
I need to finish this stuff and write proper docs. Some keys need parameters, and someothers dont need.
Place your mscript file at scripts/models.txt and your rscript file at scripts/textures.txt.

a mscript file look similar to that:


progs/pyrespike.mdl
{
	//The entity has a corona of 100 radio
	corona 100
	
	//The entity has effects3 to darksmoke
	effects 0 0 16

	//The entity has modelflags set to GIB
	flags 4

	//Model will spawn fire, model will have self-light
	use_FIRE
	use_LIGHT
}

I am coding this stuff to make easy to play with.

 - - - 

Use flags:
			use_FIRE;
			use_FIRE2;
			use_MISSILE;
			use_FIRELAMP;
			use_BLUEFIRE2;
			use_BLUEFIRE;
			use_DOWFIRE;
			use_ENGINEFIRE2;
			use_BIGFIRE;
			use_FOGMAKER;
			use_FOGMAKERLITE;
			use_WATERFALL;
			use_SPARKSHOWER;
			use_ALIENBLOOD;
			use_BOLTFX;
			use_SUN;
			use_LASER;		
			use_SPIKE;
			use_GLOW;
			use_LUX;
			use_GIB;
			use_GRASS;
			use_GRASS2;
			use_LUX2;		
			use_LASERBEAM;
			use_FOOTSOUND;
			use_LIGHT;
			use_VORE;
			use_FLAGS;
			use_WALLSMOKE;
Effects values:

//For "flags" key
#define	EF_ROCKET	1			// leave a trail
#define	EF_GRENADE	2			// leave a trail
#define	EF_GIB		4			// leave a trail
#define	EF_ROTATE	8			// rotate (bonus items)
#define	EF_TRACER	16			// green split trail
#define	EF_ZOMGIB	32			// small blood trail
#define	EF_TRACER2	64			// orange split trail + rotate
#define	EF_TRACER3	128			// purple trail

//For effects * 0 0 

#define	EF_BRIGHTFIELD			1
#define	EF_MUZZLEFLASH 			2
#define	EF_BRIGHTLIGHT 			4
#define	EF_DIMLIGHT 			8
#define EF_DECAL				16
#define EF_BLUEFIRE				32
#define EF_FIRE					64
#define EF_DOWFIRE				128

//For effects 0 * 0 

#define EF2_VOORTRAIL			1
#define	EF2_BIGFIRE				2
#define	EF2_FOGSPLASH			4
#define	EF2_WATERFALL			8
#define EF2_FOGSPLASHLITE		16
#define EF2_SPARKSHOWER			32
#define EF2_DARKFIELD            64
#define EF2_ROTATEBIT           128

//For effects 0 0 *
 
#define EF3_ROTATE1			1
#define EF3_ROTATE2			2
#define EF3_ROTATE0			3
#define EF3_ROTATE012		4
#define EF3_ROTATEZ			5
#define EF3_AUTOSNOW		6
#define EF3_TEMPUSVIVENDI	7
#define EF3_TEMPUSFIRE		8
#define EF3_TEMPUSSMOKE		9
#define EF3_SHADOWSHIELD	10
#define EF3_FLUXFIRE		11
#define EF3_ROTATEZ10		12
#define EF3_ROTATEZ5		13
#define EF3_MAGICFIRE		14
#define EF3_DARKSMOKE		15
#define EF3_DARKTRAIL		16
#define EF3_DARKTRAIL2		17
#define EF3_FLUXFIRESMALL	18
#define EF3_CIRCLETRAIL		19 
#define EF3_NODRAW			20 // No draw
#define EF3_CLASSICDOWNFIRE 21 
#define EF3_NONET			22 // No net to client
#define EF3_AUTOVANISH		23
#define EF3_EBEAM			24 // Q2 ClEngine Beam 
#define EF3_HIPERTRANS		25
#define EF3_HIPERTRANS2		26 
#define EF3_Q3AUTOGUN		27 // Random Flash
#define EF3_GRAYBITS		28 // Walk smoke
#define EF3_FULLUX			29 // Lux = 100%
#define EF3_NOLUX			30 // Lux = 0
#define EF3_NOLERP			31 // 
#define EF3_VISIBLE			32 // 
#define EF3_GRAYBITS2		33 // Walk smoke
#define EF3_GRAYBITS3		34 // Walk smoke
#define EF3_SPRBEAM			35
#define EF3_FOXFIRE			36 // Motor fire
#define EF3_EFIRE			37
#define EF3_ADDITIVE		38 //Additive rendering, dont work
#define EF3_CHEAPLENZ       48 // something similir to + lenz
#define EF3_DPXFLARE		49 // something like dp lenz
#define EF3_DPXNUKE			50 // nuke flare!
#define EF3_ISWEAPON		51 // Entity will show as weaponmodel
#define EF3_VISIBLE2		52 // visible is trace from me to it (flare?, hud?, lame?)
#define EF3_ALIENBLOOD		53
#define EF3_NOGRASS			54

notes:
with bitmask you can use more than one flag at the same time, add then: 16+32 = 48
index cant be added, you can use only one at time.

"flags" is a bitmask, "effects * 0 0" and "effects 0 * 0" too.
"effects 0 0 *" is a index effect


