HellBaron писал(а):
Hi Yo$hik! This is the default shader I was talking about, it dont work on knight model. Very strange because knt.tga texture it's ready for shader blending ( have alpha mask).
Anyway models.shader script it's a complete mess, to correct shader I can abuse of "divide and impera" trick (duplicate of shaders of rtcw in other sp_pack to work in parallel). In other games this make complete overwrite of effect (quake3, SoF2, JK2, WolfMP!) it's a mathematic operation: logically +1 (def shader) -1 (copied shader) = 0 (no effect) so bunch of errors. Rtcw work inverse, work better with duplicate... You too have used this technique in Vendetta. I discovered this when my fg42 reflection work only with your mod, I've checked and then I covered all the game of new things. Example fixed "mustac" on drunk soldier in village1, invisible by default but present (...), applied body effects of ubersoldier in proto and improved other surfaces and npcs. But knight armor it's the only dynamic model that "resist".
It's interesting that many small things (and some big things) were omitted from the final version of Rtcw.