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Psyk0Sith

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    770
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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. Hmmm would be something i need to check, i remember enabling something on initial run (ages ago) but not sure if that was it.
  2. Excellent work! Where's the spec map tho? Substance should give you the option to make one i reckon.
  3. Testing the model in the engine in different light to see how the specularity behaves. Can't quite get constant spec/reflection on the eyes.
  4. I guess i got distracted by other projects and life, never added proper optimized LODs. Also he's got no custom sounds.
  5. Kudos on your dedication to this project and creating everything from scratch.
  6. Paste the content of your new skin file here. Might need to send the pk3 file over for troubleshooting.
  7. Which software? Applying texture is sort of universal tho...load image files into software's material editor and apply to model. Or do you mean applying them to the actual .glm model?
  8. Did you create a .skin file? The .skin file contains paths to texture files and it's a simple text file. You'll need to "merge" together the texture paths of all models that were used, within that file.
  9. You need to use the correct GLA. If you are loading a JK2 model you will need the _humanoid.gla from Jedi Outcast, not Jedi Academy. The Jedi Academy .gla had some of the bones removed hence the bones mismatch error.
  10. Try Noesis if you haven't https://richwhitehouse.com/index.php?content=inc_projects.php
  11. If you remove your player model does SP return to normal behavior? Also...just to be sure...when editing, are you working in a separate folder structure? i.e.: "d:\base\models\players\yourplayermodel" and not the actual game folder.
  12. .obj is a mesh format. As pointed above sabers need to be .md3 mesh format first and ten exported to .glm with something like md3view .PK3 is a "container" it's simply a .zip file with the correct folder structure and contains your saber mesh model and textures / shaders / custom sound (if needed). You can find more in-depth info here:
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