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scp_chaos1

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  • Gender
    Male
  • Location
    Mexico
  • Interests
    Projects:
    SCP Chaos Ops 10%
  • Modding Interests
    General Modding
  • Gaming Specialty
    Singleplayer
  • Operating System
    Windows 10

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  1. First of all, Merry Christmas! Since the end of the second poll (I mean since October) I've been developing a map of Silent Hill 2, specifically the west side, as you know is a lot of work that had to be done, however I've been doing it in these months, at first I had planned to be a map, however and by limitations of my Q3MAP2 of GTK Radiant 1. 5, it had to be split in two maps, but well, you can say that a map is about to be completed, although I'll need help to make all the functions of a multiplayer map, since my experience is in single player. I'll share with you a bit of what has been achieved up to this point: West Side Of The Town (Part one: Rosewater Park): To accomplish all this progress I had to get the textures and models from the original game, it's a very faithful representation of the game, basically I had to rebuild several models to make them look good in JKA. At first it was just making the map, but now I'm going to do something a bit bigger, this project will contain: -2 multiplayer maps (For now, maybe in the future I'll update this package and include more parts). -Player models (Four of them) -Player models skins (JKA models with outfits from SH2 player models). -Weapons (Three of them (Pistol, Shotgun and Rifle from SH2)). At the moment I'm still working on this map, unlike my mod this project is much shorter, maybe by the middle of next year it will be ready, well I hope so. What do you think about what has been done up to this point?
  2. Okay, the current winner by votes is West side of the town. The progress of Facility 1F will be recontinued for a future project. It will take me longer to make this map ( because of the extension), but I hope to make the expected result. Thank you for voting, now this post will become exclusively the Westside of the town previews until it's concluded.
  3. Well, I'm back. Sorry for replying late, what exactly did you do, what was the last shader you used?
  4. You have to enter that manually in Build, but I'll confirm in a while, I'm on another computer. I'm not sure if it will work the same as me, because I use GTK Radiant 1.5
  5. It's a good point, but I decided to choose Facility 1F, due to the fact that it was dominating longer, plus counting that Westside of the town was voted until an hour before the voting ended. I was choosing which vote was more fair, and I thought the most fair was by duration (since the vote was open for a week). But since you mention it I can open the voting again just for this day, in case no more votes are received Facility 1F (map I already started working on) will be retaken. Then I will explain how this will work: -In case of not receiving votes the map to be made will be Facility 1F. -In case of another tie, the last vote on the chosen map will be taken (If Facility 1F has three votes and Westside of the Town has three votes, but Westside of the Town had the third vote after Facility 1F, then Westside of the Town wins). -It will last 24 hours this time.
  6. I'm running out of alternatives, maybe my build configuration might work for you: [bsp] -meta"[MapFile]" [vis] -saveprt "[MapFile]" [light] -lomem"[MapFile]"
  7. I see, it's possible that this is what is causing it, try using caulk to see how it reacts on your side.
  8. I don't know if it's because of the ambient of my worldspawn, but I see that there is no lighting on the texture side in your screenshot. So, In base/shaders, did you add your .shader in shaderlist.txt? Here's how I put it in my GTK Radiant: My worldspawn configuration is next: worldspawn _color 0.2 0.4 1.0 ambient 400 classname worldspawn
  9. I don't use shader lighting, however I found what does that, in assets1, in imperial.shader I found this: textures/kejim/flatwhite { q3map_surfacelight 3000 q3map_nolightmap { map textures/kejim/flatwhite } } What generates the light is "q3map_surfacelight 3000", so it should look like this: textures/kb_map/candlesprites { qer_editorimage textures/kb_map/candlesprites qer_trans 1.0 surfaceparm nonopaque surfaceparm trans q3map_surfacelight 3000 polygonOffset cull twosided { map textures/kb_map/candlesprites alphaFunc GE128 depthWrite } { map $lightmap depthFunc equal } { map textures/kb_map/candlesprites blendFunc GL_DST_COLOR GL_ZERO depthFunc equal } { map textures/kb_map/candlesprites_glow blendFunc GL_ONE GL_ONE glow rgbGen identity } } I created the glow file, it looks ugly but it serves its purpose (Note: This is a .jpg file) This is the result:
  10. Hey man, I think I can help, I have several shaders for that and I see that it's a map texture, so, if your current goal is to make them transparent, try this shader (Note: It also includes other features (shadow casting), but it's just what you're looking for): textures/kb_map/candlesprites { qer_editorimage textures/kb_map/candlesprites surfaceparm nonopaque surfaceparm trans surfaceparm alphashadow qer_trans 1.0 { map textures/kb_map/candlesprites alphaFunc GE128 blendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA depthWrite } { map $lightmap rgbGen identity blendFunc GL_DST_COLOR GL_ZERO depthFunc equal } } If your goal is to make only the flames and the candle outline glow (of course, you'll have to use a candlesprites_glow texture), try this: textures/kb_map/candlesprites { qer_editorimage textures/kb_map/candlesprites qer_trans 1.0 surfaceparm nonopaque surfaceparm trans polygonOffset { map textures/kb_map/candlesprites alphaFunc GE128 depthWrite } { map $lightmap depthFunc equal } { map textures/kb_map/candlesprites blendFunc GL_DST_COLOR GL_ZERO depthFunc equal } { map textures/kb_map/candlesprites_glow blendFunc GL_ONE GL_ONE glow rgbGen identity } } If either one doesn't work for you let me know so I can work on it in more detail.
  11. Facility 1F is the winning map. I'll start developing it starting tomorrow. The functionality of this post will be about giving previews about this map. Thank you very much to those who voted.
  12. Hello again, it's been a while since I posted a mod preview here, so since great things are coming for the community from other forum members I decided to come back with some new previews and a proposal for you, but first let's see what's new: Welcome to the attic! For this map I used a song from one of my brother's favorite bands as inspiration. I wanted to give it the aesthetics that I was already handling in the past maps, it took a few months to develop it (Because I was doing other areas of the mod and my personal occupations), however here I leave both images and a video of it (In it you can see a sample of the combat of the waypoints and combat points of some enemy units), several interesting things were added for general use, for example: Thanks to Noodle and Ramikad, the ability to display notes for the user to read was added, this will undoubtedly be very important in the future: But this is not all, since a few months ago I have planned to make a map for the community, one for MP. So I want to submit to vote which map would you like me to recreate for the community. Here is the link to vote for the options: This is all for the moment, thank you very much for your support and help. I'm waiting for your votes to start making a map for you.
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