I've torn apart numerous SpriteCard and Sprite VMTs over the afternoon and
still no luck. Even a copy paste has no success. I've opened the VTFs that
Valve use and copied the format and flags exactly. This is a real head
scratcher.

Best regards,
Jim Castile

On Mon, Sep 12, 2011 at 12:59 PM, Major Johnson <[email protected]> wrote:

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

Reply via email to