AFAIK, the sprites Bungie used in later games can be recreated with little effort. From what I have understood (source is waffles) particles in later halo games are dynamically generated with 3 elements
1) A mask
2) A plate
3) A gradient bitmap
a particle fades according to its alpha (more alpha = fades later).
Halo CE can't dynamically render particles this way, but you can pre-render them to look like they would look in the original game.
Here is how I generated Reach-like fire for my map, using Paint.NET. With Photoshop, you can easily get better results with more ease, and apply your gradient bitmaps
1) Use Adjutant to extract both the mask and the plate, and, optionally, your gradient map. I used fx\bitmaps\atmospheric_rolling\fireball_mask.bitm as mask, and fx\bitmaps\atmospheric_rolling\fireball_plate.bitm as plate; you can get them from any Reach map. Gradients location may vary; there is no need to extract the alpha, because, most of the time, the alpha channel is no different from any other channel.
2) Create the usual squares, surrounded by pure blue. How many of them you create depends on how long your particle will live. I wanted my fire particle to live for about 0,5 seconds, so I made it 16 frames long
3) Create two levels. In the first paste your mask bitmap in each frame, then make the same thing for the plate; choose "multiply" as blending mode.
4) Create, on top of them, a third layer, with a simple gradient from white to black; I used "burn colour" as welding mode, but you can toy to get different results
5) Weld all the layers into a single layer, then compile. If you use Photoshop, you can then apply your gradient bitmap to perfectly emulate the colors of the original game; if you don't, just leave it black and white, and use the stock tools to tint the particle.
Another option is to make the gradient go from black to white, and set its welding mode to "subtract", but there really are a thousand different ways of doing this.
After that, you can just make every adjustement you want, but that's the base.
Here is my fire particle as example
Edited by rododoonceagain on Jul 27, 2015 at 01:57 PMEdited by rododoonceagain on Jul 27, 2015 at 02:33 PM