Particles manifest.txt: Difference between revisions

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= Overview =
{{Underlinked|date=January 2024}}
A txt File that list's all the Current particles files that a mod or Game will currently use. You must specify a particle in this list in order for it to be used in-game. Be sure to include this file Under the ''Particle Folder'' in your game directory.
{{languageBar|title={{mono|particles_manifest.txt}}}}
__NOTOC__


= Example =
Particle systems must be registered in a '''manifest file'''. These are:


House_explode
* {{path|particles/particles_manifest|txt}}
Valve_effect
* {{path|maps/<map name>_particles|txt}} (per-map) {{csgo|not}}
* {{path|particles|txt}} (''only'' loaded if packed in the [[BSPZIP|BSP]]) {{csgo|not}}
 
{{confirm|Per-map particle manifests do not load in {{orangebox|2}} mods or earlier.}}
 
== Syntax ==
 
{{tip|Systems within [[PCF]]s prefixed by a {{code|preset=1|!}} character will be [[Precaching assets|precached]] globally. Others will be precached on-demand by entities.}}
 
<source lang=js>
particles_manifest
{
file "particles/error.pcf"
file "particles/fire_01.pcf"
file "particles/burning_fx.pcf"
file "particles/explosions.pcf"
file "!particles/muzzleflashes.pcf"
file "!particles/rockettrail.pcf"
file "!particles/achievement.pcf"
}
</source>
 
== {{src07|2}} usage ==
 
Due to the Steampipe update, particles now require [[VPK]] integration. This is because the VPK takes priority over non-VPK files, so the VPK's manifest will always overwrite your own.
 
This is a relatively simple procedure. To fix this issue, create a {{path|custom}} folder in your game's root folder, alongside {{path|maps}}, {{path|materials}} etc.
 
Inside {{path|custom}}, create a folder, with any name you wish.
Place the particle manifest into this folder, under {{path|custom/*folder*/particles/particles_manifest|txt}}
Then, drop and drag the named folder onto {{path|vpk|exe}}, located within the game's {{path|bin}} folder. For {{hl2|4}}, this is located in {{path|Half-Life 2/bin/vpk|exe}}
 
Please note, with this method, you are re-overwriting the manifest. It is highly advised to add to the original manifest of the game, rather than to recreate your own!
 
[[Category:Particle System]]
[[Category:Glossary]]

Latest revision as of 14:54, 26 July 2025

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January 2024
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Particle systems must be registered in a manifest file. These are:

  • 🖿particles/particles_manifest.txt
  • 🖿maps/<map name>_particles.txt (per-map) (not in Counter-Strike: Global Offensive)
  • 🖿particles.txt (only loaded if packed in the BSP) (not in Counter-Strike: Global Offensive)
Confirm:Per-map particle manifests do not load in Orange Box branch Orange Box branch mods or earlier.

Syntax

Tip.pngTip:Systems within PCFs prefixed by a ! character will be precached globally. Others will be precached on-demand by entities.
particles_manifest
{
	file	"particles/error.pcf"
	file	"particles/fire_01.pcf"
	file	"particles/burning_fx.pcf"
	file	"particles/explosions.pcf"
	file	"!particles/muzzleflashes.pcf"
	file	"!particles/rockettrail.pcf"
	file	"!particles/achievement.pcf"
}

Source 2007 Source 2007 usage

Due to the Steampipe update, particles now require VPK integration. This is because the VPK takes priority over non-VPK files, so the VPK's manifest will always overwrite your own.

This is a relatively simple procedure. To fix this issue, create a 🖿custom folder in your game's root folder, alongside 🖿maps, 🖿materials etc.

Inside 🖿custom, create a folder, with any name you wish. Place the particle manifest into this folder, under 🖿custom/*folder*/particles/particles_manifest.txt Then, drop and drag the named folder onto 🖿vpk.exe, located within the game's 🖿bin folder. For Half-Life 2 Half-Life 2, this is located in 🖿Half-Life 2/bin/vpk.exe

Please note, with this method, you are re-overwriting the manifest. It is highly advised to add to the original manifest of the game, rather than to recreate your own!