metallforest, particle effect scripting syntax is not rocket science. It uses simple scripting parms which have easily identifiable names. Basically, by reading an effect block you should be able to understand what each line does. There are hundreds of commented effect samples available. Read the wiki for more details and to get the full picture.
Effectinfo Scripting Reference | QuakeWiki
The effectinfo.txt that you mentioned defines all particle effects, yes. But it also handles decals and can add dynamic lights as well.
I looked into dp´s original effect definition for the lavaball, which uses the standard TR_ROCKET effect, and added only the light responsible lines into the external effectinfo.txt from here. The result is that the particles stay the same but lavaballs now have the light-shadow thing that you missed. In addition they don´t have this oversaturated look anymore, which look wrong near walls.
This is a neat mod, but it has room for improvement.
Throw this file into your trunk or in your mod folder to use it.
Effectinfo Scripting Reference | QuakeWiki
The effectinfo.txt that you mentioned defines all particle effects, yes. But it also handles decals and can add dynamic lights as well.
I looked into dp´s original effect definition for the lavaball, which uses the standard TR_ROCKET effect, and added only the light responsible lines into the external effectinfo.txt from here. The result is that the particles stay the same but lavaballs now have the light-shadow thing that you missed. In addition they don´t have this oversaturated look anymore, which look wrong near walls.
This is a neat mod, but it has room for improvement.
Throw this file into your trunk or in your mod folder to use it.
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