Yes, it's just black. It could become ghost white, like very thin smoke, but mostly it's black. No diffuse, but alpha has mask.
I'm using Alpha Blend and ADD for both layer blending and emissive blend. Actually, I tried every possible configuration. It is either invisible, becomes null (blanks out objects behind them), thin white, or simply black.
Also, I can't seem to remove shadows even with noshadows cast ticked.
When trying to import and re-export CreepDripLaunch, some parts of it are missing. However, two particles seem to render correctly. With diffuse, masking, etc. So I copied the thing that is working, added to the model I'm working on, but there is no diffuse. Just black, and alpha masking.
How do I fix this? Any ideas?
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Whatever you do, wholeheartedly, moment by heartfelt moment, becomes a tool for the expression of your very soul.
Hey there!
I really doubt I can help you, but in a couple of the ships I was making, I had dificulty getting the particle emitters to actually show up at all. Granted, all I really know how to do is copy the properties of an existing particle emitter and tweak it until I get the desired effect (and in my case, it was an engine glow), but this little observation might help you...
I had an issue with particles not displaying , and it was caused by not using the graph editor to key in the emission rates and Colour1 start,mid,end at 255 (I actually deleted the keys after these had their values set to 255, its just seemed important that the line was at that value). Just incase, I also keyed colour 2 in at these values.
You know a helluva lot more about materials and their blending properties than I do I'm sure, but I had all blend types set to add, and only utilized an emissive map, flagging unfogged, no hit test, no shadows recieved, and no shadows cast.
Also in particle flags, use vertex alpha is checked.
I'm thinking you probably did all of this already, but maybe it will help if you didn't.
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Yes, it's just black. It could become ghost white, like very thin smoke, but mostly it's black. No diffuse, but alpha has mask.
I'm using Alpha Blend and ADD for both layer blending and emissive blend. Actually, I tried every possible configuration. It is either invisible, becomes null (blanks out objects behind them), thin white, or simply black.
Also, I can't seem to remove shadows even with noshadows cast ticked.
When trying to import and re-export CreepDripLaunch, some parts of it are missing. However, two particles seem to render correctly. With diffuse, masking, etc. So I copied the thing that is working, added to the model I'm working on, but there is no diffuse. Just black, and alpha masking.
How do I fix this? Any ideas?
Whatever you do, wholeheartedly, moment by heartfelt moment, becomes a tool for the expression of your very soul.
Hey there! I really doubt I can help you, but in a couple of the ships I was making, I had dificulty getting the particle emitters to actually show up at all. Granted, all I really know how to do is copy the properties of an existing particle emitter and tweak it until I get the desired effect (and in my case, it was an engine glow), but this little observation might help you...
I had an issue with particles not displaying , and it was caused by not using the graph editor to key in the emission rates and Colour1 start,mid,end at 255 (I actually deleted the keys after these had their values set to 255, its just seemed important that the line was at that value). Just incase, I also keyed colour 2 in at these values.
You know a helluva lot more about materials and their blending properties than I do I'm sure, but I had all blend types set to add, and only utilized an emissive map, flagging unfogged, no hit test, no shadows recieved, and no shadows cast.
Also in particle flags, use vertex alpha is checked.
I'm thinking you probably did all of this already, but maybe it will help if you didn't.