Fix to the problem: The VMT was set to 'LightmappedGeneric', when it should have been 'UnlitGeneric'.
I am getting an odd rendering glitch whenever I try to use render.DrawSprite; the sprites rendered by sent_ball.lua are showing up just fine, but the sprite I am trying to render using sent_marker.lua show up like this:
The lower ball renders perfectly, the upper arrow has a weird black clipping issue. It should look like the quest arrow from Skyrim (I am using this only as a placeholder, won't release or host anything while the placeholders are in).
The VTF and VMTs are, as far as I can tell, identically set up compared to Garry's sent_ball.vmt and sent_ball.vtf, so I can't quite find where I've gone wrong. For those who may be able to help, to create the texture, I grabbed the picture of the Skyrim arrow and surrounded it in full black on the RBG layer. Then I created an Alpha layer and made it so that only the arrow part showed. The alpha is working properly in this picture, but it's as though there's a black plane clipping through the sprite when it's rendered. In the VMT, I have $vertexcolor 1 and $vertexalpha 1, and in the VTF, Clamp S, Clamp T, Anisotropic, SRGB, and Eight Bit Alpha are turned on.
Here is the code that is rendering the sprite; I've found that including or omitting the cam.Start3D and cam.End3D makes zero difference.
EDIT: Code
Code:AddCSLuaFile( "sent_marker.lua" ) DEFINE_BASECLASS( "base_anim" ) ENT.PrintName = "Marker Test" ENT.Author = "Gerhard" ENT.Information = "Testing!" ENT.Category = "Fun + Games" ENT.Spawnable = true ENT.AdminSpawnable = true ENT.RenderGroup = RENDERGROUP_TRANSLUCENT function ENT:SpawnFunction( ply, tr ) if (!tr.Hit) then return end local SpawnPos = tr.HitPos + tr.HitNormal * 16 local ent = ents.Create("sent_marker") ent:SetPos( SpawnPos ) ent:Spawn() ent:Activate() return ent end function ENT:Initialize() if( SERVER ) then self:SetModel( "models/Combine_Helicopter/helicopter_bomb01.mdl" ) end end if ( CLIENT ) then local matMarker = Material("sprites/marker") function ENT:Draw() local targets = ents.FindByClass("sent_ball") for k,v in pairs(targets) do local pos = v:GetPos() local col = Color(255,255,255,255) cam.Start3D(EyePos(),EyeAngles()) render.SetMaterial(matMarker) render.DrawSprite(pos+Vector(0,0,32),32,32,col) cam.End3D() end end end

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The lower ball renders perfectly, the upper arrow has a weird black clipping issue. It should look like the quest arrow from Skyrim (I am using this only as a placeholder, won't release or host anything while the placeholders are in).




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