I’m using particle plist files generated by ParticleDesigner.
Those files have the texture data embedded in the plist (using the “textureImageData” key), which is perfectly supported by cocos2d-x. But ParticleDesigner also adds the “textureFileName” key in the plist (pointing to an non-existant file, in case the texture is embedded).
This causes a warning from the FileUtils::fullPathForFilename function, since it tries to load a texture from a file that do not exists, and it does this for each searchPath configured in the game, which is annoying in debug (and is time consuming in release).
What I suggest is to slightly change the ParticleSystem::initWithDictionary method to first search for the embedded texture key (“textureImageData”) and then only, if it is not found, to search for a file on the disk.
Unfortunately I do not have links to a good tutorial. I just only hope someday to contribute to the development of the cocos.
Maybe someone from the development team will be able to help with githab?