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If you want to remove the blood squirts, do the following:
1. Open the location where the Steam Workshop downloads the particle (steamapps\workshop\content\220\3453132139)
2. Extract the "workshop_dir.vpk" file to the "custom" folder in the Half-Life 2 directory (Half-Life 2\hl2\custom)
3. Open Half-Life 2 with the following launch options: "-nop4" and "-tools"
4. Open the particle editor by selecting "Particle Editor" from the "Tools" menu
5. Open the "blood_impact.pcf" file that you extracted to your custom folder
6. Delete the following particle effects (or remove them from the blood_impact_red_01's "children"): blood_impact_red_01_chunk, blood_impact_red_01_goop, blood_impact_red_01_goop2 and blood_impact_red_01_smalldroplets
7. Press the "save" button / "save and test"
8. Verify that the particle functions by pressing F10, opening a map (like d1_canals_01) and shooting at the enemies
9. Close Half-Life 2
10. Remove "-nop4" and "-tools" from the launch options
i guess thats it
1. Open the location where the Steam Workshop downloads the particle (steamapps\workshop\content\220\3453132139)
2. Extract the "workshop_dir.vpk" file to the "custom" folder in the Half-Life 2 directory (Half-Life 2\hl2\custom)
3. Open Half-Life 2 with the following launch options: "-nop4" and "-tools"
4. Open the particle editor by selecting "Particle Editor" from the "Tools" menu
5. Open the "blood_impact.pcf" file that you extracted to your custom folder
6. Choose the particle you want to edit
7. Select "Lifetime Random" under "Initializers"
8. Change the values of "lifetime_min" and "lifetime_max" to your desired amount (NOTE: these are the upper and lower bounds of the random selector)
9. Press the "save" button
10. You can now test the particle by pressing F10 to interact with the game (pressing F11 will make the Viewport full screen)
I hope you will listen, thanks in advance! (sorry for the errors in the text and unclear meaning, Google translator)
I theoretically could add a particle effect that uses the render_models particle renderer, but I'm not sure if that exists in HL2. If it exists, and I could make a particle using it (which would require gib models, which I would have to create even though I have no experience in modelling), it would need to be a child particle of blood_impact_red_01 , which appears every time an NPC is damaged. Therefore, shooting a Combine soldier with a shotgun would create a load of (for example) spleen models, which would be ugly and could, in the worst case, cause the game to run out of memory and crash.