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 > > > > > > > [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 > > > > > > > > > _______________________________________________ > > > > L4Dmapper mailing list > > > > [email protected] > > > > http://list.valvesoftware.com/cgi-bin/mailman/listinfo/l4dmapper > > > > > > > > > > > > > > > > -- > > > Benjamin E. Nadler > > > > > > > > > Web: www.ben-nadler.com/ > > > Mail: [email protected] > > > Cell: +1 707 480 1257 > > > _______________________________________________ > > > 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 > > > > > > -- > Benjamin E. Nadler > > > Web: www.ben-nadler.com/ > Mail: [email protected] > Cell: +1 707 480 1257 > _______________________________________________ > 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
