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scp_chaos1

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Posts posted by scp_chaos1

  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):

    Spoiler

     image.png.84b7e4edb1b52ad3a34cf3f2a2d7a75f.pngimage.png.f9c42740c9d28259ed6d3733faaae779.pngimage.png.3c69e07501d6a41248c9232c10459c17.pngimage.png.18e9d5ef4133470b78155841dfc485e7.pngimage.png.629fb34b816900f2f2d65cee72dce610.png image.png.3b7b654c62f77c1f0859befedabc97b4.pngimage.png.e960c1382bd66139d29d3910f1171f2e.pngimage.png.1e09e60e7893bc30bf97096fe0707bd9.pngimage.png.f0562c8fd51ba401cd215834d5a22a55.pngimage.png.518a58bfcdad4570152f8c8733c135e7.pngimage.png.ecc0089aa36890193adc8e97015075da.pngimage.png.38d8c41f37ad854a92799c08ea3a8b16.pngimage.png.63b19534e883cb487505c5a3b8db2019.pngimage.png.2a31190f16f91c2cc1bdb5d96eb38fb4.pngimage.png.f6599963ffb55cb935252681301cf6f6.png

    A preview:

     

    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?

    ZelZel, inb4poof, SomaZ and 1 other like this
  2. 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.

    Smoo and PreFXDesigns like this
  3. 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: 

    image.png.56e15a543e8f2e26a0d1a35502761548.png

    My worldspawn configuration is next:

    worldspawn
    _color		0.2 0.4 1.0
    ambient 	400
    classname	worldspawn

     

  4. 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)

    image.jpeg.42b9fd7a9144d405ac9f40fff8d920aa.jpeg

    This is the result: 

    image.jpeg.cf688141609224d31c099ce91769d05d.jpeg

    Smoo likes this
  5. 6 hours ago, Botdra said:

    I have this basic transparency shader I'm trying to get working in my map, with no success. I have an image file with a candle and a transparent background, saved as a PNG in Photoshop with the "Transparency" box checked, which I assume means it exports with an alpha channel. However, when I apply the texture to a brush and compile, I get a completely blank image. I got the shader from this tutorial.

    textures/kb_map/candlesprites
    {
    	{
    		map textures/kb_map/candlesprites
    		blendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA
    		depthWrite
    		rgbGen lightingDiffuse
    	}
    }

    I have tried messing with different blending modes and using a black background instead, but that makes some of the shadow areas of my sprites transparent which is not the desired result.

    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.

    mjt and Botdra like this
  6.  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:
     

    Spoiler

    Pc_townhall04:

    Pc_townhall04

    Pc_townhall04Pc_townhall04Pc_townhall04Pc_townhall04Pc_townhall04Pc_townhall04Pc_townhall04Pc_townhall04Pc_townhall04Pc_townhall04Pc_townhall04Pc_townhall04Pc_townhall04Pc_townhall04Pc_townhall04

    Here's the link to the teaser: https://www.moddb.com/mods/scp-chaos-ops/videos/townhall-the-attic-teaser

    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.

     

     

    ZelZel, Srethem and PreFXDesigns like this
  7. Quote

    Every time I see screenshots of your maps they blow me away. I can't wait to check this mod out.

    There is still a long way to go to finish this mod, however, thank you very much for your comment Circa, for this map, it was more difficult to do it, because the concept was something different from what I do. I hope you were able to see the videos I attached at the bottom of the post.

  8. Hello again, for all those who are wondering where the main inspiration for the next three maps, well, the inspiration comes from an album: The Gallery by Dark Tranquility (Because I'm a fan of Metal Music), from this album I was inspired by its aesthetics to create the new environments that have been created and are in the process of being created:

    Dark Tranquillity - The Gallery: 25 años de un pilar del death melódico |  Science of Noise - Rock Magazine

    Since 3 months ago, I have been working on these maps, well let's start with the presentation of them (Note: The credits section is updated every time there is a new update): 

    Spoiler

    Originally it was going to be only one map, but there were engine limitations it had to be cut into three maps.

    Pc_townhall01:

    shot2023-02-14_12-15-21.jpgPc_townhall01Pc_townhall01Pc_townhall01Pc_townhall01Pc_townhall01Pc_townhall01Pc_townhall01Pc_townhall01Pc_townhall01

    Pc_townhall02

    Pc_townhall02Pc_townhall02Pc_townhall02Pc_townhall02Pc_townhall02Pc_townhall02Pc_townhall02

    Pc_townhall03

    Pc_townhall03Pc_townhall03Pc_townhall03Pc_townhall03Pc_townhall03Pc_townhall03Pc_townhall03Pc_townhall03Pc_townhall03Pc_townhall03

    Video:

    https://www.moddb.com/mods/scp-chaos-ops/videos/townhall-teaser

    Bonus:

    https://www.moddb.com/mods/scp-chaos-ops/videos/combat-teaser

     

    That's all for now, have a nice day.

     

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