To see the new effects you have to write in the console:
r_particledesc effectinfo
Or you can just add the line:
"r_particledesc" "effectinfo"
on your "autoexec.cfg" or "quake.rc"
Provided that you have this file.
Arcane Dimensions 1.81:
https://www.quaddicted.com/reviews/ad_v1_80p1final.html
Tribal mod and videos (look in the links under the video for the version of the mod "T" or the latest "U"):
https://www.youtube.com/@Tribalquake/pl … shelf_id=0
My mod:
https://www.quaddicted.com/forum/viewtopic.php?id=1018
r_particledesc FOO
will cause qss (or fte) to load up particles/FOO.cfg where you can put whatever effects you want, which will replace the classic effects.
as a special hack, you can also use `r_particledesc effectinfo` in order to attempt to make sense of the more limited format DP decided to use instead. AD (implicitly) makes use of this importing, in case you were wondering.
Of course, if you want to make the most of it, then you need to abuse the particleeffectnum+pointparticles+trailparticles qc builtins, along with the added .trailparticlesnum field, again like AD does for its added not-in-vanilla effects.unlike fte, qss has no built-in particle configs. nothing stops you from providing your own ones (and probably nicer than a programmer like me would come up with), it just takes time+practice+moretime+patience+sanity+persistence+willtolive+insanity... *cough*
in the meantime you can start with https://github.com/fte-team/fteqw/blob/ … s/high.cfg as a sample, though it was made to work okay without needing bulky external textures (the kind that are effectively mandatory for clipped decals, hence no sample of those).
If using the QSS engine, where would I put the particle effect files in within the partcfgs folder terms of the quake folder filetree, so that typing the r_particledesc FOO command within the QSS console does not say "warning: couldn't find r_particledesc FOO"?
I am a biologist, not a programmer, so my skillset when it comes to texture and particle editing would be even less than most people here, probably, but I like tweaking Quake with mods and effects to push it as far as I can.
]]>unlike fte, qss has no built-in particle configs. nothing stops you from providing your own ones (and probably nicer than a programmer like me would come up with), it just takes time+practice+moretime+patience+sanity+persistence+willtolive+insanity... *cough*
in the meantime you can start with https://github.com/fte-team/fteqw/blob/ … s/high.cfg as a sample, though it was made to work okay without needing bulky external textures (the kind that are effectively mandatory for clipped decals, hence no sample of those).
I wonder if there is anything like a mod for Quakespasm-Spiked that bridges this gap?
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