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Everything posted by scp_chaos1
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The story of the cavern and SCP Chaos Ops WIP Advances
scp_chaos1 replied to scp_chaos1's topic in WIPs, Teasers & Releases
Do you know this place? -
The story of the cavern and SCP Chaos Ops WIP Advances
scp_chaos1 replied to scp_chaos1's topic in WIPs, Teasers & Releases
I forgot, in the center of town it is still possible to find the Easter Egg: The Kendo Gun Shop: "Final" version: -
The story of the cavern and SCP Chaos Ops WIP Advances
scp_chaos1 replied to scp_chaos1's topic in WIPs, Teasers & Releases
Thanks for everyone's support. Soon you will see new updates: I'm making the townhall map reimagined version, for reasons of engine limitations (q3map2 goes crazy with the detail of the models) it will be split into two missions. -
The story of the cavern and SCP Chaos Ops WIP Advances
scp_chaos1 replied to scp_chaos1's topic in WIPs, Teasers & Releases
Thanks, Szico is the lord and master of maps (at least for me), I followed his tutorials and his maps. For urban environment, I followed Garry's mod map environments and liminal images, Szico's maps were also an important inspiration when making them. It's something I thank him for all. I hope someday he will return to JKHub, he is sorely missed. -
The story of the cavern and SCP Chaos Ops WIP Advances
scp_chaos1 replied to scp_chaos1's topic in WIPs, Teasers & Releases
I guess you mean Rend2, or something like that. Nope, it's the GTK Radiant 1.5 vanilla rendering. It definitely does magic with that rendering. -
The story of the cavern and SCP Chaos Ops WIP Advances
scp_chaos1 replied to scp_chaos1's topic in WIPs, Teasers & Releases
Thanks to everyone, I have been working every day on it, and every little free time I have is for the mod, soon I will upload new developments, most of the inspiration I have used for the creation of the maps have been various liminal images. The rest have been by all those who have collaborated for this project. An example of the use of a liminal image is this one, it can be found in PC_Bricit01: In game: Liminal space: -
The story of the cavern and SCP Chaos Ops WIP Advances
scp_chaos1 replied to scp_chaos1's topic in WIPs, Teasers & Releases
Good afternoon folks, today is the weapons test: -
The story of the cavern and SCP Chaos Ops WIP Advances
scp_chaos1 replied to scp_chaos1's topic in WIPs, Teasers & Releases
Thank you very much, each and every one of them have waypoints and point_combat, so the interaction with the npcs is really natural. -
The story of the cavern and SCP Chaos Ops WIP Advances
scp_chaos1 replied to scp_chaos1's topic in WIPs, Teasers & Releases
Merry Christmas! The time has come to upload new previews, throughout the end of this week and next week previews will be uploaded, so first things first, the first maps have been redesigned and new ones have been added, this campaign may have quite a few maps, some are of short duration, others of medium duration, and others of long duration. One thing this mod has is a hard difficulty that will gradually go up. Credits: Let's start with the presentation of the maps: You can see more images in the Moddb forum. Tomorrow the weapons will be presented, and soon I will see if it is possible to upload videos about everything presented. -
I'm looking for a modeler, since I'm focusing on another area of my mod (mapping) I will not have time to focus on learning new skills until next year, I need the functionality and optimization of several models that I have, it consists of adding new additions to player models that I already have or make a model functional to a player model, more specifications I will give them only if you contact me by message. As for prices we can reach an agreement in contact by message, the payment is given via PayPal. I await responses from anyone interested.
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The wise
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Combine Soldiers & Civil Protection from Half-Life 2
scp_chaos1 commented on Troopard's file in Player Models
- 4 comments
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It could be among those assumptions, although I also think it could be my Q3map2, anyway I will try to solve it in the weekend, if I have an answer I will surely put it here.
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A long time ago, but a long time (maybe 6 years), I had installed OpenJK in my Gamedata, at first I thought that I did not install it correctly, given the problem that I will present later. But just yesterday I decided to install it again, when I installed it I ran into the same error as that time, the lights on my maps were chaotically out of place all over the map. I still don't know why, I have some theories as to why. 1: Maybe it's because of the GTK Radiant I use (it's version 1.5). 2: Something explodes with the GLdirect or something similar. The problem with these theories, with the exception of the second one, is that it tries to place another map created with GTK Radiant 1.5, specifically the Gully of the Mist map created by Boddo (it is in JKhub), it specifies that it was made in GTK Radiant 1.5, so either I use another GTK Radiant the problem goes the other way, I attach reference images: With JKA (normal): With OpenJK SP: I don't know if I'm the first with this problem, nor do I think it's my computer, when the same thing happened to me it was 6 years ago, I had another computer but the problem was the same. I hope someone has an answer on this, I don't know what it is. If anyone knows please help me to fix this error, I ask for your help.
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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"
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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?
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Any idea where to start?
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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?
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The first method has worked, the second I will do when I have more experience in this. Thank you very much for the help.
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Thanks, I'll try both methods tonight.
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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.
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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.
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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 } }