Invisible weapon models in software if sprite doesn't exist

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Re: Invisible weapon models in software if sprite doesn't ex

by Marisa the Magician » Sat Sep 14, 2019 10:10 am

See, the irony here is that I was doing that before, but I stopped because it was just a hassle to generate them every time. :P

Re: Invisible weapon models in software if sprite doesn't ex

by Enjay » Sat Sep 14, 2019 9:01 am

While this does not address the potential bug, if you want a TEXTURES lump that defines a bunch of dummy sprites, feel free to use the following one. It defines around 600 sprites and could easily be extended with copy/paste and a quick bit of find/replace for any new names that were needed.
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texturesprite.pk3
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Invisible weapon models in software if sprite doesn't exist

by Marisa the Magician » Sat Sep 14, 2019 7:11 am

Because I don't have the time to define hundreds of dummy sprites for all frames of animation I only really make ones for the first frame of spawn/ready. This causes no issues in hardware, but on software renderers, it won't draw at all and flood the console with "R_DrawPSprite: invalid sprite frame" errors.

I isolated part of my mod into this minimal example here.

Seems like renderer bails out immediately before checking if a model is being used.

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