//====================================================================== // PARTICLE DEF file // // MOD : AD v1.70 - (Arcane Dimensions) // Date : 1st August 2017 // Author : Simon "Sock" OCallaghan // Website: www.simonoc.com // //====================================================================== // SHOTGUN // // Stage 1 - wall decal // Stage 2 - sparks // Stage 2b - grey smoke // // Underwater // Stage 3 - grey impact particles // Stage 3b - grey/blue bubbles // //====================================================================== effect TE_GUNSHOT countabsolute 1 type decal tex 96 104 // variable bullet decals size 1 2 alpha 32 96 0 originjitter 6 6 6 effect TE_GUNSHOT count 8 type static color 0x101010 0x707070 // dark/light grey tex 32 36 // O rings size 1 2 sizeincrease 2 alpha 64 96 48 // Quickly dispate velocityjitter 8 8 4 // Horz spread (barrel pattern) gravity 0.01 // Slowly fall down //---------------------------------------------------------------------- effect TE_GUNSHOT count 2 type spark color 0x801010 0xFFA020 // red/yellow size 0.25 0.5 // Small stretchfactor 2 alpha 0 128 64 gravity 0.25 // Fall down bounce -1 // Remove on impact (costly) velocityoffset 0 0 32 velocityjitter 32 32 32 // Large cube notunderwater effect TE_GUNSHOT type smoke count 8 // High count for SG/SSG color 0x101010 0x79572a // dark grey to dark orange tex 8 16 // wispy smoke size 4 12 // large puffs sizeincrease 2 alpha 32 128 96 originjitter 4 4 4 velocityjitter 16 16 16 rotate 0 360 5 20 // Swirl and rotate notunderwater //---------------------------------------------------------------------- effect TE_GUNSHOT type bubble count 4 color 0x101010 0x808080 // Dark/Light Grey tex 32 46 // O ring bubbles size 1 4 sizeincrease 2 alpha 96 256 64 liquidfriction 1 // Costly liquid test originjitter 2 2 2 velocityjitter 8 8 8 underwater //====================================================================== // NAILGUN // // Stage 1 - wall decal // Stage 2 - grey smoke // Stage 3 - grey impact particles // // Underwater // Stage 2b - grey smoke // Stage 3b - grey/blue impact particles // //====================================================================== effect TE_SPIKE countabsolute 1 type decal tex 104 108 // nail impact decals size 2 4 alpha 64 128 0 originjitter 6 6 6 effect TE_SPIKE type smoke count 4 color 0x101010 0x635844 // Dark grey to dark orange tex 4 16 // mixture of solid and wispy smoke size 2 6 sizeincrease 4 alpha 96 128 64 // Fade fast originjitter 4 4 4 velocityjitter 8 8 8 // Small impact cube rotate 0 360 5 20 // Swirl and rotate slow notunderwater effect TE_SPIKE type alphastatic count 4 color 0x101010 0x7b5b24 // dark grey to dark orange (dirt) tex 8 16 // wispy smoke size 1 3 sizeincrease 2 alpha 96 192 128 // Fade fast originjitter 2 2 2 velocityjitter 8 8 8 // Small impact cube notunderwater gravity 0.02 // Fall downwards //---------------------------------------------------------------------- effect TE_SPIKE type bubble count 4 color 0x101010 0x808080 tex 16 19 // 3 types of bubbles size 1 3 sizeincrease 2 alpha 96 256 64 liquidfriction 1 originjitter 2 2 2 velocityjitter 8 8 8 underwater effect TE_SPIKE type alphastatic count 8 color 0x101010 0xaacbd4 // Dark grey to dark blue tex 32 46 // O rings size 1 2 sizeincrease 2 alpha 96 192 64 liquidfriction 1 originjitter 2 2 2 velocityjitter 8 8 8 underwater //====================================================================== // SUPER NAILGUN // // Stage 1 - wall decal // Stage 2 - yellow/red smoke // Stage 3 - yellow/red impact particles // // Underwater // Stage 2b - grey smoke // Stage 3b - grey/blue impact particles // //====================================================================== effect TE_SUPERSPIKE countabsolute 1 type decal tex 104 108 // nail impact decals size 3 6 // SNG larger alpha 64 128 0 originjitter 6 6 6 effect TE_SUPERSPIKE type smoke count 6 color 0x101010 0xcfa04e // Dark grey to bright orange tex 0 12 // Mixture of solid + wispy smoke size 3 6 // Large size sizeincrease 4 // Grow big alpha 32 128 96 // Fade fast originjitter 6 6 6 velocityjitter 12 12 12 // Cube dispersion rotate 0 360 5 20 // Swirl and rotate fast notunderwater effect TE_SUPERSPIKE type alphastatic count 6 color 0x101010 0x7b5b24 // dark grey to dark orange (dirt) tex 8 16 // wispy smoke size 0.5 2 // Small sizeincrease 4 // Grow big alpha 96 128 64 // linger last originjitter 3 3 3 velocityjitter 2 2 6 // Vertical movement notunderwater gravity 0.02 // Fall downwards //---------------------------------------------------------------------- effect TE_SUPERSPIKE type bubble count 4 color 0x101010 0x505050 tex 16 19 // 3 different bubble shapes size 1 2 sizeincrease 2 alpha 96 256 64 liquidfriction 1 originjitter 4 4 4 velocityjitter 8 8 8 underwater effect TE_SUPERSPIKE type alphastatic count 8 color 0x101010 0xaacbd4 tex 32 46 // Full range of O rings size 2 4 sizeincrease 2 alpha 96 192 48 liquidfriction 1 originjitter 8 8 8 velocityjitter 8 8 8 underwater //====================================================================== // ROCKET TRAIL // // Stage 1 - Yellow/red dots (like original) // Stage 2 - Puffs of grey smoke // //====================================================================== effect TR_ROCKET trailspacing 3 type smoke color 0x801010 0xFFA020 // Red/yellow tex 62 64 // Solid Dots size 1 2 sizeincrease 4 stretchfactor 2 // and stretch velocityjitter 16 16 16 // Tight cube movement lightradius 32 lightcolor 1 0.9 0.5 // Smoke mixture effect TR_ROCKET trailspacing 10 type smoke color 0x101010 0x606060 // Dark/Light Grey tex 8 16 // Wispy smoke size 1 7 // Wide variety of size sizeincrease 4 stretchfactor 4 // and stretch alpha 16 96 48 // Slow fade velocityjitter 32 32 32 // Large spread cube originjitter 4 4 4 gravity -0.05 // Force upwards rotate 0 360 5 20 // Slow rotate notunderwater //---------------------------------------------------------------------- effect TR_ROCKET trailspacing 3 type bubble color 0x101010 0xaacbd4 // Grey/white bubbles tex 16 19 // 3 different types of bubbles size 1 2 sizeincrease 2 alpha 96 192 64 liquidfriction 1 originjitter 2 2 2 velocityjitter 8 8 8 underwater //====================================================================== // GRENADE TRAIL // // Stage 1 - Yellow/red dots (like original) // Stage 2 - Small puffs of grey smoke (vanish quick) // //====================================================================== effect TR_GRENADE trailspacing 3 type smoke color 0x801010 0xFFA020 // Red/yellow tex 62 64 // Old Style Quake Dots size 1 2 sizeincrease 4 stretchfactor 2 // and stretch velocityjitter 16 16 16 // Tight cube movement effect TR_GRENADE trailspacing 10 type alphastatic color 0x101010 0x606060 // Dark/Light Grey tex 8 16 // Wispy smoke size 1 7 // Wide variety of size sizeincrease 4 stretchfactor 4 // and stretch alpha 16 96 48 // Slow fade velocityjitter 32 32 32 // Large spread cube originjitter 4 4 4 gravity -0.05 // Force upwards rotate 0 360 5 20 // Slow rotate notunderwater //---------------------------------------------------------------------- effect TR_GRENADE trailspacing 3 type bubble color 0x101010 0xaacbd4 // Dark/light grey tex 16 19 // Full range of bubbles size 1 2 sizeincrease 2 alpha 96 192 64 liquidfriction 1 originjitter 2 2 2 velocityjitter 8 8 8 underwater //====================================================================== // LASER TRAIL // // Stage 1 - Various red/yellow dots (based on TR_PLASMA) // Stage 2 - yellow sparks // //====================================================================== effect TR_LASER trailspacing 3 type smoke color 0x903010 0xFFD030 // red/yellow tex 62 64 // Solid Dots size 0.25 0.5 sizeincrease 3 stretchfactor 2 // and stretch velocityjitter 16 16 32 // move up lightradius 32 lightcolor 1 0.9 0.5 // Yellow sparks effect TR_LASER trailspacing 12 type spark color 0xFFA020 0xFFFC20 // orange/yellow tex 62 64 // Small Quake dots size 0.5 1 // Small and stretched stretchfactor 12 alpha 0 128 96 // Strong colour and quick fade velocityjitter 32 32 32 // large cube airfriction 0.65 notunderwater //---------------------------------------------------------------------- effect TR_LASER trailspacing 3 type bubble color 0x903010 0xFFD030 // red/yellow tex 16 19 // 3 different types of bubbles size 1 2 sizeincrease 2 alpha 96 192 64 liquidfriction 1 originjitter 2 2 2 velocityjitter 8 8 8 underwater //====================================================================== // PLASMA TRAIL // // Stage 1 - Various blue dots (based on TR_ROCKET) // Stage 2 - Puffs of blue smoke // //====================================================================== effect TR_PLASMA trailspacing 3 type smoke color 0x8b8bc1 0xeae74d // light blue/light yellow tex 62 64 // Solid Dots size 0.25 0.5 sizeincrease 3 stretchfactor 2 // and stretch velocityjitter 16 16 32 // move up lightradius 32 lightcolor 1 0.9 0.5 // smoke mixture effect TR_PLASMA trailspacing 12 type smoke color 0x2f2f3f 0x8b8bc1 // dark/light blue tex 8 16 // Wispy smoke size 0.5 2 // Wide variety of size sizeincrease 4 stretchfactor 8 // and stretch alpha 16 96 48 // Slow fade velocityjitter 32 32 32 // Large spread cube originjitter 4 4 8 gravity -0.05 // Force upwards rotate 0 360 5 20 // Slow rotate notunderwater //---------------------------------------------------------------------- effect TR_PLASMA trailspacing 3 type bubble color 0x8b8bc1 0xeae74d // light blue/light yellow tex 16 19 // 3 different types of bubbles size 1 2 sizeincrease 2 alpha 96 192 64 liquidfriction 1 originjitter 2 2 2 velocityjitter 8 8 8 underwater //====================================================================== // ROCKET / GRENADE EXPLOSIONS // // Stage 1 : Black impact decal // Stage 2 : Ball of Light // Stage 3 : Large spray of sparks // Stage 4 : Red ball of smoke // Stage 5 : Slow grey smoke // //====================================================================== // Black smoke decal projected on to impact surface effect TE_EXPLOSION countabsolute 1 type decal tex 112 119 // Large smokey impact size 32 48 // Stretch up very large alpha 64 128 0 originjitter 48 48 48 // Ball of light effect TE_EXPLOSION lightradius 50 // Large light lightradiusfade 150 // Quick flash lightcolor 4 2 1 // Yellow/Orange originoffset 0 0 16 notunderwater // Spray of Sparks with long lifetime effect TE_EXPLOSION count 32 // Medium amount type spark color 0x903010 0xFFD030 // red/yellow size 1 1 sizeincrease 2 // Expand stretchfactor 2 // and stretch alpha 0 256 224 // Large range, quick fade gravity 0.35 // quick fall airfriction 0.35 velocityoffset 0 0 80 // fly up velocityjitter 256 256 256 // Extra Wide start pattern notunderwater // large ball of smoke which dissipates quickly effect TE_EXPLOSION count 16 type smoke color 0x801010 0xFFA020 // red/yellow smoke tex 0 8 // smoke puffs size 16 24 // Very Large range sizeincrease 4 // Expanding smoke alpha 16 96 32 // Medium fade airfriction 0.2 // Slowly fall down originjitter 16 16 32 // Lift smoke off the ground velocityjitter 32 32 16 // Wide spread pattern rotate 0 360 15 30 // Keep rotating notunderwater // slowly dissipating smoke effect TE_EXPLOSION count 24 type smoke color 0x202020 0x635844 // Dark/Light grey (large range) tex 8 16 // Wispy smoke size 16 24 // Very Large range sizeincrease 2 // Double size alpha 16 128 32 airfriction 0.2 originjitter 8 8 16 // Lift smoke off the ground velocityjitter 16 16 8 // Very little movement rotate 0 360 -15 -30 // Reverse direction to red/yellow smoke notunderwater //---------------------------------------------------------------------- // Ball of light effect TE_EXPLOSION lightradius 50 lightradiusfade 100 lightcolor 2.8 2.3 1.2 // Red/Orange Glow underwater // large ball of bubbles which dissipates quickly effect TE_EXPLOSION count 32 type bubble color 0x101010 0xbbb591 // Grey colour tex 16 19 // Full range of bubbles size 4 8 sizeincrease 2 alpha 128 192 64 liquidfriction 1 velocityjitter 32 32 32 underwater // slowly dissipating bubbles effect TE_EXPLOSION count 32 type bubble color 0x202020 0x606060 // Grey colour tex 32 46 // Full range of O rings size 8 12 // Large size sizeincrease 2 alpha 16 128 32 liquidfriction 1 velocityjitter 64 64 64 underwater //====================================================================== // PLASMA IMPACT (EXPLOSION) // // Similiar to RL explosion, except more blue and spark like // //====================================================================== // Black smoke decal projected on to impact surface effect TE_PLASMA countabsolute 1 type decal tex 112 119 // Large smokey impact size 32 48 // Stretch up very large alpha 64 128 0 originjitter 48 48 48 // Ball of light effect TE_PLASMA lightradius 5 // Tiny light lightradiusfade 25 // Quick flash lightcolor 1 2 8 // Blue/Purple originoffset 0 0 16 notunderwater // Spray of Sparks with long lifetime effect TE_PLASMA count 32 // Medium amount type spark color 0x545470 0x8b8bc1 // dark/light blue size 1 1 sizeincrease 2 // Expand stretchfactor 2 // and stretch alpha 0 256 224 // Large range, quick fade gravity 0.35 // quick fall airfriction 0.35 velocityoffset 0 0 80 // fly up velocityjitter 128 128 128 // medium pattern notunderwater effect TE_PLASMA count 16 type static color 0x545470 0x8b8bc1 // dark/light blue tex 62 64 // Old style Quake Dots size 1 4 alpha 64 128 24 // Slow Fade airfriction 0.25 originjitter 8 8 8 // small cube of smoke velocityjitter 32 32 32 // Small focused pattern rotate 0 360 15 30 // Keep rotating notunderwater // slowly dissipating smoke effect TE_PLASMA count 16 type smoke color 0x545470 0x8b8bc1 // dark/light blue tex 8 16 // Wispy smoke size 16 24 // Very Large range sizeincrease 4 // Large size alpha 16 128 48 airfriction 0.2 originjitter 8 8 16 // Lift smoke off the ground velocityjitter 16 16 8 // Very little movement rotate 0 360 -15 -30 // Reverse direction to red/yellow smoke notunderwater //---------------------------------------------------------------------- // Ball of light effect TE_PLASMA lightradius 5 lightradiusfade 25 lightcolor 1.2 2.3 2.8 // Blue/Purple underwater // large ball of bubbles which dissipates quickly effect TE_PLASMA count 24 type bubble color 0x101010 0xbbb591 // Grey colour tex 16 19 // Full range of bubbles size 4 8 sizeincrease 2 alpha 128 192 64 liquidfriction 1 velocityjitter 32 32 32 underwater // slowly dissipating bubbles effect TE_PLASMA count 24 type bubble color 0x202020 0x606060 // Grey colour tex 32 46 // Full range of O rings size 8 12 // Large size sizeincrease 2 alpha 16 128 32 liquidfriction 1 velocityjitter 64 64 64 underwater //====================================================================== // LARGE PLASMA IMPACT (EXPLOSION) // Similiar to RL explosion, except larger!?! //====================================================================== // Black smoke decal projected on to impact surface effect TE_PLASMABIG countabsolute 1 type decal tex 112 119 // Large smokey impact size 32 48 // Stretch up very large alpha 64 128 0 originjitter 48 48 48 // Ball of light effect TE_PLASMABIG lightradius 5 // Tiny light lightradiusfade 25 // Quick flash lightcolor 1 2 8 // Blue/Purple originoffset 0 0 16 notunderwater effect TE_PLASMABIG count 32 type static color 0x545470 0x8b8bc1 // dark/light blue tex 62 64 // Old style Quake Dots size 1 4 alpha 64 128 24 // Slow Fade airfriction 0.25 originjitter 8 8 8 // small cube of smoke velocityjitter 32 32 32 // Small focused pattern rotate 0 360 15 30 // Keep rotating notunderwater // large smoke explosion effect TE_PLASMABIG count 32 type smoke color 0x545470 0x8b8bc1 // dark/light blue tex 8 16 // Wispy smoke size 16 24 // Very Large range sizeincrease 3 // Double size alpha 96 160 64 // Very strong alpha airfriction 0.2 gravity -0.02 // Lift up originjitter 16 16 16 // Spread out evenly velocityjitter 32 32 32 // large movement rotate 0 360 -15 -30 // Reverse direction notunderwater //---------------------------------------------------------------------- // Ball of light effect TE_PLASMABIG lightradius 5 lightradiusfade 25 lightcolor 1.2 2.3 2.8 underwater // large ball of bubbles which dissipates quickly effect TE_PLASMABIG count 24 type bubble color 0x101010 0xbbb591 // Grey colours tex 16 19 // Full range of bubbles size 4 8 sizeincrease 2 alpha 128 192 64 liquidfriction 1 velocityjitter 32 32 32 underwater // slowly dissipating bubbles effect TE_PLASMABIG count 24 type bubble color 0x202020 0x606060 // Grey colours tex 32 46 // Full range of O rings size 8 12 // Large size sizeincrease 2 alpha 16 128 32 liquidfriction 1 velocityjitter 64 64 64 underwater //====================================================================== // TR_POISON TRAIL // // Stage 1 - Various green dots (based on TR_ROCKET) // Stage 2 - Puffs of green smoke // //====================================================================== effect TR_POISON trailspacing 2 type smoke color 0x433700 0xbba70f // Original wiz projectile colours tex 62 64 // Lovely dot trail (original vibe) size 0.25 0.5 sizeincrease 3 stretchfactor 2 // and stretch velocityjitter 16 16 32 // move up lightradius 32 lightcolor 1 0.9 0.5 // Smoke mixture effect TR_POISON trailspacing 10 type smoke color 0x101010 0x6b6b0f // Sickly cloud colour tex 8 16 // Wispy cloud puffs size 0.5 2 // Wide variety of size sizeincrease 4 stretchfactor 8 // and stretch alpha 16 96 48 // Slow fade velocityjitter 32 32 32 // Large spread cube originjitter 4 4 8 gravity -0.05 // Force upwards rotate 0 360 5 20 // Slow rotate notunderwater //---------------------------------------------------------------------- effect TR_POISON trailspacing 2 type bubble color 0x433700 0xbba70f // Original wiz projectile colours tex 16 19 // 3 different types of bubbles size 1 2 sizeincrease 2 alpha 96 192 64 liquidfriction 1 originjitter 2 2 2 velocityjitter 8 8 8 underwater //====================================================================== // POISON IMPACT (EXPLOSION) // // Similiar to RL explosion, except more green and spark like // //====================================================================== // Black smoke decal projected on to impact surface effect TE_POISON countabsolute 1 type decal color 0x730059 0x730059 // Special colour to match inverted textures tex 64 72 // Large Yellow blood impact size 32 48 // Stretch up very large originjitter 48 48 48 // Ball of light effect TE_POISON lightradius 5 // Tiny light lightradiusfade 25 // Quick flash lightcolor 2 8 1 // Green/Orange originoffset 0 0 16 notunderwater // Spray of Sparks with long lifetime effect TE_POISON count 32 // Medium amount type spark color 0x433700 0xbba70f // Original wiz projectile colours size 1 1 sizeincrease 2 // Expand stretchfactor 2 // and stretch alpha 0 256 224 // Large range, quick fade gravity 0.35 // quick fall airfriction 0.35 velocityoffset 0 0 80 // fly up velocityjitter 128 128 128 // medium pattern notunderwater effect TE_POISON count 8 type static color 0x433700 0xbba70f // Original wiz projectile colours tex 62 64 // Old style Quake Dots size 1 4 alpha 64 128 24 // Slow Fade airfriction 0.25 originjitter 8 8 8 // small cube of smoke velocityjitter 32 32 32 // Small focused pattern rotate 0 360 15 30 // Keep rotating notunderwater // slowly dissipating smoke effect TE_POISON count 16 type smoke color 0x433700 0xbba70f // Original wiz projectile colours tex 8 16 // Wispy smoke size 16 24 // Very Large range sizeincrease 4 // Double size alpha 64 128 64 airfriction 0.2 originjitter 8 8 16 // Lift smoke off the ground velocityjitter 16 16 8 // Very little movement rotate 0 360 -15 -30 // Reverse direction to red/yellow smoke notunderwater //---------------------------------------------------------------------- // Ball of light effect TE_POISON lightradius 5 lightradiusfade 25 lightcolor 2.3 2.8 1.2 underwater // large ball of bubbles which dissipates quickly effect TE_POISON count 24 type bubble color 0x433700 0xbba70f // Original wiz projectile colours tex 16 19 // Full range of bubbles size 4 8 sizeincrease 2 alpha 128 192 64 liquidfriction 1 velocityjitter 32 32 32 underwater // slowly dissipating bubbles effect TE_POISON count 24 type bubble color 0x433700 0xbba70f // Original wiz projectile colours tex 32 46 // Full range of O rings size 8 12 // Large size sizeincrease 2 alpha 16 128 32 liquidfriction 1 velocityjitter 64 64 64 underwater //====================================================================== // LARGE POISON IMPACT (EXPLOSION) // Similiar to RL explosion, except larger!?! //====================================================================== // Black smoke decal projected on to impact surface effect TE_POISONBIG countabsolute 1 type decal color 0x730059 0x730059 // Special colour to match inverted textures tex 64 72 // Large Yellow blood impact size 32 48 // Stretch up very large originjitter 48 48 48 // Ball of light effect TE_POISONBIG lightradius 5 // Tiny light lightradiusfade 25 // Quick flash lightcolor 2 8 1 // Green/Orange originoffset 0 0 16 notunderwater effect TE_POISONBIG count 32 type static color 0x433700 0xbba70f // Original wiz projectile colours tex 62 64 // Old style Quake Dots size 1 4 alpha 64 128 24 // Slow Fade airfriction 0.25 originjitter 8 8 8 // small cube of smoke velocityjitter 32 32 32 // Small focused pattern rotate 0 360 15 30 // Keep rotating notunderwater // large smoke explosion effect TE_POISONBIG count 32 type smoke color 0x433700 0xbba70f // Original wiz projectile colours tex 8 16 // Wispy smoke size 16 24 // Very Large range sizeincrease 3 // Double size alpha 96 160 64 // Very strong alpha airfriction 0.2 gravity -0.02 // Lift up originjitter 16 16 16 // Spread out evenly velocityjitter 32 32 32 // large movement rotate 0 360 -15 -30 // Reverse direction notunderwater //---------------------------------------------------------------------- // Ball of light effect TE_POISONBIG lightradius 5 lightradiusfade 25 lightcolor 2.3 2.8 1.2 underwater // large ball of bubbles which dissipates quickly effect TE_POISONBIG count 24 type bubble color 0x433700 0xbba70f // Original wiz projectile colours tex 16 19 // Full range of bubbles size 4 8 sizeincrease 2 alpha 128 192 64 liquidfriction 1 velocityjitter 32 32 32 underwater // slowly dissipating bubbles effect TE_POISONBIG count 24 type bubble color 0x433700 0xbba70f // Original wiz projectile colours tex 32 46 // Full range of O rings size 8 12 // Large size sizeincrease 2 alpha 16 128 32 liquidfriction 1 velocityjitter 64 64 64 underwater //====================================================================== // BURSTS (EXPLOSION) // Grey smoke/steam, flame/red smoke, poison/green smoke // //====================================================================== effect TE_BSMOKE count 16 type smoke color 0x202020 0x635844 // Dark/Light grey (large range) tex 0 8 // Smoke puffs size 4 16 // Very Large range sizeincrease 2 // Expanding smoke alpha 48 128 96 // Medium fade airfriction 0.2 // Slowly fall down originjitter 16 16 32 // Lift smoke off the ground velocityjitter 16 16 16 // Small spread pattern rotate 0 360 15 30 // Keep rotating notunderwater effect TE_BSMOKE count 16 type smoke color 0x202020 0x635844 // Dark/Light grey (large range) tex 8 16 // Wispy smoke size 4 24 // Very Large range sizeincrease 5 // Double size alpha 48 128 64 airfriction 0.2 originjitter 8 8 16 // Lift smoke off the ground velocityjitter 16 16 8 // Very little movement rotate 0 360 -15 -30 // Reverse direction notunderwater //---------------------------------------------------------------------- effect TE_BSMOKE count 32 type bubble color 0x202020 0x606060 // Grey colour tex 32 46 // Full range of O rings size 8 12 // Large size sizeincrease 3 alpha 16 128 32 liquidfriction 1 velocityjitter 64 64 64 underwater //====================================================================== effect TE_BFLAME count 16 type smoke color 0x903010 0xFFD030 // red/yellow tex 8 16 // Wispy smoke size 8 24 // Very Large range sizeincrease 8 // Expanding smoke alpha 48 128 96 // Medium fade airfriction 0.2 // Slowly fall down originjitter 16 16 32 // Lift smoke off the ground velocityjitter 32 32 16 // Wide spread pattern rotate 0 360 15 60 // Keep rotating notunderwater effect TE_BFLAME count 24 type smoke color 0xFFA020 0xFFFC20 // orange/yellow tex 8 16 // Wispy smoke size 4 24 // Very Large range sizeincrease 4 // Double size alpha 32 128 64 airfriction 0.2 originjitter 8 8 16 // Lift smoke off the ground velocityjitter 16 16 8 // Very little movement rotate 0 360 -15 -60 // Reverse direction notunderwater //---------------------------------------------------------------------- effect TE_BFLAME count 32 type bubble color 0xFFA020 0xFFFC20 // orange/yellow tex 32 46 // Full range of O rings size 8 12 // Large size sizeincrease 2 alpha 16 128 32 liquidfriction 1 velocityjitter 64 64 64 underwater //---------------------------------------------------------------------- effect TE_BPOISON count 16 type smoke color 0x433700 0xbba70f // Original wiz projectile colours tex 8 16 // Wispy smoke size 4 24 // Very Large range sizeincrease 8 // Expanding smoke alpha 64 128 96 // Medium fade airfriction 0.2 // Slowly fall down originjitter 16 16 32 // Lift smoke off the ground velocityjitter 32 32 16 // Wide spread pattern rotate 0 360 15 30 // Keep rotating notunderwater effect TE_BPOISON count 24 type smoke color 0x433700 0xbba70f // Original wiz projectile colours tex 8 16 // Wispy smoke size 4 24 // Very Large range sizeincrease 4 // Double size alpha 64 128 128 airfriction 0.2 originjitter 8 8 16 // Lift smoke off the ground velocityjitter 16 16 8 // Very little movement rotate 0 360 -15 -30 // Reverse direction notunderwater //---------------------------------------------------------------------- effect TE_BPOISON count 32 type bubble color 0x101010 0x6b6b0f // Sickly cloud colour tex 32 46 // Full range of O rings size 8 12 // Large size sizeincrease 2 alpha 16 128 32 liquidfriction 1 velocityjitter 64 64 64 underwater //====================================================================== // Lava Splash - Chthon rise and fall // Giant spray of sparks and smoke upward and out //---------------------------------------------------------------------- effect TE_LAVASPLASH count 512 type spark color 0x903010 0xFFD030 // red/yellow size 1 2 sizeincrease 2 // Expand stretchfactor 2 // and stretch alpha 256 256 80 // Bright slow fade gravity 0.2 // quick fall bounce -1 // Expensive bounce airfriction 0.35 originoffset 8 8 4 // Small flat cube originjitter 128 128 64 // Large initial volume velocityjitter 192 192 284 // Giant spread pattern effect TE_LAVASPLASH count 224 type smoke color 0x801010 0xFFA020 // red/yellow smoke tex 0 8 // smoke puffs size 16 32 // Very Large range sizeincrease 6 // Expanding smoke alpha 16 96 24 // Medium fade airfriction 0.2 // Slowly fall down gravity 0.2 originoffset 8 8 8 // Small cube start originjitter 128 128 64 // Large initial volume velocityoffset 0 0 64 // Push upwards velocityjitter 128 128 128 // Giant spread pattern rotate 0 360 15 60 // Keep rotating effect TE_SLIMESPLASH count 512 type spark color 0x101010 0x6b6b0f // Sickly cloud colour size 1 2 sizeincrease 2 // Expand stretchfactor 2 // and stretch alpha 256 256 80 // Bright slow fade gravity 0.2 // quick fall bounce -1 // Expensive bounce airfriction 0.35 originoffset 8 8 4 // Small flat cube originjitter 128 128 64 // Large initial volume velocityjitter 192 192 284 // Giant spread pattern effect TE_SLIMESPLASH count 224 type smoke color 0x101010 0x6b6b0f // Sickly cloud colour tex 0 8 // smoke puffs size 16 32 // Very Large range sizeincrease 6 // Expanding smoke alpha 16 96 24 // Medium fade airfriction 0.2 // Slowly fall down gravity 0.2 originoffset 8 8 8 // Small cube start originjitter 128 128 64 // Large initial volume velocityoffset 0 0 64 // Push upwards velocityjitter 128 128 128 // Giant spread pattern rotate 0 360 15 60 // Keep rotating //---------------------------------------------------------------------- // MONSTER - BOSS CHTHON // Smoke and sparks burst forth from the torso //---------------------------------------------------------------------- //burning chton - sparkles effect TR_BOSSCHTHON countabsolute 4 type spark // Wispy goodness color 0x801010 0xFFA020 // red/yellow smoke tex 62 64 // Large dots size 1 4 sizeincrease 2 // Expand stretchfactor 4 // and stretch alpha 128 192 64 originjitter 64 64 32 // Large volume area originoffset 0 0 40 // Start inside middle area velocityoffset 16 16 48 // Float upward airfriction 1 // Fall down naturally velocityjitter 96 96 128 // Wide area movement effect TR_BOSSCHTHON countabsolute 2 type smoke color 0x801010 0xFFA020 // red/yellow smoke tex 0 8 // smoke puffs size 16 32 // Very Large range sizeincrease 6 // Expanding smoke alpha 16 96 24 // Medium fade airfriction 0.2 // Slowly fall down gravity 0.2 originoffset 8 8 8 // Small cube start originjitter 128 128 64 // Large initial volume velocityoffset 0 0 64 // Push upwards velocityjitter 128 128 64 // Giant spread pattern rotate 0 360 15 60 // Keep rotating effect TR_BOSSCHTHON count 2 // bunch of particles! type static // Standard decal color 0x801010 0xFFA020 // red/yellow smoke tex 109 109 // Fluffy cloud ring size 96 144 // Fixed size around body sizeincrease 8 // Expanding ring alpha 96 320 80 // Slow Fade orientation oriented // Always draw on the floor originoffset 0 0 16 // Move forward originjitter 2 2 2 velocityoffset 0 0 4 rotate 0 360 30 45 //---------------------------------------------------------------------- // MONSTER - BOSS CHTHON // Smoke and sparks burst forth from the torso //---------------------------------------------------------------------- //burning chton - sparkles effect TR_BOSSCHTHONGRN countabsolute 4 type spark // Wispy goodness color 0x101010 0x6b6b0f // Sickly cloud colour tex 62 64 // Large dots size 1 4 sizeincrease 2 // Expand stretchfactor 4 // and stretch alpha 128 192 64 originjitter 64 64 32 // Large volume area originoffset 0 0 40 // Start inside middle area velocityoffset 16 16 48 // Float upward airfriction 1 // Fall down naturally velocityjitter 96 96 128 // Wide area movement effect TR_BOSSCHTHONGRN countabsolute 2 type smoke color 0x101010 0x6b6b0f // Sickly cloud colour tex 0 8 // smoke puffs size 16 32 // Very Large range sizeincrease 6 // Expanding smoke alpha 16 96 24 // Medium fade airfriction 0.2 // Slowly fall down gravity 0.2 originoffset 8 8 8 // Small cube start originjitter 128 128 64 // Large initial volume velocityoffset 0 0 64 // Push upwards velocityjitter 128 128 64 // Giant spread pattern rotate 0 360 15 60 // Keep rotating effect TR_BOSSCHTHONGRN count 2 // bunch of particles! type static // Standard decal color 0x101010 0x6b6b0f // Sickly cloud colour tex 109 109 // Fluffy cloud ring size 96 144 // Fixed size around body sizeincrease 8 // Expanding ring alpha 96 320 80 // Slow Fade orientation oriented // Always draw on the floor originoffset 0 0 16 // Move forward originjitter 2 2 2 velocityoffset 0 0 4 rotate 0 360 30 45 //---------------------------------------------------------------------- // MONSTER - HELL KNIGHT // Magical fire trail matched with original projectile colours // interlaced with a quick fading wispy cloud //---------------------------------------------------------------------- effect TR_KNIGHTSPIKE trailspacing 2 type smoke color 0x7f1707 0xe7ab5f // Red/Orange picked from projectile palette tex 62 64 // Old style Quake Dots size 1 2 sizeincrease 4 velocityjitter 16 16 16 // Gently dissipate effect TR_KNIGHTSPIKE trailspacing 4 type smoke color 0x101010 0x606060 // Dark/Light Grey tex 8 16 // Wispy smoke size 1 7 sizeincrease 3 alpha 16 128 96 // Quick fade velocityjitter 16 16 16 originjitter 4 4 4 gravity -0.02 // Slow upward movement rotate 0 360 5 20 // Slow rotate notunderwater //---------------------------------------------------------------------- // MONSTER - HELL KNIGHT // Black impack with light yellow smoke //---------------------------------------------------------------------- effect TE_KNIGHTSPIKE countabsolute 1 // Only one per particle emitter type decal tex 96 104 // round impacts size 3 9 // Large decal alpha 32 96 0 // Variable alpha originjitter 6 6 6 effect TE_KNIGHTSPIKE countabsolute 1 // Only one per particle emitter type decal tex 96 104 // round impacts size 1 6 // variable size alpha 1024 1024 0 lightradius 20 // Small light lightradiusfade 16 // gentle fade lightshadow 0 lightcolor 1 0.75 0 // hot yellow glow effect TE_KNIGHTSPIKE type smoke countabsolute 4 color 0x101010 0xc18c30 // Grey/Orange colour tex 0 16 // solid + wispy cloud puffs size 1 3 sizeincrease 2 alpha 96 192 128 // Large alpha selection, quick fade originjitter 2 2 2 velocityjitter 8 8 8 // Slow movement rotate 0 360 0 30 effect TE_KNIGHTSPIKE type alphastatic countabsolute 8 color 0x7f1707 0xe7ab5f // Red/Orange picked from projectile palette tex 62 64 // Old Style Quake Dots size 1 3 sizeincrease 2 alpha 96 192 128 // Large alpha selection, quick fade originjitter 2 2 2 velocityjitter 8 8 8 //---------------------------------------------------------------------- // MONSTER - WIZARD // Acid spit trail matched with original projectile colours // interlaced with a quick fading wispy cloud //---------------------------------------------------------------------- effect TR_WIZSPIKE trailspacing 1 type smoke color 0x433700 0xbba70f // Original wiz projectile colours tex 62 64 // Lovely dot trail (original vibe) size 1 2 sizeincrease 4 velocityjitter 16 16 16 // Gently dissipate rotate 0 360 0 30 effect TR_WIZSPIKE trailspacing 2 type alphastatic color 0x101010 0x6b6b0f // Sickly cloud colour tex 8 16 // Wispy cloud puffs size 1 3 sizeincrease 3 alpha 16 128 128 // Quick fade velocityjitter 16 16 16 originjitter 4 4 4 gravity -0.05 // Gently lift upwards rotate 0 360 0 30 //---------------------------------------------------------------------- // MONSTER - WIZARD // Blobs of acid drop like blood while two types of sickly clouds // swirl around the impact location //---------------------------------------------------------------------- effect TE_WIZSPIKE count 16 type blood color 0x730059 0x730059 // Special colour to match inverted textures tex 72 80 size 4 10 // Large blobs alpha 128 256 16 // Large variety of colour gravity 0.4 // Fall Downward bounce 1 // Turn into decal on impact airfriction 1 originjitter 12 12 8 staincolor 0xFFFFFF 0xFFFFFF // Full colour stainsize 1 2 // Small size staintex 64 71 // Remapped blood stain textures effect TE_WIZSPIKE type static count 48 color 0x433700 0xbba70f // Original wiz projectile colours tex 32 46 // Full range of O rings size 1 2 sizeincrease 4 alpha 64 96 24 // gently dissipate originjitter 4 4 4 // evenly spread velocityjitter 4 4 4 // cube movement rotate 0 360 15 30 effect TE_WIZSPIKE type smoke count 24 color 0x101010 0x52520b // Dark sickly colour tex 8 16 // wispy smoke size 4 12 // large range sizeincrease 2 alpha 32 128 24 // Slowly dispate originjitter 16 16 1 // Horizontal spread velocityjitter 8 8 1 // Horizontal movement rotate 0 360 20 40 notunderwater //---------------------------------------------------------------------- // MONSTER - SHALRATH // Dense purple particle trail directly behind projectile //---------------------------------------------------------------------- effect TR_VORESPIKE trailspacing 1 type smoke color 0x6b4b57 0x937387 // Original shalrath projectile colours tex 62 64 // Lovely dot trail (original vibe) size 1 2 sizeincrease 4 velocityjitter 16 16 16 // Gently dissipate lightradius 16 // Small light source lightcolor 1 0.8 0.9 // Purple light rotate 0 360 0 30 effect TR_VORESPIKE trailspacing 4 type alphastatic color 0x3b1f23 0x7e424a // Purple Haze cloud colour tex 8 16 // Wispy cloud puffs size 3 7 // Wide variety of size sizeincrease 4 alpha 32 192 48 // Bright + Slow fade originjitter 4 4 4 velocityjitter 16 16 16 // Small cube gravity -0.05 // Gently lift upwards rotate 0 360 10 30 notunderwater //---------------------------------------------------------------------- effect TR_VORESPIKE trailspacing 0.5 type bubble color 0x6b4b57 0x937387 // Original shalrath projectile colours tex 16 19 // Full range of bubbles size 1 2 sizeincrease 4 alpha 96 192 64 liquidfriction 1 originjitter 2 2 2 velocityjitter 8 8 8 underwater //====================================================================== // MONSTER - SHALRATH // Small purple explosion with sparks and lingering smoke //---------------------------------------------------------------------- // Black smoke decal projected on to impact surface effect TE_VORESPIKE countabsolute 1 type decal tex 112 119 // Large impact size 32 48 // Stretch up very large alpha 64 128 0 originjitter 48 48 48 // Ball of light effect TE_VORESPIKE lightradius 50 // Small light lightradiusfade 150 // Quick flash lightcolor 3.6 2 2.24 // Deep purple notunderwater effect TE_VORESPIKE count 32 type spark // central spray of sparks color 0x4b2f37 0x9f7f97 // matched purple colour to projectile size 0.5 1 // Small and stretched stretchfactor 8 alpha 16 128 128 // Quick fade airfriction 0.5 velocityjitter 64 64 64 // high speed notunderwater effect TE_VORESPIKE count 16 type smoke color 0x4b2f37 0x9f7f97 // matched purple colour to projectile tex 0 8 // smoke puffs size 16 24 // Very Large range sizeincrease 4 // Expanding smoke alpha 16 96 32 // Medium fade airfriction 0.2 // Slowly fall down originjitter 16 16 32 // Lift smoke off the ground velocityjitter 32 32 16 // Wide spread pattern rotate 0 360 15 30 // Keep rotating notunderwater effect TE_VORESPIKE count 16 color 0x101010 0x6b4b57 // Dark colour tex 32 46 // O rings size 0.25 0.75 // start small sizeincrease 1.5 alpha 16 1024 256 // Big variety of colour/density originjitter 16 16 1 // Horizontal spread velocityjitter 12 12 8 // Horzontal movement notunderwater effect TE_VORESPIKE count 24 type smoke color 0x4b2f37 0x9f7f97 // matched light/dark purple colour tex 8 16 // Wispy smoke size 16 24 // Very Large range sizeincrease 2 alpha 16 64 48 // slow dissipation airfriction 0.2 originjitter 8 8 16 // Lift smoke off the ground velocityjitter 16 16 8 // Very little movement rotate 0 360 -15 -30 // Reverse direction to red/yellow smoke notunderwater //---------------------------------------------------------------------- // Ball of light effect TE_VORESPIKE lightradius 50 lightradiusfade 200 lightcolor 2.8 2.3 1.2 // Strong yellow underwater effect TE_VORESPIKE count 16 type smoke color 0x4b2f37 0x9f7f97 // matched purple colour to projectile tex 0 8 // smoke puffs size 16 24 // Very Large range sizeincrease 4 // Expanding smoke alpha 16 96 32 // Medium fade airfriction 0.2 // Slowly fall down originjitter 16 16 32 // Lift smoke off the ground velocityjitter 32 32 16 // Wide spread pattern rotate 0 360 15 30 // Keep rotating underwater effect TE_VORESPIKE count 64 type bubble color 0x101010 0xbbb591 // grey/blue colour (subdued bec of water) tex 16 19 // Full range of bubbles size 4 8 sizeincrease 2 alpha 128 192 64 // Quick fade liquidfriction 1 velocityjitter 32 32 32 // Slow movement underwater effect TE_VORESPIKE count 64 type bubble color 0x202020 0x606060 // Grey shades tex 32 46 // O Rings size 4 12 // Large size sizeincrease 2 alpha 32 96 8 // Very slow dissipation liquidfriction 1 velocityjitter 64 64 64 // Wide spread underwater //====================================================================== // MONSTER - TARBABY (SPAWN) // Large purple explosion with sparks and lingering smoke //---------------------------------------------------------------------- // Black smoke decal projected on to impact surface effect TE_TAREXPLOSION countabsolute 1 type decal tex 112 119 // Large impact size 32 48 // Stretch up very large alpha 64 128 0 originjitter 48 48 48 // Ball of light effect TE_TAREXPLOSION lightradius 50 // Small light lightradiusfade 150 // Quick flash lightcolor 3.6 2 2.24 // Deep purple notunderwater effect TE_TAREXPLOSION count 24 type spark // central spray of sparks color 0x4b2f37 0x9f7f97 // matched purple colour to projectile size 1 1 sizeincrease 2 // Expand stretchfactor 2 // and stretch alpha 128 256 128 // Large range, fast fade gravity 0.25 // quick fall airfriction 0.35 velocityoffset 0 0 80 // fly up velocityjitter 256 256 256 // Extra Wide start pattern notunderwater effect TE_TAREXPLOSION count 12 type smoke color 0x4b2f37 0x9f7f97 // matched purple colour to projectile tex 0 8 // smoke puffs size 16 24 // Very Large range sizeincrease 4 // Expanding smoke alpha 16 96 32 // Medium fade airfriction 0.2 // Slowly fall down originjitter 16 16 32 // Lift smoke off the ground velocityjitter 32 32 16 // Wide spread pattern rotate 0 360 15 30 // Keep rotating notunderwater effect TE_TAREXPLOSION count 96 color 0x4b2f37 0x9f7f97 // matched purple colour to projectile tex 62 64 // Classic quake dots size 0.25 0.75 // start small sizeincrease 2 alpha 320 320 192 // Quick fade originjitter 8 8 8 // Small cube velocityoffset 0 0 16 // fly up velocityjitter 32 32 64 // Explosion outward gravity -0.01 // Float up airfriction 0.5 notunderwater effect TE_TAREXPLOSION count 12 type smoke color 0x4b2f37 0x9f7f97 // matched light/dark purple colour tex 8 16 // Wispy smoke size 16 24 // Very Large range sizeincrease 2 alpha 16 64 48 // slow dissipation airfriction 0.2 originjitter 8 8 16 // Lift smoke off the ground velocityjitter 16 16 8 // Very little movement rotate 0 360 -15 -30 // Reverse direction to red/yellow smoke notunderwater //---------------------------------------------------------------------- // Ball of light effect TE_TAREXPLOSION lightradius 50 lightradiusfade 200 lightcolor 2.8 2.3 1.2 // Strong yellow underwater effect TE_TAREXPLOSION count 16 type smoke color 0x4b2f37 0x9f7f97 // matched purple colour to projectile tex 0 8 // smoke puffs size 16 24 // Very Large range sizeincrease 4 // Expanding smoke alpha 16 96 32 // Medium fade airfriction 0.2 // Slowly fall down originjitter 16 16 32 // Lift smoke off the ground velocityjitter 32 32 16 // Wide spread pattern rotate 0 360 15 30 // Keep rotating underwater effect TE_TAREXPLOSION count 64 type bubble color 0x101010 0xbbb591 // grey/blue colour (subdued bec of water) tex 16 19 // Full range of bubbles size 4 8 sizeincrease 2 alpha 128 192 64 // Quick fade liquidfriction 1 velocityjitter 32 32 32 // Slow movement underwater effect TE_TAREXPLOSION count 64 type bubble color 0x202020 0x606060 // Grey shades tex 32 46 // O Rings size 4 12 // Large size sizeincrease 2 alpha 32 96 8 // Very slow dissipation liquidfriction 1 velocityjitter 64 64 64 // Wide spread underwater //====================================================================== // MONSTER - WRAITH // Large explosion with dots and lingering smoke //---------------------------------------------------------------------- // Ball of light effect DPP_ITSWRAITHEXPLODE lightradius 50 // small light lightradiusfade 150 // Quick flash lightcolor 3.6 2 2.24 // Deep purple effect DPP_ITSWRAITHEXPLODE count 96 type static color 0x7f1707 0xe7ab5f // Red/Orange picked from projectile palette tex 62 64 // Old style Quake Dots size 1 4 alpha 64 128 16 // Slow Fade airfriction 0.25 originjitter 8 8 8 // small cube of smoke velocityjitter 64 64 64 // Extra Wide start pattern rotate 0 360 15 30 // Keep rotating effect DPP_ITSWRAITHEXPLODE count 24 type smoke color 0x4b2f37 0x9f7f97 // matched purple colour to projectile tex 0 8 // smoke puffs size 16 24 // Very Large range sizeincrease 8 // Expanding smoke alpha 16 160 32 // slow fade airfriction 0.2 // Slowly fall down originjitter 32 32 32 // wide cube of smoke velocityjitter 32 32 16 // medium dispersal rotate 0 360 15 30 // Keep rotating effect DPP_ITSWRAITHEXPLODE count 16 type smoke color 0x801010 0xFFA020 // Red/yellow tex 8 16 // Wispy smoke size 16 24 // Very Large range sizeincrease 8 // Double size alpha 16 128 32 // Slow fade airfriction 0.2 // Slowly fall down originjitter 16 16 16 // medium cube of smoke velocityjitter 16 16 32 // medium dispersal rotate 0 360 -15 -30 // Reverse direction to red/yellow smoke //====================================================================== // MONSTER - PYRO // Flame1 - Yellow/red out of water (detected in qc point content) // Flame2 - White/grey under water // Flame3 - Green Poison (Fumigator) //---------------------------------------------------------------------- effect DPP_ITSPYROFLAME1 count 8 type smoke color 0x801010 0xFFA020 // Red/yellow tex 0 16 // All smoke size 16 24 // Very Large range sizeincrease 8 // Double size alpha 32 128 48 // Slow fade airfriction 0.2 // Slowly fall down originjitter 16 16 16 // medium cube of smoke velocityoffset 0 0 16 // fly up velocityjitter 16 16 32 // medium dispersal velocitymultiplier 160 // Using parameter velocity rotate 0 360 -15 -30 // Reverse direction to red/yellow smoke effect DPP_ITSPYROFLAME1 count 24 type static color 0x7f1707 0xe7ab5f // Red/Orange picked from projectile palette tex 62 64 // Old style Quake Dots size 1 4 alpha 64 128 24 // Slow Fade airfriction 0.2 originjitter 8 8 8 // small cube of smoke velocityoffset 0 0 16 // fly up velocityjitter 16 16 32 // medium dispersal velocitymultiplier 160 // Using parameter velocity rotate 0 360 15 30 // Keep rotating effect DPP_ITSPYROFLAME2 count 8 type smoke color 0x202020 0x606060 // Grey shades tex 8 16 // Wispy smoke size 16 24 // Very Large range sizeincrease 8 // Double size alpha 64 128 48 // Slow fade airfriction 0.2 // Slowly fall down originjitter 16 16 16 // medium cube of smoke velocityoffset 0 0 16 // fly up velocityjitter 16 16 32 // medium dispersal velocitymultiplier 160 // Using parameter velocity rotate 0 360 -15 -30 // Reverse direction to red/yellow smoke effect DPP_ITSPYROFLAME2 count 24 type static color 0x7f1707 0x606060 // Grey shades tex 62 64 // Old style Quake Dots size 1 4 alpha 64 128 24 // Slow Fade airfriction 0.2 originjitter 8 8 8 // small cube of smoke velocityoffset 0 0 16 // fly up velocityjitter 16 16 32 // medium dispersal velocitymultiplier 160 // Using parameter velocity rotate 0 360 15 30 // Keep rotating effect DPP_ITSPYROFLAME3 count 8 type smoke color 0x433700 0xbba70f // Original wiz projectile colours tex 0 16 // All smoke size 16 24 // Very Large range sizeincrease 8 // Double size alpha 32 128 48 // Slow fade airfriction 0.2 // Slowly fall down originjitter 16 16 16 // medium cube of smoke velocityoffset 0 0 16 // fly up velocityjitter 16 16 32 // medium dispersal velocitymultiplier 160 // Using parameter velocity rotate 0 360 -15 -30 // Reverse direction to red/yellow smoke effect DPP_ITSPYROFLAME3 count 24 type static color 0x433700 0xbba70f // Original wiz projectile colours tex 62 64 // Old style Quake Dots size 1 4 alpha 64 128 24 // Slow Fade airfriction 0.2 originjitter 8 8 8 // small cube of smoke velocityoffset 0 0 16 // fly up velocityjitter 16 16 32 // medium dispersal velocitymultiplier 160 // Using parameter velocity rotate 0 360 15 30 // Keep rotating //====================================================================== // STANDARD BLOOD IMPACT (from damage) //---------------------------------------------------------------------- effect TE_BLOOD count 0.2 // particle quantity (org=0.333) type blood // produce decals on impact tex 72 80 // Remapped blood textures size 8 8 alpha 256 256 64 bounce -1 // Produce decals on impact gravity 1 // Move downward quickly airfriction 1 liquidfriction 4 // Sink through water velocityjitter 64 64 64 // Large movement cube velocitymultiplier 1 // Using parameter velocity rotate 0 360 0 0 // Rotation variety staincolor 0xFFFFFF 0xFFFFFF // Full colour stainsize 1 2 // Small size staintex 64 71 // Remapped blood stain textures //====================================================================== // LIGHT BLOOD TRAIL (model flag) - Only used by Zombies //---------------------------------------------------------------------- effect TR_SLIGHTBLOOD trailspacing 32 // How often to generate blood type blood // bounce and change into blood decal color 0xFFFFFF 0xFFFFFF // Texture colours tex 72 80 // motion blood splats size 4 8 // Medium blood splat alpha 384 384 192 // Full colour, quick fade time bounce -1 // Turn into blood decal gravity 1 // Move downward quickly airfriction 1 liquidfriction 4 // Sink through water velocityjitter 64 64 64 // Large movement cube velocitymultiplier 0.5 // Using parameter velocity rotate 0 360 0 0 // Rotation variety staincolor 0xFFFFFF 0xFFFFFF // Full colour stainsize 1 2 // Small size staintex 64 71 // Remapped blood stain textures //====================================================================== // VANILLA QUAKE - LONG BLOOD TRAIL (model flag) //---------------------------------------------------------------------- effect TR_BLOOD trailspacing 24 // How often to generate blood (org=16) type blood // bounce and change into blood decal color 0xFFFFFF 0xFFFFFF // Texture colours tex 72 80 // motion blood splats size 4 8 // Medium blood splat alpha 384 384 192 // Full colour, quick fade time bounce -1 // Turn into blood decal gravity 1 // Move downward quickly airfriction 1 liquidfriction 4 // Sink through water velocityjitter 64 64 64 // Large movement cube velocitymultiplier 0.5 // Using parameter velocity rotate 0 360 0 0 // Rotation variety staincolor 0xFFFFFF 0xFFFFFF // Full colour stainalpha 224 256 stainsize 1 2 // Small size staintex 64 71 // Remapped blood stain textures effect TR_BLOOD trailspacing 6 type smoke // Dust particles color 0x400000 0x800000 // Original Quake RED colours tex 62 64 // Solid Dots size 0.5 1 // Small size stretchfactor 4 // and stretch gravity 0.25 // Move down velocityjitter 16 16 16 // Tight cube movement velocitymultiplier 0.5 // Using parameter velocity rotate 0 360 0 0 // Rotation variety // Stone gib trails //---------------------------------------------------------------------- effect TR_SBLOOD trailspacing 24 // How often to generate blood (org=16) type blood // bounce and change into blood decal color 0xFFFFFF 0xFFFFFF // Texture colours tex 80 87 // motion blood splats size 4 8 // Medium blood splat alpha 384 384 192 // Full colour, quick fade time bounce -1 // Turn into blood decal gravity 1 // Move downward quickly airfriction 1 liquidfriction 4 // Sink through water velocityjitter 64 64 64 // Large movement cube velocitymultiplier 0.5 // Using parameter velocity rotate 0 360 0 0 // Rotation variety staintex 80 87 // Grey stain textures staincolor 0xFFFFFF 0xFFFFFF // Full colour stainsize 1 2 // Small size effect TR_SBLOOD trailspacing 6 type smoke // Dust particles color 0x404040 0x808080 // Faded Colours tex 62 64 // Solid Dots size 0.5 1 // Small size stretchfactor 4 // and stretch gravity 0.25 // Move down velocityjitter 16 16 16 // Tight cube movement velocitymultiplier 0.5 // Using parameter velocity rotate 0 360 0 0 // Rotation variety // Poison gib trails //---------------------------------------------------------------------- effect TR_PBLOOD trailspacing 24 // How often to generate blood (org=16) type blood // bounce and change into blood decal color 0xFFFFFF 0xFFFFFF // Texture colours tex 88 95 // motion blood splats size 4 8 // Medium blood splat alpha 384 384 192 // Full colour, quick fade time bounce -1 // Turn into blood decal gravity 1 // Move downward quickly airfriction 1 liquidfriction 4 // Sink through water velocityjitter 64 64 64 // Large movement cube velocitymultiplier 0.5 // Using parameter velocity rotate 0 360 0 0 // Rotation variety staincolor 0xFFFFFF 0xFFFFFF // Full colour stainalpha 64 96 stainsize 1 2 // Small size staintex 88 95 // Remapped blood stain textures effect TR_PBLOOD trailspacing 6 type smoke // Dust particles color 0x433700 0xbba70f // Original wiz projectile colours tex 62 64 // Solid Dots size 0.5 1 // Small size stretchfactor 4 // and stretch gravity 0.25 // Move down velocityjitter 16 16 16 // Tight cube movement velocitymultiplier 0.5 // Using parameter velocity rotate 0 360 0 0 // Rotation variety //====================================================================== // QUAKE - EXTRA LONG BLOOD TRAIL (model flag) (lots of particles) //---------------------------------------------------------------------- effect TR_ITSBLOOD trailspacing 24 // How often to generate blood (org=16) type blood // bounce and change into blood decal color 0xFFFFFF 0xFFFFFF // Texture colours tex 72 80 // motion blood splats size 4 8 // Medium blood splat alpha 256 384 16 bounce -1 // Turn into blood decal gravity 1 // Move downward quickly airfriction 1 liquidfriction 4 velocityjitter 32 32 32 // Extra movement velocitymultiplier 0.5 // Using parameter velocity rotate 0 360 0 0 // Rotation variety staincolor 0xFFFFFF 0xFFFFFF // Full colour stainsize 1 2 // Small size staintex 64 71 // Remapped blood stain textures effect TR_ITSBLOOD trailspacing 16 // Very intense blood trail (org=8) type alphastatic color 0x070000 0x3f0000 // Original Quake RED colours tex 62 64 // Large pixel goodness size 3 4 // Variable size alpha 128 256 16 // Good alpha range bounce 1 // Bounce off surface gravity 0.5 originjitter 4 4 4 // random start bias notunderwater //====================================================================== //---------------------------------------------------------------------- effect TE_SPARK count 1 type spark color 0x8f4333 0xfff31b // Yellow/red colours size 0.4 0.4 // tiny alpha 0 256 768 // Ultra quick fade gravity 1 // Fall down fast bounce -1 // expensive on frames velocityoffset 0 0 80 // Start high velocityjitter 64 64 64 // large velocity adjustment velocitymultiplier 1 // Using parameter velocity //---------------------------------------------------------------------- // Generic Teleport Effect // Start with imploding flash of light, followed by two sets of // streaking sparks and finally slow moving smoke/dots //---------------------------------------------------------------------- // Ball of light effect TE_TELEPORT lightradius 64 // Small light lightradiusfade 300 // Implode lightcolor 2.6 2 2 // White/Red effect TE_TELEPORT count 32 type spark // central spray of sparks color 0x2f2f3f 0x63638b // dark/light blue tex 32 35 // Solid O rings size 0.25 1 // Small and stretched stretchfactor 16 alpha 320 128 48 // Quick fade airfriction 0.75 originjitter 8 8 2 // Horz spread velocityjitter 32 32 32 // high speed effect TE_TELEPORT count 32 type spark // central spray of sparks color 0x2f2f3f 0x63638b // dark/light blue tex 32 35 // Solid O rings size 0.25 1 // Small and stretched stretchfactor 12 alpha 320 128 48 // Quick fade airfriction 0.6 // Go further than other sparks originjitter 8 8 4 // Horz spread velocityjitter 12 12 12 // slow speed effect TE_TELEPORT count 24 type static color 0x101010 0x707070 // dark/light grey tex 32 47 // Full range of O rings size 0.25 1 // Start small sizeincrease 3 alpha 320 256 96 // Quickly dispate originjitter 16 16 16 // Small cube velocityjitter 2 2 2 // Slight movement effect TE_TELEPORT count 32 // large amount type smoke color 0x101010 0x58606f // dark/light blues tex 0 16 // wispy smoke puffs size 4 8 // Large size sizeincrease 4 // Expanding smoke alpha 16 96 12 // Slow Fade airfriction 0.2 // Slowly fall down originjitter 16 16 24 // Lift smoke off the ground velocityjitter 12 12 4 // Slow movement up rotate 0 360 5 15 // Swirl and rotate notunderwater //====================================================================== // // specific particle effects (QC generated) // Check part_manage.qc for more details // //====================================================================== //====================================================================== // Light streaking and dot particles streaming from portal surface // Designed for 0,180 angle portal surfaces //---------------------------------------------------------------------- effect DPP_ITSPORTALFRONT count 16 type spark color 0x2f2f3f 0xa7a7ea // dark/light blue tex 62 64 // Large Solid Dots size 0.25 1.0 stretchfactor 16 // long stretched particles alpha 128 256 64 // slow dissipation originjitter 0 32 48 velocityjitter 8 8 8 velocitymultiplier 32 // Using parameter velocity effect DPP_ITSPORTALFRONT count 16 type smoke color 0x808080 0xFFFFFF // Dark Grey to White tex 62 64 // Large Solid Dots size 0.25 1.0 sizeincrease 0.75 alpha 192 256 64 // slow dissipation originjitter 0 32 48 velocityjitter 4 4 4 velocitymultiplier 32 // Using parameter velocity rotate 0 360 45 90 // swirl and rotate effect DPP_ITSPORTALFRONT count 24 // large amount type static color 0x101010 0x58606f // dark/light blues tex 8 16 // wispy smoke puffs size 2 4 // Large size sizeincrease 8 // Expanding smoke alpha 64 160 48 // Slow Fade airfriction 0.2 // Slowly fall down originjitter 8 32 8 // Horz movement originoffset 0 0 -36 // Bottom of portal velocityjitter 8 8 4 // Horz jig velocitymultiplier 28 // Using parameter velocity gravity 0.01 rotate 0 360 5 15 // Swirl and rotate //---------------------------------------------------------------------- // Designed for 90,270 angle portal surfaces //---------------------------------------------------------------------- effect DPP_ITSPORTALSIDE count 16 type spark color 0x2f2f3f 0xa7a7ea // dark/light blue tex 62 64 // Large Solid Dots size 0.25 1.0 stretchfactor 16 // long stretched particles alpha 128 256 32 // slow dissipation //alpha 128 256 64 // slow dissipation originjitter 32 0 48 velocityjitter 8 8 8 velocitymultiplier 32 // Using parameter velocity effect DPP_ITSPORTALSIDE count 16 type smoke color 0x808080 0xFFFFFF // Dark Grey to White tex 62 64 // Large Solid Dots size 0.25 1.0 sizeincrease 0.75 alpha 192 256 48 // slow dissipation //alpha 192 256 64 // slow dissipation originjitter 32 0 48 velocityjitter 4 4 4 velocitymultiplier 32 // Using parameter velocity rotate 0 360 45 90 // swirl and rotate effect DPP_ITSPORTALSIDE count 24 // large amount type static color 0x101010 0x58606f // dark/light blues tex 8 16 // wispy smoke puffs size 2 4 // Large size sizeincrease 8 // Expanding smoke alpha 64 160 32 // Slow Fade //alpha 64 160 48 // Slow Fade airfriction 0.2 // Slowly fall down originjitter 32 8 8 // Horz movement originoffset 0 0 -36 // Bottom of portal velocityjitter 8 8 4 // Horz jig velocitymultiplier 28 // Using parameter velocity gravity 0.01 rotate 0 360 5 15 // Swirl and rotate //---------------------------------------------------------------------- // The spawning volume for the particles is Z axis flat so it looks // correct on vertical portals or slipgate style pads //---------------------------------------------------------------------- effect DPP_ITSPORTALDOWN count 4 type spark color 0x101010 0x79572a // dark grey to dark orange tex 62 64 // Large Solid Dots size 0.25 1.0 stretchfactor 16 alpha 128 256 64 // slow dissipation originjitter 32 32 0 velocityjitter 8 8 8 velocitymultiplier 32 // Using parameter velocity effect DPP_ITSPORTALDOWN count 24 // large amount type smoke color 0x101010 0x79572a // dark grey to dark orange tex 8 16 // wispy smoke puffs size 2 4 // Large size sizeincrease 4 // Expanding smoke alpha 32 160 24 // Slow Fade originjitter 32 32 16 // Horz movement velocityjitter 8 8 0 // Horz jig velocitymultiplier 28 // Using parameter velocity airfriction 0.2 // Slowly fall down rotate 0 360 5 15 // Swirl and rotate effect DPP_ITSPORTALDOWN count 16 type smoke color 0x79572a 0xFFFFFF // dark orange to white tex 62 64 // Large Solid Dots size 0.25 1.0 sizeincrease 0.75 alpha 192 256 64 // slow dissipation originjitter 32 32 0 velocityjitter 4 4 4 velocitymultiplier 32 // Using parameter velocity rotate 0 360 45 90 // swirl and rotate effect DPP_ITSPORTALUP count 4 type spark color 0x101010 0x79572a // dark grey to dark orange tex 62 64 // Large Solid Dots size 0.25 1.0 stretchfactor 16 alpha 128 256 64 // slow dissipation originjitter 32 32 0 velocityjitter 8 8 8 velocitymultiplier 32 // Using parameter velocity effect DPP_ITSPORTALUP count 24 // large amount type smoke color 0x101010 0x79572a // dark grey to dark orange tex 8 16 // wispy smoke puffs size 2 4 // Large size sizeincrease 4 // Expanding smoke alpha 32 160 24 // Slow Fade originjitter 32 32 16 // Horz movement velocityjitter 8 8 0 // Horz jig velocitymultiplier 28 // Using parameter velocity airfriction 0.2 // Slowly fall down rotate 0 360 5 15 // Swirl and rotate effect DPP_ITSPORTALUP count 16 type smoke color 0x79572a 0xFFFFFF // dark orange to white tex 62 64 // Large Solid Dots size 0.25 1.0 sizeincrease 0.75 alpha 192 256 64 // slow dissipation originjitter 32 32 0 velocityjitter 4 4 4 velocitymultiplier 32 // Using parameter velocity rotate 0 360 45 90 // swirl and rotate //====================================================================== // Floor circles spawn particles around circle circumference //---------------------------------------------------------------------- effect DPP_ITSFCIRCLE count 1 type spark color 0x801010 0xe71b1b // dark/light red tex 62 64 // Large Solid Dots size 1 1 stretchfactor 64 // Stretched long alpha 128 256 48 // slow dissipation originoffset 0 0 -8 // Vertical movement velocityoffset 0 0 4 velocityjitter 0 0 6 // Small velocity adjustment gravity -0.01 // Float up airfriction 0.5 effect DPP_ITSFCIRCLE count 4 type static color 0x801010 0xFFA020 // Red/yellow tex 62 64 // Large Solid Dots size 0.5 0.75 sizeincrease 0.5 alpha 128 256 64 // slow dissipation originoffset 0 0 -8 // Vertical movement velocityoffset 0 0 8 velocityjitter 0 0 8 // Small velocity adjustment gravity -0.01 // Float up airfriction 0.4 rotate 0 360 45 90 // swirl and rotate effect DPP_ITSFCIRCLE count 4 // A tiny puff type smoke color 0x101010 0x79572a // dark grey to dark orange tex 8 16 // wispy smoke puffs size 0.25 0.5 // very small start size sizeincrease 4 // Expanding smoke alpha 32 160 32 // Slow Fade originoffset 0 0 -8 // Vertical movement velocityoffset 0 0 4 velocityjitter 0 0 8 // Small velocity adjustment gravity -0.01 // Float up airfriction 1 rotate 0 360 30 45 // Swirl and rotate //---------------------------------------------------------------------- effect DPP_ITSFCIRCLE_RING countabsolute 1 // Only draw one at a time type static // Standard decal color 0x101010 0x79572a // dark grey to dark orange tex 110 110 // Solid ring texture size 80 96 // Plenty of size variety alpha 16 48 32 // Flickering orientation oriented // Always draw on the floor originoffset 0 0 1 // Raise one pixel off the floor velocityoffset 0 0 1 // Slight vertical movement rotate 0 0 0 0 // No rotation, looks odd //====================================================================== // Jumppad streaming upward particles + smoke (copy of fcircle) //---------------------------------------------------------------------- effect DPP_ITSJUMPPAD count 4 type spark color 0x101010 0x79572a // dark grey to dark orange tex 62 64 // Large Solid Dots size 1 1.25 stretchfactor 32 // Stretched long alpha 128 256 56 // medium dissipation originoffset 0 0 -8 // Vertical movement originjitter 32 32 0 velocityoffset 0 0 32 velocityjitter 0 0 96 // large velocity adjustment effect DPP_ITSJUMPPAD count 8 type static color 0x801010 0xFFA020 // Red/yellow tex 62 64 // Large Solid Dots size 0.5 1.0 // Start small sizeincrease 0.75 alpha 128 256 64 // slow dissipation originoffset 0 0 -8 // Start below emitter origin originjitter 32 32 0 // Start inside pad circle velocityoffset 0 0 32 velocityjitter 0 0 16 // Medium velocity adjustment airfriction 0.5 // Naturally slow down rotate 0 360 45 90 // swirl and rotate effect DPP_ITSJUMPPAD count 16 type smoke color 0x101010 0x79572a // dark grey to dark orange tex 8 16 // wispy smoke puffs size 0.25 0.5 // very small start size sizeincrease 8 // Expanding smoke alpha 32 160 32 // Slow Fade originoffset 0 0 -8 // Start below emitter origin originjitter 32 32 0 // Start inside pad circle velocityoffset 0 0 16 velocityjitter 0 0 32 rotate 0 360 30 45 // Swirl and rotate //====================================================================== // Closed books have slow moving runes floating upwards //---------------------------------------------------------------------- effect DPP_ITSBOOKBLUE count 1 type alphastatic color 0x37374b 0x9c9cd9 // Dark Blue to Original Colour tex 48 56 // 8 celtic runes size 3 8 // Large alpha 512 640 64 // slow fade originoffset 0 0 12 // Move up to middle of book velocityoffset 0 0 12 // Start moving up velocityjitter 12 12 6 // Horz movement gravity -0.01 // Force upwards airfriction 1 // Slow down pace rotate 0 0 0 15 // Slight rotation effect DPP_ITSBOOKRED count 1 type alphastatic color 0x7c0000 0xFFFFFF // Dark Red to Original Colour tex 48 56 // 8 celtic runes size 3 8 // Large alpha 512 640 64 // slow fade originoffset 0 0 12 // Move up to middle of book velocityoffset 0 0 12 // Start moving up velocityjitter 12 12 6 // Horz movement gravity -0.01 // Force upwards airfriction 1 // Slow down pace rotate 0 0 0 15 // Slight rotation effect DPP_ITSBOOKGOLD count 1 type alphastatic color 0x7c7800 0xFFFFFF // Dark Yellow to Original Colour tex 48 56 // 8 celtic runes size 3 8 // Large alpha 512 640 64 // slow fade originoffset 0 0 12 // Move up to middle of book velocityoffset 0 0 12 // Start moving up velocityjitter 12 12 6 // Horz movement gravity -0.01 // Force upwards airfriction 1 // Slow down pace rotate 0 0 0 15 // Slight rotation //---------------------------------------------------------------------- // Open books have plenty of dots and a few runes raising from the pages //---------------------------------------------------------------------- effect DPP_ITSOPENBOOKBLUE count 0.4 type alphastatic color 0x5c5c7e 0x9c9cd9 // Dark Blue to Original Colour tex 48 56 // 8 celtic runes size 3 8 // Large alpha 512 640 64 // slow fade velocityoffset 4 4 12 // Start moving up velocityjitter 12 12 6 // Horz movement gravity -0.01 // Force upwards airfriction 1 // Slow down pace rotate 0 0 0 15 // Slight rotation effect DPP_ITSOPENBOOKBLUE count 12 type static color 0x37374b 0x5f5f85 // Dark Blue to Original Colour tex 62 64 // Large Solid Dots size 0.25 0.5 sizeincrease 0.5 alpha 256 512 64 // slow dissipation originjitter 12 12 4 // spread across open book velocityoffset 0 0 8 // Start moving up velocityjitter 4 4 8 // Vert movement gravity -0.005 // Force upwards airfriction 0.25 // Slow down pace rotate 0 360 45 90 // swirl and rotate //---------------------------------------------------------------------- effect DPP_ITSOPENBOOKRED count 0.4 type alphastatic color 0x7c0000 0xFFFFFF // Dark Red to Original Colour tex 48 56 // 8 celtic runes size 3 8 // Large alpha 512 640 64 // slow fade velocityoffset 4 4 12 // Start moving up velocityjitter 12 12 6 // Horz movement gravity -0.01 // Force upwards airfriction 1 // Slow down pace rotate 0 0 0 15 // Slight rotation effect DPP_ITSOPENBOOKRED count 12 type static color 0x3f0000 0x9b6969 // Dark Red to Original Colour tex 62 64 // Large Solid Dots size 0.25 0.5 sizeincrease 0.5 alpha 256 512 64 // slow dissipation originjitter 12 12 4 // spread across open book velocityoffset 0 0 8 // Start moving up velocityjitter 4 4 8 // Vert movement gravity -0.005 // Force upwards airfriction 0.25 // Slow down pace rotate 0 360 45 90 // swirl and rotate //---------------------------------------------------------------------- effect DPP_ITSOPENBOOKGOLD count 0.4 type alphastatic color 0x7c7800 0xFFFFFF // Dark Yellow to Original Colour tex 48 56 // 8 celtic runes size 3 8 // Large alpha 512 640 64 // slow fade velocityoffset 4 4 12 // Start moving up velocityjitter 12 12 6 // Horz movement gravity -0.01 // Force upwards airfriction 1 // Slow down pace rotate 0 0 0 15 // Slight rotation effect DPP_ITSOPENBOOKGOLD count 16 type static color 0x232300 0x6b531f // Dark Yellow to Original Colour tex 62 64 // Large Solid Dots size 0.25 0.5 sizeincrease 0.5 alpha 256 512 64 // slow dissipation originjitter 12 12 4 // spread across open book velocityoffset 0 0 8 // Start moving up velocityjitter 4 4 8 // Vert movement gravity -0.005 // Force upwards airfriction 0.25 // Slow down pace rotate 0 360 45 90 // swirl and rotate //====================================================================== // White/blue particle stream for electric beams (directional) //---------------------------------------------------------------------- effect DPP_ITSELECTRIC count 16 type spark color 0x2f2f3f 0xa7a7ea // dark/light blue tex 62 64 // Large Solid Dots size 0.25 1.0 stretchfactor 16 // long stretched particles alpha 128 192 128 // Fast Fade originjitter 12 12 12 // Cube volume velocityjitter 4 4 4 // Cube volume velocitymultiplier 128 // Using parameter velocity effect DPP_ITSELECTRIC count 16 type static color 0x808080 0xFFFFFF // Dark Grey to White tex 62 64 // Large Solid Dots size 0.25 1 sizeincrease 2 alpha 128 192 128 // Fast Fade originjitter 12 12 12 // Cube volume velocityjitter 4 4 4 // Cube volume velocitymultiplier 96 // Using parameter velocity rotate 0 360 5 30 // swirl and rotate effect DPP_ITSELECTRIC count 16 type static color 0x736523 0x9e8f47 // dark/light yellow tex 62 64 // Large Solid Dots size 0.25 1 sizeincrease 2 alpha 128 192 96 // Fast Fade originjitter 12 12 12 // Cube volume velocityjitter 8 8 8 // Cube volume velocitymultiplier 88 // Using parameter velocity rotate 0 360 5 30 // swirl and rotate effect DPP_ITSELECTRIC count 16 // large amount type static color 0x101010 0x58606f // dark/light blues tex 8 16 // wispy smoke puffs size 4 20 // Large size sizeincrease 4 // Expanding smoke alpha 96 160 128 // Fast Fade originjitter 4 4 4 // Cube volume velocityjitter 16 16 16 // Cube volume velocitymultiplier 128 // Using parameter velocity rotate 0 360 45 90 // Fast Swirl and rotate //====================================================================== // Small flame with single dot and two smoke particle effects //---------------------------------------------------------------------- effect DPP_ITSSFLAME count 12 type smoke color 0x801010 0xFFA020 // Red/yellow tex 62 64 // Large Solid Dots size 0.25 1.0 sizeincrease 0.75 alpha 256 256 96 // slow dissipation originjitter 2 2 4 // Slight wobble velocityoffset 0 0 12 velocityjitter 4 4 12 airfriction 0.2 // Slow down over time rotate 0 360 45 90 // swirl and rotate effect DPP_ITSSFLAME count 4 type smoke color 0x404040 0xF0F0F0 // Light/Dark Grey tex 24 32 // Tiny white puffs size 2 4 sizeincrease 8 // Grow very large alpha 48 72 32 // Slow fade velocityoffset 0 0 8 velocityjitter 4 4 16 // Minimal spread gravity -0.01 // Slowly rise up airfriction 0.6 // Slow down over time rotate 0 360 15 45 // Swirl and rotate slowly notunderwater effect DPP_ITSSFLAME count 4 type smoke color 0x7a674d 0xFFA020 // Orange/yellow tex 8 16 // wispy smoke puffs size 3 6 // Large size sizeincrease 4 // Expanding smoke alpha 88 112 32 // Slow Fade originoffset 0 0 -4 // Move to base of flame model velocityjitter 4 4 16 // Fast movement airfriction 0.3 // Slow down gravity -0.01 // Slowly rise up rotate 0 360 30 45 // Swirl and rotate notunderwater // Small torch with single dot and two smoke particle effects //---------------------------------------------------------------------- effect DPP_ITSTFLAME count 12 type smoke color 0x801010 0xFFA020 // Red/yellow tex 62 64 // Large Solid Dots size 0.25 1.0 sizeincrease 0.75 alpha 256 256 96 // slow dissipation originoffset 0 0 12 // Top of the wood originjitter 2 2 4 // Slight wobble velocityoffset 0 0 12 velocityjitter 4 4 12 airfriction 0.2 // Slow down over time rotate 0 360 45 90 // swirl and rotate effect DPP_ITSTFLAME count 3 type smoke color 0x404040 0xF0F0F0 // Light/Dark Grey tex 24 32 // Tiny white puffs size 2 4 sizeincrease 8 // Grow very large alpha 48 64 32 // Slow fade originoffset 0 0 8 // Move to base of flame model velocityoffset 0 0 8 velocityjitter 4 4 16 // Minimal spread gravity -0.01 // Slowly rise up airfriction 0.8 // Slow down over time rotate 0 360 15 45 // Swirl and rotate slowly notunderwater effect DPP_ITSTFLAME count 3 type smoke color 0x7a674d 0xFFA020 // Orange/yellow tex 8 16 // wispy smoke puffs size 2 4 // Large size sizeincrease 4 // Expanding smoke alpha 80 96 32 // Slow Fade originoffset 0 0 12 // Top of the wood velocityjitter 2 2 12 // Fast movement airfriction 0.3 // Slow down gravity -0.01 // Slowly rise up rotate 0 360 30 45 // Swirl and rotate notunderwater //---------------------------------------------------------------------- // Large flame with two dots and smoke particle effects //---------------------------------------------------------------------- effect DPP_ITSLFLAME count 12 type smoke color 0x801010 0xFFA020 // Red/yellow tex 62 64 // Large Solid Dots size 0.5 1.0 sizeincrease 0.75 alpha 512 0 96 // slow dissipation velocityjitter 20 20 16 // Minimal spread velocityoffset 4 4 32 gravity -0.01 // Slowly rise up airfriction 0.5 // Slow down over time rotate 0 360 45 90 // swirl and rotate effect DPP_ITSLFLAME count 4 type smoke color 0x404040 0xF0F0F0 // Light/Dark Grey tex 24 32 // Tiny white puffs size 2 4 sizeincrease 8 // Grow very large alpha 48 80 32 // Slow fade originoffset 0 0 -8 // Move to base of flame model velocityoffset 0 0 32 velocityjitter 4 4 12 // Minimal spread gravity -0.01 // Slowly rise up airfriction 0.75 // Slow down over time rotate 0 360 15 45 // Swirl and rotate slowly notunderwater effect DPP_ITSLFLAME count 4 type smoke color 0x7a674d 0xFFA020 // Orange/yellow tex 8 16 // wispy smoke puffs size 4 8 // Large size sizeincrease 12 // Expanding smoke alpha 64 96 32 // Slow Fade originoffset 0 0 -4 // Move to base of flame model originjitter 0 0 12 // Vertical only velocityjitter 4 4 4 // Horizontal movement velocityoffset 0 0 24 // Fast movement airfriction 0.6 // Slow down gravity -0.01 // Slowly rise up rotate 0 360 30 45 // Swirl and rotate notunderwater //====================================================================== // High frequency particle stream from the top of skill pillars //---------------------------------------------------------------------- effect DPP_ITSSKILLPILLAR count 1 type spark color 0x801010 0xe71b1b // dark/light red tex 62 64 // Large Solid Dots size 0.25 1.0 stretchfactor 16 // Stretched long alpha 128 256 64 // slow dissipation velocitymultiplier 8 // Using parameter velocity originjitter 4 4 4 // Small spawn cube velocityjitter 4 4 4 // Small velocity adjustment effect DPP_ITSSKILLPILLAR count 2 type smoke color 0x801010 0xFFA020 // Red/yellow tex 62 64 // Large Solid Dots size 0.25 1.0 sizeincrease 0.75 alpha 128 256 64 // slow dissipation velocitymultiplier 12 // Using parameter velocity originjitter 4 4 4 // Small spawn cube velocityjitter 4 4 4 // Small velocity adjustment rotate 0 360 45 90 // swirl and rotate //---------------------------------------------------------------------- effect DPP_ITSBSKILLPILLAR count 1 type spark color 0x545470 0x8b8bc1 // dark/light blue tex 62 64 // Large Solid Dots size 0.25 1.0 stretchfactor 16 // Stretched long alpha 128 256 64 // slow dissipation velocitymultiplier 8 // Using parameter velocity originjitter 4 4 4 // Small spawn cube velocityjitter 4 4 4 // Small velocity adjustment effect DPP_ITSBSKILLPILLAR count 2 type smoke color 0x2f2f3f 0x8b8bc1 // dark/light blue tex 62 64 // Large Solid Dots size 0.25 1.0 sizeincrease 0.75 alpha 128 256 64 // slow dissipation velocitymultiplier 12 // Using parameter velocity originjitter 4 4 4 // Small spawn cube velocityjitter 4 4 4 // Small velocity adjustment rotate 0 360 45 90 // swirl and rotate //---------------------------------------------------------------------- effect DPP_ITSGSKILLPILLAR count 1 type spark color 0x101010 0x6b6b0f // Sickly cloud colour tex 62 64 // Large Solid Dots size 0.25 1.0 stretchfactor 16 // Stretched long alpha 128 256 64 // slow dissipation velocitymultiplier 8 // Using parameter velocity originjitter 4 4 4 // Small spawn cube velocityjitter 4 4 4 // Small velocity adjustment effect DPP_ITSGSKILLPILLAR count 2 type smoke color 0x101010 0x6b6b0f // Sickly cloud colour tex 62 64 // Large Solid Dots size 0.25 1.0 sizeincrease 0.75 alpha 128 256 64 // slow dissipation velocitymultiplier 12 // Using parameter velocity originjitter 4 4 4 // Small spawn cube velocityjitter 4 4 4 // Small velocity adjustment rotate 0 360 45 90 // swirl and rotate //---------------------------------------------------------------------- effect DPP_ITSPSKILLPILLAR count 1 type spark color 0x6b4b57 0x937387 // Original shalrath projectile colours tex 62 64 // Large Solid Dots size 0.25 1.0 stretchfactor 16 // Stretched long alpha 128 256 64 // slow dissipation velocitymultiplier 8 // Using parameter velocity originjitter 4 4 4 // Small spawn cube velocityjitter 4 4 4 // Small velocity adjustment effect DPP_ITSPSKILLPILLAR count 2 type smoke color 0x6b4b57 0x937387 // Original shalrath projectile colours tex 62 64 // Large Solid Dots size 0.25 1.0 sizeincrease 0.75 alpha 128 256 64 // slow dissipation velocitymultiplier 12 // Using parameter velocity originjitter 4 4 4 // Small spawn cube velocityjitter 4 4 4 // Small velocity adjustment rotate 0 360 45 90 // swirl and rotate //====================================================================== // DP ONLY - Velocity driven smoke //---------------------------------------------------------------------- effect DPP_ITSVELSMOKEGREY1 count 1 type smoke color 0x808080 0xFFFFFF // Dark Grey to White tex 8 16 // wispy smoke puffs size 1 4 // Large size sizeincrease 8 // Expanding smoke alpha 16 80 32 // Slow Fade originjitter 8 8 8 // Small cube spawn area velocityjitter 8 8 24 // Small movement velocitymultiplier 64 // Using parameter velocity airfriction 0.3 // Slow down rotate 0 360 5 15 // Swirl and rotate effect DPP_ITSVELSMOKEGREY1 count 2 type smoke color 0x404040 0xEEEEEE // Dark Grey to White tex 8 16 // wispy smoke puffs size 4 8 // Large size sizeincrease 16 // Expanding smoke alpha 32 96 32 // Slow Fade originjitter 8 8 8 // Small cube spawn area velocityjitter 8 8 24 // Small movement velocitymultiplier 48 // Using parameter velocity airfriction 0.1 // Slow down rotate 0 360 30 45 // Swirl and rotate //---------------------------------------------------------------------- // Grey/white + yellow tint effect DPP_ITSVELSMOKEGREY2 count 1 type smoke color 0x808080 0xFFFFFF // Dark Grey to White tex 8 16 // wispy smoke puffs size 1 8 // Large size sizeincrease 8 // Expanding smoke alpha 64 112 32 // Slow Fade originjitter 8 8 8 // Small cube spawn area velocityjitter 8 8 24 // Small movement velocitymultiplier 64 // Using parameter velocity airfriction 0.3 // Slow down rotate 0 360 5 15 // Swirl and rotate effect DPP_ITSVELSMOKEGREY2 count 2 type smoke color 0x747400 0xAAAAAA // Dark Grey to White tex 8 16 // wispy smoke puffs size 4 8 // Large size sizeincrease 16 // Expanding smoke alpha 64 96 32 // Slow Fade originjitter 8 8 8 // Small cube spawn area velocityjitter 8 8 24 // Small movement velocitymultiplier 48 // Using parameter velocity airfriction 0.1 // Slow down rotate 0 360 30 45 // Swirl and rotate //---------------------------------------------------------------------- // Strong white (high alpha values) effect DPP_ITSVELSMOKEWHITE count 1 type smoke color 0x808080 0xFFFFFF // Dark Grey to White tex 8 16 // wispy smoke puffs size 1 8 // Large size sizeincrease 8 // Expanding smoke alpha 96 128 32 // Slow Fade originjitter 8 8 8 // Small cube spawn area velocityjitter 8 8 24 // Small movement velocitymultiplier 64 // Using parameter velocity airfriction 0.3 // Slow down rotate 0 360 5 15 // Swirl and rotate effect DPP_ITSVELSMOKEWHITE count 2 type smoke color 0x808080 0xFFFFFF // Dark Grey to White tex 8 16 // wispy smoke puffs size 4 8 // Large size sizeincrease 16 // Expanding smoke alpha 64 96 32 // Slow Fade originjitter 8 8 8 // Small cube spawn area velocityjitter 8 8 24 // Small movement velocitymultiplier 48 // Using parameter velocity airfriction 0.1 // Slow down rotate 0 360 30 45 // Swirl and rotate //---------------------------------------------------------------------- // Using wizard spit colours effect DPP_ITSVELSMOKETOXIC count 1 type smoke color 0x433700 0xDDEED0 // Original wiz projectile colours tex 8 16 // wispy smoke puffs size 1 8 // Large size sizeincrease 8 // Expanding smoke alpha 64 80 32 // Slow Fade originjitter 8 8 8 // Small cube spawn area velocityjitter 8 8 24 // Small movement velocitymultiplier 64 // Using parameter velocity airfriction 0.3 // Slow down rotate 0 360 5 15 // Swirl and rotate effect DPP_ITSVELSMOKETOXIC count 2 type smoke color 0x101010 0x6b6b0f // Sickly cloud colour tex 8 16 // wispy smoke puffs size 4 8 // Large size sizeincrease 16 // Expanding smoke alpha 64 96 32 // Slow Fade originjitter 8 8 8 // Small cube spawn area velocityjitter 8 8 24 // Small movement velocitymultiplier 48 // Using parameter velocity airfriction 0.1 // Slow down rotate 0 360 30 45 // Swirl and rotate //---------------------------------------------------------------------- // Low saturation green effect DPP_ITSVELSMOKEGREEN count 1 type smoke color 0x101010 0x909090 // White stuff tex 8 16 // wispy smoke puffs size 1 8 // Large size sizeincrease 8 // Expanding smoke alpha 64 80 32 // Slow Fade originjitter 8 8 8 // Small cube spawn area velocityjitter 8 8 24 // Small movement velocitymultiplier 64 // Using parameter velocity airfriction 0.3 // Slow down rotate 0 360 5 15 // Swirl and rotate effect DPP_ITSVELSMOKEGREEN count 2 type smoke color 0x1A1A1A 0x50A050 // green cloud colour tex 8 16 // wispy smoke puffs size 4 8 // Large size sizeincrease 16 // Expanding smoke alpha 64 96 32 // Slow Fade originjitter 8 8 8 // Small cube spawn area velocityjitter 8 8 24 // Small movement velocitymultiplier 48 // Using parameter velocity airfriction 0.1 // Slow down rotate 0 360 30 45 // Swirl and rotate //---------------------------------------------------------------------- // Shalrath/sigil purple effect DPP_ITSVELSMOKEPURPLE count 1 type smoke color 0x3b1f23 0x937387 // Full range of purple colour tex 8 16 // wispy smoke puffs size 1 8 // Large size sizeincrease 8 // Expanding smoke alpha 64 80 32 // Slow Fade originjitter 8 8 8 // Small cube spawn area velocityjitter 8 8 24 // Small movement velocitymultiplier 64 // Using parameter velocity airfriction 0.3 // Slow down rotate 0 360 5 15 // Swirl and rotate effect DPP_ITSVELSMOKEPURPLE count 2 type smoke color 0x6b4b57 0x937387 // Original shalrath projectile colours tex 8 16 // wispy smoke puffs size 4 8 // Large size sizeincrease 16 // Expanding smoke alpha 64 96 32 // Slow Fade originjitter 8 8 8 // Small cube spawn area velocityjitter 8 8 24 // Small movement velocitymultiplier 48 // Using parameter velocity airfriction 0.1 // Slow down rotate 0 360 30 45 // Swirl and rotate //---------------------------------------------------------------------- // Hell Knight Reds effect DPP_ITSVELSMOKERED count 1 type smoke color 0x801010 0xe71b1b // dark/light red tex 8 16 // wispy smoke puffs size 1 8 // Large size sizeincrease 8 // Expanding smoke alpha 64 80 32 // Slow Fade originjitter 8 8 8 // Small cube spawn area velocityjitter 8 8 24 // Small movement velocitymultiplier 64 // Using parameter velocity airfriction 0.3 // Slow down rotate 0 360 5 15 // Swirl and rotate effect DPP_ITSVELSMOKERED count 2 type smoke color 0x7f1707 0xe7ab5f // Red/Orange picked from projectile palette tex 8 16 // wispy smoke puffs size 4 8 // Large size sizeincrease 16 // Expanding smoke alpha 64 96 32 // Slow Fade originjitter 8 8 8 // Small cube spawn area velocityjitter 8 8 24 // Small movement velocitymultiplier 48 // Using parameter velocity airfriction 0.1 // Slow down rotate 0 360 30 45 // Swirl and rotate //---------------------------------------------------------------------- // Large Torch Red/Yellow effect DPP_ITSVELSMOKEFIRE count 1 type smoke color 0x747400 0xAAAAAA // Dark Grey to White tex 8 16 // wispy smoke puffs size 1 8 // Large size sizeincrease 8 // Expanding smoke alpha 80 96 32 // Slow Fade originjitter 8 8 8 // Small cube spawn area velocityjitter 8 8 24 // Small movement velocitymultiplier 64 // Using parameter velocity airfriction 0.3 // Slow down rotate 0 360 5 15 // Swirl and rotate effect DPP_ITSVELSMOKEFIRE count 2 type smoke color 0x7a674d 0xFFA020 // Orange/yellow tex 8 16 // wispy smoke puffs size 4 8 // Large size sizeincrease 16 // Expanding smoke alpha 64 80 32 // Slow Fade originjitter 8 8 8 // Small cube spawn area velocityjitter 8 8 24 // Small movement velocitymultiplier 48 // Using parameter velocity airfriction 0.1 // Slow down rotate 0 360 30 45 // Swirl and rotate //====================================================================== // High frequency particle stream from the bottom of altars/portals //---------------------------------------------------------------------- effect DPP_ITSALTARRED count 2 type smoke color 0x801010 0xFFA020 // Red/yellow tex 62 64 // Large Solid Dots size 0.5 4 alpha 128 192 24 // slow dissipation airfriction 0.2 originoffset 0 0 -8 originjitter 48 48 0 // Base of altar velocityoffset 0 0 24 velocityjitter 4 4 80 // Mostly upward velocity rotate 0 360 45 90 // swirl and rotate effect DPP_ITSALTARRED count 2 type smoke color 0x801010 0xFFA020 // Red/yellow tex 8 16 // Wispy smoke size 16 32 // Very Large range sizeincrease 2 // Double size alpha 16 128 48 originoffset 0 0 -8 originjitter 48 48 0 // Lift smoke off the ground velocityoffset 0 0 24 velocityjitter 4 4 80 // Very little movement rotate 0 360 -15 -30 // Reverse direction to red/yellow smoke effect DPP_ITSALTARGREY count 2 type smoke color 0x202020 0x635844 // Dark/Light grey (large range) tex 62 64 // Large Solid Dots size 0.5 4 alpha 192 256 32 // slow dissipation airfriction 0.5 originjitter 48 48 0 // Base of altar velocityoffset 0 0 48 velocityjitter 4 4 80 // Mostly upward velocity rotate 0 360 45 90 // swirl and rotate effect DPP_ITSALTARGREY count 8 type smoke color 0x202020 0x635844 // Dark/Light grey (large range) tex 8 16 // Wispy smoke size 24 48 // Very Large range sizeincrease 2 // Double size alpha 16 192 32 airfriction 0.5 originoffset 0 0 -8 originjitter 48 48 0 // Lift smoke off the ground velocityoffset 0 0 48 velocityjitter 4 4 80 // Very little movement rotate 0 360 -15 -30 // Reverse direction to red/yellow smoke //====================================================================== // High frequency particle stream from the top of skill pillars //---------------------------------------------------------------------- effect DPP_ITSRESPAWN count 1 type smoke color 0x801010 0xFFA020 // Red/yellow tex 62 64 // Large Solid Dots size 0.5 4 alpha 128 256 40 // slow dissipation airfriction 0.2 originjitter 12 12 8 // Base of item velocityjitter 4 4 12 // Mostly upward velocity velocitymultiplier 64 // Using parameter velocity rotate 0 360 45 90 // swirl and rotate effect DPP_ITSRESPAWN count 1 type smoke color 0x202020 0x635844 // Dark/Light grey (large range) tex 8 16 // Wispy smoke size 8 24 // Very Large range sizeincrease 2 // Double size alpha 16 128 48 airfriction 0.2 originjitter 8 8 16 // Lift smoke off the ground velocityjitter 16 16 8 // Very little movement velocitymultiplier 64 // Using parameter velocity rotate 0 360 -15 -30 // Reverse direction to red/yellow smoke //====================================================================== // Large Mega Health with red/yellow light traces and large smoke //---------------------------------------------------------------------- effect DPP_ITSMEGAH countabsolute 12 type spark // central spray of sparks color 0x835713 0x6f0000 // yellow/red (model matched) tex 62 64 // Large Solid Dots size 0.5 1 // Small and stretched stretchfactor 16 alpha 128 512 96 // Long fade airfriction 0.75 // Slowdown outside bottle originjitter 0 0 8 // Vertical movement velocityjitter 40 40 16 // fast speed effect DPP_ITSMEGAH countabsolute 16 type smoke // large puffs of smoke color 0x2f171b 0x572b17 // red/purple tex 8 16 // wispy smoke puffs size 2 4 // Large size sizeincrease 4 // Expanding smoke alpha 32 160 20 // Slow Fade originjitter 8 8 0 // Horz Spread velocityjitter 8 8 12 // Explosion rotate 0 360 15 45 notunderwater effect DPP_ITSMEGAH count 12 type smoke color 0x835713 0xb4ab21 // dark orange to yellow tex 62 64 // Large Solid Dots size 0.25 1.0 sizeincrease 0.5 alpha 192 256 48 // slow dissipation originjitter 0 0 8 // Vertical movement velocityjitter 12 12 8 // small cube starting point rotate 0 360 45 90 // swirl and rotate //====================================================================== // Green Armour - Colour matched smoke from center of model //---------------------------------------------------------------------- effect DPP_ITSARMOR1 countabsolute 4 type smoke color 0x505050 0x719981 // dark/light green matching model tex 62 64 // Class Quake dots size 0.25 0.5 // Small size sizeincrease 0.5 alpha 16 192 24 // Quickly dispate originoffset 0 0 24 // Top of the armour originjitter 4 4 0 // Small cube velocityoffset 2 2 8 // Starting velocity velocityjitter 2 2 8 // Slight movement gravity -0.01 // Move upwards airfriction 1 // Slowdown rotate 0 360 45 90 // swirl and rotate effect DPP_ITSARMOR1 countabsolute 12 type smoke // large puffs of smoke color 0x172317 0x374b3f // dark/light green matching model tex 0 8 // large solid puffs size 0.25 0.5 // start small stretchfactor 2 sizeincrease 1.25 alpha 16 96 16 // slow dissipation originoffset 4 4 24 originjitter 4 4 0 velocityjitter 4 4 -8 // Vertical drop rotate 0 360 5 20 // swirl and rotate notunderwater //====================================================================== // Yellow Armour - Colour matched smoke from center of model //---------------------------------------------------------------------- effect DPP_ITSARMOR2 countabsolute 4 type smoke color 0x3b2b00 0xab970b // dark/light yellow matching model tex 62 64 // Class Quake dots size 0.25 0.5 // Small size sizeincrease 0.5 alpha 16 192 24 // Quickly dispate originoffset 0 0 24 // Top of the armour originjitter 4 4 0 // Small cube velocityoffset 2 2 8 // Starting velocity velocityjitter 2 2 8 // Slight movement gravity -0.01 // Move upwards airfriction 1 // Slowdown rotate 0 360 45 90 // swirl and rotate effect DPP_ITSARMOR2 countabsolute 12 type smoke // large puffs of smoke color 0x3b2b00 0xab970b // dark/light yellow matching model tex 0 8 // puffs size 0.25 0.5 // start small stretchfactor 2 sizeincrease 1.25 alpha 16 96 24 // slow dissipation originoffset 4 4 24 originjitter 4 4 0 velocityjitter 4 4 -8 // Vertical drop rotate 0 360 5 20 // swirl and rotate notunderwater //====================================================================== // Blue Armour - Colour matched smoke from center of model //---------------------------------------------------------------------- effect DPP_ITSARMOR2BLUE countabsolute 4 type smoke color 0x2f2f3f 0x8b8bc1 // dark/light blue tex 62 64 // Class Quake dots size 0.25 0.5 // Small size sizeincrease 0.5 alpha 16 192 24 // Quickly dispate originoffset 0 0 24 // Top of the armour originjitter 4 4 0 // Small cube velocityoffset 2 2 8 // Starting velocity velocityjitter 2 2 8 // Slight movement gravity -0.01 // Move upwards airfriction 1 // Slowdown rotate 0 360 45 90 // swirl and rotate effect DPP_ITSARMOR2BLUE countabsolute 12 type smoke // large puffs of smoke color 0x2f2f3f 0x8b8bc1 // dark/light blue tex 0 8 // puffs size 0.25 0.5 // start small stretchfactor 2 sizeincrease 1.25 alpha 16 96 24 // slow dissipation originoffset 4 4 24 originjitter 4 4 0 velocityjitter 4 4 -8 // Vertical drop rotate 0 360 5 20 // swirl and rotate notunderwater //====================================================================== // Red Armour - Colour matched smoke from center of model //---------------------------------------------------------------------- effect DPP_ITSARMOR3 countabsolute 4 type smoke color 0x370A0A 0xAA0000 // dark/light red matching model tex 62 64 // Class Quake dots size 0.25 0.5 // Small size sizeincrease 0.5 alpha 16 192 24 // Quickly dispate originoffset 0 0 24 // Top of the armour originjitter 4 4 0 // Small cube velocityoffset 2 2 8 // Starting velocity velocityjitter 2 2 8 // Slight movement gravity -0.01 // Move upwards airfriction 1 // Slowdown rotate 0 360 45 90 // swirl and rotate effect DPP_ITSARMOR3 countabsolute 12 type smoke // large puffs of smoke color 0x370A0A 0x7f2020 // dark/light red matching model tex 0 8 // puffs size 0.25 0.5 // start small stretchfactor 2 sizeincrease 1.25 alpha 16 96 24 // slow dissipation originoffset 4 4 24 originjitter 4 4 0 velocityjitter 4 4 -8 // Vertical drop rotate 0 360 5 20 // swirl and rotate notunderwater //====================================================================== // Silver Key - Pulsing Light traces from key top //---------------------------------------------------------------------- effect DPP_ITSSILVERKEY countabsolute 8 type spark // central spray of sparks color 0x2f2f3f 0x8b8bc1 // dark/light blue tex 62 64 // Class Quake dots size 0.25 1 // Small size stretchfactor 24 // high stretch factor alpha 64 320 64 // Quick fade originoffset 0 0 20 // Center of key velocityjitter 16 16 6 // small cube size airfriction 0.5 effect DPP_ITSSILVERKEY count 8 type static // central spray of sparks color 0x545470 0x8b8bc1 // dark/light blue tex 62 64 // Class Quake dots size 0.5 1 // Small size sizeincrease 0.5 alpha 64 320 96 // Quick fade originoffset 0 0 20 // Center of key originjitter 8 8 4 // Horz Spread velocityjitter 16 16 16 // small cube size airfriction 0.75 rotate 0 360 45 60 // Fast Swirl and rotate effect DPP_ITSSILVERKEY count 8 // small amount type smoke color 0x2f2f3f 0x8b8bc1 // dark/light blue tex 8 16 // wispy smoke puffs size 1 2 // Large size sizeincrease 8 // Expanding smoke alpha 16 80 32 // Slow Fade originoffset 0 0 20 // Center of key originjitter 8 8 8 // Small cube spawn area velocityjitter 8 8 8 // Small movement airfriction 0.2 // Slow down rotate 0 360 5 15 // Swirl and rotate //====================================================================== // Gold Key - Pulsing Light traces from key top //---------------------------------------------------------------------- effect DPP_ITSGOLDKEY countabsolute 8 type spark // central spray of sparks color 0x733723 0xcf8f2b // dark/light yellow tex 62 64 // Class Quake dots size 0.25 1 // Small size stretchfactor 24 // high stretch factor alpha 64 320 64 // Quick fade originoffset 0 0 20 // Center of key velocityjitter 16 16 6 // small cube size airfriction 0.5 effect DPP_ITSGOLDKEY count 8 type static // central spray of sparks color 0x736523 0x9e8f47 // dark/light yellow tex 62 64 // Class Quake dots size 0.5 1 // Small size sizeincrease 0.5 alpha 64 320 96 // Quick fade originoffset 0 0 20 // Center of key originjitter 8 8 4 // Horz Spread velocityjitter 16 16 16 // small cube size airfriction 0.75 rotate 0 360 45 60 // Fast Swirl and rotate effect DPP_ITSGOLDKEY count 8 // small amount type smoke color 0x733723 0xcf8f2b // dark/light yellow tex 8 16 // wispy smoke puffs size 1 2 // Large size sizeincrease 8 // Expanding smoke alpha 16 80 32 // Slow Fade originoffset 0 0 20 // Center of key originjitter 8 8 8 // Small cube spawn area velocityjitter 8 8 8 // Small movement airfriction 0.2 // Slow down rotate 0 360 5 15 // Swirl and rotate //====================================================================== // Red Key - Pulsing Light traces from key top //---------------------------------------------------------------------- effect DPP_ITSREDKEY countabsolute 8 type spark // central spray of sparks color 0x801010 0xFFA020 // Red/yellow tex 62 64 // Class Quake dots size 0.25 1 // Small size stretchfactor 24 // high stretch factor alpha 64 320 64 // Quick fade originoffset 0 0 20 // Center of key velocityjitter 16 16 6 // small cube size airfriction 0.5 effect DPP_ITSREDKEY count 8 type static // central spray of sparks color 0x801010 0xFFA020 // Red/yellow tex 62 64 // Class Quake dots size 0.5 1 // Small size sizeincrease 0.5 alpha 64 320 96 // Quick fade originoffset 0 0 20 // Center of key originjitter 8 8 4 // Horz Spread velocityjitter 16 16 16 // small cube size airfriction 0.75 rotate 0 360 45 60 // Fast Swirl and rotate effect DPP_ITSREDKEY count 8 // small amount type smoke color 0x801010 0xFFA020 // Red/yellow tex 8 16 // wispy smoke puffs size 1 2 // Large size sizeincrease 8 // Expanding smoke alpha 16 80 32 // Slow Fade originoffset 0 0 20 // Center of key originjitter 8 8 8 // Small cube spawn area velocityjitter 8 8 8 // Small movement airfriction 0.2 // Slow down rotate 0 360 5 15 // Swirl and rotate //====================================================================== // Green Key - Pulsing Light traces from key top //---------------------------------------------------------------------- effect DPP_ITSGREENKEY countabsolute 8 type spark // central spray of sparks color 0x101010 0x6b6b0f // Sickly cloud colour tex 62 64 // Class Quake dots size 0.25 1 // Small size stretchfactor 24 // high stretch factor alpha 64 320 64 // Quick fade originoffset 0 0 20 // Center of key velocityjitter 16 16 6 // small cube size airfriction 0.5 effect DPP_ITSGREENKEY count 8 type static // central spray of sparks color 0x101010 0x6b6b0f // Sickly cloud colour tex 62 64 // Class Quake dots size 0.5 1 // Small size sizeincrease 0.5 alpha 64 320 96 // Quick fade originoffset 0 0 20 // Center of key originjitter 8 8 4 // Horz Spread velocityjitter 16 16 16 // small cube size airfriction 0.75 rotate 0 360 45 60 // Fast Swirl and rotate effect DPP_ITSGREENKEY count 8 // small amount type smoke color 0x101010 0x6b6b0f // Sickly cloud colour tex 8 16 // wispy smoke puffs size 1 2 // Large size sizeincrease 8 // Expanding smoke alpha 16 80 32 // Slow Fade originoffset 0 0 20 // Center of key originjitter 8 8 8 // Small cube spawn area velocityjitter 8 8 8 // Small movement airfriction 0.2 // Slow down rotate 0 360 5 15 // Swirl and rotate //====================================================================== // Purple Key - Pulsing Light traces from key top //---------------------------------------------------------------------- effect DPP_ITSPURPLEKEY countabsolute 8 type spark // central spray of sparks color 0x6b4b57 0x937387 // Original shalrath projectile colours tex 62 64 // Class Quake dots size 0.25 1 // Small size stretchfactor 24 // high stretch factor alpha 64 320 64 // Quick fade originoffset 0 0 20 // Center of key velocityjitter 16 16 6 // small cube size airfriction 0.5 effect DPP_ITSPURPLEKEY count 8 type static // central spray of sparks color 0x6b4b57 0x937387 // Original shalrath projectile colours tex 62 64 // Class Quake dots size 0.5 1 // Small size sizeincrease 0.5 alpha 64 320 96 // Quick fade originoffset 0 0 20 // Center of key originjitter 8 8 4 // Horz Spread velocityjitter 16 16 16 // small cube size airfriction 0.75 rotate 0 360 45 60 // Fast Swirl and rotate effect DPP_ITSPURPLEKEY count 8 // small amount type smoke color 0x6b4b57 0x937387 // Original shalrath projectile colours tex 8 16 // wispy smoke puffs size 1 2 // Large size sizeincrease 8 // Expanding smoke alpha 16 80 32 // Slow Fade originoffset 0 0 20 // Center of key originjitter 8 8 8 // Small cube spawn area velocityjitter 8 8 8 // Small movement airfriction 0.2 // Slow down rotate 0 360 5 15 // Swirl and rotate //====================================================================== // White Key - Pulsing Light traces from key top //---------------------------------------------------------------------- effect DPP_ITSWHITEKEY countabsolute 8 type spark // central spray of sparks color 0x808080 0xFFFFFF // Dark Grey to White tex 62 64 // Class Quake dots size 0.25 1 // Small size stretchfactor 24 // high stretch factor alpha 64 320 64 // Quick fade originoffset 0 0 20 // Center of key velocityjitter 16 16 6 // small cube size airfriction 0.5 effect DPP_ITSWHITEKEY count 8 type static // central spray of sparks color 0x808080 0xFFFFFF // Dark Grey to White tex 62 64 // Class Quake dots size 0.5 1 // Small size sizeincrease 0.5 alpha 64 320 96 // Quick fade originoffset 0 0 20 // Center of key originjitter 8 8 4 // Horz Spread velocityjitter 16 16 16 // small cube size airfriction 0.75 rotate 0 360 45 60 // Fast Swirl and rotate effect DPP_ITSWHITEKEY count 8 // small amount type smoke color 0x808080 0xFFFFFF // Dark Grey to White tex 8 16 // wispy smoke puffs size 1 2 // Large size sizeincrease 8 // Expanding smoke alpha 16 80 32 // Slow Fade originoffset 0 0 20 // Center of key originjitter 8 8 8 // Small cube spawn area velocityjitter 8 8 8 // Small movement airfriction 0.2 // Slow down rotate 0 360 5 15 // Swirl and rotate //====================================================================== // Sigils (runes 1 - 4) // 2 sets of sparks, dots and smoke cloud //---------------------------------------------------------------------- effect DPP_ITSSIGIL countabsolute 8 type spark // central spray of sparks color 0x3b1f23 0x3b1f23 // Purple Haze cloud colour size 0.5 1 // Small and stretched stretchfactor 8 alpha 32 192 64 // Quick fade originoffset 0 0 16 // Center of rune originjitter 8 8 16 // Vertical Spread velocityjitter 64 64 64 // high speed airfriction 0.5 effect DPP_ITSSIGIL countabsolute 8 type spark // central spray of sparks color 0x3b1f23 0x937387 // Full range of purple colour size 0.5 1 // medium size stretchfactor 16 airfriction 0.5 originoffset 0 0 16 // Center of rune originjitter 8 8 16 // Vertical Spread velocityjitter 32 32 32 // slow speed alpha 32 192 48 // slow fade effect DPP_ITSSIGIL countabsolute 8 type static color 0x6b4b57 0x937387 // Original shalrath projectile colours tex 62 64 // Dots size 0.25 0.5 // start small sizeincrease 0.5 alpha 320 640 128 // Big variety of colour/density originoffset 0 0 16 // Center of rune originjitter 8 8 16 // Vertical Spread velocityjitter 16 16 16 // Explosion rotate 0 360 45 90 // Swirl and rotate effect DPP_ITSSIGIL count 12 // small amount type smoke color 0x3b1f23 0x3b1f23 // Purple Haze cloud colour tex 8 16 // wispy smoke puffs size 1 2 // Large size sizeincrease 8 // Expanding smoke alpha 16 128 32 // Slow Fade originoffset 0 0 16 // Center of rune originjitter 8 8 8 // Small cube spawn area velocityjitter 8 8 8 // Small movement airfriction 0.2 // Slowly fall down rotate 0 360 5 15 // Swirl and rotate //====================================================================== // Random Ammo/Armour Backpacks // Sparks + Smoke clouds //---------------------------------------------------------------------- effect DPP_ITSBACKPACK countabsolute 4 type spark // central spray of sparks color 0x808080 0xFFFFFF // Dark Grey to White tex 62 64 // Class Quake dots size 0.5 1 // Small and stretched stretchfactor 2 alpha 32 192 48 // Quick fade originoffset 0 0 12 // Center of Backpack originjitter 8 8 16 // Vertical Spread velocityjitter 32 32 32 // high speed airfriction 0.5 effect DPP_ITSBACKPACK countabsolute 4 type spark // central spray of sparks color 0x808080 0xFFFFFF // Dark Grey to White tex 62 64 // Class Quake dots size 0.5 1 // small size stretchfactor 8 alpha 32 192 32 // slow fade originoffset 0 0 12 // Center of Backpack originjitter 8 8 16 // Vertical Spread velocityjitter 16 16 16 // slow speed airfriction 0.5 effect DPP_ITSBACKPACK count 8 // small amount type smoke color 0x808080 0xFFFFFF // Dark Grey to White tex 8 16 // wispy smoke puffs size 1 2 // Large size sizeincrease 8 // Expanding smoke alpha 32 96 32 // Slow Fade originoffset 0 0 12 // Center of Backpack originjitter 8 8 8 // Small cube spawn area velocityjitter 8 8 8 // Small movement airfriction 0.2 // Slowly fall down rotate 0 360 5 15 // Swirl and rotate // Blue Skin Version //---------------------------------------------------------------------- effect DPP_ITSBACKPACKB countabsolute 4 type spark // central spray of sparks color 0x2f2f3f 0x8b8bc1 // dark/light blue tex 62 64 // Class Quake dots size 0.5 1 // Small and stretched stretchfactor 2 alpha 32 192 48 // Quick fade originoffset 0 0 12 // Center of Backpack originjitter 8 8 16 // Vertical Spread velocityjitter 32 32 32 // high speed airfriction 0.5 effect DPP_ITSBACKPACKB countabsolute 4 type spark // central spray of sparks color 0x545470 0x8b8bc1 // dark/light blue tex 62 64 // Class Quake dots size 0.5 1 // small size stretchfactor 8 alpha 32 192 32 // slow fade originoffset 0 0 12 // Center of Backpack originjitter 8 8 16 // Vertical Spread velocityjitter 16 16 16 // slow speed airfriction 0.5 effect DPP_ITSBACKPACKB count 8 // small amount type smoke color 0x2f2f3f 0x8b8bc1 // dark/light blue tex 8 16 // wispy smoke puffs size 1 2 // Large size sizeincrease 8 // Expanding smoke alpha 32 96 32 // Slow Fade originoffset 0 0 12 // Center of Backpack originjitter 8 8 8 // Small cube spawn area velocityjitter 8 8 8 // Small movement airfriction 0.2 // Slowly fall down rotate 0 360 5 15 // Swirl and rotate // Green Skin Version //---------------------------------------------------------------------- effect DPP_ITSBACKPACKG countabsolute 4 type spark // central spray of sparks color 0x101010 0x6b6b0f // Sickly cloud colour tex 62 64 // Class Quake dots size 0.5 1 // Small and stretched stretchfactor 2 alpha 32 192 48 // Quick fade originoffset 0 0 12 // Center of Backpack originjitter 8 8 16 // Vertical Spread velocityjitter 32 32 32 // high speed airfriction 0.5 effect DPP_ITSBACKPACKG countabsolute 4 type spark // central spray of sparks color 0x101010 0x6b6b0f // Sickly cloud colour tex 62 64 // Class Quake dots size 0.5 1 // small size stretchfactor 8 alpha 32 192 32 // slow fade originoffset 0 0 12 // Center of Backpack originjitter 8 8 16 // Vertical Spread velocityjitter 16 16 16 // slow speed airfriction 0.5 effect DPP_ITSBACKPACKG count 8 // small amount type smoke color 0x101010 0x6b6b0f // Sickly cloud colour tex 8 16 // wispy smoke puffs size 1 2 // Large size sizeincrease 8 // Expanding smoke alpha 32 96 32 // Slow Fade originoffset 0 0 12 // Center of Backpack originjitter 8 8 8 // Small cube spawn area velocityjitter 8 8 8 // Small movement airfriction 0.2 // Slowly fall down rotate 0 360 5 15 // Swirl and rotate // Red Skin Version //---------------------------------------------------------------------- effect DPP_ITSBACKPACKR countabsolute 4 type spark // central spray of sparks color 0x801010 0xFFA020 // Red/yellow tex 62 64 // Class Quake dots size 0.5 1 // Small and stretched stretchfactor 2 alpha 32 192 48 // Quick fade originoffset 0 0 12 // Center of Backpack originjitter 8 8 16 // Vertical Spread velocityjitter 32 32 32 // high speed airfriction 0.5 effect DPP_ITSBACKPACKR countabsolute 4 type spark // central spray of sparks color 0x801010 0xFFA020 // Red/yellow tex 62 64 // Class Quake dots size 0.5 1 // small size stretchfactor 8 alpha 32 192 32 // slow fade originoffset 0 0 12 // Center of Backpack originjitter 8 8 16 // Vertical Spread velocityjitter 16 16 16 // slow speed airfriction 0.5 effect DPP_ITSBACKPACKR count 8 // small amount type smoke color 0x801010 0xFFA020 // Red/yellow tex 8 16 // wispy smoke puffs size 1 2 // Large size sizeincrease 8 // Expanding smoke alpha 32 96 32 // Slow Fade originoffset 0 0 12 // Center of Backpack originjitter 8 8 8 // Small cube spawn area velocityjitter 8 8 8 // Small movement airfriction 0.2 // Slowly fall down rotate 0 360 5 15 // Swirl and rotate // Yellow Skin Version //---------------------------------------------------------------------- effect DPP_ITSBACKPACKY countabsolute 4 type spark // central spray of sparks color 0x733723 0xcf8f2b // dark/light yellow tex 62 64 // Class Quake dots size 0.5 1 // Small and stretched stretchfactor 2 alpha 32 192 48 // Quick fade originoffset 0 0 12 // Center of Backpack originjitter 8 8 16 // Vertical Spread velocityjitter 32 32 32 // high speed airfriction 0.5 effect DPP_ITSBACKPACKY countabsolute 4 type spark // central spray of sparks color 0x733723 0xcf8f2b // dark/light yellow tex 62 64 // Class Quake dots size 0.5 1 // small size stretchfactor 8 alpha 32 192 32 // slow fade originoffset 0 0 12 // Center of Backpack originjitter 8 8 16 // Vertical Spread velocityjitter 16 16 16 // slow speed airfriction 0.5 effect DPP_ITSBACKPACKY count 8 // small amount type smoke color 0x733723 0xcf8f2b // dark/light yellow tex 8 16 // wispy smoke puffs size 1 2 // Large size sizeincrease 8 // Expanding smoke alpha 32 96 32 // Slow Fade originoffset 0 0 12 // Center of Backpack originjitter 8 8 8 // Small cube spawn area velocityjitter 8 8 8 // Small movement airfriction 0.2 // Slowly fall down rotate 0 360 5 15 // Swirl and rotate //====================================================================== // Tome of Power - Pulsing Light traces from skull //---------------------------------------------------------------------- effect DPP_ITSTOMEOFP count 24 type static color 0x736523 0x9e8f47 // dark/light yellow tex 62 64 // Dots size 0.25 0.75 // start small sizeincrease 0.5 alpha 320 640 128 // Big variety of colour/density originoffset 0 0 16 // Center of Ring originjitter 4 4 2 // Start small velocityjitter 16 16 8 // Horz Explosion gravity 0.005 // Slowly fall down rotate 0 360 45 90 // Swirl and rotate effect DPP_ITSTOMEOFP count 16 // small amount type smoke color 0x733723 0xcf8f2b // dark/light yellow tex 8 16 // wispy smoke puffs size 1 3 // Large size sizeincrease 16 // Expanding smoke alpha 16 80 32 // Slow Fade originoffset 0 0 16 // Center of key originjitter 8 8 8 // Small cube spawn area velocityjitter 16 16 4 // All directions airfriction 0.2 // Slow down rotate 0 360 5 15 // Swirl and rotate //====================================================================== // Environmental Suit // Two Large smoke rings push up/down //---------------------------------------------------------------------- effect DPP_ITSSUIT countabsolute 1 // Only draw one at a time type static // Standard decal color 0x101010 0x6b6b0f // Sickly cloud colour tex 109 109 // Fluffy cloud ring size 14 18 // Fixed size around suit alpha 128 320 64 // Slow Fade orientation oriented // Always draw on the floor originoffset 0 0 28 // Center of Suit velocityoffset 0 0 6 velocityjitter 0 0 4 gravity -0.001 // Fly upwards rotate 0 360 30 45 effect DPP_ITSSUIT countabsolute 1 // Only draw one at a time type static // Standard decal color 0x101010 0x6b6b0f // Sickly cloud colour tex 109 109 // Fluffy cloud ring size 16 22 // Fixed size around suit alpha 128 320 64 // Slow Fade orientation oriented // Always draw on the floor originoffset 0 0 20 // Center of Suit velocityoffset 0 0 -6 velocityjitter 0 0 -4 gravity 0.001 // Drift downwards rotate 0 360 -30 -45 effect DPP_ITSSUIT count 8 // small amount type smoke color 0x101010 0x6b6b0f // Sickly cloud colour tex 8 16 // wispy smoke puffs size 1 3 // Large size sizeincrease 8 // Expanding smoke alpha 96 160 32 // Slow Fade originoffset 0 0 24 // Center of Quad originjitter 8 8 8 // Small cube spawn area velocityjitter 0 0 16 // Small movement airfriction 0.4 // Slowly fall down rotate 0 360 5 15 // Swirl and rotate //====================================================================== // Pentagram of Protection // Central sparks + Large smoke ring //---------------------------------------------------------------------- effect DPP_ITSPENT count 32 type spark // central spray of sparks color 0x801010 0xFFA020 // Red/yellow tex 62 64 // Small Quake dots size 0.5 1 // Small and stretched stretchfactor 12 alpha 128 192 64 // Strong colour and quick fade originoffset 0 0 18 // Center of Pentagram velocityjitter 32 32 32 // large cube airfriction 0.65 effect DPP_ITSPENT countabsolute 1 // Only draw one at a time type static // Standard decal color 0x801010 0xFFA020 // Red/yellow tex 109 109 // Solid ring texture size 2 4 // Plenty of size variety sizeincrease 8 alpha 128 192 32 // Strong colour and slow fade originoffset 0 0 18 // Center of Pentagram rotate 0 360 0 0 //====================================================================== // Quad damage // Sparks + Smoke clouds //---------------------------------------------------------------------- effect DPP_ITSQUAD countabsolute 8 type spark // central spray of sparks color 0x2f2f3f 0x8b8bc1 // dark/light blue size 0.5 1 // Small and stretched stretchfactor 8 alpha 32 192 64 // Quick fade originoffset 0 0 16 // Center of Powerup originjitter 8 8 16 // Vertical Spread velocityjitter 64 64 64 // high speed airfriction 0.5 effect DPP_ITSQUAD countabsolute 8 type spark // central spray of sparks color 0x545470 0x8b8bc1 // dark/light blue size 0.5 1 // medium size stretchfactor 16 airfriction 0.5 originoffset 0 0 16 // Center of Powerup originjitter 8 8 16 // Vertical Spread velocityjitter 32 32 32 // slow speed alpha 32 192 48 // slow fade effect DPP_ITSQUAD count 12 // small amount type smoke color 0x2f2f3f 0x5c5c80 // dark/light blue tex 8 16 // wispy smoke puffs size 1 2 // Large size sizeincrease 8 // Expanding smoke alpha 32 96 32 // Slow Fade originoffset 0 0 16 // Center of Powerup originjitter 8 8 8 // Small cube spawn area velocityjitter 8 8 8 // Small movement airfriction 0.2 // Slowly fall down rotate 0 360 5 15 // Swirl and rotate //====================================================================== // Sharp Shooter // Sparks + Smoke clouds //---------------------------------------------------------------------- effect DPP_ITSSHARP countabsolute 8 type spark // central spray of sparks color 0x6b4b57 0x937387 // Sigil colours size 0.5 1 // Small and stretched stretchfactor 8 alpha 32 192 64 // Quick fade originoffset 0 0 16 // Center of Powerup originjitter 8 8 16 // Vertical Spread velocityjitter 64 64 64 // high speed airfriction 0.5 effect DPP_ITSSHARP countabsolute 8 type spark // central spray of sparks color 0x6b4b57 0x937387 // Sigil colours size 0.5 1 // medium size stretchfactor 16 airfriction 0.5 originoffset 0 0 16 // Center of Powerup originjitter 8 8 16 // Vertical Spread velocityjitter 32 32 32 // slow speed alpha 32 192 48 // slow fade effect DPP_ITSSHARP count 12 // small amount type smoke color 0x6b4b57 0x937387 // Sigil colours tex 8 16 // wispy smoke puffs size 1 2 // Large size sizeincrease 8 // Expanding smoke alpha 32 96 32 // Slow Fade originoffset 0 0 16 // Center of Powerup originjitter 8 8 8 // Small cube spawn area velocityjitter 8 8 8 // Small movement airfriction 0.2 // Slowly fall down rotate 0 360 5 15 // Swirl and rotate //---------------------------------------------------------------------- effect DPP_ITSSHARPG countabsolute 8 type spark // central spray of sparks color 0x101010 0x6b6b0f // Sickly cloud colour size 0.5 1 // Small and stretched stretchfactor 8 alpha 32 192 64 // Quick fade originoffset 0 0 16 // Center of Powerup originjitter 8 8 16 // Vertical Spread velocityjitter 64 64 64 // high speed airfriction 0.5 effect DPP_ITSSHARPG countabsolute 8 type spark // central spray of sparks color 0x101010 0x6b6b0f // Sickly cloud colour size 0.5 1 // medium size stretchfactor 16 airfriction 0.5 originoffset 0 0 16 // Center of Powerup originjitter 8 8 16 // Vertical Spread velocityjitter 32 32 32 // slow speed alpha 32 192 48 // slow fade effect DPP_ITSSHARPG count 12 // small amount type smoke color 0x101010 0x6b6b0f // Sickly cloud colour tex 8 16 // wispy smoke puffs size 1 2 // Large size sizeincrease 8 // Expanding smoke alpha 32 96 32 // Slow Fade originoffset 0 0 16 // Center of Powerup originjitter 8 8 8 // Small cube spawn area velocityjitter 8 8 8 // Small movement airfriction 0.2 // Slowly fall down rotate 0 360 5 15 // Swirl and rotate //====================================================================== // Nail Piercer // Sparks + Smoke clouds //---------------------------------------------------------------------- effect DPP_ITSPIERCE countabsolute 10 type static color 0x6b4b57 0x937387 // Sigil colours tex 62 64 // Dots size 0.25 0.5 // start small sizeincrease 0.5 alpha 320 640 128 // Big variety of colour/density originoffset 0 0 12 // Center of Powerup originjitter 2 2 2 // Start small velocityjitter 4 4 2 // Horz Explosion gravity -0.005 // Slowly fall down rotate 0 360 45 90 // Swirl and rotate effect DPP_ITSPIERCE count 8 // small amount type smoke color 0x6b4b57 0x937387 // Sigil colours tex 8 16 // wispy smoke puffs size 1 2 // Large size sizeincrease 8 // Expanding smoke alpha 32 96 32 // Slow Fade originoffset 0 0 12 // Center of Powerup originjitter 8 8 8 // Small cube spawn area velocityjitter 8 8 8 // Small movement airfriction 0.2 // Slowly fall down rotate 0 360 5 15 // Swirl and rotate //====================================================================== // Wet Suit // Bubbles + Smoke clouds //---------------------------------------------------------------------- effect DPP_ITSWETSUIT countabsolute 8 type spark // bubbles moving up color 0x2f2f3f 0x8b8bc1 // dark/light blue tex 32 48 // Bubbles - O Rings size 0.25 1 // Small size alpha 64 320 64 // Quick fade originoffset 0 0 28 // Center of Chest velocityjitter 16 16 32 // small cube size airfriction 0.5 effect DPP_ITSWETSUIT count 12 type static // bubbles moving up color 0x545470 0x8b8bc1 // dark/light blue tex 32 48 // Bubbles - O Rings size 0.5 1 // Small size sizeincrease 2 alpha 64 320 96 // Quick fade originoffset 0 0 28 // Center of Chest originjitter 8 8 4 // Horz Spread velocityjitter 16 16 32 // small cube size airfriction 0.75 rotate 0 360 45 60 // Fast Swirl and rotate effect DPP_ITSWETSUIT count 8 // small amount type smoke color 0x2f2f3f 0x8b8bc1 // dark/light blue tex 8 16 // wispy smoke puffs size 1 2 // Large size sizeincrease 8 // Expanding smoke alpha 16 80 32 // Slow Fade originoffset 0 0 20 // Center of key originjitter 8 8 8 // Small cube spawn area velocityjitter 8 8 8 // Small movement airfriction 0.2 // Slow down rotate 0 360 5 15 // Swirl and rotate //====================================================================== // Ring of Shadows // 2 sets of sparks, dots and smoke clouds //---------------------------------------------------------------------- effect DPP_ITSSRING countabsolute 10 type static color 0x736523 0x9e8f47 // dark/light yellow tex 62 64 // Dots size 0.25 0.5 // start small sizeincrease 0.5 alpha 320 640 128 // Big variety of colour/density originoffset 0 0 4 // Center of Powerup originjitter 2 2 2 // Start small velocityjitter 8 8 2 // Horz Explosion gravity 0.005 // Slowly fall down rotate 0 360 45 90 // Swirl and rotate effect DPP_ITSSRING count 6 // small amount type smoke color 0x733723 0xcf8f2b // dark/light yellow tex 8 16 // wispy smoke puffs size 1 4 // Large size sizeincrease 8 // Expanding smoke alpha 32 96 32 // Slow Fade originoffset 0 0 4 // Center of Powerup originjitter 8 8 8 // Small cube spawn area velocityjitter 8 8 8 // Small movement gravity 0.005 // Slowly fall down rotate 0 360 5 15 // Swirl and rotate //====================================================================== // // Special triggered events // //====================================================================== effect DPP_ITSPART_RINGY count 2 type static color 0x733723 0xcf8f2b // dark/light yellow tex 62 64 // Large Solid Dots size 0.5 2 sizeincrease 0.5 alpha 128 256 40 // slow dissipation velocityoffset 0 0 10 velocityjitter 4 4 12 // Small velocity adjustment gravity -0.01 // Float up airfriction 1 rotate 0 360 45 90 // swirl and rotate effect DPP_ITSPART_RINGG count 2 type static color 0x101010 0x6b6b0f // Sickly cloud colour tex 62 64 // Large Solid Dots size 0.5 2 sizeincrease 0.5 alpha 128 256 40 // slow dissipation velocityoffset 0 0 10 velocityjitter 4 4 12 // Small velocity adjustment gravity -0.01 // Float up airfriction 0.4 rotate 0 360 45 90 // swirl and rotate effect DPP_ITSPART_RINGR count 2 type static color 0x801010 0xe71b1b // dark/light red tex 62 64 // Large Solid Dots size 0.5 2 sizeincrease 0.5 alpha 128 256 40 // slow dissipation velocityoffset 0 0 10 velocityjitter 4 4 12 // Small velocity adjustment gravity -0.01 // Float up airfriction 0.4 rotate 0 360 45 90 // swirl and rotate effect DPP_ITSPART_RINGB count 2 type static color 0x545470 0x8b8bc1 // dark/light blue tex 62 64 // Large Solid Dots size 0.5 2 sizeincrease 0.5 alpha 128 256 40 // slow dissipation velocityoffset 0 0 10 velocityjitter 4 4 12 // Small velocity adjustment gravity -0.01 // Float up airfriction 0.4 rotate 0 360 45 90 // swirl and rotate effect DPP_ITSPART_RINGP count 2 type static color 0x3b1f23 0x937387 // Full range of purple colour tex 62 64 // Large Solid Dots size 0.5 2 sizeincrease 0.5 alpha 128 256 40 // slow dissipation velocityoffset 0 0 10 velocityjitter 4 4 12 // Small velocity adjustment gravity -0.01 // Float up airfriction 0.4 rotate 0 360 45 90 // swirl and rotate effect DPP_ITSPART_RINGW count 2 type static color 0x606060 0xC0C0C0 // dark/light white tex 62 64 // Large Solid Dots size 0.5 2 sizeincrease 0.5 alpha 128 256 40 // slow dissipation velocityoffset 0 0 10 velocityjitter 4 4 12 // Small velocity adjustment gravity -0.01 // Float up airfriction 0.4 rotate 0 360 45 90 // swirl and rotate //---------------------------------------------------------------------- effect DPP_ITSPART_BURSTY count 1 type static color 0x733723 0xcf8f2b // dark/light yellow tex 62 64 // Small Quake dots size 0.5 2 // Small and stretched sizeincrease 0.5 alpha 128 192 64 // Strong colour and quick fade velocityjitter 32 32 32 // large cube airfriction 0.65 rotate 0 360 45 90 // swirl and rotate effect DPP_ITSPART_BURSTG count 1 type static color 0x101010 0x6b6b0f // Sickly cloud colour tex 62 64 // Small Quake dots size 0.5 2 // Small and stretched sizeincrease 0.5 alpha 128 192 64 // Strong colour and quick fade velocityjitter 32 32 32 // large cube airfriction 0.65 rotate 0 360 45 90 // swirl and rotate effect DPP_ITSPART_BURSTR count 1 type static color 0x801010 0xe71b1b // dark/light red tex 62 64 // Small Quake dots size 0.5 2 // Small and stretched sizeincrease 0.5 alpha 128 192 64 // Strong colour and quick fade velocityjitter 32 32 32 // large cube airfriction 0.65 rotate 0 360 45 90 // swirl and rotate effect DPP_ITSPART_BURSTB count 1 type static color 0x545470 0x8b8bc1 // dark/light blue tex 62 64 // Small Quake dots size 0.5 2 // Small and stretched sizeincrease 0.5 alpha 128 192 64 // Strong colour and quick fade velocityjitter 32 32 32 // large cube airfriction 0.65 rotate 0 360 45 90 // swirl and rotate effect DPP_ITSPART_BURSTP count 1 type static color 0x3b1f23 0x937387 // Full range of purple colour tex 62 64 // Small Quake dots size 0.5 2 // Small and stretched sizeincrease 0.5 alpha 128 192 64 // Strong colour and quick fade velocityjitter 32 32 32 // large cube airfriction 0.65 rotate 0 360 45 90 // swirl and rotate effect DPP_ITSPART_BURSTW count 1 type static color 0x606060 0xC0C0C0 // dark/light white tex 62 64 // Small Quake dots size 0.5 2 // Small and stretched sizeincrease 0.5 alpha 128 192 64 // Strong colour and quick fade velocityjitter 32 32 32 // large cube airfriction 0.65 rotate 0 360 45 90 // swirl and rotate //---------------------------------------------------------------------- effect DPP_ITSPART_FFIELDY count 1 type static color 0x733723 0xcf8f2b // dark/light yellow tex 62 64 // Small Quake dots size 1 4 // Regular and stretched alpha 128 192 64 // Strong colour and quick fade velocityjitter 4 4 4 // Slight randomness velocitymultiplier 4 // Using parameter velocity airfriction 0.65 rotate 0 360 45 90 // swirl and rotate effect DPP_ITSPART_FFIELDG count 1 type static color 0x101010 0x6b6b0f // Sickly cloud colour tex 62 64 // Small Quake dots size 1 4 // Regular and stretched alpha 128 192 64 // Strong colour and quick fade velocityjitter 4 4 4 // Slight randomness velocitymultiplier 4 // Using parameter velocity airfriction 0.65 rotate 0 360 45 90 // swirl and rotate effect DPP_ITSPART_FFIELDR count 1 type static color 0x801010 0xe71b1b // dark/light red tex 62 64 // Small Quake dots size 1 4 // Regular and stretched alpha 128 192 64 // Strong colour and quick fade velocityjitter 4 4 4 // Slight randomness velocitymultiplier 4 // Using parameter velocity airfriction 0.65 rotate 0 360 45 90 // swirl and rotate effect DPP_ITSPART_FFIELDB count 1 type static color 0x545470 0x8b8bc1 // dark/light blue tex 62 64 // Small Quake dots size 1 4 // Regular and stretched alpha 128 192 64 // Strong colour and quick fade velocityjitter 4 4 4 // Slight randomness velocitymultiplier 4 // Using parameter velocity airfriction 0.65 rotate 0 360 45 90 // swirl and rotate effect DPP_ITSPART_FFIELDP count 1 type static color 0x3b1f23 0x937387 // Full range of purple colour tex 62 64 // Small Quake dots size 1 4 // Regular and stretched alpha 128 192 64 // Strong colour and quick fade velocityjitter 4 4 4 // Slight randomness velocitymultiplier 4 // Using parameter velocity airfriction 0.65 rotate 0 360 45 90 // swirl and rotate effect DPP_ITSPART_FFIELDW count 1 type static color 0x606060 0xC0C0C0 // dark/light white tex 62 64 // Small Quake dots size 1 4 // Regular and stretched alpha 128 192 64 // Strong colour and quick fade velocityjitter 4 4 4 // Slight randomness velocitymultiplier 4 // Using parameter velocity airfriction 0.65 rotate 0 360 45 90 // swirl and rotate //---------------------------------------------------------------------- effect DPP_ITSFLAME_BURST lightradius 96 // Medium light lightradiusfade 300 // Implode lightcolor 2.6 2 2 // White/Red effect DPP_ITSFLAME_BURST count 32 type spark color 0x801010 0xFFA020 // White size 0.25 1 stretchfactor 8 sizeincrease 1.25 alpha 128 256 128 // Quick fade bounce -1 // remove on impact velocityjitter 20 20 64 // explosion notunderwater effect DPP_ITSFLAME_BURST count 16 type smoke color 0x302a19 0x453505 // yellow tex 0 8 // puffs size 0.25 1 // start small stretchfactor 4 sizeincrease 1.25 alpha 16 512 96 // slow dissipation originoffset 0 0 16 originjitter 0 0 8 // Vertical Spread velocityjitter 12 12 16 // explosion gravity -0.01 rotate 0 -90 0 -45 notunderwater effect DPP_ITSFLAME_BURST count 16 type smoke color 0x727048 0xc7c47e // yellow/white tex 0 8 // puffs size 0.5 2 // variable size sizeincrease 2 blend alpha alpha 16 256 64 // slow dissipation originoffset 0 0 12 originjitter 0 0 8 velocityjitter 8 8 12 // explosion gravity -0.01 rotate 0 90 0 45 notunderwater //---------------------------------------------------------------------- // Burst effect when sigil is picked up (mostly smoke and dots) //---------------------------------------------------------------------- effect DPP_ITSSIGIL_PICKUP lightradius 64 // Small light lightradiusfade 300 // Implode lightcolor 3.6 2 2.24 // Deep purple effect DPP_ITSSIGIL_PICKUP count 64 type static color 0x6b4b57 0x937387 // Original shalrath projectile colours tex 62 64 size 0.25 0.5 sizeincrease 0.5 alpha 16 256 64 // Quick fade originjitter 4 4 0 // Horz Spread velocityjitter 24 24 24 // Cube explosion rotate 0 360 20 40 // Swirl and rotate effect DPP_ITSSIGIL_PICKUP count 32 // large amount type smoke color 0x6b4b57 0x937387 // Original shalrath projectile colours tex 0 16 // wispy + solid smoke puffs size 4 8 // Large size sizeincrease 4 // Expanding smoke alpha 16 96 12 // Slow Fade originjitter 16 16 24 // Lift smoke off the ground velocityjitter 12 12 4 // Slow movement up rotate 0 360 5 25 // Swirl and rotate airfriction 0.2 // Slowly fall down notunderwater //---------------------------------------------------------------------- // Particle explosion for floor impact (copied grenade) // 1 - regular impact // 2 - shockwave impact //---------------------------------------------------------------------- // Black smoke decal projected on to impact surface effect DPP_ITSBURSTSHOCKWAVE1 countabsolute 1 type decal tex 112 119 // Large smokey impact size 24 32 // Stretch up very large alpha 48 96 16 originjitter 48 48 48 // Spray of Sparks with long lifetime effect DPP_ITSBURSTSHOCKWAVE1 count 32 // Medium amount type spark color 0x903010 0xFFD030 // red/yellow size 1 1 sizeincrease 2 // Expand stretchfactor 2 // and stretch alpha 0 256 224 // Large range, quick fade gravity 0.35 // quick fall airfriction 0.35 velocityoffset 64 64 128 // fly up velocityjitter 128 128 128 // Narrow pattern // large ball of yellow/red smoke which dissipates quickly effect DPP_ITSBURSTSHOCKWAVE1 count 4 type smoke color 0x801010 0xFFA020 // red/yellow smoke tex 0 8 // smoke puffs size 16 24 // Very Large range sizeincrease 4 // Expanding smoke alpha 16 96 32 // Medium fade airfriction 0.2 // Slowly fall down originjitter 16 16 32 // Lift smoke off the ground velocityjitter 32 32 16 // Wide spread pattern rotate 0 360 15 30 // Keep rotating // slowly dissipating grey smoke effect DPP_ITSBURSTSHOCKWAVE1 count 16 type smoke color 0x202020 0x635844 // Dark/Light grey (large range) tex 8 16 // All smoke size 16 32 // Very Large range sizeincrease 3 // Double size alpha 16 96 32 airfriction 0.2 originjitter 8 8 16 // Lift smoke off the ground velocityjitter 64 64 16 // Lots of Horz movement rotate 0 360 -15 -30 // Reverse direction to red/yellow smoke //---------------------------------------------------------------------- // Black smoke decal projected on to impact surface effect DPP_ITSBURSTSHOCKWAVE2 countabsolute 1 type decal tex 112 119 // Large smokey impact size 32 48 // Stretch up very large alpha 48 96 16 originjitter 48 48 48 effect DPP_ITSBURSTSHOCKWAVE2 countabsolute 1 // Only draw one at a time type static // Standard decal color 0x101010 0x79572a // dark grey to dark orange tex 109 109 // fluffy ring texture size 18 21 // Slight variation sizeincrease 80 // Expand alpha 175 175 192 // Quick Fade orientation oriented // Always draw on the floor originoffset 0 0 1 // Raise one pixel off the floor velocityoffset 0 0 2 // Slight vertical movement // Spray of Sparks with long lifetime effect DPP_ITSBURSTSHOCKWAVE2 count 48 // Medium amount type spark color 0x903010 0xFFD030 // red/yellow size 1 1 sizeincrease 2 // Expand stretchfactor 2 // and stretch alpha 0 256 224 // Large range, quick fade gravity 0.35 // quick fall airfriction 0.35 velocityoffset 64 64 128 // fly up velocityjitter 128 128 128 // Narrow pattern // large ball of yellow/red smoke which dissipates quickly effect DPP_ITSBURSTSHOCKWAVE2 count 8 type smoke color 0x801010 0xFFA020 // red/yellow smoke tex 0 8 // smoke puffs size 16 24 // Very Large range sizeincrease 4 // Expanding smoke alpha 16 96 32 // Medium fade airfriction 0.2 // Slowly fall down originjitter 16 16 32 // Lift smoke off the ground velocityjitter 32 32 16 // Wide spread pattern rotate 0 360 15 30 // Keep rotating // slowly dissipating grey smoke effect DPP_ITSBURSTSHOCKWAVE2 count 32 type smoke color 0x202020 0x635844 // Dark/Light grey (large range) tex 8 16 // All smoke size 16 32 // Very Large range sizeincrease 3 // Double size alpha 16 96 32 airfriction 0.2 originjitter 8 8 16 // Lift smoke off the ground velocityjitter 64 64 16 // Lots of Horz movement rotate 0 360 -15 -30 // Reverse direction to red/yellow smoke //====================================================================== // INTERACTIVE OBJECTS - BLOOD IMPACT (from damage) //---------------------------------------------------------------------- effect DPP_ITSINTERACTIVE count 1 // Low count for high DPS weapons type alphastatic color 0x070000 0x3f0000 // Original Quake blood colours tex 62 64 // Large pixel goodness size 0.25 1 // Variable size alpha 64 256 32 // Good alpha range bounce -1 // Do not stick to any surface gravity 0.5 // Maintain gravity arc liquidfriction 2 velocityoffset 0 0 32 // Start up high velocityjitter 64 64 96 // Large area velocitymultiplier 0.5 // Using parameter velocity