The particles of an emitter get painted with the same material as the (invisible) emitter entity itself. A typical emitter/ particle material looks like:
texture0="abstract::texture.dds" depthmask=0 blend=alpha zsort=1 shader="abstract::particles.vert","abstract::particles.frag"or (for real soft particles, with no visible planes)
texture0="abstract::texture.dds" depthmask=0 blend=alpha zsort=1 shader="abstract::particles.vert","abstract::softparticles.frag"where "texture.dds" should be a texture with a smooth alpha channel (particles use real alpha fading, not only bitmasks).
Commands
CreateEmitterEmitterPaused
PauseEmitter
ResumeEmitter
SetEmitterAcceleration
SetEmitterArea
SetEmitterRadius
SetEmitterRotationSpeed
SetEmitterVelocity
SetEmitterWaver




