The particle effects I did

edited 2009 Oct 19 in Addons for DOOM
this is all the non compy destroying particles i have done going in order of name.

Arch Shot
archeb3.th.png
#------------------------------------------------------------------
# MODEL DEFINITIONS

# Arach Plasmal Explosion

ModelPath "data\jdoom\Models\Projectiles\ArachnoShot";

Model {
  State = "ARACH_PLAZ"
  Scale = 1.1
  Offset = 2
  Inter = 0
  Flags = noz | fullbright | brightshadow2 | alignpitch | alignyaw
  Md2{
   	File = "ArachnoShot.dmd"
   	Frame = "0"
	}
}

Copy Model {
  State = "ARACH_PLAZ2"
  Inter = .5
  Md2{
   	Frame = "1"
	}
}

Copy Model {
  State = "ARACH_PLAZ2"
  Inter = 0
  Md2{
   	Frame = "2"
	}
}

Copy Model {
  State = "ARACH_PLAZ2"
  Inter = .5
  Md2{
   	Frame = "3"
	}
}

# Arach Plasmal Explosion

Model {
  State = "ARACH_PLEX"
  Md2{}
}

Copy Model {
  State = "ARACH_PLEX2"
}

Copy Model {
  State = "ARACH_PLEX3"
}

Copy Model {
  State = "ARACH_PLEX4"
}

Copy Model {
  State = "ARACH_PLEX5"
}



#------------------------------------------------------------------
# LIGHT DEFINITIONS

Light{
  State = "ARACH_PLAZ"
  Size = .5
  Color { .1 .9 .3}
}

Light{
  State = "ARACH_PLAZ2"
  Size = .4
  Color { .1 .9 .3}
}

Light{
  State = "ARACH_PLEX"
  Flags = nohalo
  Size = .8
  Color { .1 .9 .3}
}

Light{
  State = "ARACH_PLEX2"
  Flags = nohalo
  Size = .6
  Color { .1 .9 .3}
}

Light{
  State = "ARACH_PLEX3"
  Flags = nohalo
  Size = .3
  Color { .1 .9 .3}
}

Light{
  State = "ARACH_PLEX4"
  Flags = nohalo
  Size = .1
  Color { .1 .9 .3}
}

Light{
  State = "ARACH_PLEX5"
  Flags = nohalo
  Size = .05
  Color { .1 .9 .3}
}
#------------------------------------------------------------------
# PARTICLE DEFINITIONS


Generator {
  State = "ARACH_PLAZ"
  Flags = blend | srcvel | srcdir | extra
  Center { -4 0 0 }
  Speed = 1
  Speed rnd = 0.2
  Spawn radius = .1
  Spawn age = 20
  Max age = -1
  Particles = 3000
  Spawn rate = 5
  Vector rnd = 3
  Stage {
	Type = "pt_point"
	Flags = "ptf_bright"
	Tics = 1
	Radius = 6
	Bounce = 0
	Resistance = .6
	Color { .4 .78 0 .5 }
	}
}


# Explosion

Generator {
  State = "ARACH_PLEX";
  Flags = "gnf_blend gnf_extra";
  Speed = 5;
  Speed rnd = 0.6;
  Spawn age = -1;
  Spawn radius =3;
  Max age = -1;
  Particles = 3000;
  Spawn rate = 20;
  Spawn Rnd = 0.2;
  Vector rnd = 1
  Stage {
	Type = "pt_point";
	Flags = "ptf_bright";
	Tics = 2;
	Radius = 8;
	Bounce = 0;
	Resistance = .01;
	Color { .4 .78 0 .5 };
	};
  Stage {
	Type = "pt_point";
	Flags = "ptf_bright";
	Tics = 4;
	Radius = 12;
	Color { .29 .67 0 .25 };
	};
  Stage {
	Type = "pt_point";
	Flags = "ptf_bright";
	Radius = 16;
	Tics = 2;
	Color { .18 .56 0 .01 };
	};
}

Baron Shot
beronjr2.th.png
#------------------------------------------------------------------
# MODEL DEFINITIONS

ModelPath "data\jdoom\Models\Projectiles\BaronFireball"

Model {
  State = "BRBALL1"
  Scale = 0.45
  Skin tics = 2
  Flags = brightshadow2 | movpitch | fullbright
  Md2{
   	File = "baron_m.dmd"
   	Frame = "0"
   	Skin range = 8
	}
}

Copy Model {
  State = "BRBALL1"
  Inter = 0.33
  Md2{
	Frame = "1"
	}
}

Copy Model {
  Inter = 0.66
  State = "BRBALL1"
  Md2{
	Frame = "2"
	}
}

Copy Model {
  State = "BRBALL2"
  Inter = 0
  Md2{
	Frame = "3"
	}
}

Copy Model {
  Inter = 0.33
  State = "BRBALL2"
  Md2{
	Frame = "4"
	}
}

Copy Model {
  Inter = 0.66
  State = "BRBALL2"
  Md2{
	Frame = "5"
	}
}


Model {
  State = "BRBALLX1"
  Scale = 0.2
  Flags = noz | alignpitch | brightshadow2 | alignyaw | fullbright
  Md2{
   	File = "baron_e.dmd"
   	Frame = "0"
	}
}

Copy Model {
  State = "BRBALLX1"
  Inter = 0.5
  Md2{
	Frame = "1"
   	Skin = 1
	}
}

Copy Model {
  State = "BRBALLX2"
  Inter = 0
  Md2{
	Frame = "2"
   	Skin = 2
	}
}

Copy Model {
  State = "BRBALLX2"
  Inter = 0.33
  Md2{
	Frame = "3"
   	Skin = 3
	}
}

Copy Model {
  State = "BRBALLX2"
  Inter = 0.66
  Md2{
	Frame = "4"
   	Skin = 4
	}
}

Copy Model {
  State = "BRBALLX3"
  Inter = 0
  Md2{
	Frame = "5"
   	Skin = 5
	}
}

Copy Model {
  State = "BRBALLX3"
  Inter = 0.33
  Md2{
	Frame = "6"
   	Skin = 6
	}
}

Copy Model {
  State = "BRBALLX3"
  Inter = 0.66
  Md2{
	Frame = "7"
   	Skin = 7
	}
}

#------------------------------------------------------------------
# LIGHT DEFINITIONS

Light{
  State = "BRBALL1"
  X Offset = 4.5
  Y Offset = 6.5
  Size = .6
  Color { .1 .9 .1}
}

Light{
  State = "BRBALL2"
  X Offset = 4.5
  Y Offset = 6.5
  Size = .6
  Color { .1 .9 .1}
}

Light{
  State = "BRBALLX1"
  Flags = nohalo
  X Offset = 0
  Y Offset = 0
  Size = .8
  Color { .1 .9 .1}
}

Light{
  State = "BRBALLX2"
  Flags = nohalo
  X Offset = 0
  Y Offset = 0
  Size = .6
  Color { .1 .9 .1}
}
Light{
  State = "BRBALLX3"
  Flags = nohalo
  X Offset = 0
  Y Offset = 0
  Size = .2
  Color { .1 .9 .1}
}

#------------------------------------------------------------------
# PARTICLE DEFINITIONS


Generator {
  State = "BRBALL1";
  Flags = blend | srcvel | srcdir | extra
  Center { -4 0 0 }
  Speed = 15
  Speed rnd = 0.2
  Spawn radius = 5.8
  Spawn age = 20
  Max age = -1
  Particles = 3000
  Spawn rate = 20
  Vector rnd = 3
  Stage {
	Type = "pt_point";
	Flags = "ptf_bright";
	Tics = 1;
	Radius = 12;
	Bounce = 0;
	Resistance = .6;
	Color { .1 .58 .07 .85 };
	};
  Stage {
	Type = "pt_point";
	Flags = "ptf_bright";
	Tics = 2;
	Radius = 8;
	Bounce = 0;
	Resistance = .6;
	Color { .07 .51 .04 .6 };
	};
  Stage {
	Type = "pt_point";
	Flags = "ptf_bright";
	Tics = 1;
	Radius = 5;
	Resistance = .1;
	Color { .03 .39 0 .35 };
	};
  Stage {
	Type = "pt_point";
	Flags = "ptf_bright";
	Radius = 2;
	Tics = 4;
	Color { 0 .27 0 .1 };
	};
  Stage {
	Type = "pt_point";
	Flags = "ptf_bright";
	Radius = 2;
	Tics = 2;
	Color { 0 .28 0 0};
	};
}

Bfg Shot
bfgke5.th.png
ModelPath "data\jdoom\Models\FX\Explosions"

Model {
  State = "BFGSHOT"
  Scale = 0
  Offset = 5
  Skin tics = 1
  Flags = noz | brightshadow2 | fullbright
  Md2{
   	Skin range = 8
   	File = "explosion_new.md2"
   	Frame = "0"
	}
}

Copy Model {
  State = "BFGSHOT2"
  Inter = 0.99
  Md2{
	Frame = "3"
	Skin = 1
	}
}

Model {
  State = "BFGLAND"
  Scale = 0
  Offset = 5
  Skin tics = 1
  Flags = noz | brightshadow2 | fullbright
  Md2{
   	Skin range = 8
   	File = "explosion_new.md2"
   	Frame = "0"
	}
}

Copy Model {
  State = "BFGLAND2"
  Inter = 0.99
  Md2{
	Frame = "3"
	Skin = 1
	}
}

Copy Model {
  State = "BFGLAND3"
  Inter = 0.99
  Md2{
   	Frame = "3"
   	Skin = 8
	}
}


Copy Model {
  State = "BFGLAND4"
  Inter = 0.16
  Md2{
	Frame = "4"
	Skin = 9
	}
}
Copy Model {
  State = "BFGLAND5"
  Inter = 0.33
  Md2{
	Frame = "5"
	Skin = 10
	}
}
Copy Model {
  State = "BFGLAND6"
  Inter = 0.5
  Md2{
	Frame = "6"
	Skin = 11
	}
}

#------------------------------------------------------------------
# PARTICLE DEFINITIONS


Generator {
  State = "BFGSHOT";
  Flags = blend | srcvel | srcdir | extra
  Center { -4 0 0 }
  Speed = 15
  Speed rnd = 0.2
  Spawn radius = 5.8
  Spawn age = 20
  Max age = -1
  Particles = 3000
  Spawn rate = 20
  Vector rnd = 3
  Stage {
	Type = "pt_point";
	Flags = "ptf_bright";
	Tics = 1;
	Radius = 12;
	Bounce = 0;
	Resistance = .6;
	Color { .4 .88 .37 .7 };
	};
  Stage {
	Type = "pt_point";
	Flags = "ptf_bright";
	Tics = 2;
	Radius = 8;
	Bounce = 0;
	Resistance = .6;
	Color { .37 .81 .34 .7 };
	};
  Stage {
	Type = "pt_point";
	Flags = "ptf_bright";
	Tics = 1;
	Radius = 5;
	Resistance = .1;
	Color { .33 .69 .28 .5 };
	};
  Stage {
	Type = "pt_point";
	Flags = "ptf_bright";
	Radius = 2;
	Tics = 4;
	Color { .26 .57 .22 .01};
	};
  Stage {
	Type = "pt_point";
	Flags = "ptf_bright";
	Radius = 2;
	Tics = 2;
	Color { .25 .58 .19 0};
	};
}


Generator {
  State = "BFGSHOT";
  Flags = blend | srcvel | srcdir | extra
  Center { -4 0 0 }
  Speed = -1
  Speed rnd = 0.2
  Spawn radius = 5.8
  Spawn age = 10
  Max age = -1
  Particles = 3000
  Spawn rate = 3
  Vector rnd = 1
  Stage {
	Type = "pt_point";
	Flags = "ptf_bright";
	Tics = 16;
	Radius = 12;
	Bounce = 0;
	Resistance = .6;
	Color { .1 .58 .07 .85 };
	};
  Stage {
	Type = "pt_point";
	Flags = "ptf_bright";
	Tics = 12;
	Radius = 8;
	Bounce = 0;
	Resistance = .6;
	Color { .07 .51 .04 .6 };
	};
  Stage {
	Type = "pt_point";
	Flags = "ptf_bright";
	Tics = 8;
	Radius = 4;
	Resistance = .1;
	Color { .03 .39 0 .35 };
	};
  Stage {
	Type = "pt_point";
	Flags = "ptf_bright";
	Radius = 1;
	Tics = 4;
	Color { 0 .27 0 .1 };
	};
}

# Explosion

Generator {
  State = "BFGLAND";
  Flags = "gnf_blend gnf_extra";
  Speed = 8;
  Speed rnd = 0.6;
  Spawn age = -1;
  Spawn radius =10;
  Max age = -1;
  Particles = 3000;
  Spawn rate = 20;
  Spawn Rnd = 0.2;
  Vector rnd = 1
  Stage {
	Type = "pt_point";
	Flags = "ptf_bright";
	Tics = 6;
	Radius = 2;
	Bounce = 0;
	Resistance = .01;
	Color { .4 .88 .37 .5 };
	};
  Stage {
	Type = "pt_point";
	Flags = "ptf_bright";
	Tics = 4;
	Radius = 28;
	Color { .37 .81 .34 .25 };
	};
  Stage {
	Type = "pt_point";
	Flags = "ptf_bright";
	Radius = 68;
	Tics = 2;
	Color { .33 .69 .28 .01 };
	};
}

Imp Fire Ball
impmn8.th.png
#------------------------------------------------------------------
# MODEL DEFINITIONS

# ImpFireball

ModelPath "data/jdoom/Models/Projectiles/ImpFireball"

Model {
  State = "TBALL1"
  Scale = 1.4
  Inter = 0
  Skin tics = 1
  Flags = fullbright | movpitch
  Md2{
   	File = "ImpFireball.md2"
   	Frame = "0"
	}
}

Copy Model {
  State = "TBALL1"
  Inter = .5
  Md2{
	Frame = "1"
	}
}


Copy Model {
  State = "TBALL2"
  Inter = 0
  Md2{
	Frame = "2"
	}
}

Copy Model {
  State = "TBALL2"
  Inter = .5
  Md2{
	Frame = "3"
	}
}

# ImpFireball - Explosion

ModelPath "data/jdoom/Models/FX/Explosions"

Model {
  State = "TBALLX1"
  Scale = 0
  Offset = 0
  Flags = noz | alignpitch | brightshadow2 | alignyaw | fullbright
  Md2{
   	File = "explosion.md2"
   	Frame = "0"
	}
}

Copy Model {
  State = "TBALLX2"
  Inter = 0
  Md2{
	Frame = "2"
   	Skin = 2
	}
}

Copy Model {
  State = "TBALLX2"
  Inter = 0.33
  Md2{
	Frame = "3"
   	Skin = 3
	}
}

Copy Model {
  State = "TBALLX2"
  Inter = 0.66
  Md2{
	Frame = "4"
   	Skin = 4
	}
}

Copy Model {
  State = "TBALLX3"
  Inter = 0
  Md2{
	Frame = "5"
   	Skin = 5
	}
}

Copy Model {
  State = "TBALLX3"
  Inter = 0.33
  Md2{
	Frame = "6"
   	Skin = 6
	}
}

Copy Model {
  State = "TBALLX3"
  Inter = 0.66
  Md2{
	Frame = "7"
   	Skin = 7
	}
}

#------------------------------------------------------------------
# LIGHT DEFINITIONS

Light{
  State = "TBALL1"
  Size = .7
  Red = 1
  Green = .05
  Blue = .05
  Top map = "FireA"
  Bottom map = "FireB"
  Side map = "FireB"
}

Light{
  State = "TBALL2"
  Size = .5
  Red = .8
  Green = .2
  Blue = .05
  Top map = "FireB"
  Bottom map = "FireA"
  Side map = "FireA"
}

Light{
  State = "TBALLX1"
  Flags = nohalo
  Size = 0
  Red = 1
  Green = .05
  Blue = .05
  Top map = "FireB"
  Bottom map = "FireB"
  Side map = "FireA"
}

Light{
  State = "TBALLX2"
  Flags = nohalo
  Size = 0
  Red = 1
  Green = .05
  Blue = .05
  Top map = "FireA"
  Bottom map = "FireA"
  Side map = "FireB"
}

Light{
  State = "TBALLX1"
  Flags = nohalo
  Size = 0
  Red = 1
  Green = .05
  Blue = .05
  Top map = "FireA"
  Bottom map = "FireB"
  Side map = "FireA"
}

#------------------------------------------------------------------
# PARTICLE DEFINITIONS

# Smoke Trail

Generator {
  State = "TBALL1"
  Flags = srcvel | srcdir | blend
  Center { -4 0 0 }
  Speed = -1
  Speed rnd = 0.2
  Spawn radius = 5.8
  Spawn age = 10
  Max age = -1
  Particles = 3000
  Spawn rate = 20
  Vector rnd = 3
  Stage {
	Type = "pt_point";
	Flags = "ptf_bright";
	Tics = 5;
	Radius = 8; 
	Resistance = .1;
	Color { 1 .2 0 .2 };
	};
}

# Explosion

Generator {
  State = "TBALLX1"
  Flags = blend
  Speed = 2
  Speed rnd = 0.2
  Spawn radius = 20
  Spawn age = 4
  Max age = 50
  Particles = 3000
  Spawn rate = 10
  Vector rnd = 1
  Stage {
	Type = "pt_point";
	Flags = "ptf_bright";
	Tics = 15;
	Radius = 20;
	Bounce = 0;
	Resistance = .01;
	Color { 1 .2 0 .7 };
	};
  Stage {
	Type = "pt_point";
	Flags = "ptf_bright";
	Tics = 5;
	Radius = 10;
	Color { 1 .2 0 .5 };
	};
  Stage {
	Type = "pt_point";
	Flags = "ptf_bright";
	Radius = 20;
	Tics = 20;
	Color { 1 0 0 0};
	};
}

Plasma Ball
plasgn2.th.png
#------------------------------------------------------------------
# MODEL DEFINITIONS

ModelPath "data\jdoom\Models\Projectiles\PlasmaShot"

# PlasmaShot

Model {
  State = "PLASBALL"
  Scale = 1.2
  Inter = 0
  Flags = fullbright | alignpitch | alignyaw | notexcomp | noz
  Md2{
   	File = "PlasmaShot.md2"
   	Frame = "0"
	}
}

Copy Model {
  State = "PLASBALL"
  Scale = 1.5
  Inter = .5
  Md2{
   	Frame = "1"
	}
}

Copy Model {
  State = "PLASBALL2"
  Scale = 1.5
  Inter = 0
  Md2{
   	Frame = "2"
	}
}

Copy Model {
  State = "PLASBALL2"
  Scale = 1.5
  Inter = .5
  Md2{
   	Frame = "3"
	}
}

# Plasma Explosion

Model {
  State = "PLASEXP"
  Scale = .9
  Skin tics = 1
  Flags = fullbright | brightshadow2 | alignpitch | alignyaw
  Md2{
   	File = "plasbolt_e.md2"
   	Frame = "0"
   	Skin range = 3
	}
}

Copy Model {
  State = "PLASEXP2";
  Md2{
	Frame = "1"
	}
}

Copy Model {
  State = "PLASEXP3"
  Md2{
	Frame = "2"
	}
}

Copy Model {
  State = "PLASEXP4"
  Md2{
	Frame = "3"
	}
}

Copy Model {
  State = "PLASEXP5"
  Md2{
	Frame = "4"
	}
}

#------------------------------------------------------------------
# LIGHT DEFINITIONS

Light{
  State = "PLASBALL"
  Size = .6
  Color { .5 .5 .5}
}

Light{
  State = "PLASBALL2"
  Size = .5
  Color { .6 .6 .9}
}

Light{
  State = "PLASEXP"
  Flags = nohalo
  Size = .6
  Color { .9 .9 1}
}

Light{
  State = "PLASEXP2"
  Flags = nohalo
  Size = .4
  Color { .7 .7 .9}
}

Light{
  State = "PLASEXP3"
  Flags = nohalo
  Size = .3
  Color { .5 .5 .8}
}

Light{
  State = "PLASEXP4"
  Flags = nohalo
  Size = .2
  Color { .3 .3 .6}
}

Light{
  State = "PLASEXP5"
  Flags = nohalo
  Size = .1
  Color { .15 .15 .3}
}

#------------------------------------------------------------------
# PARTICLE DEFINITIONS


Generator {
  State = "PLASBALL"
  Flags = blend | srcvel | srcdir | extra
  Center { -4 0 0 }
  Speed = 1
  Speed rnd = 0.2
  Spawn radius = .1
  Spawn age = 20
  Max age = -1
  Particles = 3000
  Spawn rate = 5
  Vector rnd = 3
  Stage {
	Type = "pt_point"
	Flags = "ptf_bright"
	Tics = 1
	Radius = 6
	Bounce = 0
	Resistance = .6
	Color { .78 .78 1 .5 }
	}
}


# Explosion

Generator {
  State = "PLASEXP";
  Flags = "gnf_blend gnf_extra";
  Speed = 5;
  Speed rnd = 0.6;
  Spawn age = -1;
  Spawn radius =3;
  Max age = -1;
  Particles = 3000;
  Spawn rate = 20;
  Spawn Rnd = 0.2;
  Vector rnd = 1
  Stage {
	Type = "pt_point";
	Flags = "ptf_bright";
	Tics = 2;
	Radius = 8;
	Bounce = 0;
	Resistance = .01;
	Color { .78 .78 1 .5 };
	};
  Stage {
	Type = "pt_point";
	Flags = "ptf_bright";
	Tics = 4;
	Radius = 12;
	Color { .67 .67 1 .25 };
	};
  Stage {
	Type = "pt_point";
	Flags = "ptf_bright";
	Radius = 16;
	Tics = 2;
	Color { .56 .56 1 .01 };
	};
}

Rev Rocket
http://files.filefront.com/Revroketpk3/ ... einfo.html
doom2007.th.png
Header { Version = 6 }

SkipIf -nofxmod

# -----------------------------------------------
# -                   RevRocket                 - by Dani J
# -----------------------------------------------
#------------------------------------------------------------------
# STATE DEFINITIONS

State {
  ID = "TRACER"
  Sprite = "FATB"
  Frame = 32768
  Tics = 2
  Action = "A_Tracer"
  Next state = "TRACER2"
}

State {
  ID = "TRACER2"
  Sprite = "FATB"
  Frame = 32769
  Tics = 2
  Action = "A_Tracer"
  Next state = "TRACER"
}

State {
  ID = "TRACEEXP1"
  Sprite = "FBXP"
  Frame = 32768
  Tics = 8
  Next state = "TRACEEXP2"
}

State {
  ID = "TRACEEXP2"
  Sprite = "FBXP"
  Frame = 32769
  Tics = 6
  Next state = "TRACEEXP3"
}

State {
  ID = "TRACEEXP3"
  Sprite = "FBXP"
  Frame = 32770
  Tics = 4
  Next state = "NULL"
}

#------------------------------------------------------------------
# MODEL DEFINITIONS

ModelPath "data\jdoom\Models\Projectiles\RevRocket"

Model {
  State = "TRACER"
  Scale = 0.5
  Skin tics = 1
  Flags = fullbright | movpitch
  Md2{
   File = "revrocket.md2"
   Frame = "frame01"
   Skin range = 0;}
}

Copy Model {
  State = "TRACER2"
  Md2{Frame = "MANFB"}
}


Model {
  State = "TRACEEXP1"
  Scale = 0
  Offset = 5
  Flags = noz | alignpitch | brightshadow2 | alignyaw | fullbright
   Md2{
   File = "explosion_new.md2"
   Frame = "FBXP0"}
}

Copy Model {
  State = "TRACEEXP1"
  Inter = 0.5
   Md2{Frame = "FBXP0"
   Skin = 1}
}

Copy Model {
  State = "TRACEEXP2"
  Inter = 0
   Md2{Frame = "FBXP1"
   Skin = 2}
}

Copy Model {
  State = "TRACEEXP2"
  Inter = 0.33
   Md2{Frame = "FBXP1"
   Skin = 3}
}

Copy Model {
  State = "TRACEEXP2"
  Inter = 0.66
   Md2{Frame = "FBXP1"
   Skin = 4}
}

Copy Model {
  State = "TRACEEXP3"
  Inter = 0
   Md2{Frame = "FBXP2"
   Skin = 5}
}

Copy Model {
  State = "TRACEEXP3"
  Inter = 0.33
   Md2{Frame = "FBXP2"
   Skin = 6}
}

Copy Model {
  State = "TRACEEXP3"
  Inter = 0.66
   Md2{Frame = "FBXP2"
   Skin = 7}
}
#------------------------------------------------------------------
# PARTICLE DEFINITIONS

Generator {
  Mobj = "TRACER"
  Flags = "gnf_blend gnf_static";
  Speed = 1.5;
  Speed rnd = 0.6;
  Spawn age = -1;
  Spawn radius =1;
  Max age = -1;
  Particles = 1500;
  Spawn rate = 6;
  Spawn Rnd = 0.2;
  Vector rnd = 0.2;
  Center {7 0 0};
  Vector {1.0 0.0 0.0};

  Stage { Type = "pt_point"; Tics = 5; Rnd = 1.0; Resistance = 0.2; Gravity = -0.9;
                                                  Color {1, 0.7 0.48 1}; Radius = 8;   Flags = "ptf_bright";};
  Stage { Type = "pt_point"; Tics = 4; Rnd = 1.0; Color {1, 0.7 0.48 1}; Radius = 12; Flags = "ptf_bright"; Resistance = 0.05;};
  Stage { Type = "pt_point"; Tics = 3; Rnd = 1.0; Color {1, 0.6 0.6 1}; Radius = 20; Flags = "ptf_bright ptf_vflat";  Resistance = 0.05;};
  Stage { Type = "pt_point"; Tics = 3; Rnd = 1.0; Color {1, 0.6 0.6 1}; Radius = 14; Flags = "ptf_bright  ptf_vflat"; Resistance = 0.05;};
  Stage { Type = "pt_point"; Tics = 3; Rnd = 0.6; Color {1, 0.3 0.3 1}; Radius = 12; Flags = "ptf_bright  ptf_vflat"; Resistance = 0.05;};
  Stage { Type = "pt_point"; Tics = 3; Rnd = 0.4; Color {1, 0.3 0.3 1}; Radius = 10; Flags = "ptf_bright  ptf_vflat"; Resistance = 0.05;};
  Stage { Type = "pt_point"; Tics = 4; Rnd = 0.0; Color {.4, .1 .1 1};   Radius = 5;  Flags = "ptf_bright  ptf_vflat"; Resistance = 0.01;};
}

Generator {
  Mobj = "TR2ACER"
  Flags = "gnf_blend gnf_static";
  Speed = 1.5;
  Speed rnd = 0.6;
  Spawn age = -1;
  Spawn radius =1;
  Max age = -1;
  Particles = 1500;
  Spawn rate = 6;
  Spawn Rnd = 0.2;
  Vector rnd = 0.2;
  Center {-50 0 5};
  Vector {1.0 0.0 0.0};

  Stage { Type = "pt_point"; Tics = 5; Rnd = 1.0; Resistance = 0.2; Gravity = -0.9;
                                                  Color {.92, 0.43 0.05 1};Radius = 8;   Flags = "ptf_bright";};
  Stage { Type = "pt_point"; Tics = 4; Rnd = 1.0; Color {.65, .1 .1 1}; Radius = 12; Flags = "ptf_bright"; Resistance = 0.05;};
  Stage { Type = "pt_point"; Tics = 3; Rnd = 0.4; Color {.49, .1 .1 1}; Radius = 10; Flags = "ptf_bright  ptf_vflat"; Resistance = 0.05;};
  Stage { Type = "pt_point"; Tics = 4; Rnd = 0.0; Color {.4, .1 .1 1};   Radius = 5;  Flags = "ptf_bright  ptf_vflat"; Resistance = 0.01;};
}

Boss Cube Spawn Fire
spawnfirejp4.th.png
ModelPath "data\jdoom\Models\FX\Explosions"

Model {
  State = "SPAWNFIRE1"
  Scale = 0
  Offset = 5
  Skin tics = 1
  Flags = noz | brightshadow2 | fullbright
  Md2{
   	Skin range = 8
   	File = "explosion_new.md2"
   	Frame = "0"
	}
}

Copy Model {
  State = "SPAWNFIRE2"
  Inter = 0.99
  Md2{
	Frame = "3"
	Skin = 1
	}
}

Copy Model {
  State = "SPAWNFIRE3"
  Inter = 0.99
  Md2{
   	Frame = "3"
   	Skin = 8
	}
}


Copy Model {
  State = "SPAWNFIRE4"
  Inter = 0.16
  Md2{
	Frame = "4"
	Skin = 9
	}
}
Copy Model {
  State = "SPAWNFIRE5"
  Inter = 0.33
  Md2{
	Frame = "5"
	Skin = 10
	}
}
Copy Model {
  State = "SPAWNFIRE6"
  Inter = 0.5
  Md2{
	Frame = "6"
	Skin = 11
	}
}
Copy Model {
  State = "SPAWNFIRE7"
  Inter = 0.66
  Md2{
	Frame = "7"
	Skin = 12
	}
}
Copy Model {
  State = "SPAWNFIRE8"
  Inter = 0.83
  Md2{
	Skin = 12
	}
}

#------------------------------------------------------------------
# PARTICLE DEFINITIONS

Generator {
  State = "SPAWNFIRE1";
  Flags = blend | srcvel | srcdir | extra
  Speed = 20;
  Speed rnd = 0.6;
  Spawn age = -1;
  Spawn radius =70;
  Max age = -1;
  Particles = 3000;
  Spawn rate = 50;
  Spawn Rnd = 0.2;
  Vector rnd = 0.2;
  Center {0 0 0};
  Vector {0.0 0.0 1.0};

  Stage { Type = "pt_point"; Tics = 5; Rnd = 1.0; Resistance = 0.2; Gravity = -0.9;
                                                  Color {1.0, 1.0 0.45 0.2}; Radius = 8;   Flags = "ptf_bright";};
  Stage { Type = "pt_point"; Tics = 4; Rnd = 1.0; Resistance = 0.05; Gravity = -0.9;
								  Color {1.0, 1.0 0.45 0.35}; Radius = 12; Flags = "ptf_bright";};
  Stage { Type = "pt_point"; Tics = 3; Rnd = 1.0; Color {0.84, 0.74 0.26 0.54}; Radius = 20; Flags = "ptf_bright ptf_vflat";  Resistance = 0.05;};
  Stage { Type = "pt_point"; Tics = 3; Rnd = 1.0; Color {0.61, 0.36 0.07 0.44}; Radius = 14; Flags = "ptf_bright  ptf_vflat"; Resistance = 0.05;};
  Stage { Type = "pt_point"; Tics = 3; Rnd = 0.6; Color {0.61, 0.36 0.07 0.32}; Radius = 12; Flags = "ptf_bright  ptf_vflat"; Resistance = 0.05;};
  Stage { Type = "pt_point"; Tics = 3; Rnd = 0.4; Color {0.45, 0.17 0.02 0.32}; Radius = 10; Flags = "ptf_bright  ptf_vflat"; Resistance = 0.05;};
  Stage { Type = "pt_point"; Tics = 4; Rnd = 0.0; Color {0.45, 0.17 0.02 0.1 };   Radius = 5;  Flags = "ptf_bright  ptf_vflat"; Resistance = 0.01;};
}

Comments

  • Wow not too bad, but too me they just seem to be lacking something. Feels like something is missing that gives it that doom feely.
  • the only 3 i am not too happy about but will use is the spawn fire, rev rocket, and the bfg shot the rest are as good as can be with out proper particles. For the rev rocket i need a better model for the soled pice cause the rev rocket is a modle and particles all in one. Now if you have suggestions for me on how to improve some of them then i am all ears but the imp fire ball i think only needs the explosion worked on if it is to be more like doom other then that it's fine.
    Note they all use pt_point and i am looking for ones that will fit if you got any.
  • But how would I use these ingame? Do I need to make some files under that model directory in the jdoom folder and copy the code in each of the files that correspond? What would I name these files and with what extention?
  • for any of the pareticale affects i did just disable the counterpart in the JDRP and then load it via the addons tab or in the defs\jdoom\auto folder and it should work
  • But why are these effects not already their own files? I just see code on this thread below each effect and no download. Am I supposed to create a .ded or file and paste the code in it? Is there not any installation instructions?
  • Yeah, you are suppose to make your own ded for these.

    Though it's not that hard. Ded's are just plain text files with a different extension.
  • Seeing that the replies given to Gary are rather vague and not that helpful for a beginner I spend a helping hand.
    • For each particle effect posted by Gordon copy it's code contents into a normal text file with the file extension .ded (e.g. Arch_Shot.ded).
    • Either copy these .ded files into your Doomsday installation folder (e.g. <drive:>\Doomsday\Data\jDoom\) and load them manually from within the Snowberry launcher allowing you to en-/disable them individually, or place them into the auto folder (<drive:>\Doomsday\Defs\jDoom\Auto\) (you may need to create this folder) to have them all loaded automatically at each run of Doom/Doom2.

    I saved Gordon's definitions from above into .ded files and packaged them into a ZIP-archive. Extract the archive contents into one of the folders I mentioned, depending on whether you prefer the manual or automatic solution, and you're set.
  • thanks i would have explaned it better then what i did but i was just doing the bare bone as thats what i saw was needed but i should never assume people know that code usualy means ded files. Now people now this and i am happy.
  • Yeah, thanks for that, deus-ex. It saves some work. I did create a .ded file for the arachno shot with notepad yesterday by using computer common sense but wasn't sure if it was the right thing to do. But you made it less work for everyone. It just didn't make sense that a .ded file would change the actual appearance of an effect and I thought .ded files just told the game when to use certain existing files.
  • gary wrote:
    It just didn't make sense that a .ded file would change the actual appearance of an effect and I thought .ded files just told the game when to use certain existing files.

    A DED is a Doomsday Engine Definition file. They are simple text that tell the Doomsday engine what to do, how to do it and when or where to do it - think of it as a type of "instruction" for Doomsday. They can be used to create objects suchs as lamps, to create new monsters, and one day to create new weapons ;)
  • Seems like Gordan's effects were removed from this thread. Why? Something to do with the dengine addons page? Also, where are the components for the details and shinemaps for jdoom that are recent and also work with the JDRP?
  • i still see them
  • When I click to download the attachment eff file, I get this:

    Information
    The selected attachment does not exist anymore.

    The file ./../files/69_6d7c2521f05574270485456f5d4571fa does not exist.
  • ya that file may not be there but the stuff that is needed is still there you just have to copy into a text document then rename the extension to ded and boom there you go
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