r3032 - in trunk/data: . models particles qcsrc/server sound/weapons textures

DONOTREPLY at icculus.org DONOTREPLY at icculus.org
Mon Dec 17 10:29:31 EST 2007


Author: div0
Date: 2007-12-17 10:29:31 -0500 (Mon, 17 Dec 2007)
New Revision: 3032

Added:
   trunk/data/textures/muzzle1.tga
   trunk/data/textures/muzzle2.tga
Modified:
   trunk/data/effectinfo.txt
   trunk/data/models/uziflash.md3
   trunk/data/particles/nexbeam.tga
   trunk/data/particles/particlefont.tga
   trunk/data/qcsrc/server/w_shotgun.qc
   trunk/data/qcsrc/server/w_uzi.qc
   trunk/data/sound/weapons/uzi_fire.ogg
Log:
leileilol's effect updates


Modified: trunk/data/effectinfo.txt
===================================================================
--- trunk/data/effectinfo.txt	2007-12-16 22:05:49 UTC (rev 3031)
+++ trunk/data/effectinfo.txt	2007-12-17 15:29:31 UTC (rev 3032)
@@ -75,6 +75,19 @@
 liquidfriction 6
 //originjitter 32 32 32
 velocityjitter 256 256 256
+effect TE_KNIGHTSPIKE
+count 14
+type smoke
+tex 48 55
+color 0x800000 0xFF8020
+size 12 12
+alpha 0 256 100
+originjitter 1 1 1
+airfriction 5
+liquidfriction 16
+velocityjitter 23 23 183
+scalemultiplier 1
+gravity -0.04
 
 // machinegun bullet impact
 // bullet impact decal
@@ -90,38 +103,96 @@
 //lightcolor 1 1 1
 // dust/smoke drifting away from the impact
 effect TE_SPIKE
-count 8
+count 5
 type smoke
-tex 0 8
+tex 48 55
 color 0x101010 0x101010
-size 3 3
-sizeincrease 3
-alpha 255 255 256
-originjitter 0 0 0
-velocityjitter 8 8 8
+size 7 7
+alpha 0 256 100
+originjitter 1 1 1
+airfriction 5
+liquidfriction 16
+velocityjitter 183 183 183
+scalemultiplier 1
+gravity -0.04
 // dust/smoke staying at the impact
 effect TE_SPIKE
-count 1
+count 5
 type smoke
-tex 0 8
+tex 48 55
 color 0x505050 0x505050
-size 4 4
-sizeincrease 4
-alpha 255 255 128
-originjitter 0 0 0
-velocityjitter 0 0 0
+size 7 7
+alpha 0 256 100
+originjitter 1 1 1
+airfriction 3
+liquidfriction 16
+velocityjitter 85 85 85
+scalemultiplier 1
+gravity -0.04
+
 // bouncing sparks
 effect TE_SPIKE
-count 20
+count 12
+tex 40 40
 type spark
 color 0x8f4333 0xfff31b
 size 0.4 0.4
-alpha 0 256 256
-gravity 1
+alpha 0 256 7256
+gravity 0.6
 bounce 1.5
+airfriction 3
 velocityoffset 0 0 80
-velocityjitter 64 64 64
+velocityjitter 124 124 124
 
+/*
+effect TE_SPIKE
+count 3
+type spark
+tex 40 40
+color 0xFDFFD9 0xFDFFD9
+size 2 2
+alpha 511 512 644
+//gravity 1
+gravity 0
+airfriction 16
+bounce 1
+
+velocityoffset 0 0 45
+originjitter 1 1 1
+velocityjitter 777 777 777
+velocitymultiplier 65
+*/
+
+effect TE_SPIKE
+count 2
+type spark
+tex 40 40
+color 0xFDFFD9 0xFDFFD9
+size 6 4
+alpha 444 512 866
+gravity 1
+bounce 1
+airfriction 2
+velocityoffset 0 0 15
+originjitter 1 1 1
+velocityjitter 153 153 153
+velocitymultiplier 65
+
+effect TE_SPIKE
+count 14
+type spark
+tex 40 40
+color 0xFDFFD9 0xFDFFD9
+size 4 4
+alpha 444 512 866
+gravity 1
+bounce 1
+velocityoffset 0 0 15
+airfriction 5
+originjitter 1 1 1
+velocityjitter 888 888 888
+
+
 // electro combo explosion
 // decal
 effect TE_SPIKEQUAD
@@ -155,6 +226,19 @@
 liquidfriction 16
 //velocityoffset 0 0 120
 velocityjitter 512 512 512
+effect TE_SPIKEQUAD
+count 32
+type spark
+tex 41 41
+color 0xFDFFD9 0xFDFFD9
+size 16 16
+alpha 444 512 866
+gravity 1
+bounce 1
+velocityoffset 0 0 15
+airfriction 9
+originjitter 1 1 1
+velocityjitter 1333 1333 1333
 /*
 // inner cloud of smoke
 effect TE_SPIKEQUAD
@@ -275,11 +359,12 @@
 type smoke
 tex 0 8
 color 0x101010 0x101010
-size 3 3
-sizeincrease 3
+size 4 4
+sizeincrease 10
 alpha 128 128 64
 originjitter 0 0 0
-velocityjitter 8 8 8
+airfriction 8
+velocityjitter 30 30 30
 // dust/smoke staying at the impact
 effect TE_GUNSHOT
 count 1
@@ -303,6 +388,21 @@
 velocityoffset 0 0 80
 velocityjitter 64 64 64
 
+effect TE_GUNSHOT
+count 6
+type spark
+tex 40 40
+color 0xFDFFD9 0xFDFFD9
+size 3 2
+alpha 444 512 866
+gravity 1
+bounce 1
+velocityoffset 0 0 5
+airfriction 5
+originjitter 1 1 1
+velocityjitter 500 500 500
+
+
 /*
 // quake effect
 // decal
@@ -714,19 +814,36 @@
 type beam
 tex 60 60
 color 0xFFFFFF 0xFFFFFF
+size 6 6
+alpha 128 128 192
+
+// The RING smoke
+// experimental
+effect TE_TEI_G3
+trailspacing 12
+color 0x0B3E4F 0x0B3E4F
 size 4 4
-alpha 128 128 256
+tex 32 32
+alpha 0 256 100
+airfriction 5
+//liquidfriction -4
+sizeincrease 12
+//velocityjitter 4 4
+type static
+
+// The drifting smoke to accompany it
 // experimental
 effect TE_TEI_G3
-trailspacing 2
+trailspacing 8
+color 0x0B3E4F 0x0B3E4F
+size 4 4
+tex 48 55
+alpha 0 256 100
+airfriction 5
+//liquidfriction -4
+sizeincrease 16
+//velocityjitter 125 125 125
 type static
-color 0x202020 0x404040
-size 1 1
-alpha 256 256 512
-airfriction -4
-//liquidfriction -4
-velocityjitter 8 8 8
-type smoke
 /*
 // experimental
 effect TE_TEI_G3
@@ -994,6 +1111,21 @@
 lightcolor 1.5 3 6
 velocitymultiplier -0.1
 
+effect TR_NEXUIZ_PLASMA
+trailspacing 6
+count 3
+type spark
+tex 41 41
+color 0xFDFFD9 0xFDFFD9
+size 2 2
+alpha 444 512 1866
+gravity 1
+bounce 1
+velocityoffset 0 0 15
+airfriction 12
+originjitter 1 1 1
+velocityjitter 200 200
+
 // quake effect
 effect EF_FLAME
 count 300

Modified: trunk/data/models/uziflash.md3
===================================================================
(Binary files differ)

Modified: trunk/data/particles/nexbeam.tga
===================================================================
(Binary files differ)

Modified: trunk/data/particles/particlefont.tga
===================================================================
(Binary files differ)

Modified: trunk/data/qcsrc/server/w_shotgun.qc
===================================================================
--- trunk/data/qcsrc/server/w_shotgun.qc	2007-12-16 22:05:49 UTC (rev 3031)
+++ trunk/data/qcsrc/server/w_shotgun.qc	2007-12-17 15:29:31 UTC (rev 3032)
@@ -6,6 +6,7 @@
 	float	d;
 	float	f;
 	float	spread;
+	local entity flash;
 
 	bullets = cvar("g_balance_shotgun_primary_bullets");
 	d = cvar("g_balance_shotgun_primary_damage");
@@ -24,6 +25,22 @@
 	// casing code
 	if (cvar("g_casings") >= 1)
 		SpawnCasing (w_shotorg, ((random () * 50 + 50) * v_right) - ((random () * 25 + 25) * v_forward) - ((random () * 5 - 30) * v_up), 2, vectoangles(v_forward),'0 250 0', 100, 1);
+
+	// muzzle flash for 1st person view
+	flash = spawn();
+	setorigin(flash, '53 5 0');
+	setmodel(flash, "models/uziflash.md3"); // precision set below
+	setattachment(flash, self.weaponentity, "bone01");
+	flash.owner = self;
+	flash.viewmodelforclient = self;
+	flash.customizeentityforclient = CL_Weaponentity_CustomizeEntityForClient;
+	flash.scale = 1.2;
+	flash.think = SUB_Remove;
+	flash.nextthink = time + 0.06;
+	flash.angles_z = flash.v_angle_z + random() * 180;
+	flash.alpha = 1;
+	flash.effects = EF_ADDITIVE | EF_FULLBRIGHT | EF_LOWPRECISION;
+
 }
 
 void W_Shotgun_Attack2 (void)

Modified: trunk/data/qcsrc/server/w_uzi.qc
===================================================================
--- trunk/data/qcsrc/server/w_uzi.qc	2007-12-16 22:05:49 UTC (rev 3031)
+++ trunk/data/qcsrc/server/w_uzi.qc	2007-12-17 15:29:31 UTC (rev 3032)
@@ -1,3 +1,16 @@
+// leilei's fancy muzzleflash stuff
+void() W_Uzi_Flash_Go;
+void() W_Uzi_Flash_Go {
+	if (self.frame > 10){
+		SUB_Remove();
+		return;
+	}
+	self.frame = self.frame + 2;
+	self.alpha = self.alpha - 0.2;
+	self.think = W_Uzi_Flash_Go;
+	self.nextthink = time + 0.02;
+};
+
 .float uzi_bulletcounter;
 void W_Uzi_Attack (void)
 {
@@ -34,18 +47,23 @@
 	flash.viewmodelforclient = self;
 	flash.customizeentityforclient = CL_Weaponentity_CustomizeEntityForClient;
 	flash.scale = 1.2;
-	SUB_SetFade(flash, time, 0.2);
+	//SUB_SetFade(flash, time + 0.06, 0);
+	flash.think = W_Uzi_Flash_Go;
+	flash.nextthink = time + 0.02;
+	flash.frame = 2;
 
 	// muzzle flash for 3rd person view
 	flash2 = spawn();
 	setorigin(flash2, '43 1 8');
 	setmodel(flash2, "models/uziflash.md3"); // precision set below
 	setattachment(flash2, self.exteriorweaponentity, "");
-	SUB_SetFade(flash2, time, 0.2);
-
+	//SUB_SetFade(flash2, time + 0.06, 0);
+	flash2.think = W_Uzi_Flash_Go;
+	flash2.nextthink = time + 0.02;
+	flash2.frame = 2;
 	// common properties
 	flash.angles_z = flash2.angles_z = flash.v_angle_z + random() * 180;
-	flash.alpha = flash2.alpha = 0.5;
+	flash.alpha = flash2.alpha = 1;
 	flash.effects = flash2.effects = EF_ADDITIVE | EF_FULLBRIGHT | EF_LOWPRECISION;
 
 	// casing code

Modified: trunk/data/sound/weapons/uzi_fire.ogg
===================================================================
(Binary files differ)

Added: trunk/data/textures/muzzle1.tga
===================================================================
(Binary files differ)


Property changes on: trunk/data/textures/muzzle1.tga
___________________________________________________________________
Name: svn:mime-type
   + application/octet-stream

Added: trunk/data/textures/muzzle2.tga
===================================================================
(Binary files differ)


Property changes on: trunk/data/textures/muzzle2.tga
___________________________________________________________________
Name: svn:mime-type
   + application/octet-stream




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