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
