I was not saving as TGA but rather using the plugin to save in various
formats for testing. I have found what works in this situation now. ish...
The VMT that finally worked (with minor tweaks to remove crop and
blendframe) was:
fire_molotov_crop.vmt
My texture is saved as a DXT5 with the additional flag found on the
specified VMT file's texture, no LOD.
It looks just like I want it to in the particle editor buuuut...
It won't show up in game. I can select it via the info_sprite's props, but
when I launch the game, I see the message in the console
Attempting to create unknown particle system "km_beacon_red_01.pcf"
I have added it to the particles_manifest.txt following the existing
examples.

Best regards,
Jim Castile

On Mon, Sep 12, 2011 at 7:04 PM, Ben Nadler <[email protected]> wrote:

> One possibility - how are you saving the file from your graphic editor?
>
> If you are using Photoshop, you need to make sure you 1) have an alpha mask
> in the channels tab, which I'm sure you do, but you also need to save it as
> a 32-bit targa as opposed to a 24-bit, which is the Photoshop default.
>
> I suggest that, if you've tried every option related to the vtf and vmt,
> its
> always best to go back to your texture application of choice and make sure
> everything there is correct.
>
> On Mon, Sep 12, 2011 at 5:09 PM, Major Johnson <[email protected]> wrote:
>
> > 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
> > > > > _______________________________________________
> > > > > L4Dmapper mailing list
> > > > > [email protected]
> > > > > http://list.valvesoftware.com/cgi-bin/mailman/listinfo/l4dmapper
> > > > >
> > > > _______________________________________________
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> > > >
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> > >
> > _______________________________________________
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>
>
>
> --
> Benjamin E. Nadler
>
>
> Web: www.ben-nadler.com/
> Mail: [email protected]
> Cell: +1 707 480 1257
> _______________________________________________
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