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//Various subtle smoke effects, animated, designed to trail things and come off walls
leismoke1
{
{
clampmap sprites/le/smoke1.tga
blendfunc blend
rgbGen Vertex
tcMod rotate 22
tcMod stretch sin 0.5 0 0 1
alphaGen Vertex
}
{
clampmap sprites/le/smoke2.tga
blendfunc blend
rgbGen Vertex
tcMod rotate -55
tcMod stretch sin 0.7 0 0 1
alphaGen Vertex
detail
}
}
leismoke2
{
{
clampmap sprites/le/smoke2.tga
blendfunc blend
rgbGen Vertex
tcMod rotate 22
tcMod stretch sin 0.7 0 0 1
alphaGen Vertex
}
{
clampmap sprites/le/smoke3.tga
blendfunc blend
rgbGen Vertex
tcMod rotate -55
tcMod stretch sin 0.4 0 0 1
alphaGen Vertex
detail
}
}
leismoke3
{
{
clampmap sprites/le/smoke3.tga
blendfunc blend
rgbGen Vertex
tcMod rotate 22
tcMod stretch sin 0.6 0 0 1
alphaGen Vertex
}
{
clampmap sprites/le/smoke4.tga
blendfunc blend
rgbGen Vertex
tcMod rotate -55
tcMod stretch sin 0.3 0 0 1
alphaGen Vertex
detail
}
}
leismoke4
{
{
clampmap sprites/le/smoke4.tga
blendfunc blend
rgbGen Vertex
tcMod rotate 22
tcMod stretch sin 0.4 0 0 1
alphaGen Vertex
}
{
clampmap sprites/le/smoke1.tga
blendfunc blend
rgbGen Vertex
tcMod rotate -55
tcMod stretch sin 0.7 0 0 1
alphaGen Vertex
detail
}
}
//Splash effect for bullets entering the water
leisplash
{
{
clampmap sprites/le/splash.tga
blendfunc gl_src_alpha gl_one
rgbGen Vertex
tcMod rotate -95
tcMod stretch sin 0.4 0 0 1
alphaGen Vertex
}
{
clampmap sprites/le/splash.tga
blendfunc gl_src_alpha gl_one
rgbGen Vertex
tcMod rotate 79
tcMod stretch sin 0.7 0 0 1
alphaGen Vertex
}
}
//Boom sparks from explosions
leiboom1
{
{
clampmap sprites/le/blast.tga
blendfunc gl_src_alpha gl_one
tcMod stretch sin 0.6 0 0 1
tcMod rotate -88
alphaFunc GE128
}
{
clampmap sprites/le/blast.tga
blendfunc gl_src_alpha gl_one
tcMod stretch sin 0.8 0 0 1
tcMod rotate 122
alphaFunc GE128
}
{
clampmap sprites/le/glaw.tga
blendfunc gl_src_alpha gl_one
rgbGen const ( 0.886275 0.34902 0.321569 )
alphaGen Vertex
}
}
//Blood particle (from trailing gib or impact of bullet)
leiblood1
{
{
clampmap sprites/le/blood.tga
blendfunc blend
rgbGen const ( 0.372549 0.372549 0.372549 )
tcMod rotate 3
tcMod stretch sin 0.7 0 0 1
alphaGen Vertex
}
{
clampmap sprites/le/blood.tga
blendfunc blend
rgbGen const ( 0.615686 0.141176 0.141176 )
tcMod rotate -7
tcMod stretch sin 0.4 0 0 1
alphaGen Vertex
detail
}
}
//Mark for blood particle
leiblood2
{
polygonoffset
{
clampmap sprites/le/blood3.tga
blendfunc gl_zero gl_one_minus_src_color
rgbGen identity
}
}
//preliminary fireball boom
leifball
{
{
clampmap sprites/le/glaw.tga
blendfunc add
rgbGen identity
}
}
//plasma trail
leiptrail
{
{
clampmap sprites/le/ptrail.tga
blendfunc gl_src_alpha gl_one
rgbGen const ( 0.713726 0.819608 0.913726 )
tcMod stretch sin 0.6 0 0 1
tcMod rotate -22
alphaFunc GE128
}
{
clampmap sprites/le/ptrail.tga
blendfunc gl_src_alpha gl_one
rgbGen const ( 0.337255 0.4 0.611765 )
tcMod stretch sin 0.8 0 0 1
tcMod rotate 6
}
}
// The crap that comes out of walls
leispark
{
{
clampmap sprites/le/spark2.tga
blendfunc gl_src_alpha gl_one
rgbGen identity
//alphaGen Vertex
}
}
// Metal Crap is brighter
leispark2
{
{
clampmap sprites/le/spark2.tga
blendfunc gl_src_alpha gl_one
rgbGen identity
tcMod stretch sin 0.4 0.3 0 5
alphaGen Vertex
}
{
clampmap sprites/le/spark2.tga
blendfunc gl_src_alpha gl_one
rgbGen identity
tcMod stretch sin 0.7 0.3 0 3
alphaGen Vertex
}
}
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