I think you can add an Alpha value to this texture (like 0.5 for example) to make it transparent.diszxchat wrote:SCP-009 - Red Ice:
NOTE: The Ice texture is like that because of the removal of FastExt which bump mapping use.
Credits:
Juanjpro - Thanks for fixing the problem. Turns out the cause was the ladder.
Re: [1.3.X] SCPS Mod
#22To the mapsystem?PXLSHN wrote:I think you can add an Alpha value to this texture (like 0.5 for example) to make it transparent.diszxchat wrote:SCP-009 - Red Ice:
NOTE: The Ice texture is like that because of the removal of FastExt which bump mapping use.
Credits:
Juanjpro - Thanks for fixing the problem. Turns out the cause was the ladder.
Re: [1.3.X] SCPS Mod
#23Alright i came across some bugs:
SCP-005 cannot be used on DNA scanners
Minor Bugs n stuff:
using SCP-005 on a key card slot say "you insterted the key CARD into the slot" not "you held the key close to the slot"
EDIT: ill edit this if i find anything else
SCP-005 cannot be used on DNA scanners
Minor Bugs n stuff:
using SCP-005 on a key card slot say "you insterted the key CARD into the slot" not "you held the key close to the slot"
EDIT: ill edit this if i find anything else
That Poot Burd c:
Re: [1.3.X] SCPS Mod
#24I don't think SCP-005 cannot be used on Hand Scanners. You should be getting MAV (Memory Access Violation).PootWizard wrote:Alright i came across some bugs:
SCP-005 cannot be used on DNA scanners
Minor Bugs n stuff:
using SCP-005 on a key card slot say "you insterted the key CARD into the slot" not "you held the key close to the slot"
EDIT: ill edit this if i find anything else
For the key card, SCP-005 can shaped into key card or anything that is needed to open the door. I will see into it.
I will fix them in the next version.
Re: [1.3.X] SCPS Mod
#25Well, usually it should work by making the texture transparent using a program like Photoshop or Gimp, but I'm not sure about it.diszxchat wrote: To the mapsystem?
If you want to do it in code, yes, then it should be under the "LoadRMesh" function. But I would also need to construct and test the code for it in order to be able to give out more information.
Re: [1.3.X] SCPS Mod
#26send the link to you in PMPXLSHN wrote:Well, usually it should work by making the texture transparent using a program like Photoshop or Gimp, but I'm not sure about it.diszxchat wrote: To the mapsystem?
If you want to do it in code, yes, then it should be under the "LoadRMesh" function. But I would also need to construct and test the code for it in order to be able to give out more information.
Re: [1.3.X] SCPS Mod
#27Juan said the current red ice is supposed to be like that but because of the Lightroom. It bugged. So yeah, the game fixed it.PXLSHN wrote:Well, usually it should work by making the texture transparent using a program like Photoshop or Gimp, but I'm not sure about it.diszxchat wrote: To the mapsystem?
If you want to do it in code, yes, then it should be under the "LoadRMesh" function. But I would also need to construct and test the code for it in order to be able to give out more information.
Re: [1.3.X] SCPS Mod
#28Spoiler
Two more left till the completion of BoH.....
Last edited by diszxchat on Sat Aug 20, 2016 1:41 pm, edited 1 time in total.
Re: [1.3.X] More SCPS Mod
#29Spoiler
SCP-020One more room before the the release of V.2
Last edited by diszxchat on Sat Aug 20, 2016 1:41 pm, edited 1 time in total.
Re: [1.3.X] More SCPS Mod
#30Could you please put your images in spoliers please. It's really annoying to come to the thread to find 30+ images clogging it up.
Code: Select all
[spoiler][img]*IMAGELINKHERE*[/img][/spoiler]