In order for us to put the particles in a level, we need to create what is called a particles_manifest.txt
file. The particles manifest tells the engine where to locate our particle systems and when to load them into a map. You need to create one manifest file for each map in which you have particles in addition to the master.
The master particles manifest file needs to contain all the custom .pcf
files you have created with Particle Editor. Browse to your mod's particles
folder and create a new .txt
file called particles_manifest.txt
. Type the following and then save the file:
particles_manifest { file "particles/my_particles.pcf" }
I have included a sample particles_manifest.txt
file along with the my_particles.pcf
file so that you can refer to them.
As previously noted, each map needs its own manifest file in order to load the correct particles. The per-map manifest goes into the maps
folder and contains the map name *_particles
. In my example, mapch12_example.bsp
will need a manifest file titled ch12_example_particles.txt
. It follows the same format as the master manifest file located in the particles
folder but you only need to include the .pcf
files that will be used in that map.
Let's insert our new fire particle into Hammer. If our particles_manifest.txt
file is coded properly and is in the correct locations, all we need to do is place an entity and reference the file. Then, create or load a map and place the point entity info_particle_system
.
Open the properties for info_particle_system
and type myfire01
in the Particle System Name field. This is not the name of the .pcf
file; it's the name of the particle system within the .pcf
file! Set Start Active? to yes and we're done!
Compile and load the map to check our results in game.
Particle systems cannot emit light! In the preceding example, I used a separate orange light entity to simulate the fire's light output.
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