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Arcane Dimensions particle effects with changes
//======================================================================
// 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 64
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 128 // Large light
lightradiusfade 384 // 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
// light for wizard/scrag projectiles
effect TR_WIZSPIKE
lightradius 64
lightcolor 0.73 0.65 0.06
//----------------------------------------------------------------------
// 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
// scrag/wizard projectile explosion light
effect TE_WIZSPIKE
lightradius 64
lightcolor 3.12 2.60 0.24
lightradiusfade 16
//----------------------------------------------------------------------
// 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
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
// light for vore projectiles
effect TR_VORESPIKE
lightradius 64 // Small light source
lightcolor 1.16 0.90 1.06 // Purple light
//======================================================================
// 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 128 // Small light
lightradiusfade 150 // Quick flash
lightcolor 3.6 2 2.24 // Deep purple
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
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