That's good info thank you. I did happen to notice that the PS plugin is not
capable of stripping flags. For example I'll export a HL2 that I want to
make a normal map for but when I go to save the diffuse there is often times
sRGB checked which I uncheck but never stays unchecked unless I use VTFedit.
So it definitely has its place in my workflow. I'll have to go ahead and
skip the PS exporter then.
:cheers:

JC


On Tue, Sep 13, 2011 at 6:52 AM, Ben Nadler <[email protected]> wrote:

> I have had very minimal luck using the vtf Photoshop plugin.  I would
> always
> suggest exporting from Photoshop as a tga and then importing it into
> something like VTF Edit and matching the flags in there.  It may not fix
> your problem, but I've had the Photoshop vtf plugin just simply not work
> before.
>
> On Tue, Sep 13, 2011 at 1:38 AM, King Mango <[email protected]> wrote:
>
> > 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
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> > > > > > >
> http://list.valvesoftware.com/cgi-bin/mailman/listinfo/l4dmapper
> > > > > > >
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> > >
> > >
> > > --
> > > Benjamin E. Nadler
> > >
> > >
> > > Web: www.ben-nadler.com/
> > > Mail: [email protected]
> > > Cell: +1 707 480 1257
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>
>
>
> --
> Benjamin E. Nadler
>
>
> Web: www.ben-nadler.com/
> Mail: [email protected]
> Cell: +1 707 480 1257
> _______________________________________________
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