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	- Kewl particles release 1.0
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Not much to say other than the list of features you might want to check out.

- New effects replace laser.mdl (enforcer laser) and lasrspik.mdl (hipnotic laser cannon). I forgot to make the replacements scriptable but it should work with any model with those names. Cvar r_model_replacements must be 1 (default).

- New vore projectile trail. Removed the dlight on this model because it lagged to hell when the things stack up.

- Weapon impact effects (TE_GUNSHOT, TE_SPIKE, TE_SUPERSPIKE) when r_materials is set to 1. You can define different effects for different textures. They are all defined in materialinfo.txt which you should place in the mod or ID1 folder. Below is the syntax for the file if you are interested in playing with it. I might change it in future versions so it's probably not worth anyone starting a major effort to define more textures. All the ones in there now are stock Quake textures.

- Prototype glowing decals, turn on decals (cl_decals 1) to see.

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				materialinfo.txt syntax
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materialdef [name]

Defines a new material definition (a structure that holds information about the effects to be applied to one or more textures). This command also sets the scope (for any future materialdef-specific commands in the file) to that one.

=====================

basematerial [base material name]

Defines a base material for a material definition. This doesn't really do much but is intended to be a sort of preset for any behaviour that isn't yet customisable with its own special commands. Valid names are:
		generic
		metal
		stone
		wood
		flesh
		grass
		sand
		dirt
		snow
		ice
		water
		slime
		lava
		tech

=====================

impactparticleffect [name] [scale] [bias]

This is an example of behaviour that originally defined by the base material, but I then gave it its own command to be more powerful. Valid names for the particle effect are:
		dust
		metalsparks
		metalflash
		debris
		wooddebris
		glassdebris
		electricspark
		electricsparkemitter
		sand
Not all of these are implemented and will either crash or revert to some default effect, I can't remember which. You can define more than one effect per materialdef though. The bias controls how much of the total particle count (per impact) is dedicated to that particle effect. If this turns out to be less than one, the effect will still appear but not every time.

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decal [something] [something] [something] [something] [something]

Doesn't do anything yet, ignore it.

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impactcolormode [mode]

Defines the mode with which particle effects that depend on colour of the texture (such as dust) retrieve that colour. Valid modes are:
		perpixel - gets the exact color of the texel where the impact took place. Looks very accurate and realistic but also quite slow (with the current implementation). However, this is currently the default method.
		average - uses an average colour value for the entire texture. This is much faster (the colour retrieval and calculation is only done once) but might look unrealistic on textures with different coloured regions (e.g. checkered floor tiles).
		specified - uses a colour specified in the next command...

=====================

impactcolor [color]

A hex colour value (RRGGBB, 00 to FF for each component, prefix the number with '0x') that defines the impact colour if 'impactcolormode specified' is in use. You can also enter an decimal integer value but hex values are a bit easier to comprehend in this case.

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colorjitter [value]

A float value intended to add randomness to the colour retrieved by any method. Not sure if this works yet.

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impactparticlebudget [value]

An integer value for the maximum number of particles to spawn per impact. Not sure if this works yet. If it does it will still be scaled internally be other factors such as the particles quality cvar.

=====================

texture [texture name] [materialdef name]

Right, this command assigns a material definition to a texture. The materialdef does not have to be the one currently in scope, but it must have been defined somewhere preceding in the file. For this reason keep all the materialdefs and related commands at the top, and put all the texture definition at the bottom.


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				Thanx 2
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id software (Quake)
LordHavoc (DarkPlaces)
Who made the ascii generator here: http://lunatic.no/img2aschtml.php