The window is divided into three sections: file handling, preview, and
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.
This tab is controls the display of the particle system in the editor.
: 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...
: 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
starts a new system running. You must press this to see the
results of any changes you make!
This tab controls options that affect the system as a whole.
: This is the name
that uniquely identifies the system. You can't use spaces here.
: The maximum
number of particles that will be "alive" at any one time.
: How long the
system will create particles. Use -1 for "infinite".
: How long
each particle lives. Use -1 for "infinite".
: How many
particles will be created every second.
This tab controls the look of the particles.
: Which sprite to
use. If you use the ">" button to choose a sprite, make sure
to convert the filename to a relative path!
: Information on
the type of the sprite.
: The number of
frames the sprite has.
: The speed of
the animation (frames-per-second).
: The starting
size of the particle.
: If the
particle has a non-negative lifetime, it will scale itself over it's
lifetime to end up size*scale units across.
: The colour of the
sprite. Usually set to "255 255 255" to allow the sprite to
control the colour.
: The opacity of
: The "style" of
the sprite. Natural-Selection only support Additive rendering;
other types may give unexpected results.
This tab controls the generation of particles.
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.
: The effects of these
are specific to each generation shape. Refer to the online text
This tab controls the velocity of newly created particles.
: 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.
: The effects of these
are specific to each velocity shape. Refer to the online text for
This tab controls "on/off" options.
: This only affects
particle systems intended for use in env_particles_custom
entities. When checked, the system does not need to be triggered
checked, the "generation rate" is per 1,000,000 cubic units.
: Fades particles in
over their lifetime.
: Fades particles out
over their lifetime. Both fade flags can be checked at the same
: Particles are
affected by the world gravity setting.
: Draws particles
using triangles rather than quads. Provides a small speedup in
exchange for graphical quality.
: I don't think
this works in NS. Not implemented in any case.
particles from rotating themselves on the verticle axis. Useful
for rain effects.
: Has no effect in the
editor, but cause NS to remove the particle when it collides with world
: Has no effect in
the editor, but tells clients they don't have to draw this effect
: Orients the particle
to face upwards (scanner sweep effect).