Team Fortress 2/Creating fire
Team Fortress 2 doesn't fully support the env_fire entity used in other Source games; while the fire itself is simulated, the flames do not show up in-game. This article demonstrates how to create working fire in Team Fortress 2, similar to the torch fire used in Egypt.
The Torch
To begin, choose a prop to hold your fire. For this example, models/egypt/wall_torch/wall_torch.mdl
is used.
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Creating The Flames
There are two different ways to create the visible flames for the fire: either using an env_smokestack or an info_particle_system.
Env_Smokestack
Egypt uses env_smokestacks to simulate flames and, while they do not look exactly the same as an env_fire flame, are a good substitute.
Insert an env_smokestack into your map and align it so that the origin is inside the cup of your torch.
You will need these properties:
- Initial State: On
- Spread At The Base: 0
- Spread Speed: 8
- Speed: 30
- Particle Start Size: 9
- Particle End Size: 4
- Emission Rate: 15
- Length Of Smoke Trail: 24
- Wind X/Y Angle: 0
- Wind Speed: 0
- Particle Material: particle/smokesprites_0001
- Twist: 10
- Roll Speed: 5
- Base Colour (R G B): 250 200 133
- Translucency: 255

Info_Particle_System

Insert an info_particle_system into your map and align it so that the origin is inside the cup of your torch.
You will need these properties:
- Particle System Name: flaming_arrow
- Start Active?: Yes
Glow

An env_sprite is used to simulate the glow of the fire at its base.
Insert an env_sprite into your map and align it so that its origin is at the same point as your env_smokestack or info_particle_system.
You will need these properties:
- Render FX: Constant Glow
- Render Mode: Additive
- FX Amount (0 - 255): 125
- FX Colour (R G B): 255 140 36
- Framerate: 10
- Sprite Name: materials/Sprites/light_glow03.vmt
- Scale: 0.6
- Size Of Glow Proxy Geometry: 30
Lighting
For your fire to cast light, you will need a light entity. Place this about 16-32 units forwards from your torch.
You will need these properties:
- Brightness: 249 118 62 50 (Change this last number to suit your brightness needs)
- Appearance: 32 (Yes, just type it in)
Trigger_Hurt
If the player stands on your fire they will need to be hurt by it. This is accomplished with a trigger_hurt.
Create a trigger brush of appropriate size for your fire (the size used in Egypt is 10 length X 10 width X 12 height). Tie the brush to a trigger_hurt and place it where your flame will be.
You will need these properties:
- Damage Type: BURN
- Damage: 10
Conclusion
That's it! You can now compile your map and the fire should show up in-game.
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