No idea then.
I just recall having a similar issue with on-and-off success and it turned
out to be some flag I forgot.

Draco18s


On Mon, Sep 12, 2011 at 7:50 PM, King Mango <[email protected]> wrote:

> 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
> > > _______________________________________________
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> > >
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