I'm going to walk you through what I did, let me know if I missed something...
Step 1: I created my custom particle "Blizzard" and named the .PCF file "snowblizzard.pcf"

Step 2: Added the line:
- Code: Select all
"file" "!particles/snowblizzard.pcf"
To my particles_manifest.txt file (Which is located at hl2/particles):
- Code: Select all
particles_manifest
{
"file" "particles/error.pcf"
"file" "particles/antlion_blood.pcf"
"file" "particles/blood_impact.pcf"
"file" "particles/water_impact.pcf"
"file" "particles/fire_01.pcf"
"file" "particles/burning_fx.pcf"
"file" "particles/combineball.pcf"
"file" "particles/vortigaunt_fx.pcf"
"file" "particles/rocket_fx.pcf"
"file" "!particles/snowblizzard.pcf"
}
Step 3: Created a seamless map (No leaks here!) with nothing but a info_player_start, light_environment, and a info_particle_system entity with the following settings:

Compiled without error's
- Code: Select all
** Executing...
** Command: "C:\Program Files (x86)\Steam\SteamApps\common\Half-Life 2\bin\vbsp.exe"
** Parameters: -game "C:\Program Files (x86)\Steam\SteamApps\common\Half-Life 2\hl2" "C:\Users\Videowarrior\Desktop\dustpuff.vmf"
Valve Software - vbsp.exe (Jun 20 2013)
6 threads
materialPath: C:\Program Files (x86)\Steam\SteamApps\common\Half-Life 2\hl2\materials
Loading C:\Users\Videowarrior\Desktop\dustpuff.vmf
Could not locate 'GameData' key in c:\program files (x86)\steam\steamapps\common\half-life 2\hl2\gameinfo.txt
fixing up env_cubemap materials on brush sides...
ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (0)
ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (0)
Processing areas...done (0)
Building Faces...done (0)
FixTjuncs...
PruneNodes...
WriteBSP...
done (0)
writing C:\Users\Videowarrior\Desktop\dustpuff.prt...Building visibility clusters...
done (0)
Creating default LDR cubemaps for env_cubemap using skybox materials:
skybox/sky_day02_09_hdr*.vmt
! Run buildcubemaps in the engine to get the correct cube maps.
Creating default HDR cubemaps for env_cubemap using skybox materials:
skybox/sky_day02_09_hdr*.vmt
! Run buildcubemaps in the engine to get the correct cube maps.
Finding displacement neighbors...
Finding lightmap sample positions...
Displacement Alpha : 0...1...2...3...4...5...6...7...8...9...10
Building Physics collision data...
done (0) (3189 bytes)
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Compacting texture/material tables...
Reduced 9 texinfos to 5
Reduced 3 texdatas to 3 (63 bytes to 63)
Writing C:\Users\Videowarrior\Desktop\dustpuff.bsp
0 seconds elapsed
** Executing...
** Command: "C:\Program Files (x86)\Steam\SteamApps\common\Half-Life 2\bin\vvis.exe"
** Parameters: -game "C:\Program Files (x86)\Steam\SteamApps\common\Half-Life 2\hl2" "C:\Users\Videowarrior\Desktop\dustpuff"
Valve Software - vvis.exe (Jun 20 2013)
6 threads
reading c:\users\videowarrior\desktop\dustpuff.bsp
reading c:\users\videowarrior\desktop\dustpuff.prt
4 portalclusters
4 numportals
BasePortalVis: 0...1...2...3...4...5...6...7...8...9...10 (0)
PortalFlow: 0...1...2...3...4...5...6...7...8...9...10 (0)
Optimized: 0 visible clusters (0.00%)
Total clusters visible: 16
Average clusters visible: 4
Building PAS...
Average clusters audible: 4
visdatasize:44 compressed from 64
writing c:\users\videowarrior\desktop\dustpuff.bsp
0 seconds elapsed
** Executing...
** Command: "C:\Program Files (x86)\Steam\SteamApps\common\Half-Life 2\bin\vrad.exe"
** Parameters: -both -game "C:\Program Files (x86)\Steam\SteamApps\common\Half-Life 2\hl2" "C:\Users\Videowarrior\Desktop\dustpuff"
Valve Software - vrad.exe SSE (Jun 20 2013)
Valve Radiosity Simulator
6 threads
[Reading texlights from 'lights.rad']
[45 texlights parsed from 'lights.rad']
Loading c:\users\videowarrior\desktop\dustpuff.bsp
Setting up ray-trace acceleration structure... Done (0.00 seconds)
54 faces
316757 square feet [45613056.00 square inches]
0 Displacements
0 Square Feet [0.00 Square Inches]
54 patches before subdivision
2294 patches after subdivision
2 direct lights
BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (0)
BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (0)
transfers 879, max 277
transfer lists: 0.0 megs
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #1 added RGB(24, 19, 9)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #2 added RGB(0, 0, 0)
Build Patch/Sample Hash Table(s).....Done<0.0013 sec>
FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (0)
FinalLightFace Done
0 of 0 (0% of) surface lights went in leaf ambient cubes.
ThreadComputeLeafAmbient: 0...1...2...3...4...5...6...7...8...9...10 (0)
Writing leaf ambient...done
Ready to Finish
Object names Objects/Maxobjs Memory / Maxmem Fullness
------------ --------------- --------------- --------
models 2/1024 96/49152 ( 0.2%)
brushes 8/8192 96/98304 ( 0.1%)
brushsides 48/65536 384/524288 ( 0.1%)
planes 54/65536 1080/1310720 ( 0.1%)
vertexes 83/65536 996/786432 ( 0.1%)
nodes 29/65536 928/2097152 ( 0.0%)
texinfos 5/12288 360/884736 ( 0.0%)
texdata 3/2048 96/65536 ( 0.1%)
dispinfos 0/0 0/0 ( 0.0%)
disp_verts 0/0 0/0 ( 0.0%)
disp_tris 0/0 0/0 ( 0.0%)
disp_lmsamples 0/0 0/0 ( 0.0%)
faces 54/65536 3024/3670016 ( 0.1%)
hdr faces 0/65536 0/3670016 ( 0.0%)
origfaces 12/65536 672/3670016 ( 0.0%)
leaves 32/65536 1024/2097152 ( 0.0%)
leaffaces 54/65536 108/131072 ( 0.1%)
leafbrushes 40/65536 80/131072 ( 0.1%)
areas 2/256 16/2048 ( 0.8%)
surfedges 280/512000 1120/2048000 ( 0.1%)
edges 153/256000 612/1024000 ( 0.1%)
LDR worldlights 2/8192 176/720896 ( 0.0%)
HDR worldlights 0/8192 0/720896 ( 0.0%)
leafwaterdata 0/32768 0/393216 ( 0.0%)
waterstrips 0/32768 0/327680 ( 0.0%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 0/65536 0/131072 ( 0.0%)
cubemapsamples 0/1024 0/16384 ( 0.0%)
overlays 0/512 0/180224 ( 0.0%)
LDR lightdata [variable] 71968/0 ( 0.0%)
HDR lightdata [variable] 0/0 ( 0.0%)
visdata [variable] 44/16777216 ( 0.0%)
entdata [variable] 907/393216 ( 0.2%)
LDR ambient table 32/65536 128/262144 ( 0.0%)
HDR ambient table 32/65536 128/262144 ( 0.0%)
LDR leaf ambient 55/65536 1540/1835008 ( 0.1%)
HDR leaf ambient 32/65536 896/1835008 ( 0.0%)
occluders 0/0 0/0 ( 0.0%)
occluder polygons 0/0 0/0 ( 0.0%)
occluder vert ind 0/0 0/0 ( 0.0%)
detail props [variable] 1/12 ( 8.3%)
static props [variable] 1/12 ( 8.3%)
pakfile [variable] 86742/0 ( 0.0%)
physics [variable] 3189/4194304 ( 0.1%)
physics terrain [variable] 2/1048576 ( 0.0%)
Level flags = 0
Total triangle count: 124
Writing c:\users\videowarrior\desktop\dustpuff.bsp
0 seconds elapsed
Valve Software - vrad.exe SSE (Jun 20 2013)
Valve Radiosity Simulator
6 threads
[Reading texlights from 'lights.rad']
[45 texlights parsed from 'lights.rad']
Loading c:\users\videowarrior\desktop\dustpuff.bsp
Setting up ray-trace acceleration structure... Done (0.00 seconds)
54 faces
316757 square feet [45613056.00 square inches]
0 Displacements
0 Square Feet [0.00 Square Inches]
54 patches before subdivision
2294 patches after subdivision
2 direct lights
BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (1)
BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (0)
transfers 879, max 277
transfer lists: 0.0 megs
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #1 added RGB(24, 19, 9)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #2 added RGB(0, 0, 0)
Build Patch/Sample Hash Table(s).....Done<0.0011 sec>
FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (0)
FinalLightFace Done
0 of 0 (0% of) surface lights went in leaf ambient cubes.
ThreadComputeLeafAmbient: 0...1...2...3...4...5...6...7...8...9...10 (0)
Writing leaf ambient...done
Ready to Finish
Object names Objects/Maxobjs Memory / Maxmem Fullness
------------ --------------- --------------- --------
models 2/1024 96/49152 ( 0.2%)
brushes 8/8192 96/98304 ( 0.1%)
brushsides 48/65536 384/524288 ( 0.1%)
planes 54/65536 1080/1310720 ( 0.1%)
vertexes 83/65536 996/786432 ( 0.1%)
nodes 29/65536 928/2097152 ( 0.0%)
texinfos 5/12288 360/884736 ( 0.0%)
texdata 3/2048 96/65536 ( 0.1%)
dispinfos 0/0 0/0 ( 0.0%)
disp_verts 0/0 0/0 ( 0.0%)
disp_tris 0/0 0/0 ( 0.0%)
disp_lmsamples 0/0 0/0 ( 0.0%)
faces 54/65536 3024/3670016 ( 0.1%)
hdr faces 54/65536 3024/3670016 ( 0.1%)
origfaces 12/65536 672/3670016 ( 0.0%)
leaves 32/65536 1024/2097152 ( 0.0%)
leaffaces 54/65536 108/131072 ( 0.1%)
leafbrushes 40/65536 80/131072 ( 0.1%)
areas 2/256 16/2048 ( 0.8%)
surfedges 280/512000 1120/2048000 ( 0.1%)
edges 153/256000 612/1024000 ( 0.1%)
LDR worldlights 2/8192 176/720896 ( 0.0%)
HDR worldlights 2/8192 176/720896 ( 0.0%)
leafwaterdata 0/32768 0/393216 ( 0.0%)
waterstrips 0/32768 0/327680 ( 0.0%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 0/65536 0/131072 ( 0.0%)
cubemapsamples 0/1024 0/16384 ( 0.0%)
overlays 0/512 0/180224 ( 0.0%)
LDR lightdata [variable] 71968/0 ( 0.0%)
HDR lightdata [variable] 71968/0 ( 0.0%)
visdata [variable] 44/16777216 ( 0.0%)
entdata [variable] 907/393216 ( 0.2%)
LDR ambient table 32/65536 128/262144 ( 0.0%)
HDR ambient table 32/65536 128/262144 ( 0.0%)
LDR leaf ambient 55/65536 1540/1835008 ( 0.1%)
HDR leaf ambient 55/65536 1540/1835008 ( 0.1%)
occluders 0/0 0/0 ( 0.0%)
occluder polygons 0/0 0/0 ( 0.0%)
occluder vert ind 0/0 0/0 ( 0.0%)
detail props [variable] 1/12 ( 8.3%)
static props [variable] 1/12 ( 8.3%)
pakfile [variable] 86742/0 ( 0.0%)
physics [variable] 3189/4194304 ( 0.1%)
physics terrain [variable] 2/1048576 ( 0.0%)
Level flags = 0
Total triangle count: 124
Writing c:\users\videowarrior\desktop\dustpuff.bsp
0 seconds elapsed
** Executing...
** Command: Copy File
** Parameters: "C:\Users\Videowarrior\Desktop\dustpuff.bsp" "C:\Program Files (x86)\Steam\SteamApps\common\Half-Life 2\hl2\maps\dustpuff.bsp"
And after all that careful placement..

What the hell did I miss? I've also tried the "per-map" manifest files, but that doesn't work either.
I'm trying to get this particle to work for hl2 but I've also tried it with ep2 and I get the same problem. If one of you could help solve this mystery for me I'd love you forever







