I can't seem to figure out how particles determine their initial opacity.
I don't want an alpha fade in fade out, I have a pulsing beacon (the pulse
is simulated with a very fast radius scaling) using a retail material and I
just want it to render with it's native alpha values. But it shows up with
the black matte in the particle editor. I have noticed that the retail
particle systems all render properly in the browser and particle editor, and
I can't seem to ferret out the key operator/initializer or what ever it may
be.
I also can't seem to get it to appear in game. I have it in my manifest, and
I can choose it in Hammer from the info sprite (where it shows in the
preview the same as it does in the particle editor) but in game I see
nothing. I have not messed with fade in/out.

Best regards,
Jim Castile
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