What I would do is use particle studio, setup a decent fire texture and then setup a basic flickering fire emitter / smoke trail for instance.
Then you end up with a shader like this
textures/floorsos/smokepuff3_1
{
qer_editorimage textures/floorsos/smokepuff3.tga
surfaceparm noimpact
surfaceparm nolightmap
cull none
surfaceparm trans
surfaceparm nonsolid
surfaceparm nodlight
deformvertexes autosprite
deformvertexes move -7.347877 9.003964 544.157837 sawtooth 0 1 0.836573 0.038147
{
clampmap textures/floorsos/smokepuff3.tga
tcMod rotate 0.000000
AlphaGen wave sawtooth 1.000000 0.000000 0.836573 0.038147
rgbGen wave sawtooth 1.000000 0.000000 0.836573 0.038147
tcMod stretch sawtooth 1.000000 0.000000 0.836573 0.038147
blendfunc blend
}
Apart from you would have maybe 10-20 shaders for each animation / sprite and would need to model 10-20 brushes to apply the different stages of the shader to.
So in this case Smokepuff 3_1 is the first frame of the smoke animation, then it is up to you and particle studio in how many additional smoke puffs you want.
Here is a link.
http://freebrief.planetmedalofhonor..../ps/index.html
It is basically the same as the UT sprite engine but without the useful UI and workflow lol.
Good luck
Greg