/* // quake wizard spike impact effect TE_WIZSPIKE count 30 type alphastatic color 0x372b17 0x73571f alpha 51 256 512 originjitter 4 4 4 velocityjitter 16 16 16 */ // item respawn effect // flare particle and light effect TE_WIZSPIKE countabsolute 1 type static color 0x63F2EA 0x63f2EA size 20 20 alpha 128 128 128 lightradius 200 lightradiusfade 200 lightcolor 0.4 0.9 0.9 // cloud of particles which expand rapidly and then slow to form a ball effect TE_WIZSPIKE count 100 type static color 0x63F2EA 0x63f2EA size 2 2 alpha 64 64 64 airfriction 2 liquidfriction 2 originjitter 16 16 16 velocityjitter 32 32 32 /* // quake hell knight fireball impact effect TE_KNIGHTSPIKE count 20 type alphastatic color 0x5f0700 0xcf632b alpha 51 256 512 originjitter 4 4 4 velocityjitter 16 16 16 */ // laser impact // decal effect TE_KNIGHTSPIKE countabsolute 1 type decal tex 47 47 size 24 24 alpha 256 256 0 originjitter 16 16 16 lightradius 200 lightradiusfade 1000 lightcolor 4 0.2 0.2 // flare effect effect TE_KNIGHTSPIKE countabsolute 1 type static tex 39 39 color 0xFF2010 0xFF2010 alpha 256 256 1024 size 24 24 // sparks that rapidly expand and rapidly slow down to form an interesting spherical effect effect TE_KNIGHTSPIKE count 256 type spark color 0x800000 0xFF8020 alpha 256 256 1024 size 4 4 //bounce 1.5 airfriction 6 liquidfriction 6 //originjitter 32 32 32 velocityjitter 256 256 256 // machinegun bullet impact // bullet impact decal effect TE_SPIKE countabsolute 1 type decal tex 56 59 size 5 5 alpha 256 256 0 originjitter 6 6 6 // dust/smoke drifting away from the impact effect TE_SPIKE count 10 type smoke tex 0 8 color 0x101010 0x202020 size 6 6 airfriction 2 liquidfriction 2 alpha 128 256 256 originjitter 4 4 4 velocityjitter 24 24 24 // bouncing sparks effect TE_SPIKE count 20 type spark color 0x8f4333 0xfff31b size 0.4 0.4 alpha 0 256 256 gravity 1 bounce 1.5 velocityoffset 0 0 80 velocityjitter 64 64 64 // electro combo explosion // decal effect TE_SPIKEQUAD countabsolute 1 type decal tex 59 59 size 64 64 alpha 256 256 0 originjitter 34 34 34 lightradius 400 lightradiusfade 200 lightcolor 2 2.5 3 // flare effect effect TE_SPIKEQUAD countabsolute 1 type static tex 38 38 color 0x80C0FF 0x80C0FF size 48 48 alpha 256 256 128 // large sparks effect TE_SPIKEQUAD count 20 type static color 0x2030FF 0x80C0FF size 32 32 alpha 256 256 256 //gravity 1 bounce 1.5 airfriction 4 liquidfriction 16 //velocityoffset 0 0 120 velocityjitter 512 512 512 /* // inner cloud of smoke effect TE_SPIKEQUAD count 0.25 type smoke color 0x202020 0x404040 tex 0 8 size 24 24 alpha 256 256 256 originjitter 20 20 20 velocityjitter 32 32 32 */ // quake effect // decal effect TE_SUPERSPIKE countabsolute 1 type decal tex 56 59 size 3 3 alpha 256 256 0 originjitter 6 6 6 // dust/smoke drifting away from the impact effect TE_SUPERSPIKE count 8 type smoke tex 0 8 color 0x101010 0x202020 size 3 3 alpha 0 256 512 originjitter 2 2 2 velocityjitter 8 8 8 // sparks that disappear on impact effect TE_SUPERSPIKE count 30 type spark color 0x8f4333 0xfff31b size 0.4 0.4 alpha 0 256 768 gravity 1 bounce -1 velocityoffset 0 0 80 velocityjitter 64 64 64 // quake effect // decal effect TE_SUPERSPIKEQUAD countabsolute 1 type decal tex 56 59 size 3 3 alpha 256 256 0 originjitter 6 6 6 lightradius 100 lightradiusfade 500 lightcolor 0.15 0.15 1.5 // dust/smoke drifting away from the impact effect TE_SUPERSPIKEQUAD count 8 type smoke tex 0 8 color 0x101010 0x202020 size 3 3 alpha 0 256 512 originjitter 2 2 2 velocityjitter 8 8 8 // sparks that disappear on impact effect TE_SUPERSPIKEQUAD count 30 type spark color 0x8f4333 0xfff31b size 0.4 0.4 alpha 0 256 768 gravity 1 bounce -1 velocityoffset 0 0 80 velocityjitter 64 64 64 // shotgun pellet impact // decal effect TE_GUNSHOT countabsolute 1 type decal tex 56 59 size 3 3 alpha 256 256 0 originjitter 6 6 6 // dust/smoke drifting away from the impact effect TE_GUNSHOT count 3 type smoke tex 0 8 color 0x101010 0x202020 size 6 6 airfriction 2 liquidfriction 2 alpha 128 256 256 originjitter 4 4 4 velocityjitter 24 24 24 // bouncing sparks effect TE_GUNSHOT count 10 type spark color 0x8f4333 0xfff31b size 0.4 0.4 alpha 0 64 64 gravity 1 bounce 1.5 velocityoffset 0 0 80 velocityjitter 64 64 64 /* // quake effect // decal effect TE_GUNSHOTQUAD countabsolute 1 type decal tex 56 59 size 3 3 alpha 256 256 0 originjitter 6 6 6 lightradius 100 lightradiusfade 500 lightcolor 0.15 0.15 1.5 // dust/smoke drifting away from the impact effect TE_GUNSHOTQUAD count 4 type smoke tex 0 8 color 0x101010 0x202020 size 3 3 alpha 0 256 512 originjitter 2 2 2 velocityjitter 8 8 8 // sparks that disappear on impact effect TE_GUNSHOTQUAD count 15 type spark color 0x8f4333 0xfff31b size 0.4 0.4 alpha 0 256 768 gravity 1 bounce -1 velocityoffset 0 0 80 velocityjitter 64 64 64 */ // crylink impact effect // decal effect TE_GUNSHOTQUAD countabsolute 1 type decal tex 47 47 size 8 8 alpha 256 256 0 originjitter 12 12 12 //lightradius 100 //lightradiusfade 300 //lightcolor 0.5 0.5 0.5 // purple flare effect effect TE_GUNSHOTQUAD countabsolute 1 type static tex 39 39 color 0x504060 0x504060 size 8 8 alpha 256 256 512 // purple sparks effect TE_GUNSHOTQUAD count 12 type spark color 0xA040C0 0xFFFFFF size 1 1 alpha 128 128 384 gravity 1 bounce 1.5 velocityoffset 0 0 80 velocityjitter 128 128 128 // mortar/hagar explosion (smaller than rocket) // decal effect TE_EXPLOSION countabsolute 1 type decal tex 8 16 size 48 48 alpha 256 256 0 originjitter 40 40 40 lightradius 350 lightradiusfade 700 lightcolor 4 2 0.5 // flare effect effect TE_EXPLOSION countabsolute 1 type static tex 35 37 color 0x404040 0x404040 size 48 48 alpha 128 128 64 // fire effect which expands then slows effect TE_EXPLOSION notunderwater count 128 type static tex 48 55 color 0x902010 0xFFD080 size 16 16 alpha 128 128 256 bounce 1.5 airfriction 4 liquidfriction 4 originjitter 8 8 8 velocityjitter 256 256 256 // underwater bubbles effect TE_EXPLOSION underwater count 32 type bubble tex 62 62 color 0x404040 0x808080 size 3 3 alpha 128 256 64 gravity -0.125 bounce 1.5 liquidfriction 0.25 originjitter 16 16 16 velocityjitter 96 96 96 // bouncing sparks effect TE_EXPLOSION notunderwater count 32 type spark color 0x903010 0xFFD030 size 2 2 alpha 256 256 384 gravity 1 airfriction 0.2 bounce 1.5 liquidfriction 0.8 velocityoffset 0 0 80 velocityjitter 256 256 256 /* // experimental black smoke effect TE_EXPLOSION count 32 type alphastatic tex 0 8 color 0x000000 0x000000 size 32 32 alpha 128 256 512 bounce 1.5 airfriction 5 liquidfriction 5 originjitter 10 10 10 velocityjitter 256 256 256 */ /* // experimental debris effect TE_EXPLOSION count 32 type alphastatic tex 0 8 color 0x202020 0x404040 size 2 4 alpha 128 256 128 gravity 1 airfriction 0.4 bounce 1.5 liquidfriction 0.8 velocityoffset 0 0 80 velocityjitter 256 256 256 */ /* // experimental dark smoke effect TE_EXPLOSION count 16 type alphastatic tex 0 8 color 0x101010 0x202020 size 32 32 alpha 128 256 256 airfriction 2 liquidfriction 2 originjitter 24 24 24 velocityjitter 64 64 64 */ // quake effect // decal effect TE_EXPLOSIONQUAD countabsolute 1 type decal tex 8 16 size 48 48 alpha 256 256 0 originjitter 40 40 40 lightradius 350 lightradiusfade 700 lightcolor 4 2 8 // smoke cloud effect TE_EXPLOSIONQUAD notunderwater count 32 type smoke color 0x202020 0x404040 tex 0 8 size 12 12 alpha 32 32 64 velocityjitter 48 48 48 // underwater bubbles effect TE_EXPLOSIONQUAD underwater count 32 type bubble tex 62 62 color 0x404040 0x808080 size 3 3 alpha 128 256 64 gravity -0.125 bounce 1.5 liquidfriction 0.25 originjitter 16 16 16 velocityjitter 96 96 96 // sparks which go through walls effect TE_EXPLOSIONQUAD notunderwater count 128 type spark color 0x903010 0xFFD030 size 1 1 alpha 0 256 512 gravity 1 airfriction 0.2 liquidfriction 0.8 velocityoffset 0 0 80 velocityjitter 256 256 256 // quake effect // decal effect TE_TAREXPLOSION countabsolute 1 type decal tex 8 16 size 48 48 alpha 256 256 0 originjitter 40 40 40 lightradius 600 lightradiusfade 1200 lightcolor 1.6 0.8 2 // smoke cloud effect TE_TAREXPLOSION notunderwater count 32 type smoke color 0x202020 0x404040 tex 0 8 size 12 12 alpha 32 32 64 velocityjitter 48 48 48 // underwater bubbles effect TE_TAREXPLOSION underwater count 32 type bubble tex 62 62 color 0x404040 0x808080 size 3 3 alpha 128 256 64 gravity -0.125 bounce 1.5 liquidfriction 0.25 originjitter 16 16 16 velocityjitter 96 96 96 // sparks which go through walls effect TE_TAREXPLOSION notunderwater count 128 type spark color 0x903010 0xFFD030 size 1 1 alpha 0 256 512 gravity 1 airfriction 0.2 liquidfriction 0.8 velocityoffset 0 0 80 velocityjitter 256 256 256 // bloody impact effect indicating damage effect TE_BLOOD count 0.333 type blood tex 24 32 size 8 8 alpha 256 256 64 bounce -1 airfriction 1 liquidfriction 4 velocityjitter 64 64 64 velocitymultiplier 1 // sparks (quake effect) effect TE_SPARK count 1 type spark color 0x8f4333 0xfff31b size 0.4 0.4 alpha 0 256 768 gravity 1 bounce -1 velocityoffset 0 0 80 velocityjitter 64 64 64 velocitymultiplier 1 // nex impact // decal effect TE_PLASMABURN countabsolute 1 type decal tex 47 47 size 24 24 alpha 256 256 0 originjitter 16 16 16 lightradius 200 lightradiusfade 400 lightcolor 1 1 1 // flare effect effect TE_PLASMABURN countabsolute 1 type static tex 37 37 color 0x80C0FF 0x80C0FF size 8 8 alpha 256 256 512 /* // experimental effect TE_PLASMABURN count 64 type static color 0x2030FF 0x80C0FF size 2 4 alpha 256 256 512 bounce 1.5 airfriction 8 liquidfriction 8 velocityjitter 512 512 512 */ // small sparks which form a sphere as they slow down effect TE_PLASMABURN count 256 type spark color 0x2030FF 0x80C0FF size 1 2 alpha 256 256 1024 bounce 2 airfriction 8 liquidfriction 8 velocityjitter 128 128 128 // quake effect effect TE_SMALLFLASH lightradius 200 lightradiusfade 1000 lightcolor 2 2 2 // quake effect effect TE_FLAMEJET count 1 type smoke color 0x6f0f00 0xe3974f size 4 4 alpha 64 128 384 gravity -1 bounce 1.1 airfriction 1 liquidfriction 4 velocityjitter 128 128 128 velocitymultiplier 1 // quake effect effect TE_LAVASPLASH count 64 type alphastatic color 0x6f0f00 0xe3974f size 12 12 alpha 256 256 256 gravity 0.05 originoffset 0 0 32 originjitter 128 128 32 velocityoffset 0 0 256 velocityjitter 128 128 0 // player teleport effect effect TE_TELEPORT count 112 type static color 0xA0A0A0 0xFFFFFF size 10 10 alpha 64 128 256 airfriction 1 liquidfriction 4 originoffset 0 0 28 originjitter 16 16 28 velocityjitter 0 0 256 // nex beam effect TE_TEI_G3 countabsolute 1 type beam tex 60 60 color 0xFFFFFF 0xFFFFFF size 4 4 alpha 128 128 256 /* // experimental effect TE_TEI_G3 trailspacing 2 type static color 0x202020 0x404040 size 1 1 alpha 256 256 512 airfriction -4 liquidfriction -4 velocityjitter 8 8 8 */ /* // experimental effect TE_TEI_G3 trailspacing 1 type static tex 0 8 color 0x202020 0x404040 size 1 1 sizeincrease 1 alpha 256 256 128 gravity -0.01 //bounce 1.5 //airfriction 4 //liquidfriction 4 //velocityoffset 0 0 80 //velocityjitter 4 4 4 */ // smoke effect effect TE_TEI_SMOKE count 0.333 type smoke color 0x202020 0x404040 tex 0 8 size 5 5 alpha 256 256 512 originjitter 1.5 1.5 1.5 velocityjitter 6 6 6 velocitymultiplier 1 // rocket explosion (bigger than mortar and hagar) // decal effect TE_TEI_BIGEXPLOSION countabsolute 1 type decal tex 8 16 size 72 72 alpha 256 256 0 originjitter 40 40 40 lightradius 500 lightradiusfade 500 lightcolor 4 2 0.5 // flare effect effect TE_TEI_BIGEXPLOSION countabsolute 1 type static tex 35 37 color 0x404040 0x404040 size 72 72 alpha 128 128 64 // fire effect effect TE_TEI_BIGEXPLOSION notunderwater count 256 type static tex 48 55 color 0x902010 0xFFD080 size 16 16 alpha 128 128 256 bounce 1.5 airfriction 4 liquidfriction 4 originjitter 8 8 8 velocityjitter 512 512 512 // underwater bubbles effect TE_TEI_BIGEXPLOSION underwater count 64 type bubble tex 62 62 color 0x404040 0x808080 size 3 3 alpha 128 256 64 gravity -0.125 bounce 1.5 liquidfriction 0.25 originjitter 16 16 16 velocityjitter 144 144 144 // bouncing sparks effect TE_TEI_BIGEXPLOSION notunderwater count 128 type spark color 0x903010 0xFFD030 size 2 2 alpha 256 256 384 gravity 1 airfriction 0.2 bounce 1.5 liquidfriction 0.8 velocityoffset 0 0 80 velocityjitter 384 384 384 // electro explosion // decal effect TE_TEI_PLASMAHIT countabsolute 1 type decal tex 59 59 size 32 32 alpha 256 256 0 originjitter 20 20 20 lightradius 200 lightradiusfade 600 lightcolor 2.4 4.8 8 // flare effect effect TE_TEI_PLASMAHIT countabsolute 1 type static tex 38 38 color 0x80C0FF 0x80C0FF size 32 32 alpha 256 256 512 // cloud of bouncing sparks effect TE_TEI_PLASMAHIT count 1 type spark color 0x2030FF 0x80C0FF size 2 4 alpha 256 256 1024 //gravity 1 bounce 1.5 //velocityoffset 0 0 120 velocityjitter 512 512 512 /* // inner cloud of smoke effect TE_TEI_PLASMAHIT count 0.25 type smoke color 0x202020 0x404040 tex 0 8 size 24 24 alpha 256 256 512 originjitter 20 20 20 velocityjitter 32 32 32 */ // rocket trail // smoke effect TR_ROCKET trailspacing 3 type smoke color 0x303030 0x606060 tex 0 8 size 3 3 alpha 32 32 32 lightradius 200 lighttime 0 lightcolor 3.0 1.5 0.5 // fire effect TR_ROCKET notunderwater trailspacing 3 type static color 0x801010 0xFFA020 tex 0 8 size 3 3 alpha 144 144 700 velocityjitter 20 20 20 velocitymultiplier -0.25 // bubbles effect TR_ROCKET underwater trailspacing 8 type bubble tex 62 62 color 0x404040 0x808080 size 1 1 alpha 256 256 256 gravity -0.125 bounce 1.5 liquidfriction 4 velocityjitter 16 16 16 // grenade trail // smoke effect TR_GRENADE notunderwater trailspacing 3 type smoke color 0x303030 0x606060 tex 0 8 size 3 3 alpha 16 16 16 // bubbles effect TR_GRENADE underwater trailspacing 16 type bubble tex 62 62 color 0x404040 0x808080 size 1 1 alpha 256 256 256 gravity -0.125 bounce 1.5 liquidfriction 4 velocityjitter 16 16 16 // normal super gorey blood trail (used by gibs) effect TR_BLOOD trailspacing 16 type blood color 0xFFFFFF 0xFFFFFF tex 24 32 size 8 8 alpha 384 384 192 bounce -1 airfriction 1 liquidfriction 4 velocityjitter 64 64 64 velocitymultiplier 0.5 // thinner blood trail (used by quake zombies) effect TR_SLIGHTBLOOD trailspacing 32 type blood color 0xFFFFFF 0xFFFFFF tex 24 32 size 8 8 alpha 384 384 192 bounce -1 airfriction 1 liquidfriction 4 velocityjitter 64 64 64 velocitymultiplier 0.5 // quake effect effect TR_WIZSPIKE trailspacing 3 type alphastatic color 0x372b17 0x73571f size 2 2 alpha 64 64 192 // quake effect effect TR_KNIGHTSPIKE trailspacing 3 type alphastatic color 0x5f0700 0xcf632b size 2 2 alpha 64 64 192 // quake effect effect TR_VORESPIKE trailspacing 3 type alphastatic color 0x502030 0x502030 size 3 3 alpha 64 64 96 lightradius 200 lighttime 0 lightcolor 1.2 0.5 1.0 // electro trail // smokey sparky thing effect TR_NEXUIZPLASMA trailspacing 4 type static color 0x283880 0x283880 size 4 4 alpha 256 256 1024 velocityjitter 16 16 16 lightradius 200 lighttime 0 lightcolor 0.75 1.5 3.0 velocitymultiplier -0.1 // quake effect effect EF_FLAME count 300 type smoke color 0x6f0f00 0xe3974f size 4 4 alpha 64 128 384 gravity -1 airfriction 1 liquidfriction 4 velocityjitter 128 128 128 lightradius 200 lighttime 0 lightcolor 2 1.5 0.5 // quake effect effect EF_STARDUST count 75 type static color 0xfff368 0xfff368 size 1.0 2.0 alpha 64 128 128 gravity -0.1 airfriction 0.2 liquidfriction 0.8 originjitter 16 16 64 velocityjitter 32 32 0 //lightradius 200 //lighttime 0 //lightcolor 0.4 0.9 0.9