Hello ajay,
Yes, the fire in both clips from Chip is basically the same.
The bigger fire has different originjitter values (and a higher count). That is basically the difference.
I wrote some words how to include custom particle effects here:
viewtopic.php?p=37051&sid=3e4bfbbd3fee6d579871bc462ee28294#p37051What you need is (if you want to use Darkplaces):
1.) particlefont.tga (in your ID1\particles subfolder)
This contains the texture (64 pcs.) for your particles.
You can download the standard DP particlefont from LordHavocs homepage.
Or even better, use the Nexuiz particlefont. It has much more textures and is highe res.
2.) effectinfo.txt (in your ID1 folder)
This file describes the properties of your custom effect.
Please read the DP-wiki for all details and its syntax:
http://www.quakewiki.net/darkplaces-wik ... reference/(Chip is so kind to host a backup on his homepage, cause the real DP-wiki is down)
Everything is explained there.
3.) Your QC
You need dpextensions.qc included in your progs.dat, to be able to use custom particle effects.
You will find an example in the above link.
You can add a pointparticle (to a specific point in your map): DP_SV_POINTPARTICLES
Or you can add a particle effect to an entity: DP_ENT_TRAILEFFECTNUM
It is explained inside the dpextensions.qc as well.
There are many samples, that you can use as base inside dpmod (it brings a custom effectinfo.txt, but uses standard particlefont) or inside the "small mod compilation" (it brings a custom effectinfo.txt, and uses slightly extended Nexuiz particlefont) for example.
To be able to use Chip´s fire effect you *should* use the Nexuiz particlefont or use custom fire textures added into your particlefont.tga.
Search for "pointparticles" in this forum will bring up even more valuable tips.
Best of luck,
Seven