This commit is contained in:
lifestorm
2024-08-04 22:55:00 +03:00
parent 0e770b2b49
commit 94063e4369
7342 changed files with 1718932 additions and 14 deletions

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--[[
| This file was obtained through the combined efforts
| of Madbluntz & Plymouth Antiquarian Society.
|
| Credits: lifestorm, Gregory Wayne Rossel JR.,
| Maloy, DrPepper10 @ RIP, Atle!
|
| Visit for more: https://plymouth.thetwilightzone.ru/
--]]
"EffectList"
{
//At the beginning of the file is an Info table that gives the tool some information it needs -
//what to name the category, which effects should attach to two points, which effects should show the color selector, and that sort of thing.
"Info"
{
//This is the name of the category that all of your particle lists will get dropped into
"CategoryName" "Example Category"
"EffectOptions"
{
//List of effects that should be attached to two separate points, like beams or bullet tracers, by moving the first two controlpoints (0 and 1 in the particle editor)
"Beams"
"
electricity_yellow
electricity_white
custombulleteffect01
custombulleteffect01a
custombulleteffect02
custombulleteffect02a
laserbeam_colorable01
laserbeam_colorable01a
laserbeam_colorable01b
!UTILEFFECT!internalname
"
//Not every effect is colorable - these two lists are for effects that you've designed to be colorable by linking the particle color to the location of a controlpoint
//(util effects aren't colorable, don't add them to these lists)
//Colorable effects that use a color value out of 1 - i.e. light red should move the color controlpoint(s) to (1 0.5 0.5).
"Color1"
"
flame_colorable
"
//Colorable effects that use a color value out of 255 - i.e. light red should move the color controlpoint(s) to (255 127 127).
"Color255"
"
laserbeam_colorable01
laserbeam_colorable01a
laserbeam_colorable01b
"
//List of effects that should be available in the Tracer tool's browser. Generally, any 'beam' effect will also work as a tracer effect,
//but you should probably avoid adding big, flashy, or permanent effects that you don't want players to be spamming a whole bunch of.
"Tracers"
"
electricity_yellow
electricity_white
custombulleteffect01
custombulleteffect01a
custombulleteffect02
custombulleteffect02a
laserbeam_colorable01
laserbeam_colorable01a
laserbeam_colorable01b
!UTILEFFECT!internalname
"
}
//This next table is used to add a separate "Scripted Effects" list, used for Lua scripted effects (NOT .pcf effects) that should be played with the util.Effect() function.
//If you only want to add .pcf effects, you can safely remove this table.
//Even though these are different from .pcf effects, they should still be added to the Beams or Tracer list if you want the tool to use that feature.
"UtilEffects"
{
"Display Name" "!UTILEFFECT!internalname" //remember to add the !UTILEFFECT! flag to the beginning
}
}
//After the Info table are your particle lists - the format is just a string with the name of your .pcf file (this'll get game.AddParticles()'d by the addon),
//and then another string, containing all the effect names in the list, with one name per line.
//You don't need to indent these if you don't want to - keeping it all like this makes it a lot easier to copy-paste in big lists of particle names.
//NOTE: Due to a limitation with GMod's keyvalue-reading function, the game stops reading these list strings after 4095 characters. To get around this, you can add a continuation by adding
//another list with the the same name, followed by _cont (and then anything else after that, so you can have multiple continuations for the same list), and the addon will stitch them
//together automatically when reading the file. For example, if "particle_file.pcf" has gotten too big, you can continue it in another list called "particle_file.pcf_cont1".
//This works for the list strings inside of the EffectOptions table, too - just put the continuations inside of the EffectOptions table as well.
//Remember to check the console when you're testing out your particle list - it'll tell you if there were any problems reading the file, and if any of your lists need to be split up.
"example_particle_file.pcf"
"
effect_1
effect_two
effect_the_third_one
another_dang_effect
etc
effects with spaces in their names work too
//you can comment effects out by putting two slashes in front of them
yet_another_effect //you can also add comments after them, it'll ignore everything on that line after the two slashes
"
"whoa_more_particles.pcf"
"
flame01
flame02
flame02_a
flame_colorable
bigexplosion01
electricity_yellow
electricity_white
custombulleteffect01
custombulleteffect01a
custombulleteffect02
custombulleteffect02a
laserbeam_colorable01
laserbeam_colorable01a
laserbeam_colorable01b
"
"you_get_the_idea.pcf"
"
rain_ambient_01
rain_ambient_02
im_gonna_stop_making_up_effect_names_now
"
}

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--[[
| This file was obtained through the combined efforts
| of Madbluntz & Plymouth Antiquarian Society.
|
| Credits: lifestorm, Gregory Wayne Rossel JR.,
| Maloy, DrPepper10 @ RIP, Atle!
|
| Visit for more: https://plymouth.thetwilightzone.ru/
--]]
"EffectList"
{
"Info"
{
"CategoryName" " "
"EffectOptions"
{
"Beams"
"
"
"Color1"
"
"
"Color255"
"
"
"Tracers"
"
"
}
"UtilEffects"
{
" " "!UTILEFFECT!"
}
}
".pcf"
"
"
".pcf"
"
"
".pcf"
"
"
".pcf"
"
"
".pcf"
"
"
".pcf"
"
"
".pcf"
"
"
}

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--[[
| This file was obtained through the combined efforts
| of Madbluntz & Plymouth Antiquarian Society.
|
| Credits: lifestorm, Gregory Wayne Rossel JR.,
| Maloy, DrPepper10 @ RIP, Atle!
|
| Visit for more: https://plymouth.thetwilightzone.ru/
--]]
"EffectList"
{
"Info"
{
"CategoryName" ""
"EffectOptions"
{
"Beams"
"
"
"Color1"
"
"
"Color255"
"
"
"Tracers"
"
"
}
"UtilEffects"
{
"" ""
}
}
""
"
"
""
"
"
""
"
"
""
"
"
""
"
"
""
"
"
""
"
"
}

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--[[
| This file was obtained through the combined efforts
| of Madbluntz & Plymouth Antiquarian Society.
|
| Credits: lifestorm, Gregory Wayne Rossel JR.,
| Maloy, DrPepper10 @ RIP, Atle!
|
| Visit for more: https://plymouth.thetwilightzone.ru/
--]]
"EffectList"
{
"Info"
{
"CategoryName" "Counter-Strike Source"
"UtilEffects"
{
"Muzzle flash, counter-strike" "!UTILEFFECT!CS_MuzzleFlash"
"Muzzle flash, counter-strike X" "!UTILEFFECT!CS_MuzzleFlash_X"
}
}
"//achievement.pcf" //conflicts with tf2 effects
"
achieved
mini_firework_flare
mini_fireworks
"
"//blood_impact.pcf" //copy of stock source particles
"
blood_advisor_pierce_spray
blood_advisor_pierce_spray_b
blood_advisor_pierce_spray_c
blood_advisor_puncture
blood_advisor_puncture_withdraw
blood_advisor_shrapnel_impact
blood_advisor_shrapnel_spray_1
blood_advisor_shrapnel_spray_2
blood_advisor_shrapnel_spurt_1
blood_advisor_shrapnel_spurt_2
blood_antlionguard_injured_heavy
blood_antlionguard_injured_heavy_
blood_antlionguard_injured_heavy_tiny
blood_antlionguard_injured_light
blood_antlionguard_injured_light_tiny
blood_drip_synth_01
blood_drip_synth_01b
blood_drip_synth_01c
blood_impact_antlion_01
blood_impact_antlion_worker_01
blood_impact_green_01
blood_impact_green_01_chunk
blood_impact_green_01_droplets
blood_impact_green_02_chunk
blood_impact_green_02_droplets
blood_impact_green_02_glow
blood_impact_red_01
blood_impact_red_01_chunk
blood_impact_red_01_droplets
blood_impact_red_01_goop
blood_impact_red_01_mist
blood_impact_red_01_smalldroplets
blood_impact_synth_01
blood_impact_synth_01_arc
blood_impact_synth_01_arc2
blood_impact_synth_01_arc2
blood_impact_synth_01_arc4
blood_impact_synth_01_arc_parent
blood_impact_synth_01_arc_parents
blood_impact_synth_01_armor
blood_impact_synth_01_droplets
blood_impact_synth_01_dust
blood_impact_synth_01_short
blood_impact_synth_01_spurt
blood_impact_yellow_01
blood_impact_zombie_01
blood_spurt_synth_01
blood_spurt_synth_01b
blood_zombie_split
blood_zombie_split_spray
blood_zombie_split_spray_tiny
blood_zombie_split_spray_tiny2
vomit_barnacle
vomit_barnacle_b
"
"//burning_fx.pcf" //copy of stock source particles
"
burning_character
burning_character_b
burning_character_c
burning_character_d
burning_character_e
"
"//error.pcf" //copy of stock source particles
"
error
"
"//fire_01.pcf" //almost an exact copy of the stock particles, has one new effect called bomb_explosion_huge that's just a slightly different explosion_silo
"
bomb_explosion_huge
burning_engine_01
burning_engine_fire
burning_gib_01
burning_gib_01_drag
burning_gib_01_follower1
burning_gib_01_follower2
burning_gib_01b
burning_vehicle
burning_wood_01
burning_wood_01b
burning_wood_01c
embers_large_01
embers_large_02
embers_medium_01
embers_medium_03
embers_small_01
env_embers_large
env_embers_medium
env_embers_medium_spread
env_embers_small
env_embers_small_spread
env_embers_tiny
env_fire_large
env_fire_large_b
env_fire_large_smoke
env_fire_large_smoke_b
env_fire_medium
env_fire_medium_b
env_fire_medium_smoke
env_fire_medium_spread
env_fire_medium_spread_b
env_fire_random_puff
env_fire_small
env_fire_small_b
env_fire_small_base
env_fire_small_coverage
env_fire_small_coverage_b
env_fire_small_coverage_base
env_fire_small_coverage_base_smoke
env_fire_small_coverage_c
env_fire_small_coverage_smoke
env_fire_small_smoke
env_fire_tiny
env_fire_tiny_b
env_fire_tiny_smoke
explosion_huge
explosion_huge_b
explosion_huge_burning_chunks
explosion_huge_c
explosion_huge_d
explosion_huge_e
explosion_huge_f
explosion_huge_flames
explosion_huge_flames_b
explosion_huge_g
explosion_huge_h
explosion_huge_i
explosion_huge_j
explosion_huge_k
explosion_huge_smoking_chunks
explosion_silo
fire_jet_01
fire_jet_01_flame
fire_large_01
fire_large_02
fire_large_02_filler
fire_large_02_fillerb
fire_large_base
fire_medium_01
fire_medium_01_glow
fire_medium_02
fire_medium_02_nosmoke
fire_medium_03
fire_medium_03_brownsmoke
fire_medium_base
fire_medium_burst
fire_medium_heatwave
fire_small_01
fire_small_02
fire_small_03
fire_small_base
fire_small_flameouts
fire_verysmall_01
smoke_burning_engine_01
smoke_exhaust_01
smoke_exhaust_01a
smoke_exhaust_01b
smoke_gib_01
smoke_large_01
smoke_large_01b
smoke_large_02
smoke_large_02b
smoke_medium_01
smoke_medium_02
smoke_medium_02 Version #2
smoke_medium_02b
smoke_medium_02b Version #2
smoke_medium_02c
smoke_medium_02d
smoke_small_01
smoke_small_01b
"
"//fire_medium_01.pcf" //broken textures, overrides some perfectly good, non-broken effects from fire_01
"
embers_medium_01
fire_medium_01
smoke_oily_01
"
"muzzleflashes.pcf" //behold, the only usable .pcf file in counter-strike source... and it's a bunch of broken, multicolored muzzle flashes. dang.
"
muzzle_autorifles
muzzle_machinegun
muzzle_pistols
muzzle_rifles
muzzle_shotguns
muzzle_smgs
"
"//water_impact.pcf" //copy of stock particles
"
slime_splash_01
slime_splash_01_droplets
slime_splash_01_reversed
slime_splash_01_surface
slime_splash_02
slime_splash_03
water_bubble_ambient_1
water_bubble_trail_1
water_foam_01
water_foam_01b
water_foam_01c
water_foam_01d
water_foam_line_long
water_foam_line_longb
water_foam_line_longc
water_foam_line_longd
water_foam_line_short
water_foam_line_shortb
water_foam_line_shortc
water_foam_line_shortd
water_gunk_1
water_impact_bubbles_1
water_impact_bubbles_1b
water_impact_bubbles_1c
water_impact_bubbles_1d
water_splash_01
water_splash_01_droplets
water_splash_01_refract
water_splash_01_surface1
water_splash_01_surface2
water_splash_01_surface3
water_splash_01_surface4
water_splash_02
water_splash_02_animated
water_splash_02_continuous
water_splash_02_droplets
water_splash_02_droplets Version #2
water_splash_02_froth
water_splash_02_froth2
water_splash_02_refract
water_splash_02_surface2
water_splash_02_surface4
water_splash_02_vertical
water_splash_03
water_splash_leakypipe_silo
water_splash_leakypipe_silo_froth2
water_splash_leakypipe_vertical
water_trail_medium
water_trail_medium_b
"
//This is a CUSTOM .pcf file, repackaged because its effect names conflicted with effects from TF2.
"achievement_cstrike.pcf"
"
cstrike_achieved
cstrike_mini_firework_flare
cstrike_mini_fireworks
"
}

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lua/particlelists/ep1.lua Normal file
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--[[
| This file was obtained through the combined efforts
| of Madbluntz & Plymouth Antiquarian Society.
|
| Credits: lifestorm, Gregory Wayne Rossel JR.,
| Maloy, DrPepper10 @ RIP, Atle!
|
| Visit for more: https://plymouth.thetwilightzone.ru/
--]]
"EffectList"
{
"Info"
{
"CategoryName" "Half-Life 2: Episode 1"
}
//This is it. This is the only particle in Episode 1. A nearly invisible energy beam thing.
"ep1_fx.pcf"
"
bridge_vortex
bridge_vortex_b
"
}

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lua/particlelists/ep2.lua Normal file

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lua/particlelists/gmod.lua Normal file
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--[[
| This file was obtained through the combined efforts
| of Madbluntz & Plymouth Antiquarian Society.
|
| Credits: lifestorm, Gregory Wayne Rossel JR.,
| Maloy, DrPepper10 @ RIP, Atle!
|
| Visit for more: https://plymouth.thetwilightzone.ru/
--]]
"EffectList"
{
"Info"
{
"CategoryName" "Source Engine / Garry's Mod"
"EffectOptions"
{
"Beams"
"
!UTILEFFECT!AirboatGunHeavyTracer
!UTILEFFECT!AirboatGunTracer
!UTILEFFECT!AR2Tracer
!UTILEFFECT!GunshipTracer
!UTILEFFECT!HelicopterTracer
!UTILEFFECT!StriderTracer
!UTILEFFECT!Tracer
!UTILEFFECT!GaussTracer
!UTILEFFECT!LaserTracer
!UTILEFFECT!ToolTracer
vortigaunt_beam
vortigaunt_beam_arc_cp1_0
vortigaunt_beam_arc_cp1_1
vortigaunt_beam_arc_cp1_2
vortigaunt_beam_arc_cp1_3
vortigaunt_beam_arc_cp1_4
vortigaunt_beam_arc_cp1_5
vortigaunt_beam_arc_cp1_6
vortigaunt_beam_b
vortigaunt_beam_charge
vortigaunt_glow_charge_cp1_beam
vortigaunt_glow_charge_cp1_beam2
vortigaunt_glow_charge_cp1_beam3
vortigaunt_glow_charge_cp1_beam4
vortigaunt_glow_charge_cp1_beam5
vortigaunt_glow_charge_cp1_beam6
"
"Tracers"
"
!UTILEFFECT!AirboatGunHeavyTracer
!UTILEFFECT!AirboatGunTracer
!UTILEFFECT!AR2Tracer
!UTILEFFECT!GunshipTracer
!UTILEFFECT!HelicopterTracer
!UTILEFFECT!StriderTracer
!UTILEFFECT!Tracer
!UTILEFFECT!GaussTracer
!UTILEFFECT!LaserTracer
!UTILEFFECT!ToolTracer
vortigaunt_beam
vortigaunt_beam_arc_cp1_0
vortigaunt_beam_arc_cp1_1
vortigaunt_beam_arc_cp1_2
vortigaunt_beam_arc_cp1_3
vortigaunt_beam_arc_cp1_4
vortigaunt_beam_arc_cp1_5
vortigaunt_beam_arc_cp1_6
vortigaunt_beam_b
vortigaunt_beam_charge
vortigaunt_glow_charge_cp1_beam
vortigaunt_glow_charge_cp1_beam2
vortigaunt_glow_charge_cp1_beam3
vortigaunt_glow_charge_cp1_beam4
vortigaunt_glow_charge_cp1_beam5
vortigaunt_glow_charge_cp1_beam6
"
}
"UtilEffects"
{
"Antlion gib, old" "!UTILEFFECT!AntlionGib"
"Blood, red" "!UTILEFFECT!BloodImpact"
"Blood, yellow" "!UTILEFFECT!BloodImpact!COLOR1!"
"Blood, zombie" "!UTILEFFECT!BloodImpact!COLOR2!"
"Blood, synth" "!UTILEFFECT!BloodImpact!COLOR3!"
"Blood, strider" "!UTILEFFECT!StriderBlood"
"Explosion" "!UTILEFFECT!Explosion"
"Explosion (silent)" "!UTILEFFECT!Explosion!FLAG4!"
"Explosion, combine mortar" "!UTILEFFECT!AR2Explosion"
"Explosion, helicopter bomb" "!UTILEFFECT!HelicopterMegaBomb"
"Muzzle flash, SMG (scalable)" "!UTILEFFECT!MuzzleEffect"
"Muzzle flash, airboat" "!UTILEFFECT!AirboatMuzzleFlash"
"Muzzle flash, helicopter" "!UTILEFFECT!ChopperMuzzleFlash"
"Muzzle flash, strider" "!UTILEFFECT!StriderMuzzleFlash"
"Muzzle flash, gunship" "!UTILEFFECT!GunshipMuzzleFlash"
"Muzzle flash, shotgun" "!UTILEFFECT!MuzzleFlash!FLAG1!"
"Muzzle flash, SMG" "!UTILEFFECT!MuzzleFlash!FLAG2!"
"Muzzle flash, pistol" "!UTILEFFECT!MuzzleFlash!FLAG3!"
"Muzzle flash, AR2" "!UTILEFFECT!MuzzleFlash!FLAG5!"
//"Muzzle flash, hunter" "!UTILEFFECT!HunterMuzzleFlash" //doesn't create an effect, just a small dynamic light
"Impact, AR2" "!UTILEFFECT!AR2Impact"
"Impact, glass" "!UTILEFFECT!GlassImpact"
//"Impact, crossbow" "!UTILEFFECT!BoltImpact"
"Impact, stunstick" "!UTILEFFECT!StunstickImpact"
//"Impact, gunship (??)" "!UTILEFFECT!GunshipImpact" //not sure if this is used by anything - just makes a small flashing sprite for half a second
"Impact, antlion guard" "!UTILEFFECT!HunterDamage"
"Combine ball, bounce" "!UTILEFFECT!cball_bounce"
"Combine ball, explode" "!UTILEFFECT!cball_explode"
"Shell" "!UTILEFFECT!ShellEject"
"Shell, shotgun" "!UTILEFFECT!ShotgunShellEject"
"Shell, rifle" "!UTILEFFECT!RifleShellEject"
"Water, gunshot splash" "!UTILEFFECT!gunshotsplash"
"Water, surface explosion" "!UTILEFFECT!WaterSurfaceExplosion"
"Water, splash" "!UTILEFFECT!watersplash"
"Water, splash" "!UTILEFFECT!watersplash!FLAG1!"
"Water, ripple" "!UTILEFFECT!waterripple"
"Sparks" "!UTILEFFECT!Sparks"
"Sparks, manhack" "!UTILEFFECT!ManhackSparks"
"Sparks, crossbow load" "!UTILEFFECT!CrossbowLoad"
"Sparks, metal" "!UTILEFFECT!MetalSpark"
"Sparks, electric" "!UTILEFFECT!ElectricSpark"
"Tesla" "!UTILEFFECT!TeslaHitBoxes"
"Balloon pop" "!UTILEFFECT!balloon_pop"
"Vortigaunt dispel" "!UTILEFFECT!VortDispel"
"Dust, thumper" "!UTILEFFECT!ThumperDust"
"Dust, wheel" "!UTILEFFECT!WheelDust"
"Shake ropes" "!UTILEFFECT!ShakeRopes"
"Tracer, airboat heavy" "!UTILEFFECT!AirboatGunHeavyTracer"
"Tracer, airboat" "!UTILEFFECT!AirboatGunTracer"
"Tracer, AR2" "!UTILEFFECT!AR2Tracer"
"Tracer, gunship" "!UTILEFFECT!GunshipTracer"
"Tracer, helicopter" "!UTILEFFECT!HelicopterTracer"
"Tracer, strider" "!UTILEFFECT!StriderTracer"
"Tracer" "!UTILEFFECT!Tracer"
"Tracer, gauss" "!UTILEFFECT!GaussTracer"
"Tracer, laser" "!UTILEFFECT!LaserTracer"
"Tracer, toolgun" "!UTILEFFECT!ToolTracer"
//bullet impact effects need to be used in a very specific way to function
//"Impact" "!UTILEFFECT!Impact" //standard bullet impact
//"Impact, helicopter" "!UTILEFFECT!HelicopterImpact" //added sparks
//"Impact, airboat" "!UTILEFFECT!AirboatGunImpact" //added sparks
//"Impact, gauss" "!UTILEFFECT!ImpactGauss" //larger dust particles
//"Impact, jeep" "!UTILEFFECT!ImpactJeep" //larger dust particles
//"Impact, gunship" "!UTILEFFECT!ImpactGunship" //larger dust particles
"Blood spray, red (specks only)" "!UTILEFFECT!bloodspray!FLAG1!"
"Blood spray, red (small mist only)" "!UTILEFFECT!bloodspray!FLAG2!"
"Blood spray, red, small mist" "!UTILEFFECT!bloodspray!FLAG3!"
"Blood spray, red (large mist only)" "!UTILEFFECT!bloodspray!FLAG4!"
"Blood spray, red, large mist" "!UTILEFFECT!bloodspray!FLAG5!"
"Blood spray, yellow (specks only)" "!UTILEFFECT!bloodspray!FLAG1!!COLOR1!"
"Blood spray, yellow (small mist only)" "!UTILEFFECT!bloodspray!FLAG2!!COLOR1!"
"Blood spray, yellow, small mist" "!UTILEFFECT!bloodspray!FLAG3!!COLOR1!"
"Blood spray, yellow (large mist only)" "!UTILEFFECT!bloodspray!FLAG4!!COLOR1!"
"Blood spray, yellow, large mist" "!UTILEFFECT!bloodspray!FLAG5!!COLOR1!"
"Blood spray, pink (specks only)" "!UTILEFFECT!bloodspray!FLAG1!!COLOR2!"
"Blood spray, pink (small mist only)" "!UTILEFFECT!bloodspray!FLAG2!!COLOR2!"
"Blood spray, pink, small mist" "!UTILEFFECT!bloodspray!FLAG3!!COLOR2!"
"Blood spray, pink (large mist only)" "!UTILEFFECT!bloodspray!FLAG4!!COLOR2!"
"Blood spray, pink, large mist" "!UTILEFFECT!bloodspray!FLAG5!!COLOR2!"
"Blood spray, black (specks only)" "!UTILEFFECT!bloodspray!FLAG1!!COLOR3!"
"Blood spray, black (small mist only)" "!UTILEFFECT!bloodspray!FLAG2!!COLOR3!"
"Blood spray, black, small mist" "!UTILEFFECT!bloodspray!FLAG3!!COLOR3!"
"Blood spray, black (large mist only)" "!UTILEFFECT!bloodspray!FLAG4!!COLOR3!"
"Blood spray, black, large mist" "!UTILEFFECT!bloodspray!FLAG5!!COLOR3!"
//"Tesla zap" "!UTILEFFECT!TeslaZap" //doesn't seem to do anything
//"Command pointer" "!UTILEFFECT!CommandPointer" //doesn't seem to do anything
//"Smoke" "!UTILEFFECT!Smoke" //big, permanent, multicolored smoke effect. probably a stress test or something
//"RPG shot down" "!UTILEFFECT!RPGShotDown" //all this does is play a sound effect
//"Impact, gravity gun" "!UTILEFFECT!PhyscannonImpact" //doesn't seem to do anything
//"Blood, hud blood splat" "!UTILEFFECT!HudBloodSplat" //commented out in the SDK, doesn't do anything
//"Tracer, hunter (beta)" "!UTILEFFECT!HunterTracer" //it's the same as the other combine tracers only broken
//"Impact, ragdoll" "!UTILEFFECT!RagdollImpact" //doesn't seem to do anything
//"HL1 shell eject" "!UTILEFFECT!HL1ShellEject" //doesn't seem to do anything
//"HL1 gib" "!UTILEFFECT!HL1Gib" //spits out gib models with broken textures? maybe you need half-life source mounted or something.
//"HL1 " "!UTILEFFECT!HL1GaussWallImpact2" //these next ones don't do anything, but console spam says they're supposed to be spitting out
//"HL1 " "!UTILEFFECT!HL1GaussWallImpact1" //models, so again, maybe I just need half-life source
//"HL1 " "!UTILEFFECT!HL1GaussWallPunchExit"
//"HL1 " "!UTILEFFECT!HL1GaussWallPunchEnter"
//"HL1 " "!UTILEFFECT!HL1GaussReflect"
//"HL1 " "!UTILEFFECT!HL1GaussBeamReflect"
//"HL1 " "!UTILEFFECT!HL1GaussBeam" //doesn't seem to do anything
//"Shell, " "!UTILEFFECT!EjectBrass_338Mag" //i think these shell effects are from counter-strike or something? they're nearly the same as the
//"Shell, " "!UTILEFFECT!EjectBrass_762Nato" //hl2 ones, except they collide with the model they eject from, so let's skip these
//"Shell, " "!UTILEFFECT!EjectBrass_556"
//"Shell, " "!UTILEFFECT!EjectBrass_57"
//"Shell, " "!UTILEFFECT!EjectBrass_12Gauge"
//"Shell, " "!UTILEFFECT!EjectBrass_9mm"
//"" "!UTILEFFECT!ParticleTracer" //i think these are internal things used to play .pcf effects, actually
//"" "!UTILEFFECT!ParticleEffectStop"
//"" "!UTILEFFECT!ParticleEffect"
//"Camera flash" "!UTILEFFECT!camera_flash" //doesn't do anything except create an obnoxious dynamic light
"Sparks, entity remove" "!UTILEFFECT!entity_remove"
"Sparks, inflator tool" "!UTILEFFECT!inflator_magic"
//"Physgun freeze" "!UTILEFFECT!phys_freeze" //creates a halo effect around the entity, absolutely not
//"Physgun unfreeze" "!UTILEFFECT!phys_unfreeze" //creates a halo effect around the entity, absolutely not
"Prop spawn" "!UTILEFFECT!propspawn"
"Impact, toolgun" "!UTILEFFECT!selection_indicator"
"Impact, toolgun (ring only)" "!UTILEFFECT!selection_ring"
//"Wheel indicator" "!UTILEFFECT!wheel_indicator" //doesn't work, requires an "axis" value which we're not giving it
//"Depth of Field node" "!UTILEFFECT!dof_node" //causes an error
//"" "!UTILEFFECT!"
}
}
"antlion_blood.pcf"
"
AntlionGib
AntlionGibTrails
"
"blood_impact.pcf"
"
blood_advisor_pierce_spray
blood_advisor_pierce_spray_b
blood_advisor_pierce_spray_c
blood_advisor_puncture
blood_advisor_puncture_withdraw
blood_advisor_shrapnel_impact
blood_advisor_shrapnel_spray_1
blood_advisor_shrapnel_spray_2
blood_advisor_shrapnel_spurt_1
blood_advisor_shrapnel_spurt_2
blood_antlionguard_injured_heavy
blood_antlionguard_injured_heavy_
blood_antlionguard_injured_heavy_tiny
blood_antlionguard_injured_light
blood_antlionguard_injured_light_tiny
blood_drip_synth_01
blood_drip_synth_01b
blood_drip_synth_01c
blood_impact_antlion_01
blood_impact_antlion_worker_01
blood_impact_green_01
blood_impact_green_01_chunk
blood_impact_green_01_droplets
blood_impact_green_02_chunk
blood_impact_green_02_droplets
blood_impact_green_02_glow
blood_impact_red_01
blood_impact_red_01_chunk
blood_impact_red_01_droplets
blood_impact_red_01_goop
blood_impact_red_01_mist
blood_impact_red_01_smalldroplets
blood_impact_synth_01
blood_impact_synth_01_arc
blood_impact_synth_01_arc2
blood_impact_synth_01_arc2
blood_impact_synth_01_arc4
blood_impact_synth_01_arc_parent
blood_impact_synth_01_arc_parents
blood_impact_synth_01_armor
blood_impact_synth_01_droplets
blood_impact_synth_01_dust
blood_impact_synth_01_short
blood_impact_synth_01_spurt
blood_impact_yellow_01
blood_impact_zombie_01
blood_spurt_synth_01
blood_spurt_synth_01b
blood_zombie_split
blood_zombie_split_spray
blood_zombie_split_spray_tiny
blood_zombie_split_spray_tiny2
vomit_barnacle
vomit_barnacle_b
"
"burning_fx.pcf"
"
burning_character
burning_character_b
burning_character_c
burning_character_d
burning_character_e
"
"combineball.pcf"
"
combineball
"
"error.pcf"
"
error
"
"fire_01.pcf"
"
burning_engine_01
burning_engine_fire
burning_gib_01
burning_gib_01_drag
burning_gib_01_follower1
burning_gib_01_follower2
burning_gib_01b
burning_vehicle
burning_wood_01
burning_wood_01b
burning_wood_01c
embers_large_01
embers_large_02
embers_medium_01
embers_medium_03
embers_small_01
env_embers_large
env_embers_medium
env_embers_medium_spread
env_embers_small
env_embers_small_spread
env_embers_tiny
env_fire_large
env_fire_large_b
env_fire_large_smoke
env_fire_large_smoke_b
env_fire_medium
env_fire_medium_b
env_fire_medium_smoke
env_fire_medium_spread
env_fire_medium_spread_b
env_fire_random_puff
env_fire_small
env_fire_small_b
env_fire_small_base
env_fire_small_coverage
env_fire_small_coverage_b
env_fire_small_coverage_base
env_fire_small_coverage_base_smoke
env_fire_small_coverage_c
env_fire_small_coverage_smoke
env_fire_small_smoke
env_fire_tiny
env_fire_tiny_b
env_fire_tiny_smoke
explosion_huge
explosion_huge_b
explosion_huge_burning_chunks
explosion_huge_c
explosion_huge_d
explosion_huge_e
explosion_huge_f
explosion_huge_flames
explosion_huge_flames_b
explosion_huge_g
explosion_huge_h
explosion_huge_i
explosion_huge_j
explosion_huge_k
explosion_huge_smoking_chunks
explosion_silo
fire_jet_01
fire_jet_01_flame
fire_large_01
fire_large_02
fire_large_02_filler
fire_large_02_fillerb
fire_large_base
fire_medium_01
fire_medium_01_glow
fire_medium_02
fire_medium_02_nosmoke
fire_medium_03
fire_medium_03_brownsmoke
fire_medium_base
fire_medium_burst
fire_medium_heatwave
fire_small_01
fire_small_02
fire_small_03
fire_small_base
fire_small_flameouts
fire_verysmall_01
smoke_burning_engine_01
smoke_exhaust_01
smoke_exhaust_01a
smoke_exhaust_01b
smoke_gib_01
smoke_large_01
smoke_large_01b
smoke_large_02
smoke_large_02b
smoke_medium_01
smoke_medium_02
smoke_medium_02 Version #2
smoke_medium_02b
smoke_medium_02b Version #2
smoke_medium_02c
smoke_medium_02d
smoke_small_01
smoke_small_01b
"
"gmod_effects.pcf"
"
generic_smoke
"
"//impact_fx.pcf" //this pcf isn't included in the manifest, and for good reason! almost all the effects use some outdated renderer and spew errors in the console when you try to use them.
"
impact_antlion
impact_computer
impact_computer_smoke
impact_concrete
impact_concrete_child_base
impact_concrete_child_smoke
impact_dirt
impact_dirt_child_base
impact_dirt_child_bounce
impact_dirt_child_burst
impact_dirt_child_burst2
impact_dirt_child_smoke
impact_generic_burn
impact_generic_burst
impact_generic_burst_2
impact_generic_smoke
impact_metal
impact_metal_child_base
impact_metal_child_glow
impact_metal_child_glow2
impact_metal_child_smoke
impact_ricochet
impact_wood
impact_wood_child_base
impact_wood_child_burn
impact_wood_child_smoke
impact_wood_noflecks
ricochet_sparks
"
"rocket_fx.pcf"
"
Rocket_Smoke
Rocket_Smoke_Trail
"
"train_steam.pcf" //this pcf isn't actually in the manifest, even the default source one, i guess it's some unused thing
"
steam_train
"
"vortigaunt_fx.pcf"
"
vortigaunt_beam
vortigaunt_beam_arc_cp1_0
vortigaunt_beam_arc_cp1_1
vortigaunt_beam_arc_cp1_2
vortigaunt_beam_arc_cp1_3
vortigaunt_beam_arc_cp1_4
vortigaunt_beam_arc_cp1_5
vortigaunt_beam_arc_cp1_6
vortigaunt_beam_b
vortigaunt_beam_charge
vortigaunt_charge_token
vortigaunt_charge_token_b
vortigaunt_charge_token_c
vortigaunt_charge_token_d
vortigaunt_glow_beam_cp0
vortigaunt_glow_beam_cp0b
vortigaunt_glow_beam_cp1
vortigaunt_glow_beam_cp1b
vortigaunt_glow_charge_cp0
vortigaunt_glow_charge_cp1
vortigaunt_glow_charge_cp1_beam
vortigaunt_glow_charge_cp1_beam2
vortigaunt_glow_charge_cp1_beam3
vortigaunt_glow_charge_cp1_beam4
vortigaunt_glow_charge_cp1_beam5
vortigaunt_glow_charge_cp1_beam6
vortigaunt_glow_charge_cp1b
vortigaunt_hand_glow
vortigaunt_hand_glow_b
"
"water_impact.pcf"
"
slime_splash_01
slime_splash_01_droplets
slime_splash_01_reversed
slime_splash_01_surface
slime_splash_02
slime_splash_03
water_bubble_ambient_1
water_bubble_trail_1
water_foam_01
water_foam_01b
water_foam_01c
water_foam_01d
water_foam_line_long
water_foam_line_longb
water_foam_line_longc
water_foam_line_longd
water_foam_line_short
water_foam_line_shortb
water_foam_line_shortc
water_foam_line_shortd
water_gunk_1
water_impact_bubbles_1
water_impact_bubbles_1b
water_impact_bubbles_1c
water_impact_bubbles_1d
water_splash_01
water_splash_01_droplets
water_splash_01_refract
water_splash_01_surface1
water_splash_01_surface2
water_splash_01_surface3
water_splash_01_surface4
water_splash_02
water_splash_02_animated
water_splash_02_continuous
water_splash_02_droplets
water_splash_02_droplets Version #2
water_splash_02_froth
water_splash_02_froth2
water_splash_02_refract
water_splash_02_surface2
water_splash_02_surface4
water_splash_02_vertical
water_splash_03
water_splash_leakypipe_silo
water_splash_leakypipe_silo_froth2
water_splash_leakypipe_vertical
water_trail_medium
water_trail_medium_b
"
}

View File

@@ -0,0 +1,83 @@
--[[
| This file was obtained through the combined efforts
| of Madbluntz & Plymouth Antiquarian Society.
|
| Credits: lifestorm, Gregory Wayne Rossel JR.,
| Maloy, DrPepper10 @ RIP, Atle!
|
| Visit for more: https://plymouth.thetwilightzone.ru/
--]]
"EffectList"
{
"Info"
{
"CategoryName" "Example Particle List"
"EffectOptions"
{
"Beams"
"
moreeffects_beam1
moreeffects_beam2_alsoatracer
moreeffects_beam3_alsoatracer
"
"Color1"
"
moreeffects_color1_1
moreeffects_color1_2
"
"Color255"
"
moreeffects_color255_1
moreeffects_color255_2
"
"Tracers"
"
moreeffects_beam2_alsoatracer
moreeffects_beam3_alsoatracer
"
}
"UtilEffects"
{
"A Scripted Effect" "!UTILEFFECT!ThisIsFakeAndDoesntExist"
"A Scripted Effect 2" "!UTILEFFECT!ThisIsFakeToo"
}
}
"example_1.pcf" //this is a comment
"
an_effect
another effect
YetAnotherEffect
An Effect With Capital Letters And Spaces //this is also a comment
//effect_thats_commented_out
"
"example_2.pcf"
"
moreeffects_1
moreeffects_2
moreeffects_beam1
moreeffects_beam2_alsoatracer
moreeffects_beam3_alsoatracer
moreeffects_color1_1
moreeffects_color1_2
moreeffects_color255_1
moreeffects_color255_2
"
}

View File

@@ -0,0 +1,301 @@
--[[
| This file was obtained through the combined efforts
| of Madbluntz & Plymouth Antiquarian Society.
|
| Credits: lifestorm, Gregory Wayne Rossel JR.,
| Maloy, DrPepper10 @ RIP, Atle!
|
| Visit for more: https://plymouth.thetwilightzone.ru/
--]]
"EffectList"
{
"Info"
{
"CategoryName" "Portal"
"EffectOptions"
{
"Beams"
"
Glados_Beam
Glados_Beam_Static
portal_1_overlap__
"
"Tracers"
"
Glados_Beam
Glados_Beam_Static
"
}
}
"//blood_impact.pcf" //it's just a worse version of the stock source one
"
blood_impact_green_01
blood_impact_red_01
blood_impact_red_01_chunk
blood_impact_red_01_goop
blood_impact_red_01_smalldroplets
blood_impact_yellow_01
"
"cleansers.pcf"
"
Cleanser_edge_1
Cleanser_edge_2
human_cleanser
human_cleanser_buildup
human_cleanser_buildup_3d
human_cleanser_buildup_3d Version #2
human_cleanser_buildup_floor
human_cleanser_buildup_floor2
human_cleanser_large
portal_cleanser
"
"environment.pcf"
"
elevator_beam
elevator_beam3
elevator_beam_top
elevator_core
elevator_core2
water_mist_1024_512
water_mist_1024_512_b
water_mist_256
water_mist_256_b
water_mist_384_128
water_mist_384_128_b
water_mist_512
water_mist_512_128
water_mist_512_128_b
water_mist_512_b
"
"finale_fx.pcf"
"
finale_arms
finale_finalportal
finale_fx
finale_gasescape1
finale_gasescape_initial
finale_glowburn
finale_glowburn2
finale_sparks
finale_sparks2
"
"//fire_01.pcf" //conflicts with default source engine fx
"
fire_incinerator_base
fire_incinerator_constant
fire_incinerator_constant_
fire_incinerator_constant_2
fire_incinerator_constant_end01
fire_incinerator_constant_end02
fire_incinerator_constant_smoke
fire_incinerator_door
fire_incinerator_door_heatwaver
fire_incinerator_door_smoke
fire_incinerator_door_smoke_constant
fire_incinerator_heatwaver
fire_incinerator_heatwaver_constant
fire_incinerator_window_constant_flames
fire_incinerator_window_constant_flames2
fire_incinerator_window_occaisional_flames
fire_incinerator_window_warp
fire_large_02
fire_large_02_filler
fire_large_02_fillerb
fire_large_02_warp
fire_large_base
fire_medium_01
fire_medium_01_filler
fire_medium_01_fillerb
fire_medium_01_fillerb Version #2
fire_medium_base
fire_ploom_01
smoke_large_02b
smoke_medium_01
"
"glados.pcf"
"
Glados_Beam
Glados_Beam_Electricity
Glados_Beam_Endpoint
Glados_Beam_Parent_0
Glados_Beam_Parent_1
Glados_Beam_Static
"
"neurotoxins.pcf"
"
neurotoxins_step1
neurotoxins_step1b
neurotoxins_step2
neurotoxins_step3
"
"portal_projectile.pcf"
"
portal_1_badsurface
portal_1_badsurface_
portal_1_badvolume
portal_1_badvolume_
portal_1_cleanser
portal_1_near
portal_1_near_in
portal_1_near_out
portal_1_near_warp
portal_1_nofit
portal_1_nofit_warp
portal_1_overlap
portal_1_overlap__
portal_1_overlap_glow
portal_1_overlap_glow_nomove
portal_1_overlap_oval
portal_1_overlap_warp
portal_1_overlap_warp_fast
portal_1_projectile_3rdperson
portal_1_projectile_ball
portal_1_projectile_ball_3rdperson
portal_1_projectile_fiber
portal_1_projectile_stream
portal_1_projectile_stream_pedestal
portal_1_projectile_trail
portal_1_success
portal_2_badsurface
portal_2_badsurface_
portal_2_badvolume
portal_2_badvolume_
portal_2_cleanser
portal_2_cleanser_old
portal_2_near
portal_2_near_in
portal_2_near_out
portal_2_nofit
portal_2_overlap
portal_2_overlap_
portal_2_projectile_3rdperson
portal_2_projectile_ball
portal_2_projectile_ball_3rdperson
portal_2_projectile_fiber
portal_2_projectile_stream
portal_2_projectile_stream_pedestal
portal_2_projectile_trail
portal_2_success
"
"portalgun.pcf"
"
portal_1_charge
portal_1_charge_flash
portal_1_charge_glow
portal_1_charge_pulse
portal_2_charge
portal_2_charge_flash
portal_2_charge_glow
portal_2_charge_pulse
portalgun_1_cleanser
"
"portals.pcf"
"
portal_1_close
portal_1_close_flash
portal_1_edge
portal_1_particles
Portal_1_vacuum
portal_1_vacuum2
Portal_1_vacuum_
portal_2_close
portal_2_edge
portal_2_particles
portal_2_test
portal_2_vacuum
"
"red_blast.pcf"
"
large_spinning
Red_blast
"
"tubes.pcf"
"
broken_tube_suck
broken_tube_suck_b
"
//This is a CUSTOM .pcf file, repackaged because its file name and effect names conflicted with default Source Engine/Gmod effects.
"fire_01_portal.pcf"
"
fire_incinerator_base
fire_incinerator_constant
fire_incinerator_constant_
fire_incinerator_constant_2
fire_incinerator_constant_end01
fire_incinerator_constant_end02
fire_incinerator_constant_smoke
fire_incinerator_door
fire_incinerator_door_heatwaver
fire_incinerator_door_smoke
fire_incinerator_door_smoke_constant
fire_incinerator_heatwaver
fire_incinerator_heatwaver_constant
fire_incinerator_window_constant_flames
fire_incinerator_window_constant_flames2
fire_incinerator_window_occaisional_flames
fire_incinerator_window_warp
portal_fire_large_02
portal_fire_large_02_filler
portal_fire_large_02_fillerb
portal_fire_large_02_warp
portal_fire_large_base
portal_fire_medium_01
portal_fire_medium_01_filler
portal_fire_medium_01_fillerb
portal_fire_medium_01_fillerb Version #2
portal_fire_medium_base
portal_fire_ploom_01
portal_smoke_large_02b
portal_smoke_medium_01
"
}

5462
lua/particlelists/tf2.lua Normal file

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