The multicolored solid is a failed sub-model. These are either doors or walls.
This was happening before I solved the sub-model load problem.
Sub-models have to load with the base map.
For a hack chunk to use any sub-model that model _has_ to load with worldspawn.
Just got back to testing and I see this.
I was testing a re-config that changed the order of some data.
But it shouldnt cause this.
Its been awhile. I kinda forgot maps dont get loaded directly on the command line! You have to call a .cfg file that first sets the data _then_ loads the map.
Whew. Thought I was going to have to debug some really complex code I already prefected.
However... One consequence of sub-model loading - they only work on that initial load! If you issue a map {levelname} or changelevel {levelname} - all sub-models will fail like that.
No workaround. Yet.
Makes loading hack based maps kind of complex. Unless the map has zero sub-models. Except for terrain only, that wont happen.
The multicolored solid is a failed sub-model. These are either doors or walls.
This was happening before I solved the sub-model load problem.
Sub-models have to load with the base map.
For a hack chunk to use any sub-model that model _has_ to load with worldspawn.
Just got back to testing and I see this.
I was testing a re-config that changed the order of some data.
But it shouldnt cause this.
Its been awhile. I kinda forgot maps dont get loaded directly on the command line! You have to call a .cfg file that first sets the data _then_ loads the map.
Whew. Thought I was going to have to debug some really complex code I already prefected.
However... One consequence of sub-model loading - they only work on that initial load! If you issue a map {levelname} or changelevel {levelname} - all sub-models will fail like that.
No workaround. Yet.
Makes loading hack based maps kind of complex. Unless the map has zero sub-models. Except for terrain only, that wont happen.