Jump to content

scp_chaos1

Members
  • Posts

    436
  • Joined

  • Last visited

Posts posted by scp_chaos1

  1. 2 hours ago, DarthDementous said:

    That's the one! Then nice, definitely impressed. The way you've done the lighting and shaders reminds me of a @Szico VIImap, who interestingly also did a lot of urban environments

    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.

    DarthDementous likes this
  2. 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:

    shot2022 12 24 11 20 37

    Liminal space:

    hospital : r/LiminalSpace

  3. 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:

    Quote

    I do not own any of the assets used, so the edition is free to use as long as you do not benefit from it in an economic way. Support the original authors of any of the assets used, have a nice day and here is the complete list of credits:
    Credits:

    -Models:
    Companies:
    Molotov Cocktail, Medkits and the box of them, vehicles, furniture, props (some objects like: boxes, cork boards, cabinets, phones, computers and monitors, corpses,  water dispenser, vending machines, etc...) , junk stuff, grass and pots, street lamps, the highway sign, sandbags, electricity boxes and gas meters, green generator, etc... (L4D and L4D2) Turtle Rock Studios and Valve Corporation.
    Containers, furniture, props (some objects like: Lamps, books, computers and monitors, etc...), junk stuff, tires, grass and pots, etc... (HL2) Sierra Entertainment and Valve Corporation.
    Furniture, props (some objects like: Lamps, books, computers and monitors, etc...), junk stuff, tires, grass and pots, etc... (CS:GO) Hidden Path Entertainment and Valve Corporation.
    Junk stuff, furniture, props (some objects like: Candles, bags, gas canister, neon lamps, etc...), wheel rims, a shelf of cigar boxes, a newspaper stand, cabinets, etc... (GTA IV and GTA V) Rockstar North.
    Vehicles, furniture, props (some objects like: Cigar boxes, lamps, fire alarm, water barrels, water dispensers, vending machines, medical bag (bacta), sandbags, grass and pots, etc...), etc... (COD: 4, MW2, MW3, Ghosts, WAW, BO1, and BO2) Infinite Ward, Treyarch, Sledgehammer Games, and others.
    Vehicles, furniture, props (some objects like: Bags, backpacks, books, etc...), etc... (CSO2) Nexon Corporation and Valve Corporation.
    Vehicles, furniture, props (lamps, TVs, computers, etc...), etc... (CS:S) Turtle Rock Studios and Valve Corporation.
    Vehicles, furniture, props (vests, masks, weapons, helmets, etc...), etc... (PayDay 2) Overkill Software.
    Vehicles and grocery cart. (SH2) Team Silent and Konami.
    Medkit model and the music box (F.E.A.R. 2: Project Origin) Monolith Productions and Warner Brothers Interactive Entertainment.
    Vehicles. (Alan Wake and Alan Wake's American Nightmare) Remedy Entertainment
    Users and other modders:
    Junk stuff, furniture, bags, props (some objects like: Papers, lamps, generators, etc...), etc... (Paranoia 1 and Paranoia 2: Savior) KPL (Kunst-Produkt-Laboratory) and Paranoia Team.
    All ports of Renafox for Garry's Mod (Steam user and modeler in Sketchfab), and other modelers from Garry's Mod (Erysdren, he made the server rack model. And AkAvery for Peepy plushies AkAvery).
    And the others that I could not put their credits because of the disappearance of their objects or collaborations, or the users and original or first porters.

    -Textures:
    Buildings, trims, roads, and any other type of textures, whether large or small, etc... (L4D and L4D2) Turtle Rock Studios and Valve Corporation.
    Buildings, trims, roads, and any other type of textures, whether large or small, etc... (HL2) Sierra Entertainment and Valve Corporation.
    Buildings, trims, roads, and any other type of textures, whether large or small, etc... (GTA IV and GTA V) Rockstar North.
    Buildings, trims, roads, and any other type of textures, whether large or small, etc... (COD: 4, MW2, MW3, Ghosts, WAW, BO1, and BO2) Infinite Ward, Treyarch, Sledgehammer Games, and others.
    Buildings, trims, roads, and any other type of textures, whether large or small, etc... (CSO2) Nexon Corporation and Valve Corporation.
    Buildings, trims, roads, and any other type of textures, whether large or small, etc... (CS:S) Turtle Rock Studios and Valve Corporation.
    Buildings, trims, roads, and any other type of textures, whether large or small, etc... (CS:GO) Hidden Path Entertainment and Valve Corporation

    -Weapons:
    Laser sight (JaKaL).
    Acog Scope (MW3) Infinite Ward and Sledgehammer Games.
    Drum Mag (BO1) Treyarch.
    Beretta M9 (Blaster_pistol) (MW2) Infinite Ward.
    FN Project 1990 PDWS (Blaster) (Cjone2) Original source unknown.
    Walther WA 2000 (Disruptor) (MW2) Infinite Ward.
    Izhmash AK-103 (Bowcaster) (Paranoia 1 (Third Person Model) and Paranoia 2 (First Person Model)) KPL (Kunst-Produkt-Laboratory) and Paranoia Team.
    Heckler & Koch MaschinenPistole 5 EOD - M203 (Heavy Repeater) (Paranoia 1) Paranoia Team.
    Colt M16A4 (MW3) (Demp 2) Infinite Ward, and Sledgehammer Games.
    Remington 870 Marine Magnum (L4D2) Turtle Rock Studios and Valve Corporation.
    NeoStead 2000 (Concussion) (Soldier Of Fortune: Payback) Cauldron HQ and Activision?
    Ruchnoy Protivotankoviy Granatomyot 7 SP (Merr_Sonn) (BO1 (RPG-7), Far Cry 3 (Rocket in First Person Model) and MW2 (Hearbeat Sensor)) Infinite Ward, Treyarch and Ubisoft Montreal.
    M61 (Thermal) (Cjone2) Original source unknown.
    Detonation Packs C4 SP (Laser_trap) (Cjone2) Original source unknown.
    Detonation Packs C4 (Detpack) (Cjone2) Original source unknown.
    Taurus Raging Bull (Briar_pistol) (Cjone2) Millenia M9K Addon.
    Heckler & Koch Automatisches Gewehr G3A4 (Tusken_rifle) (COD: 4 (MW1)) Infinite Ward.
    KBP Instrument Design Bureau PP-90M1 (MW3) Infinite Ward and Sledgehammer Games.
    Heckler & Koch HK21 (DC15S) (BO1) Treyarch.
    Norinco QBZ 95 (DC-15A) (MW3) Infinite Ward and Sledgehammer Games.
    Israel Military Industries Galil ARM (E5) (BO1) Treyarch.
    FX-05 Xiuhcóatl (Z6) Original source unknown.
    FN M249 (Jawa) (Insurgency) New World Interactive and Valve Corporation.

    -Weapons:
    Laser sight (JaKaL).
    Acog Scope (MW3) Infinite Ward and Sledgehammer Games.
    Drum Mag (BO1) Treyarch.
    Beretta M9 (Blaster_pistol) (MW2) Infinite Ward.
    FN Project 1990 PDWS (Blaster) (Cjone2) Original source unknown.
    Walther WA 2000 (Disruptor) (MW2) Infinite Ward.
    Izhmash AK-103 (Bowcaster) (Paranoia 1 (Third Person Model) and Paranoia 2 (First Person Model)) KPL (Kunst-Produkt-Laboratory) and Paranoia Team.
    Heckler & Koch MaschinenPistole 5 EOD - M203 (Heavy Repeater) (Paranoia 1) Paranoia Team.
    Colt M16A4 (MW3) (Demp 2) Infinite Ward, and Sledgehammer Games.
    Remington 870 Marine Magnum (L4D2) Turtle Rock Studios and Valve Corporation.
    NeoStead 2000 (Concussion) (Soldier Of Fortune: Payback) Cauldron HQ and Activision?
    Ruchnoy Protivotankoviy Granatomyot 7 SP (Merr_Sonn) (BO1 (RPG-7), Far Cry 3 (Rocket in First Person Model) and MW2 (Hearbeat Sensor)) Infinite Ward, Treyarch and Ubisoft Montreal.
    M61 (Thermal) (Cjone2) Original source unknown.
    Detonation Packs C4 SP (Laser_trap) (Cjone2) Original source unknown.
    Detonation Packs C4 (Detpack) (Cjone2) Original source unknown.
    Taurus Raging Bull (Briar_pistol) (Cjone2) Millenia M9K Addon.
    Heckler & Koch Automatisches Gewehr G3 (Tusken_rifle) (COD: 4 (MW1)) Infinite Ward.
    KBP Instrument Design Bureau PP-90M1 (MW3) Infinite Ward and Sledgehammer Games.
    Heckler & Koch HK21 (DC15S) (BO1) Treyarch.
    Norinco QBZ 95 (DC-15A) (MW3) Infinite Ward and Sledgehammer Games.
    Israel Military Industries Galil ARM (BO1) Treyarch.
    FX-05 Xiuhcóatl (Z6) Original source unknown.
    FN M249 (Jawa) (Insurgency) New World Interactive and Valve Corporation.

    -Player Models:
    _humanoid_zombie, Zombie Stormtrooper (Langerd) (You can download in files (I couldn't add the link otherwise the topic would overflow)).
    Alpha (F.E.A.R. 2, CS:S and other games) (Psyk0Sith: Rigging, optimization and general operation).
    Replica/Blackburnee/DarkAlliance (F.E.A.R.) (Unknown author) (You can download it with this link: https://mega.nz/folder/70QlyAhI#6gBxD9_qNwXH9gUVLy99kg/folder/KgID3YgY).
    Bulldozer (PayDay 2 and MW3) (Psyk0Sith: Rigging, optimization and general operation).
    Chaos_mobile_2nd (PayDay 2 and CS:S) (Psyk0Sith: Rigging, optimization and general operation).
    Combine Trooper and Metrocop (HL2) (Unknown author) (You can download it with this link: https://mega.nz/folder/70QlyAhI#6gBxD9_qNwXH9gUVLy99kg/folder/KgID3YgY)
    Fsb (HL2 and CS:S) (Psyk0Sith: Rigging, optimization and general operation).
    rebel_Infiltrator/Infiltrator (Splinter Cell?) (Unknown author) (You can download it with this link: https://mega.nz/folder/70QlyAhI#6gBxD9_qNwXH9gUVLy99kg/folder/KgID3YgY)
    Nksf (PayDay 2 and CS:S) (Psyk0Sith: Rigging, optimization and general operation).
    Nksf_garb (HL2 Beta) (Psyk0Sith: Rigging, optimization and general operation).
    Nksu (PayDay 2 and CS:S) (Psyk0Sith: Rigging, optimization and general operation).
    Nksu_cop (PayDay 2 and CS:S) (Psyk0Sith: Rigging, optimization and general operation).
    Nksu_secondphase (PayDay 2 and CS:S) (Psyk0Sith: Rigging, optimization and general operation).
    Omega (F.E.A.R. 2, CS:S and other games) (Psyk0Sith: Rigging, optimization and general operation).
    Panzer (Omega, creator of the model and everything else).
    SAS/CSS_sas (Unknown author) (You can download it with this link: https://mega.nz/folder/70QlyAhI#6gBxD9_qNwXH9gUVLy99kg/folder/KgID3YgY)
    Soldier1/Soldier2 (HL2 and CS:S) (Vezonia: Rigging).
    CSSUrban (CS:S) (Unknown author) (You can download it with this link: https://mega.nz/folder/70QlyAhI#6gBxD9_qNwXH9gUVLy99kg/folder/KgID3YgY)
    MTF_AV (MW1, MW3, Ghosts, PayDay 2, CS:S and Infiltrator model) (Psyk0Sith: Rigging, optimization and general operation, Weske and PreFX: Re-Rigging, adding new meshes and an excellent work and lots of patience).
    re_zombie/re_zombie2 (Resident Evil?) (unknown author).
    Scary Zombie (PreFXDesigns) (You can download in files (I couldn't add the link otherwise the topic would overflow)).

    -Hud:
    White Hud, Fallout HUD for JKA 1.0 (Nocto) (You can download in files (I couldn't add the link otherwise the topic would overflow)).

    -Music:

    Shadowminds by: The Halo Effect (Version: The Halo Effect - Shadowminds (Without vocals/Music only) (HQ Audio) by: Metal Choice)

    Inside The Particle Storm by: Dark Tranquility (Version: Dark Tranquility - Inside The Particle Storm (Instrumental) by: Metaloke)

    -Maps:

    Aesthetics of the Townhall map, Original design of The Gallery by: Dark Tranquility.

    -Engine:
    Star Wars Jedi Knight: Jedi Academy, for now, the mod was used Jedi Academy: Enhanced (All rights and credits to Circa, and partners.), for the demonstration of the progress

    Thank you all for making this possible.

    Let's start with the presentation of the maps:

    Quote

    Out_pc01

    shot2022 09 22 13 08 50

    shot2022 09 22 13 08 50

    shot2022 09 22 13 08 50

    shot2022 09 22 13 08 50

    shot2022 09 22 13 08 50

    shot2022 09 22 13 08 50

    shot2022 09 22 13 08 50

    shot2022 09 22 13 08 50

    shot2022 09 22 13 08 50

    Pc_parkings01

    shot2022 12 24 10 49 06

    shot2022 12 24 10 49 06

    shot2022 12 24 10 49 06

    shot2022 12 24 10 49 06

    shot2022 12 24 10 49 06

    shot2022 12 24 10 49 06

    shot2022 12 24 10 49 06

    Pc_boxoffice01

    shot2022 12 24 10 49 06

    shot2022 12 24 10 49 06

    shot2022 12 24 10 49 06

    shot2022 12 24 10 49 06

    Pc_boxoffice02

    shot2022 12 24 10 49 06

    shot2022 12 24 10 49 06

    shot2022 12 24 10 49 06

    shot2022 12 24 10 49 06

     

    Pc_boxoffice_outside01

    shot2022 12 24 10 49 06

    shot2022 12 24 10 49 06

    shot2022 12 24 10 49 06

    shot2022 12 24 10 49 06

    Pc_graveyard01

    shot2022 12 24 10 49 06

    shot2022 12 24 10 57 19

    shot2022 12 24 10 57 19

    shot2022 12 24 10 57 19

    shot2022 12 24 10 57 19

    Pc_subway01

    shot2022 12 24 10 57 19

    shot2022 12 24 10 57 19

    shot2022 12 24 10 57 19

    shot2022 12 24 10 57 19

    shot2022 12 24 10 57 19

    shot2022 12 24 10 57 19

    shot2022 12 24 10 57 19

    shot2022 12 24 10 57 19

    Pc_c25b01:

    shot2022 12 24 10 57 19

    shot2022 12 24 10 57 19

    shot2022 12 24 10 57 19

    shot2022 12 24 10 57 19

    shot2022 12 24 10 57 19

    shot2022 12 24 10 57 19

    Pc_nook01

    shot2022 12 24 10 57 19

    shot2022 12 24 10 57 19

    shot2022 12 24 11 03 37

    shot2022 12 24 11 03 37

    Pc_nation_apartment01

    shot2022 12 24 11 03 37

    shot2022 12 24 11 03 37

    shot2022 12 24 11 03 37

    shot2022 12 24 11 03 37

    shot2022 12 24 11 03 37

    shot2022 12 24 11 03 37

    shot2022 12 24 11 03 37

    shot2022 12 24 11 03 37

    Pc_nation_apartment02

    shot2022 12 24 11 03 37

    shot2022 12 24 11 03 37

    shot2022 12 24 11 03 37

    shot2022 12 24 11 03 37

    shot2022 12 24 11 03 37

    shot2022 12 24 11 03 37

    Pc_sewer01

    shot2022 12 24 11 03 37

    shot2022 12 24 11 03 37

    shot2022 12 24 11 09 22

    shot2022 12 24 11 09 22

    shot2022 12 24 11 09 22

    shot2022 12 24 11 09 22

    shot2022 12 24 11 09 22

    Pc_tunnel01

    shot2022 12 24 11 09 22

    shot2022 12 24 11 09 22

    shot2022 12 24 11 09 22

    shot2022 12 24 11 09 22

    shot2022 12 24 11 09 22

    shot2022 12 24 11 09 22

    Pc_sewer02

    shot2022 12 24 11 09 22

    shot2022 12 24 11 09 22

    shot2022 12 24 11 09 22

    shot2022 12 24 11 09 22

    shot2022 12 24 11 09 22

    shot2022 12 24 11 09 22

    Pc_sewer03

    shot2022 12 24 11 14 39

    shot2022 12 24 11 14 39

    shot2022 12 24 11 14 39

    shot2022 12 24 11 14 39

    shot2022 12 24 11 14 39

    Pc_fulldep01

    shot2022 12 24 11 14 39

    shot2022 12 24 11 14 39

    shot2022 12 24 11 14 39

    shot2022 12 24 11 14 39

    shot2022 12 24 11 14 39

    shot2022 12 24 11 14 39

    shot2022 12 24 11 14 39

    Pc_bricit01

    shot2022 12 24 11 14 39

    shot2022 12 24 11 14 39

    shot2022 12 24 11 14 39

    shot2022 12 24 11 14 39

    shot2022 12 24 11 20 37

    shot2022 12 24 11 20 37

    shot2022 12 24 11 20 37

    Pc_bricit02

    shot2022 12 24 11 20 37

    shot2022 12 24 11 20 37

    shot2022 12 24 11 20 37

    shot2022 12 24 11 20 37

    shot2022 12 24 11 20 37

    shot2022 12 24 11 20 37

    Pc_bricit03

    shot2022 12 24 11 20 37

    shot2022 12 24 11 26 11

    shot2022 12 24 11 26 11

    shot2022 12 24 11 26 11

    shot2022 12 24 11 26 11

    shot2022 12 24 11 26 11

    shot2022 12 24 11 26 11

    Pc_nook02

    shot2022 12 24 11 26 11

    shot2022 12 24 11 26 11

    shot2022 12 24 11 26 11

    shot2022 12 24 11 26 11

    Pc_be_bridge01

    shot2022 12 24 11 26 11

    shot2022 12 24 11 26 11

    shot2022 12 24 11 33 03

    shot2022 12 24 11 33 03

    Pc_bridge01

    shot2022 12 24 11 33 03

    shot2022 12 24 11 33 03

    shot2022 12 24 11 33 03

    Pc_bridge02

    shot2022 12 24 11 33 03

    shot2022 12 24 11 33 03

    shot2022 12 24 11 38 25

    Pc_center01

    shot2022 12 24 11 38 25

    shot2022 12 24 11 38 25

    shot2022 12 24 11 38 25

    shot2022 12 24 11 38 25

     

     

    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.

  4. 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.

  5. 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):

    Test001

    With OpenJK SP:

    Test001

    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.

  6. 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"

  7. 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?

  8. I think I don't explain it well, I will put it in the next file:

    script 001

    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.

    Asgarath83 likes this
  9. 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.

  10. 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:

    shot0929

    Misc_Model_Breakable:

    shot0929

    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
        }
    }

  11. 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.

  12. 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:

    shaders

    This is the misc_model_breakable:

    shaders

    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.

×
×
  • Create New...