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I thought that it was no longer necessary to define model "sprites" in TEXTRES, so I didn't even try.
Also, before I've made some 3d models that do work without any defining in TEXTURES. Is there any idea why could it be so?
[edit] Also I still can't see it in Builder (But in the game it's rendered)
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Bilbö Bägginson wrote: ↑Mon May 27, 2024 12:37 am
Also, before I've made some 3d models that do work without any defining in TEXTURES. Is there any idea why could it be so?
Perhaps, you were working with a model for an actor that replaced something in game rather than something new, unlike now? In that case, the game already had the information about the respective sprite.
Also, before I've made some 3d models that do work without any defining in TEXTURES. Is there any idea why could it be so?
Check the actor's definition. Either it uses TNT1A0 sprite, which is already included in gzdoom.pk3, or it replaces some sprite already present in one of the iwads. Models in gzdoom simply cannot work without a sprite, because sprite is the most important thing in gzdoom. Definition in modeldefs simply tells engine "replace sprite POSS frame A with above defined model". When the sprite is missing, gzdoom correctly displays nothing, as actor cannot work without a sprite. But as others mentioned, simple definition of blank sprite in TEXTURES lump is completely okay. I'm doing it that way, because it saves up space in pk3.