Advertisement
lgls

LGLS-fix for q3mme.fx

Mar 8th, 2012
185
0
Never
Not a member of Pastebin yet? Sign Up, it unlocks many cool features!
text 11.62 KB | None | 0 0
  1. // ------------ GT
  2. weapon/gauntlet/flash {
  3. color 6.3 2.3 3
  4. size 300 + rand*32
  5. light
  6. }
  7.  
  8. // ------------ MG
  9.  
  10. weapon/machinegun/impact {
  11. soundList {
  12. sound/weapons/machinegun/ric1.wav
  13. sound/weapons/machinegun/ric2.wav
  14. sound/weapons/machinegun/ric3.wav
  15. }
  16. // Bullet mark on the wall
  17. shader gfx/damage/bullet_mrk
  18. size 8
  19. decal
  20.  
  21. // explosion cone with animating shader
  22. size 1
  23. shader bulletExplosion
  24. model "models/weaphits/bullet.md3"
  25. rotate rand*360
  26. emitter 0.6 {
  27. dirModel
  28. }
  29.  
  30. // a single sprite shooting up from impact surface
  31. wobble dir velocity 10 + rand*30
  32. scale velocity velocity 200 + rand*50
  33. size 2 + rand
  34. shader flareShader
  35. alpha 0.8
  36. color 1 5 0.6
  37. emitter "0.6 + rand*0.3" {
  38. moveGravity 200
  39. //colorFade 0.6 // lgls: causes color bug on wc8.5. Dunno why.
  40. Sprite
  41. }
  42. }
  43.  
  44. weapon/machinegun/trail {
  45. // Empty
  46. }
  47.  
  48. // ------------ SG
  49. weapon/shotgun/flash {
  50. color 1 1 0
  51. size 300 + rand*32
  52. light
  53. }
  54.  
  55.  
  56. weapon/shotgun/impact {
  57. vibrate 1
  58. // Bullet mark on the wall, shotgun ones are smaller
  59. shader gfx/damage/bullet_mrk
  60. size 4
  61. Decal
  62.  
  63. // explosion cone with animating shader
  64. size 1
  65. shader bulletExplosion
  66. model models/weaphits/bullet.md3
  67. rotate rand*360
  68. emitter 0.6 {
  69. dirModel
  70. }
  71.  
  72. // a single sprite shooting up from impact surface
  73. wobble dir velocity 10 + rand*30
  74. scale velocity velocity 200 + rand*50
  75. size 1 + rand*0.5
  76. shader flareShader
  77. alpha 0.8
  78. color 1 0.6 0.3
  79. emitter 0.6 + rand*0.3 {
  80. moveGravity 200
  81. colorFade 0.6
  82. Sprite
  83. }
  84. }
  85.  
  86. // ------------ GL
  87. weapon/grenade/flash {
  88. color 1 4 2
  89.  
  90. size 10
  91. light
  92. }
  93.  
  94.  
  95.  
  96. weapon/grenade/projectile {
  97. // Render the grenade model
  98. model "models/ammo/grenade1.md3"
  99.  
  100. // wolfcam need to do model rotation yourself
  101. if velocity {
  102. rotate time * 1000 / 4
  103. }
  104.  
  105. anglesModel
  106.  
  107.  
  108. //////////////////////////
  109. shader flareshader
  110.  
  111. distance 1 // t9
  112. {
  113. wobble dir velocity 0
  114. scale velocity velocity 0
  115. size 3.5 //
  116.  
  117. emitter 0.5 + rand *0.25 { // lgls: isn't trail too long?
  118. colorFade 0
  119. color .5 .25 0
  120. Sprite
  121. }
  122. }
  123. }
  124.  
  125. weapon/grenade/impact
  126. {
  127. sound sound/weapons/rocket/rocklx1a.wav
  128.  
  129. // Will be the light colour
  130. color 1 1 0
  131. emitter 0.5 {
  132. Sprite
  133. size 300
  134. Light
  135. }
  136.  
  137.  
  138.  
  139. color 1 .75 0
  140. //alpha 0 // lgls: ???
  141. alpha 1 // lgls: particles are visible now
  142.  
  143. shader flareShader
  144. repeat 2
  145. {
  146. // random velocity
  147. scale velocity velocity 10
  148. size 200
  149. emitter 0.75 {
  150. //moveBounce 0 0
  151. moveGravity 0 // lgls: looks more cool :>
  152. colorFade 0
  153. Sprite
  154. }
  155. }
  156.  
  157.  
  158.  
  159. color 1 1 1 //
  160.  
  161. // alpha 0
  162. alpha 1 // lgls: same as above
  163. shader flareShader
  164. repeat 100 {
  165. random velocity
  166. scale velocity velocity 500 + rand*150
  167. size 5 + rand *5
  168. emitter "0.25 + rand*0.15" {
  169. moveBounce 0 0
  170. colorFade 0
  171. Sprite
  172. }
  173. }
  174. }
  175.  
  176. weapon/grenade/trail { // lgls: are you really wanna add smoke to trail? Looks like shit :>
  177. // The standard SMOKE PUFF
  178. alpha 0.25
  179. shader smokePuff
  180. angle 360 * rand
  181. // Emit a sprite every 50 milliseconds
  182. interval 0.025 {
  183. emitter 0.700 {
  184. alphaFade 0
  185. size 8 + lerp * 32
  186. sprite cullNear
  187. }
  188. }
  189. }
  190.  
  191. // ------------ RL
  192. weapon/rocket/trail {
  193. // world glow
  194. color 1 0.75 0
  195. size 200
  196. Light
  197.  
  198. // flame trail
  199. color 1 0.25 0
  200. alpha 0.3
  201. shader flareShader
  202. interval 0.001 {
  203. normalize dir v0
  204. inverse v0
  205. // wobble v0 velocity 150 + rand*10
  206. wobble v0 velocity rand*15 // lgls:
  207.  
  208. scale velocity velocity 175 + rand*50
  209. emitter 0.1 + rand*0.5 {
  210. size 2.5 * ( 1 - 0.5 * lerp * 1.5 )
  211.  
  212. colorFade 0.1
  213. // moveGravity 1 // lgls: must be 0
  214. moveGravity 0
  215. Sprite
  216. }
  217. }
  218. }
  219.  
  220.  
  221. weapon/rocket/projectile {
  222. model "models/ammo/rocket/rocket.md3"
  223. dirModel
  224.  
  225. loopSound "sound/weapons/rocket/rockfly.wav"
  226.  
  227.  
  228. color 1 .3 0
  229. alpha 0.5
  230. shader gfx/misc/iceball
  231.  
  232. repeat 3 {
  233. interval 0.2 {
  234. normalize dir v0
  235. inverse v0
  236. wobble v0 velocity 22 + rand*5
  237. scale velocity velocity 65 + rand*50
  238. emitter 0.25 + rand*0.35 {
  239. size 2 * ( 1 - 0.5 * lerp * 1.5 )
  240. //colorFade 0.001
  241. colorFade 0 // lgls: 0 is better
  242. moveGravity 0
  243. Sprite
  244. }
  245. }
  246. }
  247. }
  248.  
  249. weapon/rocket/flash {
  250. color 1 0.75 0
  251. size 300 + rand*32
  252. light
  253. }
  254.  
  255. weapon/rocket/impact {
  256. vibrate 70
  257. sound sound/weapons/rocket/rocklx1a.wav
  258. shader gfx/damage/burn_med_mrk
  259. size 64
  260. Decal
  261.  
  262. // animating sprite of the explosion
  263.  
  264. shader rocketExplosion
  265. size 20
  266. color 1 0.75 0
  267. emitter 1 {
  268. // size will goto zero after 0.5 of the time
  269. Sprite
  270. size 300 * clip(2 - 2*lerp)
  271. Light
  272. }
  273.  
  274. // Particles
  275.  
  276. color 1 0.75 0
  277. alpha 0.8
  278. shader flareShader
  279. repeat 2 {
  280. random velocity
  281. scale velocity velocity 250 + rand*50
  282. size 1 + rand*2.5
  283. emitter 1 + rand*0.5 {
  284. colorFade 0.75
  285. Sprite
  286. moveBounce 400 0.75
  287. }
  288. }
  289.  
  290. color 1 0.50 0
  291. alpha 0.8
  292. shader flareShader
  293. repeat 2 {
  294. random velocity
  295. scale velocity velocity 250 + rand*50
  296. size 1 + rand*2.5
  297. emitter 1 + rand*0.5 {
  298. colorFade 0.75
  299. Sprite
  300. moveBounce 400 0.75
  301. }
  302. }
  303.  
  304. color 1 0.25 0
  305. alpha 0.8
  306. shader flareShader
  307. repeat 2 {
  308. random velocity
  309. scale velocity velocity 250 + rand*50
  310. size 1 + rand*2.5
  311. emitter 1 + rand*0.5 {
  312. colorFade 0.75
  313. Sprite
  314. moveBounce 400 0.75
  315. }
  316. }
  317. }
  318.  
  319. // ------------ LG
  320. weapon/lightning/flash {
  321. color .3 .8 .8
  322. size 300 + rand*32
  323. light
  324. }
  325.  
  326.  
  327.  
  328. weapon/lightning/impact {
  329. vibrate 5 // ????
  330.  
  331. Decal energy
  332.  
  333. shader flareShader
  334. alpha 0.7
  335. color .5 1 1 // THIN IMPACT LINES
  336.  
  337.  
  338. // WHITE SPIKESSSZZZZ
  339.  
  340. repeat 2 {
  341. // width 10
  342. width 2 // lgls: makes sparks MUCH more thiner
  343.  
  344. wobble dir velocity 55 + rand *55 // rep 2 before !!! <<<<<
  345. scale velocity velocity 10 + rand*5
  346. //size 40 + rand*10
  347. size 15*rand+10 // lgls: and smaller
  348. emitter 0.5 + rand *1 {
  349. colorFade 1 // colormixer /sparkling effct
  350. spark //Sprite
  351. }
  352. }
  353.  
  354.  
  355.  
  356. //Hole mark shader decal
  357. // shader gfx/damage/hole_lg_mrk
  358. // size 1
  359. // decal
  360. }
  361.  
  362. // ------------ RG
  363.  
  364. weapon/rail/flash {
  365. color 1 1 1
  366. size 300 + rand*32
  367. light
  368. }
  369.  
  370. weapon/rail/trail {
  371. copy dir v3
  372.  
  373. t0 v3
  374. normalize dir
  375.  
  376. shader flareshader
  377.  
  378. repeat (t0 / 0.75) {
  379. size 0.6 + crand * 1.2
  380. color 0.4 0.4 1
  381.  
  382. addScale v1 dir origin loop * t0
  383. add parentOrigin origin origin
  384. origin0 origin0 + crand * 1
  385. origin1 origin1 + crand * 1
  386. origin2 origin2 + crand * 1
  387. velocity0 crand * 1
  388. velocity1 crand * 1
  389. velocity2 crand * 1
  390. emitter 1 {
  391. moveGravity 0
  392. //ColorFade 0.7
  393. colorFade 0.1 // lgls:
  394. Sprite
  395. }
  396. }
  397. }
  398.  
  399.  
  400. weapon/rail/impact {
  401. vibrate 80
  402. sound sound/weapons/plasma/plasmx1a.wav
  403.  
  404. rotate rand*360
  405. shader railExplosion
  406. model models/weaphits/ring02.md3
  407. emitter 0.6 {
  408. dirModel
  409.  
  410. size 40
  411. shader gfx/damage/plasma_mrk
  412. Decal energy
  413. }
  414.  
  415.  
  416. shader flareShader
  417. alpha 0.5
  418. color 0.7 0.7 1 // 1 0 0 // lines
  419. repeat 12 + 20*rand {
  420. width 1
  421. wobble dir velocity 100 + rand*20
  422. scale velocity velocity 200 + rand*50
  423. size 80*rand
  424. emitter "1.5 * rand" {
  425. //colorFade 0.9
  426. colorFade 0 // lgls:
  427. spark
  428. }
  429. }
  430.  
  431.  
  432. shader flareShader
  433. alpha 0.5
  434. color 0.7 0.7 1
  435. repeat 0 { // lgls: ???
  436. wobble dir velocity 10 + rand*20
  437. scale velocity velocity 250 + rand*75
  438. size 8 + rand*2.5
  439. emitter 0.5 + rand*0.5 {
  440. colorFade 0.75
  441. Sprite
  442. moveBounce 400 0.75
  443. }
  444. }
  445. }
  446.  
  447. // ------------ PG
  448.  
  449. weapon/plasma/flash { //
  450. color .2 .2 .6 // 0.6 0.6 1
  451. size 300 + rand*32
  452. light
  453. }
  454.  
  455.  
  456.  
  457. weapon/plasma/projectile {
  458. color 0.1 0.1
  459. size 300
  460. light
  461.  
  462. size 17 // The sprite for the plasma
  463. shader sprites/plasma1
  464. sprite
  465.  
  466. // Plasma flying sound
  467. loopSound "sound/weapons/plasma/lasfly.wav"
  468.  
  469. color 0.1 0.1 1
  470. // alpha 0 // lgls: ???
  471. alpha 1 // lgls: particle is now visible
  472. shader raildisc // flareShader /// smokepuff //
  473.  
  474. distance 8 + rand *5 /// 7.2 // 900ups * (1000.0 / 125.0)
  475. {
  476. normalize parentVelocity v0
  477. inverse v0
  478. wobble v0 velocity 5 + rand*2 //straighten out trail
  479. // scale velocity velocity 50 + rand*50 //speed of trail (realistic:1000)
  480. emitter 0.05 + rand*0.5 {
  481. size 13 +rand*5 * ( 1 - 0.5 * lerp * 1.5 )
  482. colorFade 0.2
  483. moveGravity 0
  484. Sprite
  485. }
  486. }
  487. }
  488.  
  489. weapon/plasma/trail {
  490. color 0.1 0.1 1
  491. size 300
  492. light
  493.  
  494. // WHITE BUBBLES
  495. shader flareShader
  496. alpha 1
  497. color .7 .7 1 // .9 .6 1 //keep: .5 .7 1
  498. repeat 5 {
  499. wobble dir velocity 55 + rand*20
  500. scale velocity velocity 90 + rand*50
  501. size 1 + rand*2
  502. emitter 0.005 + rand*0.1 {
  503. colorFade 1 // colormixer /sparkling effct
  504. alphaFade 0.5
  505. Sprite
  506. // moveGravity 100
  507. moveBounce 0 0.7
  508. }
  509. }
  510. }
  511.  
  512.  
  513. weapon/plasma/impact {
  514. vibrate 10
  515. sound sound/weapons/plasma/plasmx1a.wav
  516. shader plasmaExplosion
  517. model models/weaphits/ring02.md3
  518. rotate rand*360
  519. emitter 0.6 {
  520. dirModel
  521. }
  522.  
  523. size 14
  524. shader gfx/damage/plasma_mrk
  525. Decal energy
  526.  
  527. shader flareShader
  528. alpha 0.8
  529. color 0.6 0.6 1
  530. repeat 5 {
  531. wobble dir velocity 10 + rand*20
  532. scale velocity velocity 250 + rand*50
  533. size 2 + rand*2.5
  534. emitter 1 + rand*0.25 {
  535. moveBounce 400 0.75
  536. colorFade 0.75
  537. Sprite
  538. }
  539. }
  540. }
Advertisement
Add Comment
Please, Sign In to add comment
Advertisement