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All the particles are built with source engine's built in editor (the only way, really). The textures are often done in paint.net (because it's free and because it has a .VTF plugin to support source engine file types).
I did use Photoshop and a drawpad for some textures. The newest additions were done in Substance Painter (for the models) and I have used a free tool called FlowMapPainter for some effects.
Finally, there is a website you can check out "EffectTextureMaker" (a quick google search will turn it up), that can help get the ball rolling and can often give you something to work with, either straight up what you need or something you can edit and refine in an image editing software of choice.
I would likely use different workflows for many of the assets I have made nowadays, the addon is over 10 years old at this point after all...
But it did the trick back then.