sprite_table

##### Explosion Sprites #####

## SPRITE DEFINITIONS ##

# @reference=texture size in pixels from which the u,v,w, and h values
# were measured.  This value will effect all subsequent textures until
# a different value is specified.

# texture cutsize and animation

@tmaterial=additive
@reference=512
x_explosion_08 x_explosion_08 	0	0	256	256	@anim=tex2x2
x_explosion_11 x_explosion_11 	0	0	256	256	@anim=tex2x2
x_shockwave	x_shockwave		0	0	512	512
light_rays	light_rays	0	0	512	512

#####x_explosion_hires x_explosion_hires 	0	0	512	512

@tmaterial=additive
@reference=32
x_spark		x_spark		0	0	32	32
x_white_spark	x_white_spark	0	0	32	32

@tmaterial=additive
@reference=64
xglow_soft	xglow_soft	0	0	64	64

@tmaterial=alpha_additive
#_additive
@reference=512
x_explosion_09 x_explosion_09 	0	0	256	256	@anim=tex2x2
x_explosion_10 x_explosion_10 	0	0	256	256	@anim=tex2x2



@tmaterial=alpha
@reference=512
x_smoke 	x_explosion_09	0	0	256	256	@anim=tex2x2

@tmaterial=additive
@reference=64
xglow_soft	xglow_soft	0	0	64	64



@tmaterial=additive
@reference=128
x_blast1	x_blast1	0	0	128	128
x_blast1_borg	x_blast1_borg	0	0	128	128

@tmaterial=additive
@reference=512
x_blast_ring		x_blast_ring		0	0	512	512
x_blast_ring_a		x_blast_ring_a		0	0	512	512

@tmaterial=additive
@reference=256
x_blast_sparks		x_blast_sparks		0	0	256	256
x_blast_glow		x_blast_glow		0	0	256	256
x_blast_puff		x_blast4		0	0	256	256
x_blast_flare		x_blast_flare		0	0	256	256
x_blast_round		x_blast_round		0	0	256	256
x_blast_sparks2		x_blast_sparks2		0	0	256	256
x_blast_electric	x_blast_electric	0	0	256	256
x_blast_flash		x_blast_flash		0	0	256	256
x_nebula		nebula_density		0	0	256	256



@tmaterial=additive
@reference=512
x_blast2	x_blast2	0	0	512	512
x_blast3	x_blast3	0	0	512	512
x_blast2_borg	x_blast2_borg	0	0	512	512
x_blast3_borg	x_blast3_borg	0	0	512	512



@reference=128	
@tmaterial=additive


flash       flash             0     0     128   128   @anim=flash
sparkball1	Xcritical06		0	0	32	32	@anim=tex4x4_1.3	
sparkball2	Xcritical07		0	0	32	32	@anim=tex4x4_1.5
particle_x	particle_x		0	0	32	32	@anim=tex4x4_1.5

@reference=256
@tmaterial=additive
damagedsmoke	    	smoke		0	0	256	256
shieldimpact	 shield_impact		0	0	256	256
artiltrail	artiltrail		0	0	64	64	@anim=tex4x4_1.1
swexploseq 	swexploseq		0	0	64	64	@anim=tex4x4_1.1

#24 frame animated textures
@reference=256
@tmaterial=additive
explosionb	explosionb		0	0	256	256	@anim=explosionb
damagemelt	damagemelt		0	0	256	256	@animation=damagemelt
burst		burst			0	0	256	256	@animation=burst
damageburn	damageburn		0	0	256	256	@animation=damageburn


@reference=512
@tmaterial=additive
photon_shiphit_1 	photon_shiphit_1	0	0	128	128 @anim=tex4x4blend_1.5
photon_shieldhit_1 	photon_shieldhit_1 	0	0	128     128 @anim=tex4x4blend_1.5

xcritical_8	xcritical_8	        0	0	128	128	@anim=tex4x4blend_1.5
xcritical_1	xcritical_1		0	0	128	128	@anim=tex4x4blend_1.5
x_explosion_01 	x_explosion_01 		0	0	128	128	@anim=tex4x4blend_1.5
x_explosion_02 	x_explosion_02 		0	0	128	128	@anim=tex4x4blend_1.5
x_explosion_03 	x_explosion_03 		0	0	128	128	@anim=tex4x4blend_1.5
x_explosion_04 	x_explosion_04 		0	0	128	128	@anim=tex4x4blend_1.5
x_explosion_05 	x_explosion_05 		0	0	128	128	@anim=tex4x4blend_1.5
x_explosion_06 	x_explosion_06		0	0	128	128	@anim=tex4x4blend_1.5
x_explosion_07 	x_explosion_07		0	0	128	128	@anim=tex4x4blend_1.5
bigorange	 minorexplo_01		0	0	128	128	@anim=tex4x4blend_1.5
majorexplo_01  	 majorexplo_01		0	0	128	128	@anim=tex4x4blend_1.5
fire_explo_01    fire_explo_01		0	0	128	128	@anim=tex4x4blend_1.5
smoke_explo_01   smoke_explo_01		0	0	128	128	@anim=tex4x4blend_1.5
wave_explo_01    wave_explo_01		0	0	128	128	@anim=tex4x4blend_1.5
explosion_minor  explosion_minor 	0	0	128	128 	@anim=tex4x4blend_1.5
explosion2	 explosion2		0	0	128	128	@anim=tex4x4blend_1.5


# @sprite_node name sprite animation (width,height) (r,g,b)
# RGB color values range from 0 (none) to 1.0 (full intensity)

#exposion sprite nodes
@sprite_node critical1 bigorange explode1.1 (40,40) (1,1,1) billboard
@sprite_node critical2 sparkball1 explode1.3 (32,32) (1,1,1) billboard
@sprite_node critical3 sparkball1 explode1.3 (32,32) (1,1,1) billboard
@sprite_node critical4 sparkball1 explode1.3 (21,21) (1,1,1) billboard
@sprite_node critical5 sparkball1 explode1.3 (18,18) (1,1,1) billboard
@sprite_node critical6 sparkball2 explode1.5 (15,15) (1,1,1) billboard
@sprite_node critical7 sparkball2 explode1.5 (12,12) (1,1,1) billboard
@sprite_node critical8 sparkball2 explode1.5 (12,12) (1,1,1) billboard
