Particles manifest.txt: Difference between revisions
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= | {{Underlinked|date=January 2024}} | ||
{{languageBar|title={{mono|particles_manifest.txt}}}} | |||
__NOTOC__ | |||
Particle systems must be registered in a '''manifest file'''. These are: | |||
* {{path|particles/particles_manifest|txt}} | |||
* {{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
January 2024
Particle systems must be registered in a manifest file. These are:

particles/particles_manifest.txt
maps/<map name>_particles.txt(per-map) (not in
)
particles.txt(only loaded if packed in the BSP) (not in
)
Syntax
! 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 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, 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!