The particle effects I did
this is all the non compy destroying particles i have done going in order of name.
Arch Shot
Baron Shot
Bfg Shot
Imp Fire Ball
Plasma Ball
Rev Rocket
http://files.filefront.com/Revroketpk3/ ... einfo.html
Boss Cube Spawn Fire
Arch Shot
#------------------------------------------------------------------
# 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
#------------------------------------------------------------------
# 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
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
#------------------------------------------------------------------
# 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
#------------------------------------------------------------------
# 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
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
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
Note they all use pt_point and i am looking for ones that will fit if you got any.
Though it's not that hard. Ded's are just plain text files with a different extension.
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.
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
Information
The selected attachment does not exist anymore.
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