Sprites Failing to Appear Created 17 years ago2006-12-18 00:18:59 UTC by RotatorSplint RotatorSplint

Created 17 years ago2006-12-18 00:18:59 UTC by RotatorSplint RotatorSplint

Posted 17 years ago2006-12-18 00:18:59 UTC Post #206725
I'm making a little light fixture, so naturaly, I'd want to use a sprite to give it a little more depth.
User posted image
Saddly, however, the sprite is failing to appear:
User posted image
All settings are set properly: Render mode set to "World Space Glow", Amount set to 200, etc and so forth. The "Starts On" flag is checked. I have also tried moving the sprite out of the model's grometry to no avail.

Help!
Posted 17 years ago2006-12-18 10:55:47 UTC Post #206755
check the console. If it displays a message similar to
"tried to make world space glow out of non-sprite model" or something like that, then the sprite you have chosen doesnt work with the set-up.
Archie ArchieGoodbye Moonmen
Posted 17 years ago2006-12-18 11:50:41 UTC Post #206756
What sprite is it? (As in what .spr or .vmt is it called)
RabidMonkey RabidMonkeymapmapmapfapmap
Posted 17 years ago2006-12-19 00:11:55 UTC Post #206870
Sorry it took me so long to reply :D

It is called "sprite/glow01" and "sprite/glow03". I have no non-existant sprite errors in the console. I think we can pretty much rule out the possibility of it not being a sprite :D

Just so you know: That sprite, glow01, is the default sprite that is used when the entity is created.
Posted 17 years ago2006-12-19 10:36:03 UTC Post #206919
I have this error as well when using sprites for glows. I only managed to do this effect by using env_lightglow.
Posted 17 years ago2006-12-19 18:01:07 UTC Post #206963
Hmm.. Could it be a patch of some kind that's doing this?

EDIT: Oh, look at what I just found in the console:
Setting CSprite to non-sprite model sprites/glow01
It was higher up in the console's pile of entries that were made when I started the level, so I never saw them at first.

Funny thing is that... these ARE sprite models... :

EDIT again: Horray! I figured out the problem! It won't recognize the texture as a sprite unless you append ".spr" to the end of it's name in the "Sprite Texture Name" field.
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