If they're showing with a black background, then they're not getting called
in as the right kind of texture.  It's *ignoring* the alpha channel
entirely.

Draco18s


On Mon, Sep 12, 2011 at 3:56 PM, King Mango <[email protected]> wrote:

> 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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>
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