I found out what was wrong, pakrat didn't automatically fix the pathnames, like it usually does with models and materials.
particles_manifest_<exact map name>.txt
particles_<exact map name>.txt
particles_<exact map name>_manifet.txt
<exact map name>_particles_manifest.txt
<exact map name>_manifest.txt
<exact map name>.txt
None of these work, has anyone found one that does?
We HAVE to find one that is map specific so that we don't end up barring all new particles valve maps after our map is released.
Resurrecting this thread:
Has anyone figured this out yet?
I've made a custom particle file for my TF2 map. But even when the particle files and the modified particle_manifest.txt are in the bsp file, TF2 still can't find the particle files when it loads the map. I'm guessing that TF2 doesn't look in the bsp for either the particle files or the particle_manifest.txt. --Spacemonkey 18:23, 3 Jul 2008 (PDT)
That's right, it can't be done. We've asked Mike to look into getting rid of the manifest file and simply scanning all PCFs in the particles folder, which will help alleviate this. --TomEdwards 00:54, 4 Jul 2008 (PDT)
Tony Sergi said:I actually wrote some code for this, to load per-map manifests.
eta unknown![]()
Tony Sergi said:just like soundscapes, except it would go in the particles folder like the other manifest.
ie: particles_mapname.txt
and then you just place the pcf's you've made in there.
just like soundscapes, except it would go in the particles folder like the other manifest.
ie: particles_mapname.txt
and then you just place the pcf's you've made in there.