Mod_BuildAliasSkinFromSkinFrame(skin, &tempskinframe);
else
{
- Con_Printf("mesh \"%s\": failed to load skin #%i \"%s\", falling back to mesh's internal shader name \"%s\"\n", meshname, i, skinfileitem->replacement, shadername);
+ if (cls.state != ca_dedicated)
+ Con_Printf("mesh \"%s\": failed to load skin #%i \"%s\", falling back to mesh's internal shader name \"%s\"\n", meshname, i, skinfileitem->replacement, shadername);
if (Mod_LoadSkinFrame(&tempskinframe, shadername, (r_mipskins.integer ? TEXF_MIPMAP : 0) | TEXF_ALPHA | TEXF_CLAMP | TEXF_PRECACHE | TEXF_PICMIP, true, false, true))
Mod_BuildAliasSkinFromSkinFrame(skin, &tempskinframe);
else
{
- Con_Printf("failed to load skin \"%s\"\n", shadername);
+ if (cls.state != ca_dedicated)
+ Con_Printf("failed to load skin \"%s\"\n", shadername);
Mod_BuildAliasSkinFromSkinFrame(skin, NULL);
}
}
Mod_BuildAliasSkinFromSkinFrame(skin, &tempskinframe);
else
{
- Con_Printf("failed to load mesh \"%s\" shader \"%s\"\n", meshname, shadername);
+ if (cls.state != ca_dedicated)
+ Con_Printf("failed to load mesh \"%s\" shader \"%s\"\n", meshname, shadername);
Mod_BuildAliasSkinFromSkinFrame(skin, NULL);
}
}
}
if (!Mod_LoadSkinFrame(&out->skin, out->name, (((out->textureflags & Q3TEXTUREFLAG_NOMIPMAPS) || (out->surfaceparms & Q3SURFACEPARM_NOMIPMAPS)) ? 0 : TEXF_MIPMAP) | TEXF_ALPHA | TEXF_PRECACHE | (out->textureflags & Q3TEXTUREFLAG_NOPICMIP ? 0 : TEXF_PICMIP), false, false, true))
if (!Mod_LoadSkinFrame(&out->skin, out->firstpasstexturename, (((out->textureflags & Q3TEXTUREFLAG_NOMIPMAPS) || (out->surfaceparms & Q3SURFACEPARM_NOMIPMAPS)) ? 0 : TEXF_MIPMAP) | TEXF_ALPHA | TEXF_PRECACHE | (out->textureflags & Q3TEXTUREFLAG_NOPICMIP ? 0 : TEXF_PICMIP), false, false, true))
- Con_Printf("%s: texture loading for shader \"%s\" failed (first layer \"%s\" not found either)\n", loadmodel->name, out->name, out->firstpasstexturename);
+ if (cls.state != ca_dedicated)
+ Con_Printf("%s: texture loading for shader \"%s\" failed (first layer \"%s\" not found either)\n", loadmodel->name, out->name, out->firstpasstexturename);
// no animation
out->currentframe = out;
}