Q2PRO-X

Q2PRO-X 1.6 Beta 5 by ly — Particle Families: Enable and RGB

The complete guide in HTML. The original DOCX is available from its documentation card.

Q2PRO-X 1.6 Beta 5 by ly

Particle Families: Enable and RGB

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Project author: ly

Particle Families: Enable and RGB

English edition • Q2PRO-X 1.6 Beta 5 by ly • 2026-10-10


Contents

The entries are links: click one to jump to that section.

What this system changes

Opening global Standard settings

Custom Colours master

Controls on each Standard-family page

Switch precedence

Seven Standard group pages

Complete catalogue: 68 Standard families

Ten independent AVFX families

Complete catalogue: ten AVFX families and menu paths

AVFX presets and the generator

Three independent celestial RGB layers

The flying falling meteor's colour

Sky meteors / shooting stars

Comet colour

Resetting and restoring

Reset Colour to Stock

Reset This Family

Reset This Page

Reset All Standard Particles

Practical examples

Disable only standard blood

Recolour a rocket trail without changing its explosion

Keep grenade debris but remove rocket debris

Adjust celestial effects separately from Standard

Complete Standard Particles menus

Finding variables


What this system changes

Q2PRO-X divides ordinary Quake II particles into 68 Standard families. Each can be enabled or disabled independently and optionally assigned an RGB colour. Blood, blaster trails, rocket smoke, explosion fragments, water splashes, teleports, sparks, railgun particles and other standard effects can be controlled separately.

Another 10 families belong to ordinary AVFX. They reuse standard particle generators but have their own Enable/RGB controls beside their AVFX effects. These values belong to ordinary AVFX presets and are independent of global Standard settings.

Sky meteors, falling impact meteors and comets also have glowing heads, streaks, tails, comas and particle-like elements. They are drawn by three separate GPU layers, rather than the standard cparticle generator. Each layer therefore has five AVFX variables: Custom Colour, RGB and Colour Variation. These fifteen settings belong to ordinary AVFX presets and the generator, not global Standard.

The three phenomena remain separate. A sky meteor crosses the celestial sphere; a falling meteor descends to a surface and explodes; a comet moves slowly with a nucleus/coma and one continuous tail. Each has its own RGB, variation, emission switch and stock-colour reset.

Blood and particles in AVFX Player Contact Effects form a third domain, configured separately in the Contact guide.

Global Standard colours do not recolour AVFX. Ordinary AVFX presets do not
change Standard. The AVFX generator includes no Contact variables.

Reference screenshots in this guide use the Russian interface. Generated catalogues and menu tables below provide the English labels and explanations.

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Standard Particles in Advanced Q2PRO-X settings.


Opening global Standard settings

Use Main Menu → Settings → Advanced Q2PRO-X → Standard Particles. The hub contains a Custom Colours master, seven group pages covering 68 families, help on global scope and switch precedence, links to general particles and railgun-trail settings, and Reset All Standard Particles.

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The Standard Particles hub: colour master, seven groups, help and reset.

Custom Colours master

cl_particle_rgb_enable enables custom colours only for Standard. When off, all Standard families use stock colours while retaining their individual choices. Turning it back on restores those choices. The master does not enable or disable particle emission, control AVFX or affect Contact Effects.


Controls on each Standard-family page

All 68 pages use the same arrangement:

1. Particles: emit this family or not. Disabling it stops future particles

before allocation and rendering; existing particles finish their normal lifetime.

2. Custom Colour: use the RGB below instead of the stock family tint.

3. Red: 0.00–1.00, step 0.02.

4. Green: 0.00–1.00, step 0.02.

5. Blue: 0.00–1.00, step 0.02.

6. Reset Colour to Stock: disable Custom Colour and restore RGB, preserving Particles.

7. Reset This Family: enable particles, disable custom colour and restore stock RGB.

8. Back to Group: return to this page's family list.

Custom RGB does not flatten an effect into one uniform dot. The stock brightness curve remains: dark and light parts of the original gradient stay distinct, while their colour changes.

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One Standard family: Particles, Custom Colour, RGB and two resets.

Switch precedence

The Quake II particle master and older broad effect-category switches act first. A family setting cannot restore an effect already hidden by a higher-level switch. The individual-family switch is the most specific layer after them.

Disabling a family does not alter its quantity settings, physics, lifetime, sound or gameplay event. It suppresses only future graphics creation, with no effect on networking, prediction, hit registration or demos.


Seven Standard group pages

Each group links to its families, Reset This Page and the common hub. Page reset enables that group's families, disables their custom colours and restores stock RGB without changing other groups, AVFX or Contact Effects.

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Blood and Biology: five families and a page reset.

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Weapons and Trails: projectile trails and auras.

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Impacts, Explosions and Sparks.

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Water, Splashes and Teleports.

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World and Entities.

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Expansion and Extended effects.

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Railgun Compatibility.

Complete catalogue: 68 Standard families

This list is generated from the catalogue used by the client menus and CVAR browser.

FamilyDescriptionVariables
Red bloodOrdinary flesh-hit blood: the server TE_BLOOD event, the predicted local copy, and the Player Contact replay of an unattributed flesh event.cl_particle_blood_red_enable; cl_particle_rgb_blood_red_custom; cl_particle_rgb_blood_red_r/g/b
Heavy bloodThe gib-scale flesh burst: TE_MOREBLOOD and the Contact replay of it.cl_particle_blood_heavy_enable; cl_particle_rgb_blood_heavy_custom; cl_particle_rgb_blood_heavy_r/g/b
Green bloodThe TE_GREENBLOOD event used by non-human targets (exact palette entry, no ramp).cl_particle_blood_green_enable; cl_particle_rgb_blood_green_custom; cl_particle_rgb_blood_green_r/g/b
Red gib trailThe blood trail dragged behind flying gibs (EF_GIB).cl_particle_gib_trail_red_enable; cl_particle_rgb_gib_trail_red_custom; cl_particle_rgb_gib_trail_red_r/g/b
Green gib trailThe trail dragged behind EF_GREENGIB debris.cl_particle_gib_trail_green_enable; cl_particle_rgb_gib_trail_green_custom; cl_particle_rgb_gib_trail_green_r/g/b
Blaster trailThe yellow particle trail behind a blaster bolt; also used by the EF_PLASMA projectile trail.cl_particle_blaster_trail_enable; cl_particle_rgb_blaster_trail_custom; cl_particle_rgb_blaster_trail_r/g/b
Blaster impactThe yellow impact burst of a blaster bolt: TE_BLASTER, both blue hyperblaster temp entities, and the predicted local impact.cl_particle_blaster_impact_enable; cl_particle_rgb_blaster_impact_custom; cl_particle_rgb_blaster_impact_r/g/b
Green bolt trailThe green particle trail of a tracker-flagged blaster bolt.cl_particle_hyperblaster_trail_enable; cl_particle_rgb_hyperblaster_trail_custom; cl_particle_rgb_hyperblaster_trail_r/g/b
Green bolt impactThe green impact burst of TE_BLASTER2.cl_particle_hyperblaster_impact_enable; cl_particle_rgb_hyperblaster_impact_custom; cl_particle_rgb_hyperblaster_impact_r/g/b
Flechette impactThe cold blue impact burst of TE_FLECHETTE.cl_particle_flechette_impact_enable; cl_particle_rgb_flechette_impact_custom; cl_particle_rgb_flechette_impact_r/g/b
Rocket smoke trailThe grey diminishing smoke stream behind a rocket. Independent from the rocket fire sub-stream.cl_particle_rocket_smoke_enable; cl_particle_rgb_rocket_smoke_custom; cl_particle_rgb_rocket_smoke_r/g/b
Rocket fire trailThe bright non-diminishing fire sparks inside the rocket trail. Independent from the rocket smoke stream.cl_particle_rocket_fire_enable; cl_particle_rgb_rocket_fire_custom; cl_particle_rgb_rocket_fire_r/g/b
Grenade smoke trailThe grey diminishing smoke stream behind a grenade.cl_particle_grenade_smoke_enable; cl_particle_rgb_grenade_smoke_custom; cl_particle_rgb_grenade_smoke_r/g/b
Fireball trailThe trail of an EF_ROCKET/EF_GIB fireball; its shade follows the projectile's own trail counter instead of a random draw.cl_particle_fireball_trail_enable; cl_particle_rgb_fireball_trail_custom; cl_particle_rgb_fireball_trail_r/g/b
BFG auraThe green particle sphere that surrounds a flying BFG ball; its shade follows the distance from the ball centre.cl_particle_bfg_aura_enable; cl_particle_rgb_bfg_aura_custom; cl_particle_rgb_bfg_aura_r/g/b
Ionripper trailThe alternating warm trail behind an EF_IONRIPPER projectile.cl_particle_ionripper_trail_enable; cl_particle_rgb_ionripper_trail_custom; cl_particle_rgb_ionripper_trail_r/g/b
Tracker trailThe dark weaving trail behind an EF_TRACKER projectile.cl_particle_tracker_trail_enable; cl_particle_rgb_tracker_trail_custom; cl_particle_rgb_tracker_trail_r/g/b
Tracker shellThe dark particle shell around an entity carrying EF_TRACKERTRAIL.cl_particle_tracker_shell_enable; cl_particle_rgb_tracker_shell_custom; cl_particle_rgb_tracker_shell_r/g/b
Monster plasma shellThe warm particle shell drawn at a monster plasma beam origin.cl_particle_monster_plasma_shell_enable; cl_particle_rgb_monster_plasma_shell_custom; cl_particle_rgb_monster_plasma_shell_r/g/b
Bullet wall puffThe grey dust puff of a bullet or shotgun pellet hitting a wall, for both the server event and the predicted local copy. The smoke sprite beside it is a separate model effect.cl_particle_gun_puff_enable; cl_particle_rgb_gun_puff_custom; cl_particle_rgb_gun_puff_r/g/b
Armor sparksThe small warm spark burst of TE_SPARKS / TE_BULLET_SPARKS on armor.cl_particle_armor_sparks_enable; cl_particle_rgb_armor_sparks_custom; cl_particle_rgb_armor_sparks_r/g/b
Grenade explosion debrisThe warm debris cloud of a grenade explosion. The legacy cl_disable_particles grenade bit still applies on top.cl_particle_explosion_grenade_enable; cl_particle_rgb_explosion_grenade_custom; cl_particle_rgb_explosion_grenade_r/g/b
Rocket explosion debrisThe warm debris cloud of a rocket explosion, server and predicted. The legacy cl_disable_particles rocket bit still applies on top.cl_particle_explosion_rocket_enable; cl_particle_rgb_explosion_rocket_custom; cl_particle_rgb_explosion_rocket_r/g/b
Other explosion debrisThe warm debris cloud of every other explosion event: TE_EXPLOSION1, TE_EXPLOSION2, their no-light variants and TE_PLASMA_EXPLOSION.cl_particle_explosion_generic_enable; cl_particle_rgb_explosion_generic_custom; cl_particle_rgb_explosion_generic_r/g/b
BFG explosion debrisThe green debris cloud of TE_BFG_BIGEXPLOSION.cl_particle_bfg_explosion_enable; cl_particle_rgb_bfg_explosion_custom; cl_particle_rgb_bfg_explosion_r/g/b
Tracker explosionThe dark particle burst of TE_TRACKER_EXPLOSION.cl_particle_tracker_explosion_enable; cl_particle_rgb_tracker_explosion_custom; cl_particle_rgb_tracker_explosion_r/g/b
Heat beam particlesThe rotating particle sleeve that forms the heat beam itself.cl_particle_heatbeam_particles_enable; cl_particle_rgb_heatbeam_particles_custom; cl_particle_rgb_heatbeam_particles_r/g/b
Heat beam sparksThe grey spark puff of TE_HEATBEAM_SPARKS at the beam impact point.cl_particle_heatbeam_sparks_enable; cl_particle_rgb_heatbeam_sparks_custom; cl_particle_rgb_heatbeam_sparks_r/g/b
Heat beam steamThe warm steam puff of TE_HEATBEAM_STEAM.cl_particle_heatbeam_steam_enable; cl_particle_rgb_heatbeam_steam_custom; cl_particle_rgb_heatbeam_steam_r/g/b
Screen sparksThe green spark burst of TE_SCREEN_SPARKS.cl_particle_screen_sparks_enable; cl_particle_rgb_screen_sparks_custom; cl_particle_rgb_screen_sparks_r/g/b
Shield sparksThe blue spark burst of TE_SHIELD_SPARKS.cl_particle_shield_sparks_enable; cl_particle_rgb_shield_sparks_custom; cl_particle_rgb_shield_sparks_r/g/b
Electric sparksThe cold spark burst of TE_ELECTRIC_SPARKS.cl_particle_electric_sparks_enable; cl_particle_rgb_electric_sparks_custom; cl_particle_rgb_electric_sparks_r/g/b
Unclassified splashTE_SPLASH with no subtype, or a subtype the client does not know: the stock grey splash.cl_particle_splash_generic_enable; cl_particle_rgb_splash_generic_custom; cl_particle_rgb_splash_generic_r/g/b
Water splashThe blue-water subtype of TE_SPLASH, and the predicted local pellet splash when a shotgun pellet lands in a fluid.cl_particle_splash_water_enable; cl_particle_rgb_splash_water_custom; cl_particle_rgb_splash_water_r/g/b
Brown water splashThe brown-water subtype of TE_SPLASH.cl_particle_splash_brown_water_enable; cl_particle_rgb_splash_brown_water_custom; cl_particle_rgb_splash_brown_water_r/g/b
Slime splashThe slime subtype of TE_SPLASH.cl_particle_splash_slime_enable; cl_particle_rgb_splash_slime_custom; cl_particle_rgb_splash_slime_r/g/b
Lava splashThe lava subtype of TE_SPLASH.cl_particle_splash_lava_enable; cl_particle_rgb_splash_lava_custom; cl_particle_rgb_splash_lava_r/g/b
Spark splashThe spark subtype of TE_SPLASH. Its ricochet sound is independent of this family.cl_particle_splash_sparks_enable; cl_particle_rgb_splash_sparks_custom; cl_particle_rgb_splash_sparks_r/g/b
Blood splashThe blood subtype of TE_SPLASH. Separate from the flesh-hit blood family.cl_particle_splash_blood_enable; cl_particle_rgb_splash_blood_custom; cl_particle_rgb_splash_blood_r/g/b
Electric splash (N64)The mixed electric splash of the extended TE_SPLASH variant: both of its colour bands keep their stock brightness curve.cl_particle_splash_electric_n64_enable; cl_particle_rgb_splash_electric_n64_custom; cl_particle_rgb_splash_electric_n64_r/g/b
Bubble trailUnderwater bubbles: both the TE_BUBBLETRAIL and TE_BUBBLETRAIL2 implementations.cl_particle_bubble_trail_enable; cl_particle_rgb_bubble_trail_custom; cl_particle_rgb_bubble_trail_r/g/b
Teleporter idleThe steady yellow particles rising from an idle teleporter pad: both implementations.cl_particle_teleporter_idle_enable; cl_particle_rgb_teleporter_idle_custom; cl_particle_rgb_teleporter_idle_r/g/b
Teleport burstThe grey particle cube produced when a player teleports.cl_particle_teleport_burst_enable; cl_particle_rgb_teleport_burst_custom; cl_particle_rgb_teleport_burst_r/g/b
Boss teleport burstThe large four-band swirl of TE_BOSSTPORT.cl_particle_big_teleport_enable; cl_particle_rgb_big_teleport_custom; cl_particle_rgb_big_teleport_r/g/b
Player loginThe green column of particles when a player joins the game.cl_particle_login_enable; cl_particle_rgb_login_custom; cl_particle_rgb_login_r/g/b
Player logoutThe red column of particles when a player leaves the game.cl_particle_logout_enable; cl_particle_rgb_logout_custom; cl_particle_rgb_logout_r/g/b
Player respawnThe yellow column of particles when a player respawns.cl_particle_respawn_enable; cl_particle_rgb_respawn_custom; cl_particle_rgb_respawn_r/g/b
Item respawnThe green sparkle when an item respawns on its pad.cl_particle_item_respawn_enable; cl_particle_rgb_item_respawn_custom; cl_particle_rgb_item_respawn_r/g/b
FliesThe dark swarm circling a corpse (EF_FLIES).cl_particle_flies_enable; cl_particle_rgb_flies_custom; cl_particle_rgb_flies_r/g/b
Red flag trailThe red trail behind a carried EF_FLAG1 flag.cl_particle_flag_trail_red_enable; cl_particle_rgb_flag_trail_red_custom; cl_particle_rgb_flag_trail_red_r/g/b
Blue flag trailThe blue trail behind a carried EF_FLAG2 flag.cl_particle_flag_trail_blue_enable; cl_particle_rgb_flag_trail_blue_custom; cl_particle_rgb_flag_trail_blue_r/g/b
Tag trailThe yellow trail behind an EF_TAGTRAIL entity.cl_particle_tag_trail_enable; cl_particle_rgb_tag_trail_custom; cl_particle_rgb_tag_trail_r/g/b
Monster muzzle puffThe grey particle puff at a monster muzzle flash. The flash model and its dynamic light are separate effects.cl_particle_monster_muzzle_puff_enable; cl_particle_rgb_monster_muzzle_puff_custom; cl_particle_rgb_monster_muzzle_puff_r/g/b
Chainfist smokeThe grey particle smoke of TE_CHAINFIST_SMOKE.cl_particle_chainfist_smoke_enable; cl_particle_rgb_chainfist_smoke_custom; cl_particle_rgb_chainfist_smoke_r/g/b
Exploding barrel smokeThe four-band smoke of an exploding barrel, emitted from six points around it; all four bands keep their stock brightness curve.cl_particle_barrel_smoke_enable; cl_particle_rgb_barrel_smoke_custom; cl_particle_rgb_barrel_smoke_r/g/b
Trap particlesThe warm column and the sparkling cluster of an EF_TRAP entity.cl_particle_trap_enable; cl_particle_rgb_trap_custom; cl_particle_rgb_trap_r/g/b
HologramThe rotating green particle sphere of the EFX_HOLOGRAM effect.cl_particle_hologram_enable; cl_particle_rgb_hologram_custom; cl_particle_rgb_hologram_r/g/b
Widow beam-outThe four-band particle sphere of the Widow beam-out sustain effect.cl_particle_widow_beamout_enable; cl_particle_rgb_widow_beamout_custom; cl_particle_rgb_widow_beamout_r/g/b
Widow splashThe four-band particle burst of TE_WIDOWSPLASH.cl_particle_widow_splash_enable; cl_particle_rgb_widow_splash_custom; cl_particle_rgb_widow_splash_r/g/b
Nuke blastThe expanding four-band sphere of the nuke sustain effect.cl_particle_nuke_blast_enable; cl_particle_rgb_nuke_blast_custom; cl_particle_rgb_nuke_blast_r/g/b
Berserk slamThe four-band ground burst of TE_BERSERK_SLAM.cl_particle_berserk_slam_enable; cl_particle_rgb_berserk_slam_custom; cl_particle_rgb_berserk_slam_r/g/b
Power splashThe green shell burst of TE_POWER_SPLASH around a protected entity.cl_particle_power_splash_enable; cl_particle_rgb_power_splash_custom; cl_particle_rgb_power_splash_r/g/b
Server-coloured sparksLaser, welding and tunnel sparks whose colour is chosen by the server or the mod. Stock keeps the incoming colour; Custom replaces it.cl_particle_server_sparks_enable; cl_particle_rgb_server_sparks_custom; cl_particle_rgb_server_sparks_r/g/b
Server steamTE_STEAM and its sustained variant, whose colour, count and magnitude come from the server message. Stock keeps the incoming colour.cl_particle_server_steam_enable; cl_particle_rgb_server_steam_custom; cl_particle_rgb_server_steam_r/g/b
Force wallThe falling curtain of TE_FORCEWALL, whose colour comes from the server message. Stock keeps the incoming colour.cl_particle_force_wall_enable; cl_particle_rgb_force_wall_custom; cl_particle_rgb_force_wall_r/g/b
Classic rail spiralThe blue particle spiral of the classic rail trail (rail trail type 'default').cl_particle_rail_classic_spiral_enable; cl_particle_rgb_rail_classic_spiral_custom; cl_particle_rgb_rail_classic_spiral_r/g/b
Classic rail core particlesThe grey particle core of the classic rail trail. This is the particle core, not the modern laser beam.cl_particle_rail_classic_core_enable; cl_particle_rgb_rail_classic_core_custom; cl_particle_rgb_rail_classic_core_r/g/b
Modern rail spiralThe modern rail spiral. Its colour is shared with the classic Spiral colour list on the rail trail page: the sliders and that list are two views of one setting.cl_particle_rail_modern_spiral_enable; cl_particle_rgb_rail_modern_spiral_custom; cl_particle_rgb_rail_modern_spiral_r/g/b


Ten independent AVFX families

AVFX families live beside their owning effect, not in the Standard hub. Their pages provide Particles, Custom Colour, Red/Green/Blue (0.00–1.00, step 0.02), Reset Colour to Stock (preserves Enable) and Reset This Family (enables the family and restores stock colour).

They do not depend on cl_particle_rgb_enable: their local Custom Colour works independently. Disabling global Standard colours therefore does not change meteors, lightning, weapon impacts on water/snow or AVFX wildlife blood.

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Wildlife blood's AVFX Enable/RGB controls.

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Two independent Enable/RGB families for weapon impacts on water.

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Independent lightning-impact fragments and lightning-water drops.

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Two meteor-impact branches covering four ground-dust and debris families.

Complete catalogue: ten AVFX families and menu paths

FamilyDescriptionVariables
Airborne wildlife bloodThe blood burst thrown by a wounded, killed or striking snake. Its stains and sounds are separate controls.cl_avfx_particle_wildlife_blood_enable; cl_avfx_particle_rgb_wildlife_blood_custom; cl_avfx_particle_rgb_wildlife_blood_r/g/b
Water impact dropletsThe blue droplet fountain thrown up when a weapon hits water. Rings, steam, stains and sounds are separate controls.cl_avfx_particle_wpn_water_droplets_enable; cl_avfx_particle_rgb_wpn_water_droplets_custom; cl_avfx_particle_rgb_wpn_water_droplets_r/g/b
Water impact warm sprayThe warm spray mixed into a weapon water impact, visually distinct from the blue droplets.cl_avfx_particle_wpn_water_warm_enable; cl_avfx_particle_rgb_wpn_water_warm_custom; cl_avfx_particle_rgb_wpn_water_warm_r/g/b
Snow impact dustThe light snow dust thrown up when a weapon hits snow, including the rocket's radial sprays.cl_avfx_particle_wpn_snow_dust_enable; cl_avfx_particle_rgb_wpn_snow_dust_custom; cl_avfx_particle_rgb_wpn_snow_dust_r/g/b
Lightning impact debrisThe warm debris bursts at a lightning strike point. The smoke flash, surface arcs and water reaction are separate controls.cl_avfx_particle_lightning_debris_enable; cl_avfx_particle_rgb_lightning_debris_custom; cl_avfx_particle_rgb_lightning_debris_r/g/b
Lightning water dropletsThe blue droplets thrown up where lightning hits or crawls across real BSP water and visible AVFX puddles. Weapon-water droplets are a separate family and are never changed by this control.cl_avfx_particle_lightning_water_droplets_enable; cl_avfx_particle_rgb_lightning_water_droplets_custom; cl_avfx_particle_rgb_lightning_water_droplets_r/g/b
Meteor snow dustThe snow dust thrown up by a meteor landing on snow, including its radial sprays.cl_avfx_particle_meteor_snow_dust_enable; cl_avfx_particle_rgb_meteor_snow_dust_custom; cl_avfx_particle_rgb_meteor_snow_dust_r/g/b
Meteor debris (warm)The main warm debris burst at a meteor impact point.cl_avfx_particle_meteor_debris_warm_enable; cl_avfx_particle_rgb_meteor_debris_warm_custom; cl_avfx_particle_rgb_meteor_debris_warm_r/g/b
Meteor debris (red)The red half of the meteor's radial debris ring.cl_avfx_particle_meteor_debris_red_enable; cl_avfx_particle_rgb_meteor_debris_red_custom; cl_avfx_particle_rgb_meteor_debris_red_r/g/b
Meteor debris (energy)The green half of the meteor's radial debris ring.cl_avfx_particle_meteor_debris_energy_enable; cl_avfx_particle_rgb_meteor_debris_energy_custom; cl_avfx_particle_rgb_meteor_debris_energy_r/g/b


AVFX presets and the generator

All factory/reset and ordinary user AVFX presets use the complete current schema. They save the ten local AVFX families and fifteen colour controls for sky meteors, falling impact meteors and comets. They save neither global cl_particle_* variables nor Contact Effects.

Existing presets received safe factory values for the added parameters:

Lightning-water drops: Particles on, Custom Colour off, RGB 0.57 / 0.59 / 1.00.
Falling meteor: Custom Colour off, RGB 1.00 / 0.65 / 0.30, Variation 0.
Sky meteors: Custom Colour off, RGB 1.00 / 0.82 / 0.45, Variation 0.
Comets: Custom Colour off, RGB 0.45 / 0.85 / 1.00, Variation 0.

Generator behaviour:

Smart mode leaves the new RGB families ungenerated, preserving prior behaviour.
Full Chaos chooses each of the ten families' RGB values on the actual menu

scale and enables its Custom Colour.

For selected falling meteors, sky meteors or comets, Full Chaos independently

assigns each selected effect's base RGB, enables Custom Colour and sets Colour Variation to the maximum.

Full Chaos never changes Particles: Enable set by the user or loaded preset remains.
Global Standard cl_particle_* and Contact cl_avfx_contact* variables are excluded.

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Full Chaos: falling meteors with distinct non-stock head and tail colours.


Three independent celestial RGB layers

1. Sky meteors / shooting stars cross the celestial sphere without BSP

collision. cl_avfx_meteors enables emission; cl_avfx_meteor_color_* controls colour.

2. Falling impact meteors descend into the level, strike ground, water or lava

and create an impact. cl_avfx_meteor_impact enables them; cl_avfx_meteor_impact_color_* colours the flying object. Four Enable/RGB families on the impact-particles page separately control only ground dust and debris.

3. Comets move slowly with a nucleus, coma and one continuous tail. They are

neither kind of meteor. cl_avfx_comets enables them; cl_avfx_comet_color_* controls colour.

Each object's emission switch is on its main page. The colour submenu deliberately does not duplicate Enable: it changes only the palette of new objects.

The flying falling meteor's colour

The four Meteor Impact Particles families affect only dust and debris after surface contact; they do not recolour the flying head or tail.

Use Main Menu → Advanced Visual Effects → Detailed AVFX Settings → Sky and Celestial Bodies → Meteor Settings → Falling Meteor Settings → Falling Meteor: Glow and Tail Colour.

Custom Colour (cl_avfx_meteor_impact_color_custom) applies the controls

below only to new falling meteors. Off preserves the stock warm palette completely.

Red / Green / Blue (cl_avfx_meteor_impact_color_r,

cl_avfx_meteor_impact_color_g, cl_avfx_meteor_impact_color_b) set base RGB for head plasma, the hot rim, fiery tail, smoke, hot fragments and local glow.

Colour Variation (cl_avfx_meteor_impact_color_variation) deterministically

changes each new meteor's tint. Zero preserves exact RGB; one gives maximum variation while retaining the base colour's influence.

The dark rocky body keeps its natural material. An already flying meteor does not change colour mid-flight; the next created meteor receives new values. The main Falling Meteors switch still controls emission.

Defaults: Custom Colour off; red 1.00, green 0.65, blue 0.30; Variation 0.

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Colour of the flying falling meteor: Custom Colour, RGB and Variation.

Impact Meteor: Head Glow and Tail Color

TypeSectionRowVariable or targetWhat it does
SectionNew meteor colorNew meteor color
ToggleNew meteor colorCustom colorcl_avfx_meteor_impact_color_customCustom RGB for new impact-meteor plasma, hot edge, tail, smoke, hot shatter and glow; the dark rock stays natural. Off keeps the stock palette. Full Chaos enables this when impact meteors are selected; Reasonable does not. Existing meteors keep their spawn colour. Applies immediately.
SliderNew meteor colorRedcl_avfx_meteor_impact_color_rRed channel of the manual impact-meteor tint. Applied to newly spawned meteors only. Applies immediately.
SliderNew meteor colorGreencl_avfx_meteor_impact_color_gGreen channel of the manual impact-meteor tint. Applied to newly spawned meteors only. Applies immediately.
SliderNew meteor colorBluecl_avfx_meteor_impact_color_bBlue channel of the manual impact-meteor tint. Applied to newly spawned meteors only. Applies immediately.
SliderNew meteor colorPer-meteor variationcl_avfx_meteor_impact_color_variationSeeded colour variation between individual new meteors. 0 keeps the exact RGB above; 1 gives the strongest deterministic vivid variation while retaining influence from that base RGB. Full Chaos enables this so simultaneous falling meteors are not colour clones. Applies immediately.
SectionServiceService
NavigationServiceReset color to stockreset cl_avfx_meteor_impact_color_custom; reset cl_avfx_meteor_impact_color_r; reset cl_avfx_meteor_impact_color_g; reset cl_avfx_meteor_impact_color_b; reset cl_avfx_meteor_impact_color_variationDisable manual color, disable per-meteor variation and restore the stock reference RGB values.
NavigationServiceBack to impact meteors...q2prox_avfx_meteor_impactReturn to Impact Meteors settings.

Sky meteors / shooting stars

Use Main Menu → Advanced Visual Effects → Detailed AVFX Settings → Sky and Celestial Bodies → Meteor Settings → Sky Meteor Colour.

Custom Colour (cl_avfx_meteor_color_custom) applies base RGB to new glowing

heads, streaks, long tails and fragmentation. Off exactly preserves the stock warm-gold palette.

Red / Green / Blue (cl_avfx_meteor_color_r, cl_avfx_meteor_color_g,

cl_avfx_meteor_color_b) set the base tint for new sky meteors.

Colour Variation (cl_avfx_meteor_color_variation) deterministically changes

new meteors' tints. Zero preserves the base exactly; one produces maximum bright variation while retaining the base's influence.

Reset Colour to Stock disables custom colour and variation, restores RGB

1.00 / 0.82 / 0.45 and leaves cl_avfx_meteors unchanged.

Existing meteors keep their creation-time colour; changes affect new objects. The Sky Meteors (cl_avfx_meteors) control on the parent page handles emission.

Q2PRO-X document image

Sky Meteor Colour: independent Custom, RGB, Variation and stock reset.

Sky Meteor Color

TypeSectionRowVariable or targetWhat it does
ToggleCustom colorcl_avfx_meteor_color_customCustom RGB for new sky-meteor heads, streaks, trains and fragments. Off keeps the stock palette. Full Chaos enables this when sky meteors are selected; Reasonable does not. Existing meteors keep their spawn colour. Does not enable emission. Applies immediately.
SliderRedcl_avfx_meteor_color_rRed channel of the manual sky-meteor tint. Applied only to newly spawned sky meteors when Custom color is on. Stock reference: 1.00. Applies immediately.
SliderGreencl_avfx_meteor_color_gGreen channel of the manual sky-meteor tint. Applied only to newly spawned sky meteors when Custom color is on. Stock reference: 0.82. Applies immediately.
SliderBluecl_avfx_meteor_color_bBlue channel of the manual sky-meteor tint. Applied only to newly spawned sky meteors when Custom color is on. Stock reference: 0.45. Applies immediately.
SliderPer-meteor variationcl_avfx_meteor_color_variationSeeded colour variation between individual newly spawned sky meteors. 0 keeps the exact base RGB; 1 gives the strongest deterministic vivid variation while retaining influence from that RGB. Full Chaos uses the strongest variation when sky meteors are selected. Applies immediately.
NavigationReset color to stockreset cl_avfx_meteor_color_custom; reset cl_avfx_meteor_color_r; reset cl_avfx_meteor_color_g; reset cl_avfx_meteor_color_b; reset cl_avfx_meteor_color_variationDisable manual colour and per-meteor variation, and restore the stock warm-gold RGB reference (1.00 / 0.82 / 0.45). The Sky meteors enable toggle is not changed.
NavigationBack to meteors...q2prox_avfx_meteorsReturn to Meteors Settings. Sky-meteor emission is controlled there by Sky meteors.

Comet colour

Use Main Menu → Advanced Visual Effects → Detailed AVFX Settings → Sky and Celestial Bodies → Meteor Settings → Comets → Comet Colour.

Custom Colour (cl_avfx_comet_color_custom) colours new nuclei, comas and

both parts of the continuous tail. Relative brightness, transparency and shape remain. Off uses the exact stock comet palette.

Red / Green / Blue (cl_avfx_comet_color_r, cl_avfx_comet_color_g,

cl_avfx_comet_color_b) set the base tint for new comets.

Colour Variation (cl_avfx_comet_color_variation) adds independent deterministic

tint variation per new comet. Zero preserves exact RGB; one gives maximum bright variation.

Reset Colour to Stock disables custom colour and variation, restores RGB

0.45 / 0.85 / 1.00 and leaves cl_avfx_comets unchanged.

Two historically named switches on the main comet page now control components of one continuous GPU pass, rather than two separate geometric tails. cl_avfx_comet_dust_tail enables the smooth smoky-fibrous body; cl_avfx_comet_ion_tail enables energetic sparks and strands within it. The glowing nucleus and coma remain when either component is disabled. Manual RGB colours both components along with the rest of the comet.

Flying comets are not recoloured mid-flight. The Comets (cl_avfx_comets) control on the parent page still handles emission.

Q2PRO-X document image

Comet Colour: independent Custom, RGB, Variation and stock reset.

Comet Color

TypeSectionRowVariable or targetWhat it does
ToggleCustom colorcl_avfx_comet_color_customCustom RGB for a new comet's nucleus, coma and both components of its continuous tail. Off keeps the stock palette. Full Chaos enables this when comets are selected; Reasonable does not. Existing comets keep their spawn colour. Does not enable emission. Applies immediately.
SliderRedcl_avfx_comet_color_rRed channel of the manual comet base tint. Applied only to newly spawned comets when Custom color is on. Stock reference: 0.45. Applies immediately.
SliderGreencl_avfx_comet_color_gGreen channel of the manual comet base tint. Applied only to newly spawned comets when Custom color is on. Stock reference: 0.85. Applies immediately.
SliderBluecl_avfx_comet_color_bBlue channel of the manual comet base tint. Applied only to newly spawned comets when Custom color is on. Stock reference: 1.00. Applies immediately.
SliderPer-comet variationcl_avfx_comet_color_variationSeeded colour variation between individual newly spawned comets. 0 keeps the exact base RGB; 1 gives the strongest deterministic vivid variation while retaining influence from that RGB. Full Chaos uses the strongest variation when comets are selected. Applies immediately.
NavigationReset color to stockreset cl_avfx_comet_color_custom; reset cl_avfx_comet_color_r; reset cl_avfx_comet_color_g; reset cl_avfx_comet_color_b; reset cl_avfx_comet_color_variationDisable manual colour and per-comet variation, and restore the stock cool-blue RGB reference (0.45 / 0.85 / 1.00). The Comets enable toggle is not changed.
NavigationBack to comets...q2prox_avfx_cometsReturn to Comets Settings. Comet emission is controlled there by Comets.


Resetting and restoring

Reset Colour to Stock

Restores one family's appearance without changing whether it is enabled.

Reset This Family

Enables particles, disables custom colour and restores the stock RGB reference.

Reset This Page

Affects only Standard families in the current group. Other groups, AVFX and Contact Effects remain unchanged.

Reset All Standard Particles

Restores all 68 Standard families: particles on, custom colours off, reference RGB restored. Broad visibility switches, particle shape, railgun geometry, ordinary AVFX and Contact Effects remain unchanged.


Practical examples

Disable only standard blood

Open Blood and Biology → Red Blood and disable Particles. If needed, separately disable Extra Blood, green blood and gib trails. Contact Effects blood belongs to another domain and remains unaffected.

Recolour a rocket trail without changing its explosion

In Weapons and Trails, adjust Rocket Smoke Trail and Rocket Fire Trail separately. Explosion fragments belong to Impacts, Explosions and Sparks and remain unchanged.

Keep grenade debris but remove rocket debris

Disable only Rocket Explosion Debris on Impacts, Explosions and Sparks. Grenade, other explosion and BFG families are independent.

Adjust celestial effects separately from Standard

For a falling impact meteor, use Meteor and Tail Colour; for its post-impact dust and fragments, use Meteor Impact Particles. Use Sky Meteor Colour for celestial-sphere meteors and Comet Colour for comets. These three GPU palettes and four ground-impact families are independent. None requires the Standard Custom Colours master.


Complete Standard Particles menus

The following tables show the hub and seven groups from the current client.

Standard Particles

TypeSectionRowVariable or targetWhat it does
SectionColourColour
ToggleColourCustom colourscl_particle_rgb_enableMaster for the custom colours of STANDARD families only. Off draws their stock colour and keeps each choice stored. Never changes emission, AVFX or Player Contact. Applies immediately.
SectionFamiliesFamilies
NavigationFamiliesBlood and biological...q2prox_pfx_g_bloodBlood, heavy blood, green blood and gib trails. 5 families on this page.
NavigationFamiliesWeapons and trails...q2prox_pfx_g_weaponsProjectile trails and weapon aura particles. 14 families on this page.
NavigationFamiliesImpacts, explosions and sparks...q2prox_pfx_g_impactsWall puffs, explosion debris, heat beam and spark families. 13 families on this page.
NavigationFamiliesWater, splashes and teleport...q2prox_pfx_g_waterSplash subtypes, bubbles and teleport particles. 12 families on this page.
NavigationFamiliesWorld and entity effects...q2prox_pfx_g_worldLogin, respawn, flags, flies, muzzle puffs and smoke particles. 11 families on this page.
NavigationFamiliesExpansion and advanced...q2prox_pfx_g_expansionExpansion pack effects and families whose colour comes from the server. 10 families on this page.
NavigationFamiliesRail compatibility...q2prox_pfx_g_railClassic and modern rail particle families and the legacy colour bridge. 3 families on this page.
SectionHow this worksHow this works
NavigationHow this worksGlobal settingsecho Standard particle settings are global Q2PRO-X preferences.These are global Q2PRO-X preferences for the standard Quake II particle families. They survive maps, mods, servers and ordinary AVFX or Player Contact preset changes.
NavigationHow this worksParticles offecho Particles off suppresses only future particles of that family.Turning a family off stops only its future particles, before they are allocated or submitted. Particles already in the air finish normally, and the event's count, physics, lifetime, sound and gameplay are unchanged.
NavigationHow this worksOrder of the switchesecho cl_particles and the legacy switches take precedence over the family switches.The broad Particles master and the legacy per-effect switches decide first and always win when they hide something; the family switch is the finest step after them. The colour master above changes the colour of STANDARD families only.
NavigationHow this worksAVFX and Player Contactecho AVFX and Player Contact particles have their own controls.AVFX effects that reuse a stock particle producer are switched and recoloured on their own AVFX pages and in ordinary AVFX presets. Player Contact blood is tuned in Player Contact presets. Nothing here touches either of them.
SectionRelated pagesRelated pages
NavigationRelated pagesParticles & effect visibility...g_particlesThe broad particle master, the legacy per-effect switches, own blood/armor and water warp.
NavigationRelated pagesRail trail setup...g_railtrailRail beam style, duration, core and spiral width, and the core and spiral colour lists.
NavigationRelated pagesReset all standard particlesq2prox_particle_reset allTurn every standard family's Particles back on, turn every Custom colour off and restore every stock reference colour. AVFX, Player Contact, the broad visibility switches, particle shape and rail geometry are not touched.

Standard Particles: Blood and biological

TypeSectionRowVariable or targetWhat it does
SectionFamiliesFamilies
NavigationFamiliesRed blood...q2prox_pfx_f_blood_redOrdinary flesh-hit blood: the server TE_BLOOD event, the predicted local copy, and the Player Contact replay of an unattributed flesh event.
NavigationFamiliesHeavy blood...q2prox_pfx_f_blood_heavyThe gib-scale flesh burst: TE_MOREBLOOD and the Contact replay of it.
NavigationFamiliesGreen blood...q2prox_pfx_f_blood_greenThe TE_GREENBLOOD event used by non-human targets (exact palette entry, no ramp).
NavigationFamiliesRed gib trail...q2prox_pfx_f_gib_trail_redThe blood trail dragged behind flying gibs (EF_GIB).
NavigationFamiliesGreen gib trail...q2prox_pfx_f_gib_trail_greenThe trail dragged behind EF_GREENGIB debris.
SectionResetReset
NavigationResetReset this pageq2prox_particle_reset page bloodTurn Particles on, turn Custom colour off and restore the stock reference colour for every family listed on this page. No other page and no AVFX or Player Contact setting is touched.
NavigationResetBack to Standard particles...q2prox_particle_colorsReturn to the standard particle hub.

Standard Particles: Weapons and trails

TypeSectionRowVariable or targetWhat it does
SectionFamiliesFamilies
NavigationFamiliesBlaster trail...q2prox_pfx_f_blaster_trailThe yellow particle trail behind a blaster bolt; also used by the EF_PLASMA projectile trail.
NavigationFamiliesBlaster impact...q2prox_pfx_f_blaster_impactThe yellow impact burst of a blaster bolt: TE_BLASTER, both blue hyperblaster temp entities, and the predicted local impact.
NavigationFamiliesGreen bolt trail...q2prox_pfx_f_hyperblaster_trailThe green particle trail of a tracker-flagged blaster bolt.
NavigationFamiliesGreen bolt impact...q2prox_pfx_f_hyperblaster_impactThe green impact burst of TE_BLASTER2.
NavigationFamiliesFlechette impact...q2prox_pfx_f_flechette_impactThe cold blue impact burst of TE_FLECHETTE.
NavigationFamiliesRocket smoke trail...q2prox_pfx_f_rocket_smokeThe grey diminishing smoke stream behind a rocket. Independent from the rocket fire sub-stream.
NavigationFamiliesRocket fire trail...q2prox_pfx_f_rocket_fireThe bright non-diminishing fire sparks inside the rocket trail. Independent from the rocket smoke stream.
NavigationFamiliesGrenade smoke trail...q2prox_pfx_f_grenade_smokeThe grey diminishing smoke stream behind a grenade.
NavigationFamiliesFireball trail...q2prox_pfx_f_fireball_trailThe trail of an EF_ROCKET/EF_GIB fireball; its shade follows the projectile's own trail counter instead of a random draw.
NavigationFamiliesBFG aura...q2prox_pfx_f_bfg_auraThe green particle sphere that surrounds a flying BFG ball; its shade follows the distance from the ball centre.
NavigationFamiliesIonripper trail...q2prox_pfx_f_ionripper_trailThe alternating warm trail behind an EF_IONRIPPER projectile.
NavigationFamiliesTracker trail...q2prox_pfx_f_tracker_trailThe dark weaving trail behind an EF_TRACKER projectile.
NavigationFamiliesTracker shell...q2prox_pfx_f_tracker_shellThe dark particle shell around an entity carrying EF_TRACKERTRAIL.
NavigationFamiliesMonster plasma shell...q2prox_pfx_f_monster_plasma_shellThe warm particle shell drawn at a monster plasma beam origin.
SectionResetReset
NavigationResetReset this pageq2prox_particle_reset page weaponsTurn Particles on, turn Custom colour off and restore the stock reference colour for every family listed on this page. No other page and no AVFX or Player Contact setting is touched.
NavigationResetBack to Standard particles...q2prox_particle_colorsReturn to the standard particle hub.

Standard Particles: Impacts, explosions and sparks

TypeSectionRowVariable or targetWhat it does
SectionFamiliesFamilies
NavigationFamiliesBullet wall puff...q2prox_pfx_f_gun_puffThe grey dust puff of a bullet or shotgun pellet hitting a wall, for both the server event and the predicted local copy. The smoke sprite beside it is a separate model effect.
NavigationFamiliesArmor sparks...q2prox_pfx_f_armor_sparksThe small warm spark burst of TE_SPARKS / TE_BULLET_SPARKS on armor.
NavigationFamiliesGrenade explosion debris...q2prox_pfx_f_explosion_grenadeThe warm debris cloud of a grenade explosion. The legacy cl_disable_particles grenade bit still applies on top.
NavigationFamiliesRocket explosion debris...q2prox_pfx_f_explosion_rocketThe warm debris cloud of a rocket explosion, server and predicted. The legacy cl_disable_particles rocket bit still applies on top.
NavigationFamiliesOther explosion debris...q2prox_pfx_f_explosion_genericThe warm debris cloud of every other explosion event: TE_EXPLOSION1, TE_EXPLOSION2, their no-light variants and TE_PLASMA_EXPLOSION.
NavigationFamiliesBFG explosion debris...q2prox_pfx_f_bfg_explosionThe green debris cloud of TE_BFG_BIGEXPLOSION.
NavigationFamiliesTracker explosion...q2prox_pfx_f_tracker_explosionThe dark particle burst of TE_TRACKER_EXPLOSION.
NavigationFamiliesHeat beam particles...q2prox_pfx_f_heatbeam_particlesThe rotating particle sleeve that forms the heat beam itself.
NavigationFamiliesHeat beam sparks...q2prox_pfx_f_heatbeam_sparksThe grey spark puff of TE_HEATBEAM_SPARKS at the beam impact point.
NavigationFamiliesHeat beam steam...q2prox_pfx_f_heatbeam_steamThe warm steam puff of TE_HEATBEAM_STEAM.
NavigationFamiliesScreen sparks...q2prox_pfx_f_screen_sparksThe green spark burst of TE_SCREEN_SPARKS.
NavigationFamiliesShield sparks...q2prox_pfx_f_shield_sparksThe blue spark burst of TE_SHIELD_SPARKS.
NavigationFamiliesElectric sparks...q2prox_pfx_f_electric_sparksThe cold spark burst of TE_ELECTRIC_SPARKS.
SectionResetReset
NavigationResetReset this pageq2prox_particle_reset page impactsTurn Particles on, turn Custom colour off and restore the stock reference colour for every family listed on this page. No other page and no AVFX or Player Contact setting is touched.
NavigationResetBack to Standard particles...q2prox_particle_colorsReturn to the standard particle hub.

Standard Particles: Water, splashes and teleport

TypeSectionRowVariable or targetWhat it does
SectionFamiliesFamilies
NavigationFamiliesUnclassified splash...q2prox_pfx_f_splash_genericTE_SPLASH with no subtype, or a subtype the client does not know: the stock grey splash.
NavigationFamiliesWater splash...q2prox_pfx_f_splash_waterThe blue-water subtype of TE_SPLASH, and the predicted local pellet splash when a shotgun pellet lands in a fluid.
NavigationFamiliesBrown water splash...q2prox_pfx_f_splash_brown_waterThe brown-water subtype of TE_SPLASH.
NavigationFamiliesSlime splash...q2prox_pfx_f_splash_slimeThe slime subtype of TE_SPLASH.
NavigationFamiliesLava splash...q2prox_pfx_f_splash_lavaThe lava subtype of TE_SPLASH.
NavigationFamiliesSpark splash...q2prox_pfx_f_splash_sparksThe spark subtype of TE_SPLASH. Its ricochet sound is independent of this family.
NavigationFamiliesBlood splash...q2prox_pfx_f_splash_bloodThe blood subtype of TE_SPLASH. Separate from the flesh-hit blood family.
NavigationFamiliesElectric splash (N64)...q2prox_pfx_f_splash_electric_n64The mixed electric splash of the extended TE_SPLASH variant: both of its colour bands keep their stock brightness curve.
NavigationFamiliesBubble trail...q2prox_pfx_f_bubble_trailUnderwater bubbles: both the TE_BUBBLETRAIL and TE_BUBBLETRAIL2 implementations.
NavigationFamiliesTeleporter idle...q2prox_pfx_f_teleporter_idleThe steady yellow particles rising from an idle teleporter pad: both implementations.
NavigationFamiliesTeleport burst...q2prox_pfx_f_teleport_burstThe grey particle cube produced when a player teleports.
NavigationFamiliesBoss teleport burst...q2prox_pfx_f_big_teleportThe large four-band swirl of TE_BOSSTPORT.
SectionResetReset
NavigationResetReset this pageq2prox_particle_reset page waterTurn Particles on, turn Custom colour off and restore the stock reference colour for every family listed on this page. No other page and no AVFX or Player Contact setting is touched.
NavigationResetBack to Standard particles...q2prox_particle_colorsReturn to the standard particle hub.

Standard Particles: World and entity effects

TypeSectionRowVariable or targetWhat it does
SectionFamiliesFamilies
NavigationFamiliesPlayer login...q2prox_pfx_f_loginThe green column of particles when a player joins the game.
NavigationFamiliesPlayer logout...q2prox_pfx_f_logoutThe red column of particles when a player leaves the game.
NavigationFamiliesPlayer respawn...q2prox_pfx_f_respawnThe yellow column of particles when a player respawns.
NavigationFamiliesItem respawn...q2prox_pfx_f_item_respawnThe green sparkle when an item respawns on its pad.
NavigationFamiliesFlies...q2prox_pfx_f_fliesThe dark swarm circling a corpse (EF_FLIES).
NavigationFamiliesRed flag trail...q2prox_pfx_f_flag_trail_redThe red trail behind a carried EF_FLAG1 flag.
NavigationFamiliesBlue flag trail...q2prox_pfx_f_flag_trail_blueThe blue trail behind a carried EF_FLAG2 flag.
NavigationFamiliesTag trail...q2prox_pfx_f_tag_trailThe yellow trail behind an EF_TAGTRAIL entity.
NavigationFamiliesMonster muzzle puff...q2prox_pfx_f_monster_muzzle_puffThe grey particle puff at a monster muzzle flash. The flash model and its dynamic light are separate effects.
NavigationFamiliesChainfist smoke...q2prox_pfx_f_chainfist_smokeThe grey particle smoke of TE_CHAINFIST_SMOKE.
NavigationFamiliesExploding barrel smoke...q2prox_pfx_f_barrel_smokeThe four-band smoke of an exploding barrel, emitted from six points around it; all four bands keep their stock brightness curve.
SectionResetReset
NavigationResetReset this pageq2prox_particle_reset page worldTurn Particles on, turn Custom colour off and restore the stock reference colour for every family listed on this page. No other page and no AVFX or Player Contact setting is touched.
NavigationResetBack to Standard particles...q2prox_particle_colorsReturn to the standard particle hub.

Standard Particles: Expansion and advanced

TypeSectionRowVariable or targetWhat it does
SectionFamiliesFamilies
NavigationFamiliesTrap particles...q2prox_pfx_f_trapThe warm column and the sparkling cluster of an EF_TRAP entity.
NavigationFamiliesHologram...q2prox_pfx_f_hologramThe rotating green particle sphere of the EFX_HOLOGRAM effect.
NavigationFamiliesWidow beam-out...q2prox_pfx_f_widow_beamoutThe four-band particle sphere of the Widow beam-out sustain effect.
NavigationFamiliesWidow splash...q2prox_pfx_f_widow_splashThe four-band particle burst of TE_WIDOWSPLASH.
NavigationFamiliesNuke blast...q2prox_pfx_f_nuke_blastThe expanding four-band sphere of the nuke sustain effect.
NavigationFamiliesBerserk slam...q2prox_pfx_f_berserk_slamThe four-band ground burst of TE_BERSERK_SLAM.
NavigationFamiliesPower splash...q2prox_pfx_f_power_splashThe green shell burst of TE_POWER_SPLASH around a protected entity.
NavigationFamiliesServer-coloured sparks...q2prox_pfx_f_server_sparksLaser, welding and tunnel sparks whose colour is chosen by the server or the mod. Stock keeps the incoming colour; Custom replaces it.
NavigationFamiliesServer steam...q2prox_pfx_f_server_steamTE_STEAM and its sustained variant, whose colour, count and magnitude come from the server message. Stock keeps the incoming colour.
NavigationFamiliesForce wall...q2prox_pfx_f_force_wallThe falling curtain of TE_FORCEWALL, whose colour comes from the server message. Stock keeps the incoming colour.
SectionResetReset
NavigationResetReset this pageq2prox_particle_reset page expansionTurn Particles on, turn Custom colour off and restore the stock reference colour for every family listed on this page. No other page and no AVFX or Player Contact setting is touched.
NavigationResetBack to Standard particles...q2prox_particle_colorsReturn to the standard particle hub.

Standard Particles: Rail compatibility

TypeSectionRowVariable or targetWhat it does
SectionFamiliesFamilies
NavigationFamiliesClassic rail spiral...q2prox_pfx_f_rail_classic_spiralThe blue particle spiral of the classic rail trail (rail trail type 'default').
NavigationFamiliesClassic rail core particles...q2prox_pfx_f_rail_classic_coreThe grey particle core of the classic rail trail. This is the particle core, not the modern laser beam.
NavigationFamiliesModern rail spiral...q2prox_pfx_f_rail_modern_spiralThe modern rail spiral. Its colour is shared with the classic Spiral colour list on the rail trail page: the sliders and that list are two views of one setting.
SectionResetReset
NavigationResetReset this pageq2prox_particle_reset page railTurn Particles on, turn Custom colour off and restore the stock reference colour for every family listed on this page. No other page and no AVFX or Player Contact setting is touched.
NavigationResetBack to Standard particles...q2prox_particle_colorsReturn to the standard particle hub.


Finding variables

All 406 system variables have Russian and English descriptions in the CVAR browser: one global Standard master, Enable/Custom/R/G/B for 68 Standard and ten AVFX families, plus five colour controls each for sky meteors, falling impact meteors and comets.

Menus are preferable for ordinary setup: they show ownership, effect meaning, actual ranges and safe reset actions. Console variables are chiefly useful for precise configuration transfer and diagnosis. The user chooses the final visual result; the system preserves separate domains, stock behaviour with Custom off and unchanged networking/gameplay mechanics.