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About scp_chaos1


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    finished projects:
    SCP Chaos Ops 8%
    grandfathersgifts 300%
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    General Modding
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    windows 7 and XP

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  1. Well I've made progress with the jaconfig, but my character is having the texture error, it can't seem to find the character's skin but if it does get its model, I'll leave my jaconfig text snippet here: seta g_char_model "kyle" seta g_char_skin_head "model_default" seta g_char_skin_torso "model_default" seta g_char_skin_legs "model_default"
  2. I recently discovered that these modifications are made from jaconfig.cfg, but I don't know if in this same file I can start the category of an NPC by default as playermodel, for example, I modified this file and by default I start with Kyle's playermodel and its characteristics from NPC, will any of you know if that is possible in jaconfig.cfg?
  3. Hi, it's a little doubt, before I had how to do this but since I changed computers I lost the tutorial on how to do it, could you help me to achieve that? Does anyone know how to put a default playermodel (example: Kyle as default Playermodel in JK: O) in JKA?
  4. Excellent, it's really beautiful to see a map outside of the already classic content.
  5. The first method has worked, the second I will do when I have more experience in this. Thank you very much for the help.
  6. I think I don't explain it well, I will put it in the next file: What I need to create is the script that says your allies have died, examples of this script exist as Kyle_died and Rosh_died, I just want to create a new one so as not to rewrite an already made one. I just don't know how to do it in the most optimal way. That is why I ask for help. In other words, the only thing I want to do is create the script, nothing more.
  7. Hi, I ask for help, again, this time it is about creating a mission_failed script, but for it to be used, 3 npcs will be used first, which will have a target towards a target_counter of 3, and this as a response will run the mission_failed script. Similar to the elder mission in JKA in t2_rancor, but I have a theory that I can bypass the other part using target_counter. Does anyone know if there is a mission_failed specific script not counting Kyle's or Ross's? In case it doesn't exist, can you guide me to create one with those characteristics? I am new to scripts, so I am unfamiliar with both the concepts and how to make it as optimal as possible. I am waiting for your responses and thanks in advance.
  8. Well in my case not entirely, but hey, I have only done it with some slight modifications, it is incredible that all this time it was in front of me, here I leave both a capture and the shader: Misc model: Misc_Model_Breakable: It was a little brighter, I suppose there must be a way to reduce this, but at the moment this is the result, at least it works for both: The shader is this: models/e/db/car_ce_ea04 { qer_editorimage models/e/db/car_ce_ea04 qer_trans 0.5 surfaceparm trans surfaceparm nonopaque q3map_material Glass q3map_nolightmap { map models/e/db/car_ce_ea04 blendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA rgbGen lightDiffuse } }
  9. I must say that it is a good solution, but there must be a more optimal way, I say, I have many objects that are destined to be destroyed, and I think that if I have 300 I do not see very convenient to duplicate them, both because of the work of reopening them and to have a larger portion. Still this could certainly be the solution but as a last resort. That or as another option I would see the creation of a script that would do the same but for misc_model_static, since this error does not happen in these.
  10. Is this only on a shader or do I also have to duplicate the models?
  11. Although at the moment I have not worked completely with the misc_model_breakable try to do some tests, everything related to the model and how it works is fine, the problem lies in the textures, specifically with the shader, the shader works as it should be, it works fine in the misc_model_breakable but not working in the misc_model, someone who knows about this please I ask you to help me, I tried to do it in a day, but I did not get it, I am not an expert in shaders, the truth is that I am quite new on this, but I'm sure someone here must know how to solve it or at least tell me that the engine can't fix it. Please I need help with this, I leave my current shader: models/e/db/car_ce_ea04 { qer_editorimage models/e/db/car_ce_ea04 q3map_tesssize 48 qer_trans 0.5 surfaceparm trans surfaceparm nonopaque q3map_material Glass q3map_nolightmap { map models/e/db/car_ce_ea04 blendFunc GL_ZERO GL_ONE_MINUS_SRC_COLOR } { map models/e/db/car_ce_ea04 blendFunc GL_ONE GL_ONE rgbGen lightingDiffuse } } This is the misc_model: This is the misc_model_breakable: As you can see, one glass becomes very opaque and the other does not, for example, this happens to me the other way around if you modified the rgbGen lightingDiffuse for an rgbGen vertex, the misc_model works but the misc_model_breakable does not (from certain angles the whole glass turns yellow , this only happens in a breakable but not in a static). I hope someone can give me an idea or an improved copyable version to solve this problem, I await your answers and thanks in advance.
  12. Jin-Roh: The Wolf Brigade, excellent model.
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