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scp_chaos1

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Everything posted by scp_chaos1

  1. 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.
  2. Is this only on a shader or do I also have to duplicate the models?
  3. 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.
  4. Jin-Roh: The Wolf Brigade, excellent model.
  5. 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.
  6. 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
  7. Amazing, it's excellent.
  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. This is on another level, I would love to see this at JKA, it's still just beautiful work, congratulations.
  10. 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.
  11. Easy, well, is for .md3, you need this: https://jkhub.org/files/file/1945-noesis/ (use the option exporter, it's simple).
  12. This topic is perhaps one of the most interesting, I hope you can continue with it.
  13. Please guys, I'm not asking for something that hasn't been done (I say this by deduction). Please comment on your ideas, which I already tried all that I deduced.
  14. Well I already did it and ... Well, this one, mmm. This is the result:
  15. Any idea how to do it?
  16. Of course, the problem is that this FX seems to be specific, who knows why? But all of the above really worked out, only that FX didn't.
  17. I have wanted to do this for a long time and it is that Emplaced_Eweb is used by NPC's. Does anyone have an idea how to make this possible? In case something very specific is occupied, such as a series of triggers. I will need you to provide me with a .map to be able to reverse engineer if it is not much trouble.
  18. I have both versions, then I'll take a look.
  19. What is both true, but it doesn't work in the fx I want to use, I don't know why it doesn't work in the fx: spout I want to use. It works in, for example, fx: waterspray but not in spout. I guess it's the fault of fx itself.
  20. I had tried yesterday with that, but it didn't work. Still I will try again. In case it works I will let you know.
  21. I was experimenting with the fx_runner and this question arose: how can I make the fx_runner go in a certain direction? I have read the instructions, but I always went to the opposite side of where I want it to go. The Fx I use is: env / fx_spot.efx, I don't know if it only goes to one side (I hope not). If you know how to help me in this, please publish it.
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