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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