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lgls

Brother in Arms q3mme fx

Apr 6th, 2012
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  1. // ------------- MACHINEGUN
  2.  
  3. weapon/machinegun/impact {
  4. soundList {
  5. sound/weapons/machinegun/ric1.wav
  6. sound/weapons/machinegun/ric2.wav
  7. sound/weapons/machinegun/ric3.wav
  8. }
  9. //Bullet mark on the wall
  10. emitter 1000 {
  11. shader gfx/damage/bullet_mrk
  12. size 8
  13. decal
  14. }
  15.  
  16. //explosion cone with animating shader
  17. size 1
  18. shader bulletExplosion
  19. model "models/weaphits/bullet.md3"
  20. rotate rand*360
  21. emitter 0.6 {
  22. dirModel
  23. }
  24.  
  25. //a sprites shooting up from impact surface
  26. repeat rand*3 {
  27. wobble dir velocity 10 + rand*30
  28. scale velocity velocity 200 + rand*50
  29. size 2*rand
  30. shader flareShader
  31. alpha 0.8
  32. color 1 0.75 0.6
  33. emitter "5.6 + rand*0.3" {
  34. moveGravity 200
  35. moveBounce 200 0.7
  36. colorFade 0.6
  37. Sprite
  38. }
  39. }
  40. }
  41.  
  42.  
  43.  
  44. // ------------- SHOTGUN
  45.  
  46. weapon/shotgun/impact {
  47. vibrate 1
  48. //Bullet mark on the wall, shotgun ones are smaller
  49. shader gfx/damage/bullet_mrk
  50. size 6
  51. Decal
  52.  
  53. //explosion cone with animating shader
  54. size 1
  55. shader bulletExplosion
  56. model models/weaphits/bullet.md3
  57. rotate rand*360
  58. emitter 0.6 {
  59. dirModel
  60. }
  61.  
  62.  
  63. //a sprites shooting up from impact surface
  64. repeat rand*3 {
  65. wobble dir velocity 10 + rand*30
  66. scale velocity velocity 200 + rand*50
  67. size 1 + rand
  68. shader flareShader
  69. alpha 0.8
  70. color 1 0.75 0.6
  71. emitter "1.6 + rand*0.3" {
  72. moveGravity 200
  73. moveBounce 200 0.7
  74. colorFade 00
  75. Sprite
  76. }
  77. }
  78.  
  79.  
  80. repeat 1 {
  81. wobble dir velocity 10 + rand*30
  82. scale velocity velocity 200 + rand*50
  83. width 1
  84. size 8 * rand
  85. shader flareShader
  86. alpha 0.8
  87. color 1 0.75 0.6
  88. emitter "0.6 + rand*1.3" {
  89. moveGravity 200
  90. moveBounce 200 0.7
  91. colorFade 0
  92. Spark
  93. }
  94. }
  95. }
  96.  
  97.  
  98. // ------------- GRENADE
  99.  
  100. weapon/grenade/impact {
  101. vibrate 70
  102. sound sound/weapons/rocket/rocklx1a.wav
  103. //Mark on the wall, using direction from parent
  104. shader gfx/damage/burn_med_mrk
  105. size 64
  106. Decal
  107.  
  108. shader rocketExplosion
  109. color 1 0.75 0
  110. rotate rand*360
  111. emitter 0.55 {
  112. // size will goto zero after 0.5 of the time
  113. size 30
  114. Sprite
  115. size 300 * clip(2 - 2*lerp)
  116. Light
  117. }
  118.  
  119. repeat 70 {
  120. wobble dir velocity 300*rand
  121. scale velocity velocity 400 + rand*50
  122. width 2
  123. size 8 + rand
  124. shader lglsFlare
  125. alpha 0.5
  126. color 1 0.75 0
  127. emitter "0.9 + rand*0.3" {
  128. moveGravity 200
  129. moveBounce 300 0.75
  130. colorFade 0
  131. Spark
  132. }
  133. }
  134.  
  135. repeat 350 {
  136. wobble dir velocity 360*rand
  137. scale velocity velocity 70 + rand*50
  138. size 2 + rand
  139. shader lglsFlare
  140. alpha 0.5
  141. color 1 0.25 0
  142. emitter "4 + rand*0.3" {
  143. moveGravity 300
  144. colorFade 0
  145. Sprite
  146. }
  147. }
  148.  
  149.  
  150.  
  151. //
  152. width 3
  153. shader flareShader
  154. alpha 1
  155. color 0.6 0.3 0.1
  156. repeat 30 + 20*rand {
  157. random dir
  158. wobble dir velocity 100 + rand*20
  159. // scale velocity velocity 200 + rand*50
  160. size 70+100*rand
  161. emitter "1.5 * rand" {
  162. colorFade 0
  163. moveGravity 0
  164. spark
  165. }
  166. }
  167.  
  168. // big particles
  169. alpha 0.75
  170. color 1 0.5 0.25
  171. shader lglsFlare
  172. repeat 16 {
  173. wobble dir velocity 45*rand
  174. scale velocity velocity 0
  175. size 45 * rand
  176. emitter "0.3 + rand*0.7" {
  177. moveGravity 0
  178. moveBounce 100 0.5
  179. colorFade 0
  180. Sprite
  181. }
  182. }
  183.  
  184. }
  185.  
  186. // ------------- ROCKET
  187.  
  188. weapon/rocket/trail {
  189. color 0.6 0.3 0
  190. size 8
  191. Light
  192. shader flareshader
  193. sprite
  194.  
  195. color 1 0.5 0.1
  196. size 100
  197. Light
  198.  
  199. alpha 0.25
  200. color 0 0 0
  201. shader smokePuff
  202. rotate 360 * rand
  203. distance 3 + rand * 2
  204. {
  205. emitter rand * 0.7 //rand * 0.8
  206. {
  207. alphaFade 0
  208. size 8 + rand * 2 + lerp * 25
  209. sprite cullNear
  210. }
  211. }
  212.  
  213. repeat 4 {
  214. width 2
  215. shader flareShader
  216. alpha 0.8
  217. color 1 0.2 0.1
  218.  
  219. random dir
  220. wobble dir velocity 50 + rand*70
  221. scale velocity velocity 100 + rand*100
  222. size 15*rand
  223. emitter "0.05 * rand * rand" {
  224. //moveGravity 150
  225. colorFade 0
  226. spark cullNear
  227. }
  228.  
  229. shader flareShader
  230. alpha 0.8
  231.  
  232. random dir
  233. wobble dir velocity 50 + rand*70
  234. scale velocity velocity 100 + rand*100
  235. size 3*rand
  236. emitter "0.05 * rand * rand" {
  237. //moveGravity 150
  238. colorFade 0
  239. sprite cullNear
  240. }
  241.  
  242. shader flareShader
  243. alpha 0.8
  244.  
  245. wobble dir velocity 50 + rand*70
  246. scale velocity velocity 100 + rand*100
  247. size 3*rand
  248. emitter "0.07 * rand * rand" {
  249. //moveGravity 150
  250. colorFade 0
  251. quad cullNear
  252. }
  253. }
  254. }
  255.  
  256. weapon/rocket/impact {
  257. vibrate 70
  258. sound sound/weapons/rocket/rocklx1a.wav
  259. shader gfx/damage/burn_med_mrk
  260. size 64
  261. Decal
  262.  
  263. shader rocketExplosion
  264. color 1 0.75 0
  265. rotate rand*360
  266. emitter 1 {
  267. normalize dir v0
  268. addScale origin v0 origin 7
  269.  
  270.  
  271. // size will goto zero after 0.5 of the time
  272. size 35 //* clip(2 - 1.6*lerp)
  273. Sprite //depthhack
  274. size 300 * clip(2 - 2*lerp)
  275. Light
  276. }
  277.  
  278.  
  279.  
  280. // big particles
  281. alpha 0.75
  282. color 1 0.5 0.25
  283. shader lglsFlare
  284. repeat 3 {
  285. wobble dir velocity 45*rand
  286. scale velocity velocity 0
  287. size 25 * rand
  288. emitter "0.1 + rand" {
  289. colorFade 0
  290. Sprite
  291. }
  292. }
  293.  
  294.  
  295.  
  296.  
  297.  
  298. // small particles
  299. alpha 0.75
  300. color 0.75 0.5 0.25
  301. shader lglsPrt
  302. repeat 75 {
  303. random velocity
  304. scale velocity velocity 350 + rand * 50
  305. size 0.25 + rand * 0.25
  306. emitter 2 + rand {
  307. moveGravity 300
  308. moveBounce 100 0.75
  309. colorFade 0
  310. Sprite
  311. }
  312. }
  313.  
  314.  
  315. // medium particles
  316. alpha 0.75
  317. color 0.75 0.5 0.25
  318. shader lglsPrt
  319. repeat 75 {
  320. random velocity
  321. scale velocity velocity 250 + rand * 50
  322. size 0.75 + rand * 0.75
  323. emitter 2 + rand {
  324. moveGravity 400
  325. moveBounce 100 0.75
  326. colorFade 0
  327. Sprite
  328. }
  329. }
  330. }
  331.  
  332.  
  333. // ------------- LIGHTNING
  334.  
  335.  
  336. weapon/lightning/impact {
  337. vibrate 0
  338. soundList {
  339. sound/weapons/lightning/lg_hit.wav
  340. sound/weapons/lightning/lg_hit2.wav
  341. sound/weapons/lightning/lg_hit3.wav
  342. }
  343.  
  344. shader flareshader
  345. alpha 0.8
  346. color 1 0.3 0.1
  347. repeat 1 {
  348. wobble dir velocity 5 + rand*25
  349. scale velocity velocity 250 + rand*50
  350. size 0.75+ rand*1.5
  351. emitter 1 + rand*1.55 {
  352. colorFade 0
  353. Sprite
  354. moveBounce 400 0.75
  355. }
  356. }
  357.  
  358.  
  359.  
  360. shader flareShader
  361. alpha 0.75
  362. color 1 0.8 0.7
  363.  
  364. distance 3 {
  365. random velocity
  366. scale velocity velocity 150 + rand * 50
  367. size 0.25 + rand * 1.25
  368. emitter 1 + rand {
  369. moveBounce 400 0.75
  370. colorFade 0
  371. Sprite
  372. }
  373. }
  374. }
  375.  
  376.  
  377.  
  378. // ------------- RAIL
  379.  
  380. weapon/rail/trail {
  381. size r_railCoreWidth*1
  382. shader railCore
  383. emitter cg_railTrailTime * 0.001 {
  384. colorFade 0
  385. Beam
  386. }
  387.  
  388. size r_railCoreWidth*0.1
  389. shader railCore
  390. emitter cg_railTrailTime * 0.001 {
  391. colorFade 0
  392. Beam
  393. }
  394.  
  395. shader railDisc
  396. //color2 is stored in the parent input structure, retrieve it like this
  397. pushparent color2
  398. pop color
  399. //Do a spiral around the rail direction
  400. //Get length in t0
  401. t0 dir
  402. normalize dir
  403. //Create a perpendicular vector to the beam
  404. perpendicular dir v0
  405. //Radius around center
  406. scale v0 v0 1.75
  407. size 1.1
  408. //Set the rotate around angle to start value
  409. t1 rand*360
  410. //Go through length of beam in repeat steps
  411. repeat ( t0 / 4 ) {
  412. rotatearound v0 dir v1 t1
  413. //Slightly increase beyond regular 10 it so they don't all line up
  414. t1 t1 + 10.1
  415. addScale v1 dir origin loop * t0
  416. add parentOrigin origin origin
  417. emitter 0.5 + loop * t1 * 0.0002 {
  418. //5 radius + 6
  419. addScale origin v1 origin lerp * 2
  420. colorFade 0
  421. Sprite
  422. }
  423. }
  424. }
  425.  
  426. weapon/rail/impact {
  427. vibrate 30
  428. sound sound/weapons/plasma/plasmx1a.wav
  429. rotate rand * 360
  430. shader railExplosion
  431. model models/weaphits/ring02.md3
  432. emitter 0.6 {
  433. dirModel
  434. }
  435.  
  436. size 12
  437. shader gfx/damage/plasma_mrk
  438. Decal energy
  439.  
  440.  
  441. alpha 1
  442. color 0.5 0.5 0.75
  443. shader flareShader
  444. repeat 25 {
  445. random velocity
  446. scale velocity velocity 150 + rand * 50
  447. size 6 + rand * 1.5
  448. emitter 0.3 + rand*0.7 {
  449. moveBounce 400 0.75
  450. colorFade 0.75
  451. Spark
  452. }
  453. }
  454.  
  455. width 2.5
  456. shader flareShader
  457. alpha 1
  458. color 0.4 0.4 0.8
  459. repeat 20 + 20*rand {
  460. random dir
  461. wobble dir velocity 100 + rand*20
  462. size 100*rand
  463. emitter "1.5 * rand" {
  464. colorFade 0
  465. moveGravity 0
  466. spark
  467. }
  468. }
  469. }
  470.  
  471.  
  472.  
  473.  
  474.  
  475.  
  476.  
  477. // ------------- PLASMA
  478.  
  479. weapon/plasma/trail {
  480. width 4
  481. shader flareShader
  482. alpha 0.8
  483. color 0.1 0.2 1
  484. random dir
  485. wobble dir velocity 50 + rand*70
  486. scale velocity velocity 100 + rand*100
  487. size 25*rand
  488. emitter "0.05 * rand * rand" {
  489. //moveGravity 150
  490. colorFade 0.4
  491. spark cullNear
  492. }
  493.  
  494. shader flareShader
  495. alpha 0.8
  496. random dir
  497. wobble dir velocity 50 + rand*70
  498. scale velocity velocity 100 + rand*100
  499. size 5*rand
  500. emitter "0.05 * rand * rand" {
  501. //moveGravity 150
  502. colorFade 0.4
  503. sprite cullNear
  504. }
  505.  
  506. shader flareShader
  507. alpha 0.8
  508. wobble dir velocity 50 + rand*70
  509. scale velocity velocity 100 + rand*100
  510. size 5*rand
  511. emitter "0.06 * rand * rand" {
  512. //moveGravity 150
  513. colorFade 0.4
  514. quad cullNear
  515. }
  516.  
  517. }
  518.  
  519. weapon/plasma/impact {
  520. vibrate 30
  521. sound sound/weapons/plasma/plasmx1a.wav
  522.  
  523. size 18
  524. shader gfx/damage/plasma_mrk
  525. Decal energy
  526.  
  527.  
  528. width 2
  529. shader flareShader
  530. alpha 1
  531. color 0 0.3 0.6
  532. repeat 20 + 20*rand {
  533. random dir
  534. wobble dir velocity 100 + rand*20
  535. // scale velocity velocity 200 + rand*50
  536. size 80*rand
  537. emitter "1.5 * rand" {
  538. colorFade 0
  539. spark
  540. }
  541. }
  542.  
  543. // small particles
  544. alpha 0.75
  545. color 0.25 0.5 1
  546. shader lglsPrt
  547. repeat 10 {
  548. random velocity
  549. scale velocity velocity 150 + rand * 50
  550. size 1 + rand * 1.5
  551. emitter 2 + rand {
  552. moveBounce 400 0.75
  553. colorFade 0.75
  554. Sprite
  555. }
  556. }
  557.  
  558. // big particles
  559. alpha 0.75
  560. color 0 0.25 1
  561. shader lglsFlare
  562. repeat 2 {
  563. random velocity
  564. scale velocity velocity 70 + rand * 50
  565. size 20 * rand
  566. emitter 2 + rand {
  567. moveBounce 400 0.75
  568. colorFade 0
  569. Sprite
  570. }
  571. }
  572. }
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