General
The window is divided into three sections: file handling, preview, and
editing.
The top section (file handling) allows you to import particle systems
from PS files. PS files are used by Natural-Selection to hold the
particle systems used in-game. You may want to look at your
ns/ns.ps file for some examples. It also allows you to export the
currently loaded particle system to a PS file or a Valve Hammer Editor
2.2+ map file. Finally, you can also copy the particle system to
the clipboard a plain text.
The centre of the window is taken up by the preview area. This is
where you see the results of your editing. You can drag using the
left mouse button to rotate the view, drag with the right mouse button
to zoom, or shift+drag wit the left mouse button to translate.
The lower part of the window is devoted to the editing controls.
Each tab controls one aspect of the particle system.
Main

This tab is controls the display of the particle system in the editor.
Show ground: Displays a flat
plane from (-100, -100, 0) to (100, 100, 0). You an select a
texture for this plane by using the File->Load ground texture...
option.
Show grid: Displays a point
every 10 units.
Path to ns directory: This is
the directory sprites are loaded from. It is saved between
program runs in the file nspsedit.cfg.
Create particle system: This
starts a new system running. You must press this to see the
results of any changes you make!
System Parameters

This tab controls options that affect the system as a whole.
System name: This is the name
that uniquely identifies the system. You can't use spaces here.
Max particles: The maximum
number of particles that will be "alive" at any one time.
System lifetime: How long the
system will create particles. Use -1 for "infinite".
Particle lifetime: How long
each particle lives. Use -1 for "infinite".
Generation rate: How many
particles will be created every second.
Particle Appearance

This tab controls the look of the particles.
Sprite: Which sprite to
use. If you use the ">" button to choose a sprite, make sure
to convert the filename to a relative path!
Sprite format: Information on
the type of the sprite.
Sprite frames: The number of
frames the sprite has.
Animation speed: The speed of
the animation (frames-per-second).
Particle size: The starting
size of the particle.
Maximum scaling: If the
particle has a non-negative lifetime, it will scale itself over it's
lifetime to end up size*scale units across.
Base colour: The colour of the
sprite. Usually set to "255 255 255" to allow the sprite to
control the colour.
Maximum alpha: The opacity of
the sprite.
Render mode: The "style" of
the sprite. Natural-Selection only support Additive rendering;
other types may give unexpected results.
Particle Generation

This tab controls the generation of particles.
Generation shape: This
controls the shape of the volume in which particle are created.
Valid values are Point, Box, Sphere, Blob. When one is selected,
an explanation of the parameters appears to the right.
Params: The effects of these
are specific to each generation shape. Refer to the online text
for details.
Particle Velocity

This tab controls the velocity of newly created particles.
Velocity shape: This controls
the meaning of the velocity parameters. Valid values are Point,
Box, Sphere, Box2. When one is selected, an explanation of the
parameters appears to the right.
Params: The effects of these
are specific to each velocity shape. Refer to the online text for
details.
Spawnflags

This tab controls "on/off" options.
Start on: This only affects
particle systems intended for use in env_particles_custom
entities. When checked, the system does not need to be triggered
to start.
Particle density: When
checked, the "generation rate" is per 1,000,000 cubic units.
Fade in: Fades particles in
over their lifetime.
Fade out: Fades particles out
over their lifetime. Both fade flags can be checked at the same
time.
Use gravity: Particles are
affected by the world gravity setting.
Use tris: Draws particles
using triangles rather than quads. Provides a small speedup in
exchange for graphical quality.
Minimize edges: I don't think
this works in NS. Not implemented in any case.
Constrain pitch: Prevents
particles from rotating themselves on the verticle axis. Useful
for rain effects.
Collide: Has no effect in the
editor, but cause NS to remove the particle when it collides with world
geometry.
High detail: Has no effect in
the editor, but tells clients they don't have to draw this effect
in-game.
Face up: Orients the particle
to face upwards (scanner sweep effect).