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Psyk0Sith

Members
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    787
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Profile Information

  • Gender
    Male
  • Location
    Canada
  • Interests
    Polygons, pixels, guitar gear, noise, road bikes, mountain bikes
  • Modding Interests
    Modeler
    Shaders
    Texture Artist
    Skeleton Rigging
  • Operating System
    Win7

Contact Methods

  • Website
    http://psyko3d.50webs.com/

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  1. He definitely seems more alert and ready to kick your ass!
  2. @minilogoguy18@SomaZ and other staff... Pic model updated - now includes caps and 3 LODs.
  3. Late replies are very late! Because that's the closest thing i had around that vaguely looked like a machete. 3Ds Max for new head mesh and Photoshop for textures. It's a multiplayer skin. If you want to use it in SP you'll need cheats (i think) or set him up as a new species.
  4. Dev team should check the drive for DF2_pic.pk3 and change the bosses.npc to "Pic" instead of Reborn.
  5. Should be good for now unless something needs to be tweaked. Looking forward to the update. I've also checked in a playable Pic, just modify the bosses npc to Pic instead of reborn for the model.
  6. It comes out like a rat's nest. Looks like something went wrong during the export process. Sorry.
  7. It looks sorted now, thank you. Will keep testing but it's already 100% better.
  8. There you go. https://drive.google.com/file/d/12bEPx909hPwKCgUlUoCkTDIyTcvbMO4B/view?usp=sharing
  9. Textures overhauled and previewed in updated renderer. Excuse the crappy shots but the new build keeps crashing on my end.
  10. The number of total head bones i irrelevant, only 9 are used. The extra bones are part of the animation rig from XSI.
  11. According to this, it might be pushing it for SP. Using a mod should be fine.
  12. What's most likely happening is that the .skin file for that asset is pointing to a "made up" image file from the shader. Let's call that a material instead of a texture.
  13. Short answer: you need a diffuse.tga map, a spec.tga map a glow.tga map and env.tga map for your shader to work as intended. Each image needs should reside in the same folder as the hilt and be assigned properly in blender (at least in max that's how the .md3 format expects it). In the md3 tool you can also load your hilt and assign textures with a .skin file and then export that to .glm.
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