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 _______________________________________________ L4Dmapper mailing list [email protected] http://list.valvesoftware.com/cgi-bin/mailman/listinfo/l4dmapper
