The bitmaps the particles use
      cannot be plugged straight into the particle editor. They must be first
      defined with the particle text file. As your particle database grows, you
      may want to create separate text files for flames, explosions, smoke and
      other bitmap types, with the bitmaps in their own subdirectories.
      As for formats, it is recommended
      to use .jpg for color maps and monochrome .pcx for the alpha maps. Other
      formats also work, but we have found these optimal.
      The basic structure of a particle
      bitmap set is as follows. All the lines behind a double slash // will be
      ignored by the particle editor, and can be used as comments. You can also
      comment out sections of the file with /* for the beginning and */  for the end. Everything between the /* and the */ will
      be ignored. 
      [your_particle_name]
      {
             [Settings]
             Extension = jpg;
             AlphaExtension = pcx; // only applicable if blend mode is alpha
             BlendingMode = alpha; // available modes: alpha, additive
      
             [container] // every particle must have at least one container
             bitmaps\fire\flame01_%04d; // %04d means a cyclic number with 4
      digits.
      
             [container] // additional containers can be used for variety
             bitmaps\fire\flame02_01; //can also use a sequence of exact
      filenames 
             bitmaps\fire\flame02_02;
             bitmaps\fire\flame02_03; // you can create a 'ping pong loop' by 
             bitmaps\fire\flame02_04; // inserting the sequence first forwards then 
             bitmaps\fire\flame02_05; // backwards. Duplicate filenames use no extra 
             bitmaps\fire\flame02_06; // texture memory. 
      }
      
      [your_particle_02]
      {
      ...
      }
      The directory paths are recursive.