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