tempskinframe = R_SkinFrame_LoadExternal(skinfileitem->replacement, (r_mipskins.integer ? TEXF_MIPMAP : 0) | TEXF_ALPHA | TEXF_PRECACHE | TEXF_PICMIP | TEXF_COMPRESS, false);
if (!tempskinframe)
if (cls.state != ca_dedicated)
- Con_DPrintf("mesh \"%s\": failed to load skin #%i \"%s\"\n", meshname, i, skinfileitem->replacement);
+ Con_Printf("mesh \"%s\": failed to load skin #%i \"%s\"\n", meshname, i, skinfileitem->replacement);
Mod_BuildAliasSkinFromSkinFrame(skin, tempskinframe);
}
break;
c = 0;
for (i = 0;i < count;i++, in++, out++)
- if (Mod_LoadTextureFromQ3Shader(out, out->name, false, true, false))
+ if (!Mod_LoadTextureFromQ3Shader(out, out->name, false, true, false))
c++;
if (c)
Con_DPrintf("%s: %i textures missing shaders\n", loadmodel->name, c);
texture->basematerialflags |= MATERIALFLAG_WALL;
texture->numskinframes = 1;
if (!(texture->skinframes[0] = R_SkinFrame_LoadExternal(texture->name, TEXF_MIPMAP | TEXF_ALPHA | TEXF_PRECACHE | (r_picmipworld.integer ? TEXF_PICMIP : 0) | TEXF_COMPRESS, false)))
- if(developer.integer || loadmodel->type == mod_brushq3)
+ if(developer.integer || q3bsp) // only the Q3BSP path provides no alternative (like loading image directly, or internal texture)
Con_Printf("^1%s:^7 could not load texture for missing shader ^3\"%s\"\n", loadmodel->name, texture->name);
}
// init the animation variables