cycles 0.000
bunching 1.000
distribution rect 5.000 5.000 0.000
direction outward 0.000
orientation view
speed "0.500" to "0.000"
size "74.000" to "47.500"
aspect "1.000" to "0.800"
rotation "17.000" to "46.000"
randomDistribution 1
boundsExpansion 0.000
fadeIn 0.100
fadeOut 0.900
fadeIndex 0.000
color 1.000 0.520 0.300 1.000
fadeColor 0.000 0.000 0.000 1.000
offset 0.000 0.000 -20.000
gravity world -61.000
}
{
count 10
material textures/particles/barrelpoof
time 2.600
cycles 0.000
bunching 1.000
distribution cylinder 10.000 10.000 10.000 0.000
direction outward 90.000
orientation view
speed "1.000" to "0.000"
size "43.000" to "85.000"
aspect "1.500" to "1.000"
rotation "46.000" to "0.000"
randomDistribution 1
boundsExpansion 0.000
fadeIn 0.600
fadeOut 0.600
fadeIndex 0.000
color 0.090 0.080 0.050 1.000
fadeColor 0.220 0.160 0.100 0.000
offset 0.000 0.000 50.000
gravity world -27.000
}
}
/*
Generated by the Particle Editor.
To use the particle editor, launch the game and type 'editParticles' on the console.
*/
particle hell_ball1 {
{
count 5
material textures/particles/boomboom2
time 0.600
cycles 0.000
bunching 1.000
distribution cylinder 2.000 2.000 2.000 0.000
direction cone 360.000
orientation view
speed "10.000" to "0.000"
size "0.000" to "55.000"
aspect "1.000"
rotation "100.000" to "0.000"
randomDistribution 1
boundsExpansion 0.000
fadeIn 0.100
fadeOut 1.000
fadeIndex 0.000
color 1.000 0.780 0.680 1.000
fadeColor 0.000 0.000 0.000 0.000
offset 0.000 0.000 0.000
gravity 0.000
}
}
/*
Generated by the Particle Editor.
To use the particle editor, launch the game and type 'editParticles' on the console.
*/
particle hell_ball2 {
{
count 5
material textures/particles/boomboom2
time 0.600
cycles 0.000
bunching 1.000
distribution cylinder 2.000 2.000 2.000 0.000
direction cone 360.000
orientation view
speed "10.000" to "0.000"
size "0.000" to "55.000"
aspect "1.000"
rotation "100.000" to "0.000"
randomDistribution 1
boundsExpansion 0.000
fadeIn 0.100
fadeOut 0.650
fadeIndex 0.000
color 1.000 0.545 0.522 1.000
fadeColor 0.000 0.000 0.000 0.000
offset 0.000 0.000 0.000
gravity -96.000
}
{
count 5
material textures/particles/boomboom2
time 0.600
cycles 0.000
bunching 1.000
distribution cylinder 1.000 1.000 1.000 0.000
direction cone 360.000
orientation view
speed "0.000"
size "13.500" to "38.500"
aspect "1.000"
rotation "100.000" to "0.000"
randomDistribution 1
boundsExpansion 0.000
fadeIn 0.100
fadeOut 0.650
fadeIndex 0.000
color 0.996 0.961 1.000 1.000
fadeColor 0.000 0.000 0.000 0.000
offset 0.000 0.000 0.000
gravity -189.000
}
}
/*
Generated by the Particle Editor.
To use the particle editor, launch the game and type 'editParticles' on the console.
*/
particle rocketblast {
{
count 5
material textures/particles/boomboom2
time 0.300
cycles 0.000
bunching 1.000
distribution cylinder 1.000 1.000 1.000 0.000
direction cone 0.000
orientation view
speed "21.000"
size "0.000" to "9.000"
aspect "1.000"
randomDistribution 1
boundsExpansion 0.000
fadeIn 0.100
fadeOut 0.650
fadeIndex 0.000
color 1.000 0.720 0.550 1.000
fadeColor 0.000 0.000 0.000 0.000
offset 0.000 0.000 0.000
gravity 0.000
}
{
count 5
material textures/particles/boomboom2
time 0.350
cycles 0.000
bunching 1.000
distribution cylinder 1.000 1.000 1.000 0.000
direction cone 0.000
orientation view
speed "50.000"
size "6.500" to "3.500"
aspect "1.000"
rotation "100.000" to "0.000"
randomDistribution 1
boundsExpansion 0.000
fadeIn 0.250
fadeOut 1.000
fadeIndex 0.000
color 1.000 0.960 1.000 1.000
fadeColor 0.000 0.000 0.000 0.000
offset 0.000 0.000 0.000
gravity 0.000
}
}
/*
Generated by the Particle Editor.
To use the particle editor, launch the game and type 'editParticles' on the console.
*/
particle cyberrocketblast {
{
count 5
material textures/particles/boomboom2
time 0.300
cycles 0.000
bunching 1.000
distribution cylinder 1.000 1.000 1.000 0.000
direction cone 0.000
orientation view
speed "107.000" to "21.000"
size "0.000" to "27.500"
aspect "1.000"
randomDistribution 1
boundsExpansion 0.000
fadeIn 0.100
fadeOut 0.650
fadeIndex 0.000
color 1.000 0.690 0.570 1.000
fadeColor 0.000 0.000 0.000 0.000
offset 0.000 0.000 0.000
gravity 0.000
}
{
count 5
material textures/particles/boomboom2
time 0.550
cycles 0.000
bunching 1.000
distribution cylinder 1.000 1.000 1.000 0.000
direction cone 0.000
orientation view
speed "81.000" to "86.000"
size "15.500" to "7.500"
aspect "1.000"
rotation "100.000" to "0.000"
randomDistribution 1
boundsExpansion 0.000
fadeIn 0.250
fadeOut 1.000
fadeIndex 0.000
color 1.000 0.706 0.663 1.000
fadeColor 0.000 0.000 0.000 0.000
offset 0.000 0.000 0.000
gravity 0.000
}
}
+172
View File
@@ -0,0 +1,172 @@
/*
Generated by the Particle Editor.
To use the particle editor, launch the game and type 'editParticles' on the console.
*/
particle mc1_hangar_pipe {
depthHack 10
{
count 7
material textures/particles/barrelpoof
time 1.500
cycles 0.000
bunching 1.000
distribution rect 1.000 1.000 0.000
direction cone "10.000"
orientation y
speed "30.000" to "21.000"
size "4.500" to "50.500"
aspect "1.500" to "1.000"
rotation "23.000" to "0.000"
angle 1.000
randomDistribution 1
boundsExpansion 0.000
fadeIn 0.350
fadeOut 1.000
fadeIndex 0.000
color 0.310 0.380 0.360 1.000
fadeColor 0.000 0.000 0.000 0.000
offset 0.000 -6.000 0.000
gravity world -1.000
}
{
count 7
material textures/particles/barrelpoof
time 1.500
cycles 0.000
bunching 1.000
distribution rect 1.000 1.000 0.000
direction cone "0.000"
orientation view
speed "43.000"
size "7.500" to "25.500"
aspect "1.000"
randomDistribution 1
boundsExpansion 0.000
fadeIn 0.400
fadeOut 0.900
fadeIndex 0.000
color 0.310 0.390 0.370 1.000
fadeColor 0.000 0.000 0.000 0.000
offset 0.000 0.000 0.000
gravity world -6.000
}
{
count 1
material textures/sfx/vp1particle2
time 1.500
cycles 0.000
bunching 1.000
distribution rect 1.000 1.000 0.000
direction cone "10.000"
orientation view
speed "0.000"
size "15.000"
aspect "1.000"
rotation "53.000" to "66.000"
angle 1.000
randomDistribution 1
boundsExpansion 0.000
fadeIn 0.450
fadeOut 0.450
fadeIndex 0.000
color 1.000 1.000 1.000 1.000
fadeColor 0.000 0.000 0.000 0.000
offset 0.000 -6.000 0.000
gravity world -1.000
}
}
/*
Generated by the Particle Editor.
To use the particle editor, launch the game and type 'editParticles' on the console.
*/
particle marscity_smoke {
depthHack 1
{
count 28
material textures/particles/smokepuff
time 4.050
cycles 0.000
bunching 0.950
distribution sphere 3.000 3.000 3.000
direction cone 10.000
orientation view
speed "0.000"
size "12.000" to "55.000"
aspect "1.000"
rotation "1.000" to "44.000"
randomDistribution 1
boundsExpansion 0.000
fadeIn 0.750
fadeOut 0.900
fadeIndex 0.150
color 0.090 0.100 0.110 1.000
fadeColor 0.000 0.000 0.000 0.000
offset 0.000 0.000 0.000
gravity world 4.500
}
}
/*
Generated by the Particle Editor.
To use the particle editor, launch the game and type 'editParticles' on the console.
*/
particle mc1_smoke1 {
depthHack 1
{
count 40
material textures/particles/smokepuff
time 4.100
cycles 0.000
bunching 0.950
distribution sphere 24.000 24.000 24.000
direction cone 10.000
orientation view
speed "0.000" to "4.000"
size "36.500" to "82.500"
aspect "1.000"
rotation "-45.000" to "35.000"
randomDistribution 1
boundsExpansion 0.000
fadeIn 0.750
fadeOut 0.900
fadeIndex 0.150
color 0.090 0.100 0.110 1.000
fadeColor 0.000 0.000 0.000 0.000
offset 0.000 0.000 0.000
gravity -10.000
}
}
/*
Generated by the Particle Editor.
To use the particle editor, launch the game and type 'editParticles' on the console.
*/
particle mc_understeamyellow {
depthHack 1
{
count 30
material textures/particles/smokepuff
time 2.400
cycles 0.000
bunching 0.950
distribution sphere 25.000 25.000 25.000
direction cone "10.000"
orientation view
speed "0.000"
size "30.000" to "200.000"
aspect "1.000"
rotation "-45.000" to "35.000"
randomDistribution 1
boundsExpansion 0.000
fadeIn 0.750
fadeOut 0.900
fadeIndex 0.150
color 0.110 0.070 0.000 1.000
fadeColor 0.000 0.000 0.000 0.000
offset 0.000 0.000 0.000
gravity -10.000
}
}
+206
View File
@@ -0,0 +1,206 @@
particle mc2_ventsteam1_short {
depthHack 10
{
count 15
material textures/particles/smokepuff
time 3.500
cycles 0.000
bunching 1.000
distribution rect 13.000 2.000 2.000
direction outward 20.000
orientation view
speed "0.500" to "0.000"
size "35.500" to "50.500"
aspect "1.000"
rotation "91.000" to "32.000"
randomDistribution 1
boundsExpansion 0.000
fadeIn 0.750
fadeOut 0.700
fadeIndex 0.000
color 0.110 0.120 0.130 1.000
fadeColor 0.000 0.000 0.000 1.000
offset 0.000 0.000 0.000
gravity world 8.000
}
}
/*
Generated by the Particle Editor.
To use the particle editor, launch the game and type 'editParticles' on the console.
*/
particle mc2_hall_smk_cone {
depthHack 10
{
count 10
material textures/particles/smokepuff
time 1.550
cycles 0.000
bunching 1.000
distribution rect 2.000 2.000 0.000
direction cone "0.000"
orientation view
speed "26.000" to "9.000"
size "0.000" to "34.000"
aspect "1.000"
randomDistribution 1
boundsExpansion 0.000
fadeIn 1.000
fadeOut 1.000
fadeIndex 0.000
color 1.000 1.000 0.900 0.100
fadeColor 0.000 0.000 0.000 0.000
offset 0.000 0.000 0.000
gravity -10.000
}
}
/*
Generated by the Particle Editor.
To use the particle editor, launch the game and type 'editParticles' on the console.
*/
particle mc2_hall_smoke {
depthHack 10
{
count 18
material textures/sfx/shotgunpuff
time 2.850
cycles 0.000
bunching 1.000
distribution cylinder 40.000 60.000 100.000 0.000
direction outward "0.000"
orientation view
speed "1.000"
size "128.000"
aspect "1.000"
randomDistribution 1
boundsExpansion 0.000
fadeIn 0.700
fadeOut 0.800
fadeIndex 0.000
color 1.000 1.000 0.900 0.250
fadeColor 1.000 1.000 1.000 0.000
offset 0.000 0.000 0.000
gravity world 0.000
}
}
//particle steamblast {
// depthHack 20
// {
// count 28
// material textures/particles/smokepuff
// time 0.800
// cycles 0.000
// bunching 1.000
// distribution rect 2.000 0.000 0.000
// direction cone 15.000
// orientation view
// speed "9.000" to "94.000"
// size "5.500" to "50.500"
// aspect "0.000" to "2.500"
// rotation "47.000" to "66.000"
// randomDistribution 1
// boundsExpansion 0.000
// fadeIn 0.500
// fadeOut 1.000
// fadeIndex 0.000
// color 0.390 0.400 0.380 1.000
// fadeColor 0.000 0.000 0.000 0.000
// offset 0.000 0.000 0.000
// gravity world -150.000
// }
//}
particle mc2_smoke1_colorable
{
depthHack 1
{
count 40
material textures/particles/smokepuff
time 4.100
cycles 0.000
bunching 0.950
distribution sphere 24.000 24.000 24.000
direction cone 10.000
orientation view
speed "0.000" to "4.000"
size "36.500" to "82.500"
aspect "1.000"
rotation "-45.000" to "35.000"
randomDistribution 1
boundsExpansion 0.000
fadeIn 0.750
fadeOut 0.900
fadeIndex 0.150
color 1.000 1.000 1.000 1.000
fadeColor 0.000 0.000 0.000 0.000
offset 0.000 0.000 0.000
gravity -10.000
entityColor 1
}
}
particle mc2_smallpipesteam_colorable
{
{
count 40
material textures/particles/smokepuff
time 0.750
cycles 0.000
bunching 1.000
distribution rect 2.000 2.000 0.000
direction cone 10.000
orientation view
speed "150.000" to "60.000"
size "5.000" to "22.000"
aspect "1.000"
rotation "100.000" to "0.000"
randomDistribution 0
boundsExpansion 0.000
fadeIn 0.150
fadeOut 0.500
fadeIndex 0.000
color 1.000 1.000 1.000 1.000
fadeColor 0.000 0.000 0.000 1.000
offset 0.000 0.000 0.000
gravity 0.000
entityColor 1
}
}
/*
Generated by the Particle Editor.
To use the particle editor, launch the game and type 'editParticles' on the console.
*/
particle mc2_steamblast_colorable {
depthHack 40
{
count 28
material textures/particles/smokepuff
time 1.400
cycles 0.000
bunching 1.000
distribution cylinder 0.000 0.000 0.000 0.000
direction cone "15.000"
orientation aimed 0.000 0.000
entityColor 1
speed "150.000" to "300.000"
size "6.500" to "88.500"
aspect "1.000"
randomDistribution 0
boundsExpansion 0.000
fadeIn 0.250
fadeOut 1.000
fadeIndex 0.000
color 1.000 1.000 1.000 1.000
fadeColor 0.000 0.000 0.000 0.000
offset 0.000 0.000 0.000
gravity 1.000
entityColor 1
}
}
+162
View File
@@ -0,0 +1,162 @@
/*
Generated by the Particle Editor.
To use the particle editor, launch the game and type 'editParticles' on the console.
*/
particle mcu_reddishsteam1 {
depthHack 1
{
count 25
material textures/particles/smokepuff
time 1.200
cycles 0.000
bunching 1.000
distribution rect 4.000 4.000 4.000
direction cone "90.000"
orientation view
speed "56.000" to "9.000"
size "38.500" to "73.000"
aspect "1.000"
rotation "100.000" to "50.000"
randomDistribution 1
boundsExpansion 0.000
fadeIn 0.900
fadeOut 1.000
fadeIndex 0.000
color 0.220 0.060 0.050 1.000
fadeColor 0.000 0.000 0.000 0.000
offset 0.000 0.000 -10.000
gravity world -20.000
}
}
/*
Generated by the Particle Editor.
To use the particle editor, launch the game and type 'editParticles' on the console.
*/
particle mcu_lilpipesmoke {
depthHack 10
{
count 10
material textures/particles/smokepuff
time 1.550
cycles 0.000
bunching 1.000
distribution rect 2.000 2.000 0.000
direction cone "0.000"
orientation view
speed "26.000" to "9.000"
size "0.000" to "34.000"
aspect "1.000"
randomDistribution 1
boundsExpansion 0.000
fadeIn 1.000
fadeOut 1.000
fadeIndex 0.000
color 0.412 0.467 0.463 1.000
fadeColor 0.000 0.000 0.000 0.000
offset 0.000 0.000 0.000
gravity -10.000
}
}
/*
Generated by the Particle Editor.
To use the particle editor, launch the game and type 'editParticles' on the console.
*/
particle firejet_big {
depthHack 0.001
{
count 15
material textures/particles/pfiresmall2
emissive 2.000
time 0.550
cycles 0.000
bunching 1.000
distribution rect 3.000 3.000 3.000
direction cone "10.000"
orientation view
speed "-13.000" to "210.000"
size "17.500" to "41.000"
aspect "1.000"
rotation "64.000" to "59.000"
randomDistribution 1
boundsExpansion 0.000
fadeIn 0.000
fadeOut 0.400
fadeIndex 0.000
color 1.000 1.000 1.000 1.000
fadeColor 0.000 0.000 0.000 0.000
offset 0.000 0.000 6.000
gravity -163.000
}
{
count 10
material textures/particles/pfiresmall
emissive 2.000
time 0.900
cycles 0.000
bunching 1.000
distribution rect 3.000 3.000 3.000
direction cone "10.000"
orientation view
speed "86.000" to "129.000"
size "20.000" to "82.500"
aspect "1.000"
randomDistribution 1
boundsExpansion 0.000
fadeIn 0.000
fadeOut 0.250
fadeIndex 0.000
color 1.000 0.920 0.670 1.000
fadeColor 0.000 0.000 0.000 1.000
offset 0.000 0.000 -10.000
gravity world -17.000
}
{
count 8
material textures/particles/smokepuff
time 0.400
cycles 0.000
bunching 1.000
distribution rect 2.000 2.000 2.000
direction cone "1.000"
orientation view
speed "86.000" to "60.000"
size "41.000" to "7.500"
aspect "1.000"
rotation "1.000" to "27.000"
randomDistribution 1
boundsExpansion 0.000
fadeIn 0.000
fadeOut 0.500
fadeIndex 0.000
color 0.580 0.530 0.310 1.000
fadeColor 0.200 0.080 0.070 1.000
offset 0.000 0.000 0.000
gravity -180.000
}
{
count 4
material textures/particles/smokepuff
time 0.400
cycles 0.000
bunching 1.000
distribution rect 0.000 0.000 0.000
direction cone "1.000"
orientation z
speed "0.000"
size "0.000" to "64.000"
aspect "1.000"
randomDistribution 1
boundsExpansion 0.000
fadeIn 0.000
fadeOut 0.500
fadeIndex 0.000
color 0.580 0.530 0.310 1.000
fadeColor 0.200 0.080 0.070 1.000
offset 0.000 0.000 -5.000
gravity 0.000
}
}
+135
View File
@@ -0,0 +1,135 @@
/*
Generated by the Particle Editor.
To use the particle editor, launch the game and type 'editParticles' on the console.
*/
particle mono_ventsteam_wide {
depthHack 10
{
count 28
material textures/particles/smokepuff
time 3.000
cycles 0.000
bunching 1.000
distribution rect 10.000 32.000 2.000
direction outward 20.000
orientation view
speed "0.500" to "0.000"
size "25.500" to "55.000"
aspect "1.000"
rotation "91.000" to "32.000"
randomDistribution 1
boundsExpansion 0.000
fadeIn 0.750
fadeOut 0.700
fadeIndex 0.000
color 0.110 0.120 0.130 1.000
fadeColor 0.000 0.000 0.000 1.000
offset 0.000 0.000 0.000
gravity world 8.000
}
}
particle mono_ventsteam_wide_colored {
depthHack 10
{
count 28
material textures/particles/smokepuff
time 3.000
cycles 0.000
bunching 1.000
distribution rect 10.000 32.000 2.000
direction outward 20.000
orientation view
speed "0.500" to "0.000"
size "25.500" to "55.000"
aspect "1.000"
rotation "91.000" to "32.000"
randomDistribution 1
boundsExpansion 0.000
fadeIn 0.750
fadeOut 0.700
fadeIndex 0.000
color 1.000 1.000 1.000 1.000
fadeColor 0.000 0.000 0.000 1.000
offset 0.000 0.000 0.000
gravity world 8.000
entityColor 1
}
}
/*
Generated by the Particle Editor.
To use the particle editor, launch the game and type 'editParticles' on the console.
*/
particle mono_backfire {
{
count 20
material textures/particles/barrelpoof
time 1.500
cycles 0.000
bunching 1.000
distribution rect 3.000 3.000 3.000
direction outward "90.000"
orientation view
speed "0.000"
size "15.500" to "4.000"
aspect "1.000"
randomDistribution 1
boundsExpansion 0.000
fadeIn 0.400
fadeOut 0.900
fadeIndex 0.000
color 0.157 0.137 0.118 1.000
fadeColor 0.000 0.000 0.000 0.000
offset 0.000 0.000 0.000
gravity world -22.000
}
//{
// count 1
// material textures/sfx/vp1
// time 0.100
// cycles 0.000
// bunching 1.000
// distribution rect 0.000 0.000 0.000
// direction outward "0.000"
// orientation view
// speed "0.000"
// size "15.000"
// aspect "2.000"
// angle 1.000
// randomDistribution 1
// boundsExpansion 0.000
// fadeIn 0.000
// fadeOut 0.000
// fadeIndex 0.000
// color 0.160 0.140 0.120 1.000
// fadeColor 0.000 0.000 0.000 0.000
// offset 0.000 0.000 0.000
// gravity 0.000
//}
{
count 8
material textures/particles/rocketbacklit
time 1.000
cycles 0.000
bunching 1.000
distribution rect 3.000 3.000 3.000
direction cone "0.000"
orientation view
speed "0.000"
size "8.000"
aspect "1.000"
randomDistribution 1
boundsExpansion 0.000
fadeIn 0.100
fadeOut 1.000
fadeIndex 0.000
color 0.290 0.080 0.020 1.000
fadeColor 0.000 0.000 0.000 0.000
offset 0.000 0.000 0.000
gravity world -14.000
}
}
File diff suppressed because it is too large Load Diff
+425
View File
@@ -0,0 +1,425 @@
/*
Generated by the Particle Editor.
To use the particle editor, launch the game and type 'editParticles' on the console.
*/
particle mp_d3dm1_laserembers {
{
count 160
material textures/sfx/reddot
time 5.000
cycles 0.000
bunching 1.000
distribution cylinder 400.000 400.000 400.000 0.000
direction cone 90.000
orientation view
speed "15.000" to "5.000"
size "5.000" to "2.000"
aspect "1.000"
randomDistribution 1
boundsExpansion 0.000
fadeIn 0.100
fadeOut 0.250
fadeIndex 0.000
color 1.000 1.000 1.000 1.000
fadeColor 0.000 0.000 0.000 0.000
offset 0.000 0.000 0.000
gravity -18.000
}
}
/*
Generated by the Particle Editor.
To use the particle editor, launch the game and type 'editParticles' on the console.
*/
particle mp_d3dm1_laserfire {
{
count 32
material textures/sfx/reddot
time 2.000
cycles 0.000
bunching 1.000
distribution cylinder 20.000 20.000 20.000 0.000
direction outward 90.000
orientation aimed 0.000 0.600
speed "3.000" to "0.500"
size "30.000" to "5.000"
aspect "1.000"
randomDistribution 1
boundsExpansion 0.000
fadeIn 0.100
fadeOut 0.250
fadeIndex 0.000
color 1.000 1.000 1.000 1.000
fadeColor 0.000 0.000 0.000 0.000
offset 0.000 0.000 0.000
gravity 1.000
}
}
/*
Generated by the Particle Editor.
To use the particle editor, launch the game and type 'editParticles' on the console.
*/
particle mp_d3dm1_blowdust {
{
count 8
material textures/particles/dustcloud_opaque
time 18.000
cycles 0.000
bunching 1.000
distribution rect 200.000 1000.000 0.000
direction cone 0.000
orientation view
speed "600.000" to "150.000"
size "800.000"
aspect "1.000"
rotation "30.000" to "0.000"
fadeIn 0.200
fadeOut 0.200
fadeIndex 0.000
color 0.310 0.190 0.140 0.500
fadeColor 0.000 0.000 0.000 0.000
offset 0.000 0.000 0.000
gravity 0.000
}
}
/*
Generated by the Particle Editor.
To use the particle editor, launch the game and type 'editParticles' on the console.
*/
particle mp_d3dm3_greensteam {
{
count 15
material textures/particles/smokepuff
time 3.500
cycles 0.000
bunching 1.000
distribution rect 32.000 0.000 0.000
direction cone 15.000
orientation view
speed "16.000" to "0.000"
size "34.560" to "28.160"
aspect "1.000"
randomDistribution 1
boundsExpansion 0.000
fadeIn 1.000
fadeOut 1.000
fadeIndex 0.000
color 0.430 0.620 0.470 1.000
fadeColor 0.000 0.000 0.000 0.000
offset 0.000 0.000 0.000
gravity world 4.000
}
}
/*
Generated by the Particle Editor.
To use the particle editor, launch the game and type 'editParticles' on the console.
*/
particle mp_d3dm3_klaxlight {
{
count 30
material textures/particles/fbeam
time 3.000
cycles 0.000
timeOffset -3.000
bunching 1.000
distribution rect 0.000 0.000 0.000
direction cone 0.000
orientation view
speed "0.000"
size "14.500" to "106.500"
aspect "1.000"
randomDistribution 1
boundsExpansion 0.000
fadeIn 0.050
fadeOut 0.500
fadeIndex 0.000
color 0.100 0.000 0.000 1.000
fadeColor 0.000 0.000 0.000 0.000
offset 0.000 0.000 0.000
gravity -40.000
}
}
/*
Generated by the Particle Editor.
To use the particle editor, launch the game and type 'editParticles' on the console.
*/
particle mp_d3dm3_steamlinedown {
{
count 24
material textures/particles/smokepuff
time 4.900
cycles 0.000
bunching 1.000
distribution rect 32.000 0.000 0.000
direction cone 15.000
orientation view
speed "16.000" to "0.000"
size "25.000" to "80.500"
aspect "1.000"
randomDistribution 1
boundsExpansion 0.000
fadeIn 1.000
fadeOut 1.000
fadeIndex 0.000
color 0.550 0.550 0.550 1.000
fadeColor 0.000 0.000 0.000 0.000
offset 0.000 0.000 0.000
gravity world 4.000
}
}
/*
Generated by the Particle Editor.
To use the particle editor, launch the game and type 'editParticles' on the console.
*/
particle mp_d3dm4_teleporter {
{
count 40
material textures/particles/ember_small
time 2.000
cycles 0.000
bunching 1.000
distribution cylinder 23.000 23.000 23.000 0.000
direction cone 100.000
orientation aimed 0.000 0.200
speed "5.000" to "0.200"
size "2.000" to "0.100"
aspect "0.000"
randomDistribution 1
boundsExpansion 0.000
fadeIn 1.000
fadeOut 1.000
fadeIndex 0.000
color 0.130 0.930 0.820 1.000
fadeColor 0.130 0.930 0.820 1.000
offset 0.000 0.000 10.000
gravity world -38.000
}
{
count 25
material textures/particles/fbeam
time 2.100
cycles 0.000
timeOffset -5.000
bunching 0.980
distribution cylinder 0.000 0.000 0.000 0.000
direction cone 100.000
orientation view
speed "0.000"
size "20.000" to "25.000"
aspect "1.000"
randomDistribution 1
boundsExpansion 0.000
fadeIn 0.000
fadeOut 0.750
fadeIndex 0.250
color 0.070 0.210 0.160 1.000
fadeColor 0.100 0.750 0.700 1.000
offset 0.000 0.000 8.000
gravity -25.000
}
{
count 5
material textures/particles/pfirebig2
emissive 2.000
time 1.100
cycles 0.000
bunching 1.000
distribution sphere 10.000 10.000 0.000
direction cone 100.000
orientation z
speed "0.000" to "5.000"
size "30.000" to "20.000"
aspect "1.000"
rotation "2.000" to "100.000"
randomDistribution 1
boundsExpansion 0.000
fadeIn 0.600
fadeOut 0.500
fadeIndex 0.000
color 0.050 0.790 0.740 1.000
fadeColor 0.000 0.000 0.000 0.000
offset 0.000 0.000 2.000
gravity world 0.000
}
}
/*
Generated by the Particle Editor.
To use the particle editor, launch the game and type 'editParticles' on the console.
*/
particle mp_d3dm5_hall_smoke {
{
count 30
material textures/sfx/shotgunpuff
time 2.850
cycles 0.000
bunching 1.000
distribution cylinder 40.000 60.000 100.000 0.000
direction outward 5.000
orientation view
speed "1.000"
size "128.000"
aspect "1.000"
randomDistribution 1
boundsExpansion 0.000
fadeIn 0.700
fadeOut 0.800
fadeIndex 0.000
color 1.000 1.000 0.900 0.250
fadeColor 1.000 1.000 1.000 0.000
offset 0.000 0.000 0.000
gravity world 0.000
}
}
/*
Generated by the Particle Editor.
To use the particle editor, launch the game and type 'editParticles' on the console.
*/
particle mp_d3dm5_hall_smk_cone {
{
count 4
material textures/particles/smokepuff
time 0.900
cycles 0.000
bunching 1.000
distribution rect 2.000 2.000 0.000
direction cone 0.000
orientation view
speed "26.000" to "9.000"
size "12.000" to "40.000"
aspect "1.000"
randomDistribution 1
boundsExpansion 0.000
fadeIn 1.000
fadeOut 1.000
fadeIndex 0.000
color 1.000 1.000 0.900 0.100
fadeColor 0.000 0.000 0.000 0.000
offset 0.000 0.000 0.000
gravity -10.000
}
}
/*
Generated by the Particle Editor.
To use the particle editor, launch the game and type 'editParticles' on the console.
*/
particle mp_d3dm5_hall_smk_cone2 {
{
count 10
material textures/particles/smokepuff
time 1.550
cycles 0.000
bunching 1.000
distribution rect 2.000 2.000 0.000
direction cone 0.000
orientation view
speed "26.000" to "9.000"
size "0.000" to "34.000"
aspect "1.000"
randomDistribution 1
boundsExpansion 0.000
fadeIn 1.000
fadeOut 1.000
fadeIndex 0.000
color 1.000 1.000 0.900 0.100
fadeColor 0.000 0.000 0.000 0.000
offset 0.000 0.000 0.000
gravity -10.000
}
}
/*
Generated by the Particle Editor.
To use the particle editor, launch the game and type 'editParticles' on the console.
*/
particle mp_d3dm5_sparks {
{
count 64
material textures/particles/spark3
time 0.750
cycles 1
deadTime 1.200
bunching 0.100
distribution cylinder 4.000 4.000 4.000 0.000
direction cone 150.000
orientation aimed 0.000 0.020
speed 120.000
size 2.000 to 0.250
aspect 1.000 to 0.250
fadeIn 0.050
fadeOut 0.150
color 0.990 0.940 0.630 1.000
fadeColor 0.430 0.210 0.100 0.000
offset 0.000 0.000 0.000
gravity world 300.000
}
}
/*
Generated by the Particle Editor.
To use the particle editor, launch the game and type 'editParticles' on the console.
*/
particle mp_d3dm5_steam_red {
depthHack 5
{
count 15
material textures/particles/smokepuff
time 1.250
cycles 0.000
bunching 1.000
distribution cylinder 1.000 1.000 1.000 0.000
direction cone 45.000
orientation view
speed "80.000" to "0.000"
size "20.000" to "80.000"
aspect "1.000"
rotation "100.000"
randomDistribution 1
boundsExpansion 1.000
fadeIn 0.200
fadeOut 0.900
fadeIndex 0.000
color 0.390 0.000 0.010 1.000
fadeColor 0.000 0.000 0.000 0.000
offset 0.000 0.000 -10.000
gravity world -1.000
}
}
/*
Generated by the Particle Editor.
To use the particle editor, launch the game and type 'editParticles' on the console.
*/
particle mp_d3dm1_steamline {
{
count 24
material textures/particles/smokepuff
time 4.900
cycles 0.000
bunching 1.000
distribution rect 32.000 0.000 0.000
direction cone 15.000
orientation view
speed "16.000" to "0.000"
size "25.000" to "80.500"
aspect "1.000"
randomDistribution 1
boundsExpansion 0.000
fadeIn 1.000
fadeOut 1.000
fadeIndex 0.000
color 0.550 0.550 0.550 1.000
fadeColor 0.000 0.000 0.000 0.000
offset 0.000 0.000 0.000
gravity world -3.000
}
}
File diff suppressed because it is too large Load Diff
+86
View File
@@ -0,0 +1,86 @@
/*
Generated by the Particle Editor.
To use the particle editor, launch the game and type 'editParticles' on the console.
*/
particle pfire {
depthHack 1
{
count 20
material textures/particles/pfirebig2
emissive 2.000
time 1.100
bunching 1.000
distribution rect 15.000 15.000 0.000
direction outward 100.000
orientation view
speed 0.500
size 80.000 to 40.000
aspect 1.000 to 0.800
rotation 17.000 to 46.000
fadeIn 0.100
fadeOut 0.200
color 0.820 0.820 0.820 1.000
fadeColor 0.000 0.000 0.000 1.000
offset 0.000 0.000 -20.000
gravity world -94.000
}
{
count 10
material textures/particles/dust
time 3.000
bunching 1.000
distribution cylinder 18.000 18.000 18.000 0.000
direction outward 90.000
orientation view
speed 0.500 to 0.000
size 40.000 to 100.000
aspect 1.500 to 1.000
rotation 50.000 to 1.000
fadeIn 0.800
fadeOut 0.300
color 1.000 1.000 1.000 1.000
fadeColor 0.000 0.000 1.000 0.000
offset 0.000 0.000 60.000
gravity world -40.000
}
{
count 15
material textures/particles/pfirebig2
emissive 2.000
time 1.200
bunching 1.000
distribution sphere 10.000 10.000 0.000
direction cone 100.000
orientation z
speed 8.000
size 90.000 to 15.360
aspect 1.000
rotation 2.000 to 100.000
fadeIn 0.200
fadeOut 0.150
color 1.000 0.980 0.990 1.000
fadeColor 0.000 0.000 0.000 0.000
offset 0.000 0.000 0.000
gravity world 0.000
}
{
count 10
material textures/particles/ember_small
time 2.000
bunching 1.000
distribution rect 30.000 30.000 30.000
direction cone 100.000
orientation view
speed 0.700 to 0.200
size 3.000 to 1.000
aspect 1.000
fadeIn 0.200
fadeOut 0.400
color 0.463 0.467 0.349 1.000
fadeColor 0.000 0.000 0.000 0.000
offset 0.000 0.000 50.000
gravity world -38.000
}
}
+350
View File
@@ -0,0 +1,350 @@
/*
Generated by the Particle Editor.
To use the particle editor, launch the game and type 'editParticles' on the console.
*/
particle recyc_steam {
{
count 25
material textures/particles/smokepuff
time 1.200
cycles 0.000
bunching 1.000
distribution cylinder 1.000 1.000 1.000 0.000
direction cone 45.000
orientation view
speed 72.000 to 0.000
size 16.000 to 96.000
aspect 1.000
rotation 100.000 to 50.000
fadeIn 0.900
fadeOut 1.000
color 0.110 0.160 0.080 1.000
fadeColor 0.000 0.000 0.000 0.000
offset 0.000 0.000 -10.000
gravity world 20.000
}
}
/*
Generated by the Particle Editor.
To use the particle editor, launch the game and type 'editParticles' on the console.
*/
particle recyc_steam1 {
{
count 20
material textures/particles/smokepuff
time 1.200
cycles 0.000
bunching 0.850
distribution cylinder 1.000 1.000 1.000 0.000
direction cone 45.000
orientation view
speed 72.000 to 0.000
size 12.000 to 64.000
aspect 1.000
rotation 100.000 to 50.000
fadeIn 0.900
fadeOut 1.000
color 0.110 0.160 0.080 1.000
fadeColor 0.000 0.000 0.000 0.000
offset 0.000 0.000 -10.000
gravity world 40.000
}
}
/*
Generated by the Particle Editor.
To use the particle editor, launch the game and type 'editParticles' on the console.
*/
particle recyc_steam2 {
{
count 50
material textures/particles/smokepuff
time 1.800
cycles 0.000
bunching 1.000
distribution rect 1.000 48.000 1.000
direction cone 45.000
orientation view
speed 90.000 to 0.000
size 8.000 to 80.000
aspect 1.000
rotation 100.000 to 50.000
fadeIn 0.500
fadeOut 1.000
color 0.110 0.160 0.080 1.000
fadeColor 0.000 0.000 0.000 0.000
offset 0.000 0.000 -10.000
gravity world 20.000
}
}
/*
Generated by the Particle Editor.
To use the particle editor, launch the game and type 'editParticles' on the console.
*/
particle recyc_gas {
{
count 30
material textures/particles/smokepuff
time 1.600
cycles 0.000
bunching 1.000
distribution cylinder 1.000 1.000 1.000 0.000
direction cone 45.000
orientation view
speed 72.000 to 0.000
size 24.000 to 96.000
aspect 1.000
rotation 100.000 to 50.000
fadeIn 0.900
fadeOut 1.000
color 0.450 0.300 0.090 1.000
fadeColor 0.000 0.000 0.000 0.000
offset 0.000 0.000 -10.000
gravity world 15.000
}
}
/*
Generated by the Particle Editor.
To use the particle editor, launch the game and type 'editParticles' on the console.
*/
particle recyc_gas_cycle {
{
count 20
material textures/particles/smokepuff
time 1.600
cycles 1.000
bunching 1.000
distribution cylinder 1.000 1.000 1.000 0.000
direction cone 45.000
orientation view
speed 72.000 to 0.000
size 24.000 to 96.000
aspect 1.000
rotation 100.000 to 50.000
fadeIn 0.900
fadeOut 1.000
color 0.450 0.300 0.090 1.000
fadeColor 0.000 0.000 0.000 0.000
offset 0.000 0.000 -10.000
gravity world 15.000
}
}
/*
Generated by the Particle Editor.
To use the particle editor, launch the game and type 'editParticles' on the console.
*/
particle recyc_floor {
{
count 56
material textures/particles/smokepuffalpha
time 2.600
cycles 0.000
bunching 1.000
distribution rect 96.000 96.000 1.000
direction cone 180.000
orientation z
speed "39.000"
size "180.000" to "240.000"
aspect "1.000"
rotation "24.000" to "4.000"
fadeIn 0.500
fadeOut 1.000
fadeIndex 0.000
color 0.020 0.050 0.030 1.000
fadeColor 0.000 0.000 0.000 0.000
offset 0.000 0.000 -10.000
gravity world 10.000
}
}
/*
Generated by the Particle Editor.
To use the particle editor, launch the game and type 'editParticles' on the console.
*/
particle recyc_bubbles {
{
count 68
material textures/particles/smokepuff
time 1.000
cycles 0.000
bunching 0.950
distribution cylinder 1.000 1.000 1.000 0.000
direction cone 5.000
orientation aimed 0.000 0.000
speed "80.000" to "206.000"
size "8.000" to "12.000"
aspect "1.000"
fadeIn 0.900
fadeOut 1.000
fadeIndex 0.000
color 0.070 0.120 0.060 1.000
fadeColor 0.000 0.000 0.000 0.000
offset 0.000 0.000 0.000
gravity -10.000
}
{
count 8
material textures/sfx/bubble
time 2.150
cycles 0.000
bunching 0.750
distribution cylinder 4.000 4.000 4.000 0.000
direction cone 1.000
orientation view
customPath flies 6.000 4.000 4.000
speed "51.000" to "193.000"
size "1.000" to "1.500"
aspect "1.000"
rotation "45.000" to "90.000"
fadeIn 0.100
fadeOut 0.100
fadeIndex 0.000
color 0.290 0.530 0.230 1.000
fadeColor 0.000 0.000 1.000 0.000
offset 0.000 0.000 0.000
gravity -20.000
}
{
count 56
material textures/sfx/bubble
time 1.500
cycles 0.000
bunching 0.950
distribution cylinder 4.000 4.000 4.000 0.000
direction cone 2.000
orientation aimed 0.000 0.010
customPath flies 2.000 2.000 6.000
speed "86.000" to "197.000"
size "0.000" to "1.000"
aspect "1.000"
fadeIn 0.100
fadeOut 0.100
fadeIndex 0.000
color 0.310 0.510 0.240 1.000
fadeColor 0.000 0.000 1.000 0.000
offset 0.000 0.000 0.000
gravity -30.000
}
}
/*
Generated by the Particle Editor.
To use the particle editor, launch the game and type 'editParticles' on the console.
*/
particle recyc_gas_in {
{
count 30
material textures/particles/smokepuff
time 1.500
cycles 0.000
bunching 1.000
distribution cylinder 1.000 1.000 1.000 0.000
direction cone 5.000
orientation view
speed "-124.000" to "64.000"
size "96.000" to "0.000"
aspect "1.000"
rotation "50.000" to "100.000"
fadeIn 0.900
fadeOut 1.000
fadeIndex 0.000
color 0.450 0.300 0.090 1.000
fadeColor 0.000 0.000 0.000 0.000
offset 0.000 0.000 -10.000
gravity 25.000
}
}
/*
Generated by the Particle Editor.
To use the particle editor, launch the game and type 'editParticles' on the console.
*/
particle recyc_steam_in {
{
count 30
material textures/particles/smokepuff
time 1.500
cycles 0.000
bunching 1.000
distribution cylinder 1.000 1.000 1.000 0.000
direction cone 5.000
orientation view
speed "-124.000" to "64.000"
size "96.000" to "0.000"
aspect "1.000"
rotation "50.000" to "100.000"
fadeIn 0.900
fadeOut 1.000
fadeIndex 0.000
color 0.110 0.160 0.080 1.000
fadeColor 0.000 0.000 0.000 0.000
offset 0.000 0.000 -10.000
gravity 25.000
}
}
/*
Generated by the Particle Editor.
To use the particle editor, launch the game and type 'editParticles' on the console.
*/
particle opening {
{
count 12
material textures/particles/smokepuffalpha
time 1.550
cycles 0.000
bunching 0.650
distribution rect 96.000 96.000 1.000
direction cone 180.000
orientation z
speed "39.000"
size "180.000" to "240.000"
aspect "1.000"
rotation "24.000" to "4.000"
fadeIn 0.500
fadeOut 1.000
fadeIndex 0.000
color 1.000 0.030 0.000 1.000
fadeColor 0.000 0.000 0.000 0.000
offset 0.000 0.000 -10.000
gravity world 10.000
}
}
/*
Generated by the Particle Editor.
To use the particle editor, launch the game and type 'editParticles' on the console.
*/
particle recyc_floor2 {
{
count 120
material textures/particles/smokepuffalpha
time 2.500
cycles 0.000
bunching 1.000
distribution rect 96.000 96.000 1.000
direction cone 180.000
orientation z
speed "39.000"
size "180.000" to "240.000"
aspect "1.000"
rotation "24.000" to "4.000"
randomDistribution 1
boundsExpansion 0.000
fadeIn 0.500
fadeOut 0.850
fadeIndex 0.000
color 0.047 0.086 0.043 1.000
fadeColor 0.000 0.000 0.000 0.000
offset 0.000 0.000 -10.000
gravity world 12.000
}
}
File diff suppressed because it is too large Load Diff
+199
View File
@@ -0,0 +1,199 @@
/*
Generated by the Particle Editor.
To use the particle editor, launch the game and type 'editParticles' on the console.
*/
particle site3blowdust {
{
count 50
material textures/particles/dustcloud_opaque
time 5.000
cycles 0.000
bunching 0.950
distribution rect 650.000 400.000 10.000
direction cone 0.000
orientation view
speed "50.000" to "100.000"
size "300.000" to "200.000"
aspect "1.000"
rotation "1.000" to "20.000"
fadeIn 0.300
fadeOut 0.300
fadeIndex 0.000
color 0.610 0.350 0.190 0.200
fadeColor 0.000 0.000 0.000 0.000
offset 0.000 0.000 0.000
gravity 0.000
}
}
/*
Generated by the Particle Editor.
To use the particle editor, launch the game and type 'editParticles' on the console.
*/
particle site3smalldust {
{
count 50
material textures/particles/dustcloud_opaque
time 2.000
cycles 0.000
bunching 0.950
distribution rect 150.000 150.000 10.000
direction cone 0.000
orientation view
speed "300.000" to "100.000"
size "100.000" to "80.000"
aspect "1.000"
rotation "20.000" to "50.000"
randomDistribution 1
boundsExpansion 0.000
fadeIn 0.300
fadeOut 0.300
fadeIndex 0.000
color 0.610 0.350 0.190 0.200
fadeColor 0.000 0.000 0.000 0.000
offset 0.000 0.000 0.000
gravity 0.000
}
}
/*
Generated by the Particle Editor.
To use the particle editor, launch the game and type 'editParticles' on the console.
*/
particle electric1 {
{
count 1
material textures/particles/s_lightning_whi
time 0.050
cycles 0.000
deadTime 0.120
bunching 1.000
distribution rect 4.000 4.000 16.000
direction cone 5.000
orientation aimed 2.000 0.400
speed "300.000"
size "15.000"
aspect "1.000"
randomDistribution 0
boundsExpansion 64.000
fadeIn 0.100
fadeOut 0.100
fadeIndex 0.000
color 0.580 1.000 1.000 1.000
fadeColor 0.000 0.000 0.000 0.000
offset 0.000 0.000 96.000
gravity 1000.000
}
{
count 2
material textures/particles/s_lightning2_whi
time 0.050
cycles 0.000
deadTime 0.120
bunching 1.000
distribution rect 4.000 4.000 1.000
direction cone 0.000
orientation view
speed "0.000"
size "16.000" to "64.000"
aspect "1.000"
randomDistribution 1
boundsExpansion 0.000
fadeIn 0.100
fadeOut 0.250
fadeIndex 0.000
color 0.580 1.000 1.000 1.000
fadeColor 0.000 0.000 0.000 0.000
offset 0.000 0.000 -96.000
gravity 0.000
}
{
count 2
material textures/particles/s_lightning2_whi
time 0.050
cycles 0.000
deadTime 0.120
bunching 1.000
distribution rect 4.000 4.000 1.000
direction cone 0.000
orientation view
speed "0.000"
size "16.000" to "64.000"
aspect "1.000"
randomDistribution 1
boundsExpansion 0.000
fadeIn 0.100
fadeOut 0.250
fadeIndex 0.000
color 0.580 1.000 1.000 1.000
fadeColor 0.000 0.000 0.000 0.000
offset 0.000 0.000 96.000
gravity 0.000
}
}
/*
Generated by the Particle Editor.
To use the particle editor, launch the game and type 'editParticles' on the console.
*/
particle site3_hellmouth_cndlroom {
depthHack 5
{
count 30
material textures/particles/boomboom2
time 10.000
cycles 0.000
bunching 0.950
distribution sphere 5.000 5.000 5.000
direction cone "10.000"
orientation view
speed "0.000"
size "100.000" to "250.000"
aspect "1.000"
rotation "-20.000" to "45.000"
randomDistribution 1
boundsExpansion 0.000
fadeIn 0.750
fadeOut 0.900
fadeIndex 0.150
color 0.067 0.055 0.020 1.000
fadeColor 0.000 0.000 0.000 0.000
offset 0.000 0.000 0.000
gravity world 3.000
}
}
/*
Generated by the Particle Editor.
To use the particle editor, launch the game and type 'editParticles' on the console.
*/
particle hh_helldust2 {
{
count 20
material textures/particles/pfirebig_grey
emissive 2.000
time 7.000
cycles 0.000
bunching 1.000
distribution rect 400.000 400.000 10.000
direction cone 0.000
orientation view
speed "0.000"
size "800.000"
aspect "1.000"
rotation "1.000" to "9.000"
randomDistribution 1
boundsExpansion 0.000
fadeIn 0.600
fadeOut 0.550
fadeIndex 0.000
color 0.231 0.071 0.000 1.000
fadeColor 0.000 0.000 0.000 0.000
offset 0.000 0.000 0.000
gravity world -43.000
}
}
+860
View File
@@ -0,0 +1,860 @@
/*
Generated by the Particle Editor.
To use the particle editor, launch the game and type 'editParticles' on the console.
*/
particle steamlinered {
depthHack 20
{
count 32
material textures/particles/smokepuff
time 3.400
cycles 0.000
bunching 1.000
distribution rect 32.000 0.000 0.000
direction cone 15.000
orientation view
speed "16.000" to "8.000"
size "24.960" to "51.840"
aspect "1.000"
rotation "29.000" to "66.000"
randomDistribution 1
boundsExpansion 0.000
fadeIn 0.350
fadeOut 1.000
fadeIndex 0.000
color 0.196 0.000 0.000 1.000
fadeColor 0.000 0.000 0.000 0.000
offset 0.000 0.000 0.000
gravity world 4.000
}
}
/*
Generated by the Particle Editor.
To use the particle editor, launch the game and type 'editParticles' on the console.
*/
particle steamline {
depthHack 20
{
count 32
material textures/particles/smokepuff
time 3.400
bunching 1.000
distribution rect 2.000 0.000 0.000
direction cone 15.000
orientation view
speed 16.000 to 8.000
size 24.960 to 51.840
aspect 1.000
rotation 29.000 to 66.000
fadeIn 0.350
fadeOut 1.000
color 0.392 0.400 0.376 1.000
fadeColor 0.000 0.000 0.000 0.000
offset 0.000 0.000 0.000
gravity world 4.000
}
}
/*
Generated by the Particle Editor.
To use the particle editor, launch the game and type 'editParticles' on the console.
*/
particle steamlinedown {
{
count 24
material textures/particles/smokepuff
time 3.900
bunching 1.000
distribution rect 32.000 0.000 0.000
direction cone 15.000
orientation view
speed 16.000 to 0.000
size 34.560 to 28.160
aspect 1.000
fadeIn 1.000
fadeOut 1.000
color 0.550 0.550 0.550 1.000
fadeColor 0.000 0.000 0.000 0.000
offset 0.000 0.000 0.000
gravity world 4.000
}
}
/*
Generated by the Particle Editor.
To use the particle editor, launch the game and type 'editParticles' on the console.
*/
particle smallsteam {
{
count 64
material textures/particles/smokepuff
time 0.700
cycles 0.000
bunching 1.000
distribution rect 2.000 2.000 0.000
direction cone 30.000
orientation view
speed "64.000" to "50.000"
size "2.000" to "12.000"
aspect "1.000"
rotation "50.000" to "0.000"
randomDistribution 1
boundsExpansion 0.000
fadeIn 0.900
fadeOut 0.900
fadeIndex 0.000
color 0.773 0.773 0.773 1.000
fadeColor 0.000 0.000 0.000 1.000
offset 0.000 0.000 0.000
gravity -10.000
}
}
/*
Generated by the Particle Editor.
To use the particle editor, launch the game and type 'editParticles' on the console.
*/
particle bubbles {
{
count 12
material textures/sfx/bubble
time 3.000
cycles 0.000
bunching 0.900
distribution rect 4.000 4.000 0.000
direction cone 5.000
orientation view
customPath flies 4.000 4.000 4.000
speed "50.000"
size "0.500" to "1.500"
aspect "1.000"
fadeIn 0.100
fadeOut 0.250
fadeIndex 0.000
color 1.000 1.000 1.000 1.000
fadeColor 0.000 0.000 0.000 0.000
offset 0.000 0.000 0.000
gravity -15.000
}
}
/*
Generated by the Particle Editor.
To use the particle editor, launch the game and type 'editParticles' on the console.
*/
particle smallbendysteam {
{
count 1
material textures/particles/testvideo
time 10.000
bunching 1.000
distribution rect 4.000 4.000 0.000
direction cone 0.000
orientation view
speed 0.000
size 32.000
aspect 1.000
fadeIn 0.500
fadeOut 0.500
color 1.000 1.000 1.000 1.000
fadeColor 0.000 0.000 0.000 0.000
offset 0.000 0.000 0.000
gravity 1.000
}
}
/*
Generated by the Particle Editor.
To use the particle editor, launch the game and type 'editParticles' on the console.
*/
particle smallgreenbendysteam {
{
count 24
material textures/particles/smokepuff
time 2.500
bunching 1.000
distribution rect 8.000 8.000 0.000
direction cone 40.000
orientation view
speed 0.000
size 2.000 to 20.000
aspect 1.000
fadeIn 0.900
fadeOut 0.500
color 0.090 0.400 0.140 0.000
fadeColor 0.400 0.800 0.620 1.000
offset 0.000 0.000 0.000
gravity world -10.000
}
}
/*
Generated by the Particle Editor.
To use the particle editor, launch the game and type 'editParticles' on the console.
*/
particle halon_blast {
{
count 25
material textures/particles/smokepuff
time 1.200
cycles 0.000
bunching 1.000
distribution cylinder 1.000 1.000 1.000 0.000
direction cone 10.000
orientation view
speed "96.000" to "0.000"
size "7.680" to "49.500"
aspect "1.000"
rotation "100.000"
randomDistribution 1
boundsExpansion 0.000
fadeIn 0.200
fadeOut 0.900
fadeIndex 0.000
color 0.250 0.320 0.270 1.000
fadeColor 0.000 0.000 0.000 0.000
offset 0.000 0.000 -10.000
gravity world 71.000
}
}
/*
Generated by the Particle Editor.
To use the particle editor, launch the game and type 'editParticles' on the console.
*/
particle smallblacksmoke {
{
count 16
material textures/particles/blacksmokepuff
time 1.000
bunching 1.000
distribution rect 4.000 4.000 0.000
direction cone 0.000
orientation view
speed 0.000
size 2.000 to 20.000
aspect 1.000
fadeIn 0.500
fadeOut 0.500
color 1.000 1.000 1.000 1.000
fadeColor 0.000 0.000 0.000 0.000
offset 0.000 0.000 0.000
gravity world -20.000
}
}
/*
Generated by the Particle Editor.
To use the particle editor, launch the game and type 'editParticles' on the console.
*/
particle alock_steam {
depthHack 5
{
count 25
material textures/particles/smokepuff
time 1.000
cycles 5.000
bunching 1.000
distribution cylinder 1.000 1.000 1.000 0.000
direction cone 45.000
orientation view
speed 96.000 to 0.000
size 7.680 to 64.000
aspect 1.000
rotation 100.000
fadeIn 0.200
fadeOut 0.900
color 0.390 0.000 0.010 1.000
fadeColor 0.000 0.000 0.000 0.000
offset 0.000 0.000 -10.000
gravity world -44.000
}
}
/*
Generated by the Particle Editor.
To use the particle editor, launch the game and type 'editParticles' on the console.
*/
particle steamline2 {
{
count 20
material _default
time 1.000
bunching 1.000
distribution rect 0.000 0.000 0.000
direction cone 0.000
orientation view
speed 0.000
size 4.000
aspect 1.000
fadeIn 0.100
fadeOut 0.250
color 1.000 1.000 1.000 1.000
fadeColor 0.000 0.000 0.000 0.000
offset 0.000 0.000 0.000
gravity 1.000
}
}
/*
Generated by the Particle Editor.
To use the particle editor, launch the game and type 'editParticles' on the console.
*/
particle newsteamyred {
depthHack 5
{
count 25
material textures/particles/smokepuff
time 1.000
cycles 0.000
bunching 1.000
distribution cylinder 1.000 1.000 1.000 0.000
direction cone 45.000
orientation view
speed 96.000 to 0.000
size 7.680 to 64.000
aspect 1.000
rotation 100.000
fadeIn 0.200
fadeOut 0.900
color 0.059 0.122 0.388 1.000
fadeColor 0.000 0.000 0.000 0.000
offset 0.000 0.000 -10.000
gravity world -44.000
}
}
/*
Generated by the Particle Editor.
To use the particle editor, launch the game and type 'editParticles' on the console.
*/
particle bubbles2 {
{
count 12
material textures/sfx/bubble
time 3.000
cycles 0.000
bunching 0.950
distribution rect 4.000 4.000 0.000
direction cone 5.000
orientation view
customPath flies 4.000 4.000 4.000
speed "50.000"
size "0.500" to "1.800"
aspect "1.000"
fadeIn 0.100
fadeOut 0.250
fadeIndex 0.000
color 1.000 1.000 1.000 1.000
fadeColor 0.000 0.000 0.000 0.000
offset 0.000 0.000 0.000
gravity -15.000
}
{
count 24
material textures/sfx/bubble
time 3.000
cycles 0.000
bunching 0.600
distribution rect 4.000 4.000 0.000
direction cone 5.000
orientation aimed 0.000 0.010
customPath flies 15.000 6.000 6.000
speed "150.000" to "300.000"
size "0.000" to "1.500"
aspect "1.000"
fadeIn 0.100
fadeOut 0.100
fadeIndex 0.000
color 1.000 0.000 0.000 1.000
fadeColor 0.000 0.000 1.000 0.000
offset 0.000 0.000 0.000
gravity -15.000
}
}
/*
Generated by the Particle Editor.
To use the particle editor, launch the game and type 'editParticles' on the console.
*/
particle bubbles3 {
{
count 6
material textures/sfx/bubble
time 3.000
cycles 0.000
bunching 0.200
distribution rect 4.000 4.000 0.000
direction cone 5.000
orientation view
customPath flies 4.000 4.000 8.000
speed "0.000" to "200.000"
size "0.000" to "2.000"
aspect "1.000"
fadeIn 0.100
fadeOut 0.250
fadeIndex 0.000
color 1.000 1.000 1.000 1.000
fadeColor 0.000 0.000 0.000 0.000
offset 0.000 0.000 0.000
gravity -15.000
}
{
count 28
material textures/sfx/bubble
time 3.000
cycles 0.000
bunching 0.900
distribution rect 4.000 4.000 0.000
direction cone 5.000
orientation aimed 0.000 0.010
customPath flies 12.000 12.000 6.000
speed "150.000" to "300.000"
size "0.000" to "1.000"
aspect "1.000"
fadeIn 0.100
fadeOut 0.100
fadeIndex 0.000
color 1.000 0.000 0.000 1.000
fadeColor 0.000 0.000 1.000 0.000
offset 0.000 0.000 0.000
gravity -15.000
}
}
/*
Generated by the Particle Editor.
To use the particle editor, launch the game and type 'editParticles' on the console.
*/
particle smallsteam2 {
{
count 60
material textures/particles/smokepuff
time 0.750
cycles 0.000
bunching 1.000
distribution rect 2.000 2.000 0.000
direction cone 10.000
orientation view
speed "150.000" to "60.000"
size "5.000" to "22.000"
aspect "1.000"
rotation "100.000" to "0.000"
randomDistribution 0
boundsExpansion 0.000
fadeIn 0.150
fadeOut 0.500
fadeIndex 0.000
color 0.230 0.230 0.230 1.000
fadeColor 0.000 0.000 0.000 1.000
offset 0.000 0.000 0.000
gravity 0.000
}
}
/*
Generated by the Particle Editor.
To use the particle editor, launch the game and type 'editParticles' on the console.
*/
particle steam_colored {
depthHack 20
{
count 6
material textures/particles/smokepuff
time 2.150
cycles 0.000
bunching 1.000
distribution rect 0.000 0.000 0.000
direction cone 15.000
orientation view
speed "21.000" to "0.000"
size "24.960" to "51.840"
aspect "1.000"
rotation "29.000" to "0.000"
randomDistribution 1
boundsExpansion 0.000
fadeIn 0.350
fadeOut 1.000
fadeIndex 0.000
color 1.000 1.000 1.000 1.000
fadeColor 0.000 0.000 0.000 0.000
offset 0.000 0.000 0.000
gravity world 8.000
entityColor 1
}
}
/*
Generated by the Particle Editor.
To use the particle editor, launch the game and type 'editParticles' on the console.
*/
particle steamblast_colored {
depthHack 20
{
count 16
material textures/particles/smokepuff
time 0.800
cycles 0.000
bunching 1.000
distribution rect 0.000 0.000 0.000
direction cone 15.000
orientation view
speed "9.000" to "94.000"
size "6.500" to "50.500"
aspect "0.000" to "2.500"
randomDistribution 1
boundsExpansion 0.000
fadeIn 0.700
fadeOut 1.000
fadeIndex 0.000
color 1.000 1.000 1.000 1.000
fadeColor 0.000 0.000 0.000 0.000
offset 0.000 0.000 0.000
gravity world -161.000
entityColor 1
}
}
/*
Generated by the Particle Editor.
To use the particle editor, launch the game and type 'editParticles' on the console.
*/
particle steamvent_colored {
depthHack 20
{
count 8
material textures/particles/smokepuff
time 3.000
cycles 0.000
bunching 1.000
distribution rect 0.000 12.000 0.000
direction cone 15.000
orientation view
speed "0.000"
size "26.500" to "28.160"
aspect "1.000"
randomDistribution 1
boundsExpansion 0.000
fadeIn 1.000
fadeOut 1.000
fadeIndex 0.000
color 1.000 1.000 1.000 1.000
fadeColor 0.000 0.000 0.000 0.000
offset 0.000 0.000 0.000
gravity world 3.000
entityColor 1
}
}
/*
Generated by the Particle Editor.
To use the particle editor, launch the game and type 'editParticles' on the console.
*/
particle delta_smoke1 {
depthHack 1
{
count 30
material textures/particles/smokepuff
time 4.800
cycles 0.000
bunching 0.950
distribution sphere 25.000 25.000 25.000
direction cone 10.000
orientation view
speed "0.000"
size "100.000" to "250.000"
aspect "1.000"
rotation "-45.000" to "35.000"
randomDistribution 1
boundsExpansion 0.000
fadeIn 0.750
fadeOut 0.900
fadeIndex 0.150
color 0.090 0.100 0.110 1.000
fadeColor 0.000 0.000 0.000 0.000
offset 0.000 0.000 0.000
gravity -10.000
}
}
particle delta_smoke1_colored {
depthHack 1
{
count 30
material textures/particles/smokepuff
time 4.800
cycles 0.000
bunching 0.950
distribution sphere 25.000 25.000 25.000
direction cone 10.000
orientation view
speed "0.000"
size "100.000" to "250.000"
aspect "1.000"
rotation "-45.000" to "35.000"
randomDistribution 1
boundsExpansion 0.000
fadeIn 0.750
fadeOut 0.900
fadeIndex 0.150
color 0.090 0.100 0.110 1.000
fadeColor 0.000 0.000 0.000 0.000
offset 0.000 0.000 0.000
gravity -10.000
entityColor 1
}
}
/*
Generated by the Particle Editor.
To use the particle editor, launch the game and type 'editParticles' on the console.
*/
particle delta_smoke2 {
depthHack 1
{
count 30
material textures/particles/smokepuff
time 4.500
cycles 0.000
bunching 0.950
distribution sphere 25.000 25.000 25.000
direction cone 10.000
orientation view
customPath helix 0.000 0.000 0.000 0.000 0.000
speed "0.000"
size "60.000" to "150.000"
aspect "1.000"
rotation "-45.000" to "45.000"
randomDistribution 1
boundsExpansion 0.000
fadeIn 0.750
fadeOut 0.900
fadeIndex 0.150
color 0.110 0.100 0.080 1.000
fadeColor 0.000 0.000 0.000 0.000
offset 0.000 0.000 0.000
gravity -10.000
}
{
count 10
material textures/particles/smokepuff
time 5.000
cycles 0.000
bunching 0.800
distribution sphere 8.000 8.000 8.000
direction cone 5.000
orientation view
speed "0.000" to "25.000"
size "100.000" to "250.000"
aspect "1.000"
randomDistribution 1
boundsExpansion 0.000
fadeIn 0.750
fadeOut 0.900
fadeIndex 0.150
color 0.110 0.100 0.080 1.000
fadeColor 0.000 0.000 0.000 0.000
offset 0.000 60.000 150.000
gravity -2.000
}
}
particle delta_smoke2_colored {
depthHack 1
{
count 30
material textures/particles/smokepuff
time 4.500
cycles 0.000
bunching 0.950
distribution sphere 25.000 25.000 25.000
direction cone 10.000
orientation view
customPath helix 0.000 0.000 0.000 0.000 0.000
speed "0.000"
size "60.000" to "150.000"
aspect "1.000"
rotation "-45.000" to "45.000"
randomDistribution 1
boundsExpansion 0.000
fadeIn 0.750
fadeOut 0.900
fadeIndex 0.150
color 0.110 0.100 0.080 1.000
fadeColor 0.000 0.000 0.000 0.000
offset 0.000 0.000 0.000
gravity -10.000
entityColor 1
}
{
count 10
material textures/particles/smokepuff
time 5.000
cycles 0.000
bunching 0.800
distribution sphere 8.000 8.000 8.000
direction cone 5.000
orientation view
speed "0.000" to "25.000"
size "100.000" to "250.000"
aspect "1.000"
randomDistribution 1
boundsExpansion 0.000
fadeIn 0.750
fadeOut 0.900
fadeIndex 0.150
color 0.110 0.100 0.080 1.000
fadeColor 0.000 0.000 0.000 0.000
offset 0.000 60.000 150.000
gravity -2.000
entityColor 1
}
}
/*
Generated by the Particle Editor.
To use the particle editor, launch the game and type 'editParticles' on the console.
*/
particle steamlinedown2 {
{
count 48
material textures/particles/smokepuff
time 4.000
cycles 0.000
bunching 1.000
distribution rect 64.000 0.000 0.000
direction cone 15.000
orientation view
speed "50.000" to "16.000"
size "30.000" to "24.000"
aspect "1.000"
rotation "100.000" to "16.000"
randomDistribution 1
boundsExpansion 0.000
fadeIn 1.000
fadeOut 1.000
fadeIndex 0.000
color 0.250 0.290 0.250 1.000
fadeColor 0.000 0.000 0.000 0.000
offset 0.000 0.000 0.000
gravity 0.000
}
}
/*
Generated by the Particle Editor.
To use the particle editor, launch the game and type 'editParticles' on the console.
*/
particle radioactive_barrelsteam {
depthHack 0.001
{
count 3
material textures/particles/fbeam
time 0.500
cycles 0.000
bunching 1.000
distribution sphere 10.000 10.000 10.000
direction cone "0.000"
orientation view
speed "0.000"
size "28.500" to "29.500"
aspect "1.000"
rotation "50.000" to "61.000"
randomDistribution 1
boundsExpansion 0.000
fadeIn 0.350
fadeOut 0.350
fadeIndex 0.000
color 0.040 0.130 0.060 1.000
fadeColor 0.000 0.000 0.000 1.000
offset 0.000 0.000 0.000
gravity 0.000
}
{
count 10
material textures/particles/boomboom2
time 3.000
cycles 0.000
bunching 1.000
distribution sphere 5.000 5.000 5.000
direction cone "0.000"
orientation view
speed "0.000"
size "40.000" to "30.000"
aspect "1.000"
rotation "15.000" to "20.000"
randomDistribution 1
boundsExpansion 0.000
fadeIn 0.850
fadeOut 1.000
fadeIndex 0.000
color 0.280 0.550 0.050 1.000
fadeColor 0.000 0.000 0.000 1.000
offset 0.000 0.000 0.000
gravity world -10.000
}
}
particle largevent_steam_nograv {
depthHack 15
{
count 15
material textures/particles/barrelpoof
time 4.500
cycles 0.000
bunching 1.000
distribution sphere 5.000 5.000 5.000
direction cone "0.000"
orientation view
speed "1.000" to "0.000"
size "20.000" to "50.000"
aspect "0.754" to "1.000"
randomDistribution 1
boundsExpansion 0.000
fadeIn 0.600
fadeOut 1.000
fadeIndex 0.000
color 0.970 1.000 0.970 0.500
fadeColor 0.000 0.000 0.000 0.000
offset 0.000 0.000 0.000
gravity 5.000
}
}
particle largevent_steam {
depthHack 15
{
count 15
material textures/particles/barrelpoof
time 4.500
cycles 0.000
bunching 1.000
distribution sphere 5.000 5.000 5.000
direction cone "0.000"
orientation view
speed "1.000" to "0.000"
size "20.000" to "50.000"
aspect "0.754" to "1.000"
randomDistribution 1
boundsExpansion 0.000
fadeIn 0.600
fadeOut 1.000
fadeIndex 0.000
color 0.970 1.000 0.970 0.500
fadeColor 0.000 0.000 0.000 0.000
offset 0.000 0.000 0.000
gravity world 5.000
}
}
+720
View File
@@ -0,0 +1,720 @@
material muzzleSmokePuff
{
qer_editorimage textures/particles/smokepuff.tga
translucent
noShadows
sort 10 // sort very late, so no translucent objects in the world draws over it
{
blend gl_zero, gl_one_minus_src_color
map textures/particles/smokepuff.tga
vertexColor
}
}
/*
Generated by the Particle Editor.
To use the particle editor, launch the game and type 'editParticles' on the console.
*/
particle muzzlesmoke {
{
count 20
material muzzlesmokepuff
time 1.000
cycles 1.000
bunching 1.000
distribution rect 0.000 0.000 0.000
direction cone 0.000
orientation view
speed "2.000"
size "2.000" to "6.500"
aspect "1.000"
fadeIn 0.100
fadeOut 0.500
fadeIndex 0.850
color 0.250 0.250 0.250 1.000
fadeColor 0.000 0.000 0.000 1.000
offset 0.000 0.000 0.000
gravity world -10.000
}
}
/*
Generated by the Particle Editor.
To use the particle editor, launch the game and type 'editParticles' on the console.
*/
particle rockettrail {
{
count 30
material textures/particles/barrelpoof
time 1.000
cycles 1.000
bunching 1.000
distribution rect 0.000 0.000 0.000
direction cone "0.000"
orientation view
speed "13.000" to "21.000"
size "17.500" to "30.000"
aspect "1.000"
rotation "6.000" to "12.000"
randomDistribution 1
boundsExpansion 0.000
fadeIn 0.450
fadeOut 1.000
fadeIndex 0.000
color 0.160 0.130 0.110 1.000
fadeColor 0.100 0.100 0.100 0.000
offset 0.000 0.000 0.000
gravity world -8.000
}
{
count 12
material textures/particles/rocketbacklit
time 1.200
cycles 0.000
bunching 1.000
distribution rect 8.000 8.000 8.000
direction cone "90.000"
orientation view
speed "13.000" to "21.000"
size "10.000" to "20.000"
aspect "1.000"
randomDistribution 1
boundsExpansion 0.000
fadeIn 0.050
fadeOut 0.500
fadeIndex 0.000
color 0.251 0.051 0.004 1.000
fadeColor 0.000 0.000 0.000 0.000
offset 0.000 0.000 0.000
gravity world -8.000
}
}
/*
Generated by the Particle Editor.
To use the particle editor, launch the game and type 'editParticles' on the console.
*/
particle rocketmuzzle {
{
count 5
material textures/particles/smokepuff
time 0.700
cycles 1.000
bunching 0.750
distribution rect 0.000 0.000 0.000
direction cone 0.000
orientation view
speed "13.000" to "9.000"
size "2.500" to "13.000"
aspect "1.000"
rotation "6.000" to "12.000"
fadeIn 0.350
fadeOut 0.350
fadeIndex 0.400
color 0.290 0.290 0.290 1.000
fadeColor 0.000 0.000 0.000 1.000
offset 0.000 0.000 0.000
gravity world -6.000
}
}
/*
Generated by the Particle Editor.
To use the particle editor, launch the game and type 'editParticles' on the console.
*/
particle cgmuzzlesmoke {
{
count 15
material textures/particles/barrelpoof
time 1.000
cycles 1.000
bunching 1.000
distribution rect 0.000 0.000 0.000
direction cone "0.000"
orientation view
speed "2.000"
size "7.500" to "10.000"
aspect "1.000"
rotation "44.000" to "0.000"
randomDistribution 1
boundsExpansion 0.000
fadeIn 0.700
fadeOut 1.000
fadeIndex 0.850
color 0.170 0.160 0.140 1.000
fadeColor 0.000 0.000 0.000 0.000
offset 0.000 0.000 0.000
gravity world -10.000
}
}
/*
Generated by the Particle Editor.
To use the particle editor, launch the game and type 'editParticles' on the console.
*/
particle mgmuzzlesmoke {
{
count 10
material textures/particles/barrelpoof
time 1.000
cycles 1.000
bunching 1.000
distribution rect 0.000 0.000 0.000
direction cone 0.000
orientation view
speed "2.000"
size "2.000" to "8.000"
aspect "1.000"
rotation "38.000" to "0.000"
randomDistribution 1
boundsExpansion 0.000
fadeIn 0.650
fadeOut 0.900
fadeIndex 0.850
color 0.200 0.190 0.170 1.000
fadeColor 0.000 0.000 0.000 0.000
offset 0.000 0.000 0.000
gravity world -10.000
}
}
/*
Generated by the Particle Editor.
To use the particle editor, launch the game and type 'editParticles' on the console.
*/
particle plasmamuzzlesmoke {
{
count 1
material textures/particles/fbeam
time 1.000
cycles 1.000
bunching 1.000
distribution rect 0.000 0.000 0.000
direction cone 0.000
orientation view
speed "2.000"
size "27.500" to "33.000"
aspect "1.000"
randomDistribution 1
boundsExpansion 0.000
fadeIn 0.500
fadeOut 0.800
fadeIndex 0.850
color 0.031 0.106 0.118 1.000
fadeColor 0.000 0.000 0.000 1.000
offset 0.000 0.000 0.000
gravity world -3.000
}
}
/*
Generated by the Particle Editor.
To use the particle editor, launch the game and type 'editParticles' on the console.
*/
particle shotgunmuzzlesmoke {
{
count 15
material textures/particles/barrelpoof
time 1.000
cycles 1.000
bunching 1.000
distribution rect 0.000 0.000 0.000
direction cone 0.000
orientation view
speed "17.000" to "2.000"
size "10.000" to "13.000"
aspect "1.000"
randomDistribution 1
boundsExpansion 0.000
fadeIn 0.450
fadeOut 0.900
fadeIndex 0.850
color 0.220 0.200 0.190 1.000
fadeColor 0.000 0.000 0.000 0.000
offset 0.000 0.000 0.000
gravity world -10.000
}
}
/*
Generated by the Particle Editor.
To use the particle editor, launch the game and type 'editParticles' on the console.
*/
particle plasmatrail {
{
count 20
material textures/particles/plasmablast2
time 1.500
cycles 1.000
bunching 1.000
distribution rect 0.000 0.000 0.000
direction cone 0.000
orientation view
speed "0.000"
size "5.000" to "28.500"
aspect "1.000"
randomDistribution 1
boundsExpansion 0.000
fadeIn 0.100
fadeOut 0.400
fadeIndex 0.550
color 0.071 0.180 0.275 1.000
fadeColor 0.000 0.000 0.000 0.000
offset 0.000 0.000 0.000
gravity world 0.000
}
}
/*
Generated by the Particle Editor.
To use the particle editor, launch the game and type 'editParticles' on the console.
*/
particle grenadetrail {
{
count 20
material textures/particles/barrelpoof
time 0.800
cycles 1.000
bunching 1.000
distribution rect 0.000 0.000 0.000
direction cone "0.000"
orientation view
speed "13.000" to "21.000"
size "15.500" to "30.000"
aspect "1.000"
rotation "6.000" to "12.000"
randomDistribution 1
boundsExpansion 0.000
fadeIn 0.450
fadeOut 1.000
fadeIndex 0.200
color 0.230 0.200 0.170 1.000
fadeColor 0.000 0.000 0.000 0.000
offset 0.000 0.000 0.000
gravity world -22.000
}
}
/*
Generated by the Particle Editor.
To use the particle editor, launch the game and type 'editParticles' on the console.
*/
particle lostsoulsmoke {
{
count 8
material textures/particles/blacksmokepuff
time 1.100
cycles 0.000
bunching 1.000
distribution rect 0.000 0.000 0.000
direction cone 0.000
orientation view
speed "13.000" to "21.000"
size "39.500" to "47.500"
aspect "1.000"
rotation "14.000" to "39.000"
fadeIn 0.650
fadeOut 0.200
fadeIndex 0.400
color 0.260 0.260 0.260 1.000
fadeColor 0.000 0.000 0.000 0.000
offset 0.000 0.000 0.000
gravity world -8.000
}
{
count 8
material textures/particles/blacksmokepuff
time 0.750
cycles 0.000
bunching 1.000
distribution rect 0.000 0.000 0.000
direction cone 0.000
orientation view
speed "13.000" to "21.000"
size "30.000" to "34.000"
aspect "1.000"
rotation "14.000" to "39.000"
fadeIn 0.650
fadeOut 0.650
fadeIndex 0.400
color 0.260 0.260 0.260 1.000
fadeColor 0.000 0.000 0.000 0.000
offset 0.000 0.000 0.000
gravity world -8.000
}
}
/*
Generated by the Particle Editor.
To use the particle editor, launch the game and type 'editParticles' on the console.
*/
particle bfgtrail {
{
count 1
material textures/particles/duffyboltfade
time 1.300
cycles 0.000
bunching 1.000
distribution rect 0.000 0.000 0.000
direction outward 0.000
orientation view
speed "0.000"
size "50.500"
aspect "0.200"
rotation "6.000" to "12.000"
randomDistribution 1
boundsExpansion 0.000
fadeIn 1.000
fadeOut 1.000
fadeIndex 0.000
color 0.160 0.460 0.160 1.000
fadeColor 0.000 0.000 0.000 1.000
offset 0.000 0.000 0.000
gravity world 0.000
}
}
/*
Generated by the Particle Editor.
To use the particle editor, launch the game and type 'editParticles' on the console.
*/
particle chainsawstrike {
{
count 5
material textures/particles/boomboom4
time 0.150
cycles 1.000
bunching 0.000
distribution rect 0.200 0.200 0.200
direction outward "0.000"
orientation view
speed "5.000" to "0.000"
size "0.000" to "13.000"
aspect "2.000"
randomDistribution 1
boundsExpansion 0.000
fadeIn 0.000
fadeOut 0.600
fadeIndex 0.000
color 0.910 0.667 0.373 1.000
fadeColor 0.000 0.000 0.000 0.000
offset 0.000 0.000 0.000
gravity world -2.000
}
{
count 9
material textures/particles/spark3
time 0.250
cycles 1.000
deadTime 1.200
bunching 0.100
distribution cylinder 4.000 4.000 4.000 0.000
direction cone "150.000"
orientation aimed 0.000 0.020
speed "120.000"
size "1.000" to "0.100"
aspect "1.000" to "0.250"
randomDistribution 1
boundsExpansion 0.000
fadeIn 0.050
fadeOut 0.150
fadeIndex 0.000
color 0.910 0.730 0.470 1.000
fadeColor 0.430 0.210 0.100 0.000
offset 0.000 0.000 0.000
gravity world 140.000
}
{
count 8
material textures/particles/spark3
time 0.150
cycles 1.000
deadTime 1.200
bunching 0.100
distribution cylinder 1.000 1.000 1.000 0.000
direction cone "150.000"
orientation aimed 0.000 0.020
speed "300.000"
size "1.000" to "0.100"
aspect "1.000" to "0.100"
randomDistribution 1
boundsExpansion 0.000
fadeIn 0.050
fadeOut 0.150
fadeIndex 0.000
color 0.910 0.730 0.470 1.000
fadeColor 0.430 0.210 0.100 0.000
offset 0.000 0.000 0.000
gravity world 140.000
}
}
/*
Generated by the Particle Editor.
To use the particle editor, launch the game and type 'editParticles' on the console.
*/
particle chainsaw_smoke {
{
count 20
material textures/particles/barrelpoof
time 1.400
cycles 1.000
bunching 1.000
distribution rect 0.000 0.000 0.000
direction outward 0.000
orientation view
speed "0.000"
size "5.000" to "10.000"
aspect "1.000"
rotation "20.000" to "50.000"
randomDistribution 1
boundsExpansion 0.000
fadeIn 1.000
fadeOut 1.000
fadeIndex 0.200
color 0.431 0.525 0.522 1.000
fadeColor 0.000 0.000 0.000 0.000
offset 0.000 0.000 2.000
gravity world -13.000
}
}
/*
Generated by the Particle Editor.
To use the particle editor, launch the game and type 'editParticles' on the console.
*/
particle cgbulletsmokeanddebris {
{
count 3
material textures/particles/barrelpoof
time 1.100
cycles 0.000
deadTime 4.000
bunching 0.100
distribution rect 0.000 0.000 0.000
direction outward 0.000
orientation view
speed "5.000" to "0.000"
size "11.000" to "21.000"
aspect "1.000"
rotation "15.000" to "0.000"
randomDistribution 1
boundsExpansion 0.000
fadeIn 0.100
fadeOut 0.700
fadeIndex 0.000
color 0.180 0.160 0.140 1.000
fadeColor 0.000 0.000 0.000 0.000
offset 0.000 0.000 0.000
gravity world -3.000
}
{
count 2
material textures/particles/debris
time 0.700
cycles 0.000
deadTime 4.000
bunching 0.150
distribution rect 0.000 0.000 0.000
direction outward 0.000
orientation view
speed "73.000" to "81.000"
size "5.000" to "17.000"
aspect "1.200"
randomDistribution 1
boundsExpansion 0.000
fadeIn 0.100
fadeOut 0.400
fadeIndex 0.000
color 0.180 0.160 0.140 1.000
fadeColor 0.000 0.000 0.000 0.000
offset 0.000 0.000 0.000
gravity world 94.000
}
}
/*
Generated by the Particle Editor.
To use the particle editor, launch the game and type 'editParticles' on the console.
*/
particle cgsmokeandspark {
{
count 3
material textures/particles/barrelpoof
time 1.100
cycles 0.000
timeOffset 0.050
deadTime 4.000
bunching 0.100
distribution rect 0.000 0.000 0.000
direction outward 0.000
orientation view
speed "5.000" to "0.000"
size "11.000" to "20.000"
aspect "1.000"
rotation "15.000" to "0.000"
randomDistribution 1
boundsExpansion 0.000
fadeIn 0.100
fadeOut 0.700
fadeIndex 0.000
color 0.180 0.160 0.140 1.000
fadeColor 0.000 0.000 0.000 0.000
offset 0.000 0.000 0.000
gravity world -3.000
}
{
count 2
material textures/particles/boomboom3
time 0.150
cycles 1.000
deadTime 4.000
bunching 0.000
distribution rect 0.200 0.200 0.200
direction outward 0.000
orientation view
speed "5.000" to "0.000"
size "0.000" to "24.000"
aspect "1.000"
randomDistribution 1
boundsExpansion 0.000
fadeIn 0.000
fadeOut 0.600
fadeIndex 0.000
color 0.910 0.870 0.560 1.000
fadeColor 0.000 0.000 0.000 0.000
offset 0.000 0.000 0.000
gravity world -2.000
}
{
count 1
material textures/particles/boomboom2
time 0.150
cycles 1.000
deadTime 4.000
bunching 0.000
distribution rect 0.200 0.200 0.200
direction outward 0.000
orientation view
speed "5.000" to "0.000"
size "0.000" to "16.500"
aspect "1.500" to "1.800"
randomDistribution 1
boundsExpansion 0.000
fadeIn 0.000
fadeOut 0.600
fadeIndex 0.000
color 0.910 0.600 0.230 1.000
fadeColor 0.000 0.000 0.000 0.000
offset 0.000 0.000 0.000
gravity world -2.000
}
}
/*
Generated by the Particle Editor.
To use the particle editor, launch the game and type 'editParticles' on the console.
*/
particle sgsmokeanddebris {
{
count 2
material textures/particles/barrelpoof
time 1.100
cycles 0.000
deadTime 4.000
bunching 0.100
distribution rect 0.000 0.000 0.000
direction outward 0.000
orientation view
speed "5.000" to "0.000"
size "3.000" to "10.000"
aspect "1.000"
rotation "15.000" to "0.000"
randomDistribution 1
boundsExpansion 0.000
fadeIn 0.100
fadeOut 0.700
fadeIndex 0.000
color 0.180 0.160 0.140 1.000
fadeColor 0.000 0.000 0.000 0.000
offset 0.000 0.000 0.000
gravity world -3.000
}
{
count 2
material textures/particles/debris
time 0.450
cycles 0.000
deadTime 4.000
bunching 0.100
distribution rect 0.000 0.000 0.000
direction outward 0.000
orientation view
speed "73.000" to "81.000"
size "1.000" to "9.000"
aspect "1.200"
randomDistribution 1
boundsExpansion 0.000
fadeIn 0.100
fadeOut 1.000
fadeIndex 0.000
color 0.180 0.160 0.140 1.000
fadeColor 0.000 0.000 0.000 0.000
offset 0.000 0.000 0.000
gravity world 131.000
}
}
/*
Generated by the Particle Editor.
To use the particle editor, launch the game and type 'editParticles' on the console.
*/
particle sgsmokeandspark {
{
count 2
material textures/particles/barrelpoof
time 1.100
cycles 0.000
deadTime 4.000
bunching 0.100
distribution rect 0.000 0.000 0.000
direction outward 0.000
orientation view
speed "5.000" to "0.000"
size "3.000" to "10.000"
aspect "1.000"
rotation "15.000" to "0.000"
randomDistribution 1
boundsExpansion 0.000
fadeIn 0.100
fadeOut 0.700
fadeIndex 0.000
color 0.180 0.160 0.140 1.000
fadeColor 0.000 0.000 0.000 0.000
offset 0.000 0.000 0.000
gravity world -3.000
}
{
count 1
material textures/particles/boomboom3
time 0.150
cycles 1.000
deadTime 4.000
bunching 0.000
distribution rect 0.200 0.200 0.200
direction outward 0.000
orientation view
speed "5.000" to "0.000"
size "0.000" to "10.000"
aspect "1.000" to "1.500"
randomDistribution 1
boundsExpansion 0.000
fadeIn 0.000
fadeOut 0.600
fadeIndex 0.000
color 0.870 0.910 0.450 1.000
fadeColor 0.000 0.000 0.000 0.000
offset 0.000 0.000 0.000
gravity world -2.000
}
}
+28
View File
@@ -0,0 +1,28 @@
/*
Generated by the Particle Editor.
To use the particle editor, launch the game and type 'editParticles' on the console.
*/
particle wormsteam {
{
count 150
material textures/particles/ember_mid
time 0.700
cycles 0.000
bunching 1.000
distribution rect 0.000 0.000 0.000
direction cone 0.000
orientation view
speed "5.000" to "100.000"
size "5.000" to "0.000"
aspect "1.000"
fadeIn 0.500
fadeOut 1.000
fadeIndex 0.200
color 0.980 1.000 0.980 1.000
fadeColor 0.000 0.000 0.000 1.000
offset 0.000 0.000 0.000
gravity world 0.000
}
}
+2
View File
@@ -3868,6 +3868,7 @@ static classVariableInfo_t idParticleStage_typeInfo[] = {
{ "idParticleParm", "aspect", (intptr_t)(&((idParticleStage *)0)->aspect), sizeof( ((idParticleStage *)0)->aspect ) },
{ "idVec4", "color", (intptr_t)(&((idParticleStage *)0)->color), sizeof( ((idParticleStage *)0)->color ) },
{ "idVec4", "fadeColor", (intptr_t)(&((idParticleStage *)0)->fadeColor), sizeof( ((idParticleStage *)0)->fadeColor ) },
{ "float", "emissive", (intptr_t)(&((idParticleStage *)0)->emissive), sizeof( ((idParticleStage *)0)->emissive ) },
{ "float", "fadeInFraction", (intptr_t)(&((idParticleStage *)0)->fadeInFraction), sizeof( ((idParticleStage *)0)->fadeInFraction ) },
{ "float", "fadeOutFraction", (intptr_t)(&((idParticleStage *)0)->fadeOutFraction), sizeof( ((idParticleStage *)0)->fadeOutFraction ) },
{ "float", "fadeIndexFraction", (intptr_t)(&((idParticleStage *)0)->fadeIndexFraction), sizeof( ((idParticleStage *)0)->fadeIndexFraction ) },
@@ -4371,6 +4372,7 @@ static classVariableInfo_t srfTriangles_t_typeInfo[] = {
{ "unsigned int", "ambientVbo", (intptr_t)(&((srfTriangles_t *)0)->ambientVbo), sizeof( ((srfTriangles_t *)0)->ambientVbo ) },
{ "unsigned int", "indexVbo", (intptr_t)(&((srfTriangles_t *)0)->indexVbo), sizeof( ((srfTriangles_t *)0)->indexVbo ) },
{ "bool", "isSkeletal", (intptr_t)(&((srfTriangles_t *)0)->isSkeletal), sizeof( ((srfTriangles_t *)0)->isSkeletal ) },
{ "float", "particleEmissiveScale", (intptr_t)(&((srfTriangles_t *)0)->particleEmissiveScale), sizeof( ((srfTriangles_t *)0)->particleEmissiveScale ) },
{ "int", "numAllocedVerts", (intptr_t)(&((srfTriangles_t *)0)->numAllocedVerts), sizeof( ((srfTriangles_t *)0)->numAllocedVerts ) },
{ "int", "numAllocedIndices", (intptr_t)(&((srfTriangles_t *)0)->numAllocedIndices), sizeof( ((srfTriangles_t *)0)->numAllocedIndices ) },
{ NULL, 0 }
+19
View File
@@ -252,6 +252,9 @@ static bool IsParticleStageToken(const idToken& token) {
if (!token.Icmp("fadeColor")) {
return true;
}
if (!token.Icmp("emissive") || !token.Icmp("emsive")) {
return true;
}
if (!token.Icmp("offset")) {
return true;
}
@@ -582,6 +585,16 @@ idParticleStage* idDeclParticle::ParseParticleStage(idLexer& src) {
stage->fadeColor[3] = src.ParseFloat();
continue;
}
if (!token.Icmp("emissive") || !token.Icmp("emsive")) {
if (src.ReadTokenOnLine(&token)) {
token.StripQuotes();
stage->emissive = atof(token.c_str());
}
else {
stage->emissive = 1.0f;
}
continue;
}
if (!token.Icmp("offset")) {
stage->offset[0] = src.ParseFloat();
stage->offset[1] = src.ParseFloat();
@@ -874,6 +887,9 @@ void idDeclParticle::WriteStage( idFile *f, idParticleStage *stage ) {
f->WriteFloatString( "\t\tcolor \t\t\t\t%.3f %.3f %.3f %.3f\n", stage->color.x, stage->color.y, stage->color.z, stage->color.w );
f->WriteFloatString( "\t\tfadeColor \t\t\t%.3f %.3f %.3f %.3f\n", stage->fadeColor.x, stage->fadeColor.y, stage->fadeColor.z, stage->fadeColor.w );
if ( stage->emissive > 0.0f ) {
f->WriteFloatString( "\t\temissive \t\t\t%.3f\n", stage->emissive );
}
f->WriteFloatString( "\t\toffset \t\t\t\t%.3f %.3f %.3f\n", stage->offset.x, stage->offset.y, stage->offset.z );
f->WriteFloatString( "\t\tgravity \t\t\t" );
@@ -996,6 +1012,7 @@ idParticleStage::idParticleStage( void ) {
// idParticleParm aspect
color.Zero();
fadeColor.Zero();
emissive = 0.0f;
fadeInFraction = 0.0f;
fadeOutFraction = 0.0f;
fadeIndexFraction = 0.0f;
@@ -1071,6 +1088,7 @@ void idParticleStage::Default() {
fadeColor.y = 0.0f;
fadeColor.z = 0.0f;
fadeColor.w = 0.0f;
emissive = 0.0f;
fadeInFraction = 0.1f;
fadeOutFraction = 0.25f;
fadeIndexFraction = 0.0f;
@@ -1698,6 +1716,7 @@ void idParticleStage::operator=( const idParticleStage &src ) {
aspect = src.aspect;
color = src.color;
fadeColor = src.fadeColor;
emissive = src.emissive;
fadeInFraction = src.fadeInFraction;
fadeOutFraction = src.fadeOutFraction;
fadeIndexFraction = src.fadeIndexFraction;
+1
View File
@@ -183,6 +183,7 @@ public:
idVec4 color;
idVec4 fadeColor; // either 0 0 0 0 for additive, or 1 1 1 0 for blended materials
float emissive; // screen-space particle emissive radiance scale, 0 disables
float fadeInFraction; // in 0.0 to 1.0 range
float fadeOutFraction; // in 0.0 to 1.0 range
float fadeIndexFraction; // in 0.0 to 1.0 range, causes later index smokes to be more faded
+1
View File
@@ -142,6 +142,7 @@ typedef struct srfTriangles_s {
unsigned int indexVbo; // model-owned index GL buffer
bool isSkeletal;
float particleEmissiveScale;
int numAllocedVerts;
int numAllocedIndices;
} srfTriangles_t;
+1
View File
@@ -236,6 +236,7 @@ idRenderModel *idRenderModelPrt::InstantiateDynamicModel( const struct renderEnt
surf->geometry->numVerts = numVerts;
surf->geometry->numIndexes = numIndexes;
surf->geometry->bounds = stage->bounds; // just always draw the particles
surf->geometry->particleEmissiveScale = stage->emissive;
}
return staticModel;
+138 -28
View File
@@ -3899,45 +3899,55 @@ float3 LoadEmissiveRadianceClamped(int2 p)
{
int2 maxPixel = int2((int)gScreenSize.x - 1, (int)gScreenSize.y - 1);
p = clamp(p, int2(0, 0), maxPixel);
return CompressEmissiveRadiance(gEmissiveTex.Load(int3(p, 0)).rgb, 7.50);
float3 radiance = CompressEmissiveRadiance(gEmissiveTex.Load(int3(p, 0)).rgb, 18.0);
return min(radiance + sqrt(max(radiance, 0.0)) * 0.35, 22.0);
}
float3 EstimateEmissiveBloomAtPixel(uint2 pixel)
{
int2 p = int2(pixel);
// Strong threshold-free bloom. This stays direct/bloom-only: no extra
// TraceRay calls, and no emissive lighting contribution. The goal is to make
// visible glow maps read as hot emissive surfaces in the DXR output.
// Strong threshold-free bloom in the ray output. Particle emissive lighting
// is injected separately below; this is the visible camera halo.
float3 bloom = 0.0;
bloom += LoadEmissiveRadianceClamped(p) * 0.180;
bloom += LoadEmissiveRadianceClamped(p) * 0.320;
bloom += LoadEmissiveRadianceClamped(p + int2( 1, 0)) * 0.220;
bloom += LoadEmissiveRadianceClamped(p + int2(-1, 0)) * 0.220;
bloom += LoadEmissiveRadianceClamped(p + int2( 0, 1)) * 0.220;
bloom += LoadEmissiveRadianceClamped(p + int2( 0, -1)) * 0.220;
bloom += LoadEmissiveRadianceClamped(p + int2( 1, 0)) * 0.420;
bloom += LoadEmissiveRadianceClamped(p + int2(-1, 0)) * 0.420;
bloom += LoadEmissiveRadianceClamped(p + int2( 0, 1)) * 0.420;
bloom += LoadEmissiveRadianceClamped(p + int2( 0, -1)) * 0.420;
bloom += LoadEmissiveRadianceClamped(p + int2( 2, 2)) * 0.135;
bloom += LoadEmissiveRadianceClamped(p + int2(-2, 2)) * 0.135;
bloom += LoadEmissiveRadianceClamped(p + int2( 2, -2)) * 0.135;
bloom += LoadEmissiveRadianceClamped(p + int2(-2, -2)) * 0.135;
bloom += LoadEmissiveRadianceClamped(p + int2( 2, 2)) * 0.260;
bloom += LoadEmissiveRadianceClamped(p + int2(-2, 2)) * 0.260;
bloom += LoadEmissiveRadianceClamped(p + int2( 2, -2)) * 0.260;
bloom += LoadEmissiveRadianceClamped(p + int2(-2, -2)) * 0.260;
bloom += LoadEmissiveRadianceClamped(p + int2( 4, 0)) * 0.090;
bloom += LoadEmissiveRadianceClamped(p + int2(-4, 0)) * 0.090;
bloom += LoadEmissiveRadianceClamped(p + int2( 0, 4)) * 0.090;
bloom += LoadEmissiveRadianceClamped(p + int2( 0, -4)) * 0.090;
bloom += LoadEmissiveRadianceClamped(p + int2( 4, 0)) * 0.180;
bloom += LoadEmissiveRadianceClamped(p + int2(-4, 0)) * 0.180;
bloom += LoadEmissiveRadianceClamped(p + int2( 0, 4)) * 0.180;
bloom += LoadEmissiveRadianceClamped(p + int2( 0, -4)) * 0.180;
bloom += LoadEmissiveRadianceClamped(p + int2( 8, 0)) * 0.060;
bloom += LoadEmissiveRadianceClamped(p + int2(-8, 0)) * 0.060;
bloom += LoadEmissiveRadianceClamped(p + int2( 0, 8)) * 0.060;
bloom += LoadEmissiveRadianceClamped(p + int2( 0, -8)) * 0.060;
bloom += LoadEmissiveRadianceClamped(p + int2( 8, 0)) * 0.120;
bloom += LoadEmissiveRadianceClamped(p + int2(-8, 0)) * 0.120;
bloom += LoadEmissiveRadianceClamped(p + int2( 0, 8)) * 0.120;
bloom += LoadEmissiveRadianceClamped(p + int2( 0, -8)) * 0.120;
bloom += LoadEmissiveRadianceClamped(p + int2( 14, 0)) * 0.035;
bloom += LoadEmissiveRadianceClamped(p + int2(-14, 0)) * 0.035;
bloom += LoadEmissiveRadianceClamped(p + int2( 0, 14)) * 0.035;
bloom += LoadEmissiveRadianceClamped(p + int2( 0, -14)) * 0.035;
bloom += LoadEmissiveRadianceClamped(p + int2( 14, 0)) * 0.075;
bloom += LoadEmissiveRadianceClamped(p + int2(-14, 0)) * 0.075;
bloom += LoadEmissiveRadianceClamped(p + int2( 0, 14)) * 0.075;
bloom += LoadEmissiveRadianceClamped(p + int2( 0, -14)) * 0.075;
return bloom * 0.78;
bloom += LoadEmissiveRadianceClamped(p + int2( 24, 0)) * 0.045;
bloom += LoadEmissiveRadianceClamped(p + int2(-24, 0)) * 0.045;
bloom += LoadEmissiveRadianceClamped(p + int2( 0, 24)) * 0.045;
bloom += LoadEmissiveRadianceClamped(p + int2( 0, -24)) * 0.045;
bloom += LoadEmissiveRadianceClamped(p + int2( 42, 0)) * 0.025;
bloom += LoadEmissiveRadianceClamped(p + int2(-42, 0)) * 0.025;
bloom += LoadEmissiveRadianceClamped(p + int2( 0, 42)) * 0.025;
bloom += LoadEmissiveRadianceClamped(p + int2( 0, -42)) * 0.025;
return min(bloom * 1.45, 28.0);
}
float3 SafeNormalizeOr(float3 v, float3 fallback)
@@ -3948,6 +3958,103 @@ float3 SafeNormalizeOr(float3 v, float3 fallback)
return v * rsqrt(lenSq);
}
bool TryScreenParticleWorldCandidate(float4 clip, float3 receiverPos, inout float bestDistSq, inout float3 bestWorld)
{
float4 worldA = mul(clip, gInvViewProj);
if (abs(worldA.w) > 1e-6)
{
float3 candidate = worldA.xyz / worldA.w;
float distSq = dot(candidate - receiverPos, candidate - receiverPos);
if (distSq < bestDistSq && distSq > 1e-4 && distSq < 147456.0)
{
bestDistSq = distSq;
bestWorld = candidate;
}
}
float4 worldB = mul(gInvViewProj, clip);
if (abs(worldB.w) > 1e-6)
{
float3 candidate = worldB.xyz / worldB.w;
float distSq = dot(candidate - receiverPos, candidate - receiverPos);
if (distSq < bestDistSq && distSq > 1e-4 && distSq < 147456.0)
{
bestDistSq = distSq;
bestWorld = candidate;
}
}
return bestDistSq < 147456.0;
}
bool TryReconstructScreenParticleWorld(uint2 particlePixel, float particleDepth, float3 receiverPos, out float3 particleWorld)
{
float2 uv = ((float2)particlePixel + 0.5) / max(gScreenSize.xy, float2(1.0, 1.0));
float x = uv.x * 2.0 - 1.0;
float yUp = 1.0 - uv.y * 2.0;
float yDown = uv.y * 2.0 - 1.0;
float bestDistSq = 1.0e30;
particleWorld = receiverPos;
TryScreenParticleWorldCandidate(float4(x, yUp, particleDepth, 1.0), receiverPos, bestDistSq, particleWorld);
TryScreenParticleWorldCandidate(float4(x, yDown, particleDepth, 1.0), receiverPos, bestDistSq, particleWorld);
return bestDistSq < 147456.0;
}
float3 EstimateScreenSpaceEmissiveParticleLighting(uint2 pixel, float3 worldPos, float3 N)
{
static const int2 kParticleLightTaps[17] =
{
int2( 0, 0),
int2( 7, 0), int2( -7, 0), int2( 0, 7), int2( 0, -7),
int2( 10, 10), int2(-10, 10), int2( 10, -10), int2(-10, -10),
int2( 18, 4), int2(-18, -4), int2( 4, 18), int2( -4, -18),
int2( 30, 0), int2(-30, 0), int2( 0, 30), int2( 0, -30)
};
int2 maxPixel = int2((int)gScreenSize.x - 1, (int)gScreenSize.y - 1);
float pixelScale = max(1.0, round(min(gScreenSize.x, gScreenSize.y) / 720.0));
float3 lighting = 0.0;
[unroll]
for (uint i = 0u; i < 17u; ++i)
{
int2 sp = int2(pixel) + int2(round((float2)kParticleLightTaps[i] * pixelScale));
sp = clamp(sp, int2(0, 0), maxPixel);
float4 particleEmission = gEmissiveTex.Load(int3(sp, 0));
if (particleEmission.a <= 1.5)
continue;
float particleDepth = saturate(particleEmission.a - 2.0);
float3 particleWorld;
if (!TryReconstructScreenParticleWorld(uint2(sp), particleDepth, worldPos, particleWorld))
continue;
float3 toParticle = particleWorld - worldPos;
float distSq = dot(toParticle, toParticle);
if (distSq <= 1e-4 || distSq >= 147456.0)
continue;
float dist = sqrt(distSq);
float3 L = toParticle / dist;
float NoL = saturate(dot(N, L));
if (NoL <= 0.01)
continue;
float visibility = TraceVisibilityBiased(worldPos, N, L, dist);
if (visibility <= 0.0)
continue;
float distanceFade = saturate(1.0 - dist / 640.0);
distanceFade *= distanceFade;
float attenuation = distanceFade / (1.0 + distSq * 0.000075);
lighting += CompressEmissiveRadiance(particleEmission.rgb, 24.0) * (NoL * visibility * attenuation);
}
return lighting * 9.0;
}
bool ProjectClipToGBufferCandidate(
float4 clipPos,
bool flipY,
@@ -4151,7 +4258,8 @@ float3 PathTraceDirectPointLight(uint2 pixel, float3 worldPos, float3 N, float3
specularOut = specAccum * invSamples;
return diffuseAccum * invSamples;
}
)"
R"(
float3 PathTraceDirectSpotLight(float3 worldPos, float3 N, float3 V, float3 baseAlbedo, float3 specularAlbedo, Light Lgt, inout uint rng, out float3 specularOut)
{
specularOut = 0.0;
@@ -4175,7 +4283,8 @@ float3 PathTraceDirectSpotLight(float3 worldPos, float3 N, float3 V, float3 base
return Lgt.color * (Lgt.intensity * atten * diffuseNoL * shadow);
}
)"
R"(
float3 PathTraceDirectRectLight(uint2 pixel, float3 worldPos, float3 N, float3 V, float3 baseAlbedo, float3 specularAlbedo, Light Lgt, inout uint rng, out float3 specularOut)
{
specularOut = 0.0;
@@ -5304,6 +5413,7 @@ void RayGen()
skyVis,
ambientSkyVis,
specularAccum);
lightingAccum += EstimateScreenSpaceEmissiveParticleLighting(pixel, worldPos, N);
// Only the indirect bounce path uses per-SPP randomness now. Direct lights,
// AO, sky visibility, cavity, and final gather are deterministic and should
+115 -54
View File
@@ -469,7 +469,7 @@ static const UINT QD3D12_UploadBufferSize = 128 * 1024 * 1024;
static const UINT QD3D12_RequestedGBufferSampleCount = 1;
static constexpr UINT QD3D12_PostSrvCount = 16;
static constexpr UINT QD3D12_PostRootConstants = QD3D12_PostSrvCount;
static constexpr UINT QD3D12_PostConstantDwords = 24;
static constexpr UINT QD3D12_PostConstantDwords = 28;
static constexpr UINT QD3D12_ToneMapTileDim = 64;
static constexpr UINT QD3D12_MaxScreenSpaceDecals = 64;
static constexpr UINT QD3D12_MaxScreenSpaceParticleLights = GL_RAYTRACING_MAX_LIGHTS;
@@ -551,6 +551,7 @@ struct QD3D12ScreenSpaceParticleBatch
uint32_t textureId = 0;
uint32_t blendMode = 0;
float softDepth = 16.0f;
float emissiveScale = 0.0f;
};
enum PipelineMode
@@ -1719,6 +1720,7 @@ struct GLState
ComPtr<ID3D12PipelineState> postScreenDecalStainPSO;
ComPtr<ID3D12PipelineState> postScreenParticlePSO;
ComPtr<ID3D12PipelineState> postScreenParticleAdditivePSO;
ComPtr<ID3D12PipelineState> postScreenParticleEmissivePSO;
ComPtr<ID3DBlob> vsMainBlob;
ComPtr<ID3DBlob> hsMainBlob;
@@ -3891,11 +3893,10 @@ float4 QD3D12_SampleGlowAtUV(VSOut i, float2 uv0)
float glowMask = alphaLooksForcedOpaque ? rgbMask : saturate(max(glow.a, rgbMask));
float emissionMask = alphaLooksForcedOpaque ? 1.0 : glowMask;
// Store bright HDR radiance in the FP16 emissive G-buffer. This is still
// direct/bloom-only; emissive lighting has intentionally stayed disabled.
// The higher baseline lets normal idTech glow maps read as obvious emission
// without every material having to call glGlowMapStrengthf(3+).
const float kDefaultGlowBloomRadiance = 3.25;
// Store cinematic HDR radiance in the FP16 emissive G-buffer. The bloom pass
// and particle-light gather both expect a strong source value here so small
// Doom 3 glow sheets survive tone mapping and denoise.
const float kDefaultGlowBloomRadiance = 7.25;
float strength = max(gGlowMapStrength, 0.0);
// Low-value glow maps looked too weak after the no-light hotfix. Give the
@@ -4513,6 +4514,7 @@ cbuffer PostCB : register(b0)
float4 gPostParams3;
float4 gPostFogColor;
float4 gPostFogCameraWorldPos;
float4 gPostParticleParams;
};
#define gPostSharpness gPostParams0.x
@@ -4531,6 +4533,8 @@ cbuffer PostCB : register(b0)
#define gScreenParticleSoftDepth gPostParams3.z
#define gScreenParticleLightCount gPostParams3.w
#define gScreenDecalCount gPostFogCameraWorldPos.w
#define gScreenParticleEmissiveScale gPostParticleParams.x
#define gScreenParticleOutputMode gPostParticleParams.y
#define QD3D12_TONEMAP_TILE_DIM 64u
static const uint GL_RAYTRACING_LIGHT_TYPE_POINT = 0u;
@@ -4814,12 +4818,17 @@ float4 PSScreenParticles(ParticleVSOut i) : SV_Target0
if (alpha <= 0.0001)
discard;
if (gPostFogCameraValid > 0.5)
uint2 pixel = uint2(i.pos.xy);
float sceneDepth = gFogDepth.Load(int3(pixel, 0));
float particleDepth = saturate(i.pos.z);
if (sceneDepth < 0.99999)
{
uint2 pixel = uint2(i.pos.xy);
float sceneDepth = gFogDepth.Load(int3(pixel, 0));
float particleDepth = saturate(i.pos.z);
if (sceneDepth < 0.99999)
if (particleDepth > sceneDepth + 0.00005)
{
discard;
}
if (gPostFogCameraValid > 0.5)
{
float4 positionSample = gScreenDecalPosition.Load(int3(pixel, 0));
uint geometryBits = (uint)round(max(positionSample.w, 0.0));
@@ -4832,13 +4841,16 @@ float4 PSScreenParticles(ParticleVSOut i) : SV_Target0
if (alpha <= 0.0001)
discard;
}
else if (particleDepth > sceneDepth + 0.00005)
{
discard;
}
}
}
if (gScreenParticleOutputMode > 0.5)
{
const float kScreenParticleEmissionBoost = 3.0;
float emissiveAlpha = alpha;
return float4(texel.rgb * (emissiveAlpha * max(gScreenParticleEmissiveScale, 0.0) * kScreenParticleEmissionBoost), 2.0 + particleDepth);
}
texel.rgb *= ScreenParticleDirectLighting(i.world);
return float4(texel.rgb, alpha);
@@ -5035,10 +5047,10 @@ float4 PSTAA(VSOut i) : SV_Target0
float3 QD3D12_LoadPostRadiance(float2 uv)
{
// Clamp bloom taps so a single bad HDR edge sample cannot flood the LDR
// scene-color composite. The direct center emissive value is still added by
// PSAdd below, so this only limits the halo.
return min(max(gTex0.Sample(gSamp0, saturate(uv)).rgb, 0.0), 12.0);
// Keep bloom HDR enough to look cinematic, but use a soft lift instead of an
// unbounded add so one malformed texel cannot bleach the whole frame.
float3 radiance = min(max(gTex0.Sample(gSamp0, saturate(uv)).rgb, 0.0), 32.0);
return min(radiance + sqrt(radiance) * 0.45, 40.0);
}
float3 QD3D12_EmissiveBloom(float2 uv)
@@ -5047,38 +5059,48 @@ float3 QD3D12_EmissiveBloom(float2 uv)
gTex0.GetDimensions(srcW, srcH);
float2 texel = 1.0 / max(float2((float)srcW, (float)srcH), float2(1.0, 1.0));
// Strong threshold-free bloom kernel. Direct emissive is still added by
// PSAdd; this wider halo makes glow maps read even when the final color
// buffer is LDR and clamps the swap-chain output.
// Wide threshold-free bloom kernel. Direct emissive is still added by PSAdd;
// these outer taps make fire and plasma read as real camera bloom instead of
// a thin one-pixel glow.
float3 bloom = 0.0;
bloom += QD3D12_LoadPostRadiance(uv) * 0.180;
bloom += QD3D12_LoadPostRadiance(uv) * 0.320;
bloom += QD3D12_LoadPostRadiance(uv + texel * float2( 1.0, 0.0)) * 0.220;
bloom += QD3D12_LoadPostRadiance(uv + texel * float2(-1.0, 0.0)) * 0.220;
bloom += QD3D12_LoadPostRadiance(uv + texel * float2( 0.0, 1.0)) * 0.220;
bloom += QD3D12_LoadPostRadiance(uv + texel * float2( 0.0, -1.0)) * 0.220;
bloom += QD3D12_LoadPostRadiance(uv + texel * float2( 1.0, 0.0)) * 0.420;
bloom += QD3D12_LoadPostRadiance(uv + texel * float2(-1.0, 0.0)) * 0.420;
bloom += QD3D12_LoadPostRadiance(uv + texel * float2( 0.0, 1.0)) * 0.420;
bloom += QD3D12_LoadPostRadiance(uv + texel * float2( 0.0, -1.0)) * 0.420;
bloom += QD3D12_LoadPostRadiance(uv + texel * float2( 2.0, 2.0)) * 0.135;
bloom += QD3D12_LoadPostRadiance(uv + texel * float2(-2.0, 2.0)) * 0.135;
bloom += QD3D12_LoadPostRadiance(uv + texel * float2( 2.0, -2.0)) * 0.135;
bloom += QD3D12_LoadPostRadiance(uv + texel * float2(-2.0, -2.0)) * 0.135;
bloom += QD3D12_LoadPostRadiance(uv + texel * float2( 2.0, 2.0)) * 0.260;
bloom += QD3D12_LoadPostRadiance(uv + texel * float2(-2.0, 2.0)) * 0.260;
bloom += QD3D12_LoadPostRadiance(uv + texel * float2( 2.0, -2.0)) * 0.260;
bloom += QD3D12_LoadPostRadiance(uv + texel * float2(-2.0, -2.0)) * 0.260;
bloom += QD3D12_LoadPostRadiance(uv + texel * float2( 4.0, 0.0)) * 0.090;
bloom += QD3D12_LoadPostRadiance(uv + texel * float2(-4.0, 0.0)) * 0.090;
bloom += QD3D12_LoadPostRadiance(uv + texel * float2( 0.0, 4.0)) * 0.090;
bloom += QD3D12_LoadPostRadiance(uv + texel * float2( 0.0, -4.0)) * 0.090;
bloom += QD3D12_LoadPostRadiance(uv + texel * float2( 4.0, 0.0)) * 0.180;
bloom += QD3D12_LoadPostRadiance(uv + texel * float2(-4.0, 0.0)) * 0.180;
bloom += QD3D12_LoadPostRadiance(uv + texel * float2( 0.0, 4.0)) * 0.180;
bloom += QD3D12_LoadPostRadiance(uv + texel * float2( 0.0, -4.0)) * 0.180;
bloom += QD3D12_LoadPostRadiance(uv + texel * float2( 8.0, 0.0)) * 0.060;
bloom += QD3D12_LoadPostRadiance(uv + texel * float2(-8.0, 0.0)) * 0.060;
bloom += QD3D12_LoadPostRadiance(uv + texel * float2( 0.0, 8.0)) * 0.060;
bloom += QD3D12_LoadPostRadiance(uv + texel * float2( 0.0, -8.0)) * 0.060;
bloom += QD3D12_LoadPostRadiance(uv + texel * float2( 8.0, 0.0)) * 0.120;
bloom += QD3D12_LoadPostRadiance(uv + texel * float2(-8.0, 0.0)) * 0.120;
bloom += QD3D12_LoadPostRadiance(uv + texel * float2( 0.0, 8.0)) * 0.120;
bloom += QD3D12_LoadPostRadiance(uv + texel * float2( 0.0, -8.0)) * 0.120;
bloom += QD3D12_LoadPostRadiance(uv + texel * float2( 14.0, 0.0)) * 0.035;
bloom += QD3D12_LoadPostRadiance(uv + texel * float2(-14.0, 0.0)) * 0.035;
bloom += QD3D12_LoadPostRadiance(uv + texel * float2( 0.0, 14.0)) * 0.035;
bloom += QD3D12_LoadPostRadiance(uv + texel * float2( 0.0, -14.0)) * 0.035;
bloom += QD3D12_LoadPostRadiance(uv + texel * float2( 14.0, 0.0)) * 0.075;
bloom += QD3D12_LoadPostRadiance(uv + texel * float2(-14.0, 0.0)) * 0.075;
bloom += QD3D12_LoadPostRadiance(uv + texel * float2( 0.0, 14.0)) * 0.075;
bloom += QD3D12_LoadPostRadiance(uv + texel * float2( 0.0, -14.0)) * 0.075;
return min(bloom * 0.62, 5.0);
bloom += QD3D12_LoadPostRadiance(uv + texel * float2( 24.0, 0.0)) * 0.045;
bloom += QD3D12_LoadPostRadiance(uv + texel * float2(-24.0, 0.0)) * 0.045;
bloom += QD3D12_LoadPostRadiance(uv + texel * float2( 0.0, 24.0)) * 0.045;
bloom += QD3D12_LoadPostRadiance(uv + texel * float2( 0.0, -24.0)) * 0.045;
bloom += QD3D12_LoadPostRadiance(uv + texel * float2( 42.0, 0.0)) * 0.025;
bloom += QD3D12_LoadPostRadiance(uv + texel * float2(-42.0, 0.0)) * 0.025;
bloom += QD3D12_LoadPostRadiance(uv + texel * float2( 0.0, 42.0)) * 0.025;
bloom += QD3D12_LoadPostRadiance(uv + texel * float2( 0.0, -42.0)) * 0.025;
return min(bloom * 1.15, 24.0);
}
)HLSL"
R"HLSL(
@@ -5088,7 +5110,7 @@ float4 PSAdd(VSOut i) : SV_Target0
float3 direct = max(center.rgb, 0.0);
float3 bloom = QD3D12_EmissiveBloom(i.uv);
return float4(direct + bloom, saturate(center.a));
return float4(direct * 1.08 + bloom, saturate(center.a));
}
float PSDepthCopy(VSOut i) : SV_Depth
@@ -8055,7 +8077,9 @@ static void QD3D12_SetPostConstants(
float screenDecalIndex = 0.0f,
bool forceCameraPosition = false,
float screenParticleSoftDepth = 16.0f,
float screenParticleLightCount = 0.0f)
float screenParticleLightCount = 0.0f,
float screenParticleEmissiveScale = 0.0f,
float screenParticleOutputMode = 0.0f)
{
if (!cl)
return;
@@ -8094,6 +8118,8 @@ static void QD3D12_SetPostConstants(
constants[14] = screenParticleSoftDepth;
constants[15] = screenParticleLightCount;
constants[23] = screenDecalCount;
constants[24] = screenParticleEmissiveScale;
constants[25] = screenParticleOutputMode;
cl->SetGraphicsRoot32BitConstants(QD3D12_PostRootConstants, QD3D12_PostConstantDwords, constants, 0);
}
@@ -8539,22 +8565,27 @@ void APIENTRY glDrawScreenSpaceDecalsQD3D12(void)
}
}
static void QD3D12_DrawScreenSpaceParticleBatch(const QD3D12ScreenSpaceParticleBatch& batch, ID3D12Resource* tlas)
static void QD3D12_DrawScreenSpaceParticleBatch(const QD3D12ScreenSpaceParticleBatch& batch, ID3D12Resource* tlas, bool emissiveOnly)
{
const glScreenSpaceParticleVertex_t* verts = batch.vertices.empty() ? nullptr : batch.vertices.data();
const uint32_t vertexCount = (uint32_t)batch.vertices.size();
const uint32_t textureId = batch.textureId;
const uint32_t blendMode = batch.blendMode;
const float softDepth = batch.softDepth;
const float emissiveScale = batch.emissiveScale;
if (!verts || vertexCount == 0)
return;
if (emissiveOnly && emissiveScale <= 0.0f)
return;
QD3D12Window* window = g_currentWindow;
if (!window || !g_gl.device || !g_gl.cmdList || !g_gl.postScreenParticlePSO)
return;
if (!window->sceneColorBuffers[window->frameIndex] || !window->positionBuffers[window->frameIndex] || !window->depthBuffer)
return;
if (emissiveOnly && !window->emissiveBuffers[window->frameIndex])
return;
if (!QD3D12_EnsureScreenSpaceParticleLightBuffer() || !QD3D12_UpdateScreenSpaceParticleTlasSrv(tlas))
return;
@@ -8565,7 +8596,14 @@ static void QD3D12_DrawScreenSpaceParticleBatch(const QD3D12ScreenSpaceParticleB
const UINT frame = window->frameIndex;
ID3D12GraphicsCommandList* cl = g_gl.cmdList.Get();
QD3D12_TransitionResource(cl, window->sceneColorBuffers[frame].Get(), window->sceneColorState[frame], D3D12_RESOURCE_STATE_RENDER_TARGET);
if (emissiveOnly)
{
QD3D12_TransitionResource(cl, window->emissiveBuffers[frame].Get(), window->emissiveBufferState[frame], D3D12_RESOURCE_STATE_RENDER_TARGET);
}
else
{
QD3D12_TransitionResource(cl, window->sceneColorBuffers[frame].Get(), window->sceneColorState[frame], D3D12_RESOURCE_STATE_RENDER_TARGET);
}
QD3D12_TransitionResource(cl, window->depthBuffer.Get(), window->depthState, D3D12_RESOURCE_STATE_PIXEL_SHADER_RESOURCE);
QD3D12_TransitionResource(cl, window->positionBuffers[frame].Get(), window->positionBufferState[frame], D3D12_RESOURCE_STATE_PIXEL_SHADER_RESOURCE);
@@ -8607,17 +8645,19 @@ static void QD3D12_DrawScreenSpaceParticleBatch(const QD3D12ScreenSpaceParticleB
}
}
ID3D12PipelineState* particlePSO = (blendMode == 1 && g_gl.postScreenParticleAdditivePSO.Get() != nullptr)
ID3D12PipelineState* particlePSO = emissiveOnly && g_gl.postScreenParticleEmissivePSO.Get()
? g_gl.postScreenParticleEmissivePSO.Get()
: (blendMode == 1 && g_gl.postScreenParticleAdditivePSO.Get() != nullptr)
? g_gl.postScreenParticleAdditivePSO.Get()
: g_gl.postScreenParticlePSO.Get();
ID3D12DescriptorHeap* heaps[] = { g_gl.srvHeap.Get() };
cl->SetDescriptorHeaps(_countof(heaps), heaps);
cl->SetGraphicsRootSignature(g_gl.postRootSig.Get());
QD3D12_SetPostConstants(cl, 0.0f, 0.0f, 1.0f, 1.0f, 1.0f, 1.0f, false, 0.0f, 0.0f, true, softDepth, (float)g_gl.screenSpaceParticleLightCount);
QD3D12_SetPostConstants(cl, 0.0f, 0.0f, 1.0f, 1.0f, 1.0f, 1.0f, false, 0.0f, 0.0f, true, softDepth, (float)g_gl.screenSpaceParticleLightCount, emissiveScale, emissiveOnly ? 1.0f : 0.0f);
cl->SetPipelineState(particlePSO);
D3D12_CPU_DESCRIPTOR_HANDLE sceneColorRtv = CurrentResolvedSceneColorRTV();
cl->OMSetRenderTargets(1, &sceneColorRtv, FALSE, nullptr);
D3D12_CPU_DESCRIPTOR_HANDLE particleRtv = emissiveOnly ? CurrentResolvedEmissiveRTV() : CurrentResolvedSceneColorRTV();
cl->OMSetRenderTargets(1, &particleRtv, FALSE, nullptr);
cl->RSSetViewports(1, &viewport);
cl->RSSetScissorRects(1, &scissor);
cl->IASetPrimitiveTopology(D3D_PRIMITIVE_TOPOLOGY_TRIANGLELIST);
@@ -8630,7 +8670,7 @@ static void QD3D12_DrawScreenSpaceParticleBatch(const QD3D12ScreenSpaceParticleB
cl->DrawInstanced(vertexCount, 1, 0, 0);
}
void APIENTRY glDrawScreenSpaceParticlesQD3D12(const glScreenSpaceParticleVertex_t* verts, uint32_t vertexCount, uint32_t textureId, uint32_t blendMode, float softDepth)
void APIENTRY glDrawScreenSpaceParticlesQD3D12(const glScreenSpaceParticleVertex_t* verts, uint32_t vertexCount, uint32_t textureId, uint32_t blendMode, float softDepth, float emissiveScale)
{
if (!verts || vertexCount == 0)
return;
@@ -8640,6 +8680,7 @@ void APIENTRY glDrawScreenSpaceParticlesQD3D12(const glScreenSpaceParticleVertex
batch.textureId = textureId;
batch.blendMode = blendMode;
batch.softDepth = softDepth;
batch.emissiveScale = emissiveScale;
g_gl.screenSpaceParticleBatches.push_back(std::move(batch));
}
@@ -8663,11 +8704,22 @@ static void QD3D12_DrawQueuedScreenSpaceParticles(ID3D12Resource* tlas)
for (const QD3D12ScreenSpaceParticleBatch& batch : g_gl.screenSpaceParticleBatches)
{
QD3D12_DrawScreenSpaceParticleBatch(batch, tlas);
QD3D12_DrawScreenSpaceParticleBatch(batch, tlas, false);
}
g_gl.screenSpaceParticleBatches.clear();
}
static void QD3D12_DrawQueuedScreenSpaceParticleEmissive(ID3D12Resource* tlas)
{
if (g_gl.screenSpaceParticleBatches.empty())
return;
for (const QD3D12ScreenSpaceParticleBatch& batch : g_gl.screenSpaceParticleBatches)
{
QD3D12_DrawScreenSpaceParticleBatch(batch, tlas, true);
}
}
static ID3D12Resource* QD3D12_PrepareStreamlineOutputForWrite(QD3D12Window& w)
{
ID3D12GraphicsCommandList* cl = g_gl.cmdList.Get();
@@ -10421,6 +10473,14 @@ static void QD3D12_CreatePSOs()
particleDesc.BlendState.RenderTarget[0].DestBlendAlpha = D3D12_BLEND_ONE;
QD3D12_CHECK(g_gl.device->CreateGraphicsPipelineState(&particleDesc, IID_PPV_ARGS(&g_gl.postScreenParticleAdditivePSO)));
particleDesc.BlendState.RenderTarget[0].SrcBlend = D3D12_BLEND_ONE;
particleDesc.BlendState.RenderTarget[0].DestBlend = D3D12_BLEND_ONE;
particleDesc.BlendState.RenderTarget[0].BlendOp = D3D12_BLEND_OP_ADD;
particleDesc.BlendState.RenderTarget[0].SrcBlendAlpha = D3D12_BLEND_ONE;
particleDesc.BlendState.RenderTarget[0].DestBlendAlpha = D3D12_BLEND_ONE;
particleDesc.BlendState.RenderTarget[0].BlendOpAlpha = D3D12_BLEND_OP_ADD;
QD3D12_CHECK(g_gl.device->CreateGraphicsPipelineState(&particleDesc, IID_PPV_ARGS(&g_gl.postScreenParticleEmissivePSO)));
D3D12_GRAPHICS_PIPELINE_STATE_DESC depthDesc{};
depthDesc.pRootSignature = g_gl.postRootSig.Get();
depthDesc.VS = { g_gl.postVsBlob->GetBufferPointer(), g_gl.postVsBlob->GetBufferSize() };
@@ -17860,6 +17920,7 @@ void glLightScene(glRaytracingSceneHandle_t sceneHandle)
QD3D12_FlushQueuedBatches();
QD3D12_ResolveGBufferForCurrentFrame(*window);
QD3D12_DrawQueuedScreenSpaceParticleEmissive(tlas);
ID3D12GraphicsCommandList* cl = g_gl.cmdList.Get();
ID3D12Resource* sceneColor = window->sceneColorBuffers[frameIndex].Get();
+1 -1
View File
@@ -1853,7 +1853,7 @@ void glLightScene(glRaytracingSceneHandle_t sceneHandle);
void glSetScreenSpaceDecalsQD3D12(const glScreenSpaceDecal_t* decals, uint32_t decalCount);
void glDrawScreenSpaceDecalsQD3D12(void);
void glSetScreenSpaceParticleLightsQD3D12(const glRaytracingLight_t* lights, uint32_t lightCount);
void glDrawScreenSpaceParticlesQD3D12(const glScreenSpaceParticleVertex_t* verts, uint32_t vertexCount, uint32_t textureId, uint32_t blendMode, float softDepth);
void glDrawScreenSpaceParticlesQD3D12(const glScreenSpaceParticleVertex_t* verts, uint32_t vertexCount, uint32_t textureId, uint32_t blendMode, float softDepth, float emissiveScale);
ID3D12Device* QD3D12_GetDevice(void);
ID3D12CommandQueue* QD3D12_GetQueue(void);
+2 -1
View File
@@ -1610,7 +1610,8 @@ static void RB_SubmitScreenSpaceParticleSurf( const drawSurf_t *surf ) {
RB_FillScreenSpaceParticleVertex( particleVerts[i], surf->geo->verts[vertIndex], surf->space, projectionMatrix, stageColor );
}
glDrawScreenSpaceParticlesQD3D12( particleVerts.Ptr(), particleVerts.Num(), image->texnum, blendMode, 16.0f );
const float emissiveScale = ( surf->dsFlags & DSF_SCREEN_SPACE_PARTICLE_EMISSIVE ) ? surf->geo->particleEmissiveScale : 0.0f;
glDrawScreenSpaceParticlesQD3D12( particleVerts.Ptr(), particleVerts.Num(), image->texnum, blendMode, 16.0f, emissiveScale );
}
static void RB_STD_DrawScreenSpaceParticles( drawSurf_t **drawSurfs, int numDrawSurfs ) {
+6 -1
View File
@@ -1093,6 +1093,7 @@ static void R_ParticleDeform( drawSurf_t *surf, bool useArea ) {
// just always draw the particles
tri->bounds = stage->bounds;
tri->particleEmissiveScale = stage->emissive;
tri->numVerts = 0;
@@ -1211,7 +1212,11 @@ static void R_ParticleDeform( drawSurf_t *surf, bool useArea ) {
tri->ambientCache = vertexCache.AllocFrameTemp( tri->verts, tri->numVerts * sizeof( idDrawVert ) );
if ( tri->ambientCache ) {
// add the drawsurf
R_AddDrawSurf( tri, surf->space, renderEntity, stage->material, surf->scissorRect, DSF_SCREEN_SPACE_PARTICLE );
int dsFlags = DSF_SCREEN_SPACE_PARTICLE;
if ( stage->emissive > 0.0f ) {
dsFlags |= DSF_SCREEN_SPACE_PARTICLE_EMISSIVE;
}
R_AddDrawSurf( tri, surf->space, renderEntity, stage->material, surf->scissorRect, dsFlags );
}
}
}
+7 -2
View File
@@ -1351,8 +1351,13 @@ static void R_AddAmbientDrawsurfs( viewEntity_t *vEntity ) {
R_CreateIndexCache( tri );
}
const int particleFlags = ( def->dynamicModel &&
idStr::Icmp( model->Name(), "_ParametricParticle_Snapshot_" ) == 0 ) ? DSF_SCREEN_SPACE_PARTICLE : 0;
int particleFlags = 0;
if ( def->dynamicModel && idStr::Icmp( model->Name(), "_ParametricParticle_Snapshot_" ) == 0 ) {
particleFlags = DSF_SCREEN_SPACE_PARTICLE;
if ( tri->particleEmissiveScale > 0.0f ) {
particleFlags |= DSF_SCREEN_SPACE_PARTICLE_EMISSIVE;
}
}
// add the surface for drawing
R_AddDrawSurf( tri, vEntity, &vEntity->entityDef->parms, shader, vEntity->scissorRect, particleFlags );
+1
View File
@@ -105,6 +105,7 @@ SURFACES
// drawSurf_t are always allocated and freed every frame, they are never cached
static const int DSF_VIEW_INSIDE_SHADOW = 1;
static const int DSF_SCREEN_SPACE_PARTICLE = 2;
static const int DSF_SCREEN_SPACE_PARTICLE_EMISSIVE = 4;
typedef struct drawSurf_s {
const srfTriangles_t *geo;