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scp_chaos1

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Clan

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  • Gender
    Male
  • Location
    México
  • Interests
    finished projects:
    SCP Chaos Ops 8%
    grandfathersgifts 300%
  • Modding Interests
    General Modding
  • Gaming Specialty
    Singleplayer
  • Operating System
    windows 7 and XP

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    francisco.paco.1994@gmail.com
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    http://www.moddb.com/groups/scp-chaos-ops-the-clan-oficial

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  1. 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 } }
  2. 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.
  3. Is this only on a shader or do I also have to duplicate the models?
  4. 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.
  5. Jin-Roh: The Wolf Brigade, excellent model.
  6. Thanks for answering and trying. That's what I meant, it comes out horrible as the .smd version that I left in the zip file. And that is the original model, the truth is that it is very complicated or even impossible to export it, I do not know what it is, normally this was fixed by Crowbar, but this time he did not succeed. And again I appreciate the help.
  7. Guys, I need your help, I was carrying some map objects when a cab from London that I really liked showed up, but trying to port it becomes totally horrible. I have used programs like: Crafty, Crowbar and Noesis, but none have worked, the model is a .mdl format. Does anyone know what kind of program can work for me or if they can port it for me? This is the model: https://www.mediafire.com/file/ffkip3t4c8u0uln/Cab.rar/file
  8. I once made a request for the porting of a model, maybe you know it because it is a modified variant of the Bulldozer from Payday 2, and well, not to give more details, the model was fitted with the rockettrooper humanoid, although it works from the Everything, it will replace the hazardtrooper, it works when placing it with the replacement of the hazardtrooper, but the problem is that when it pushes you like the hazardtrooper it does not put the animation of the push as it should, and well it is a little problem that has not been possible fix, and well, and I was wondering if: is it possible to fix this to stick like hazardtrooper or rockettrooper? If anyone knows about this, please send me a PM.
  9. I'm an ice cube. 🧊

     

  10. This is on another level, I would love to see this at JKA, it's still just beautiful work, congratulations.
  11. Hey, how've you been?

    1. scp_chaos1

      scp_chaos1

      Very good, the mod has had many changes in this year, I have not updated for time reasons, but a new update will be seen soon.

  12. Hello guys, I have this boi, and I was thinking that the same can be made by an NPC with ATST characteristics. It is already as a model, but not as an NPC, and I would like to have an NPC that is a BTR in the purest style of any Modern Warfare BTR. I have it ready, it should be noted that I am willing to give from 20 to 40 dollars in Paypal for this little job. If anyone is interested, PM me, I'll be waiting for you.
  13. Easy, well, is for .md3, you need this: https://jkhub.org/files/file/1945-noesis/ (use the option exporter, it's simple).
  14. This topic is perhaps one of the most interesting, I hope you can continue with it.
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