particles_manifest.txt
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 into 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 "common/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!