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Psynex

Latest Posts

Page: 2 of 4
Posted in: getting textures to show up in milkshape 3d
 Psynex
05-05-2003, 4:13 PM
#19
Scouttrooper: You're absolutely right about what needed to be done. I was trying to solve the problem as to why no materials were imported with the mesh. There should have at least been material names in the material box once it got imported, but the...  [Read More]
Posted in: getting textures to show up in milkshape 3d
 Psynex
05-05-2003, 3:46 PM
#18
I found the problem. For some reason MS3D is trying to import one of the materials as "". I'm not sure why. I think there is something in the mesh that has a problem...maybe a null material got exported or something. I'm fixing all the text...  [Read More]
Posted in: getting textures to show up in milkshape 3d
 Psynex
05-05-2003, 3:15 PM
#16
*sigh, when will everyone learn ICQ is a superior chat client* sorry, no MSN or AIM. Only use AIM for emergencies...family related that is....  [Read More]
Posted in: getting textures to show up in milkshape 3d
 Psynex
05-04-2003, 5:03 PM
#14
ok, I'm kind of baffled that there are no materials listed in that box after you import that model. There should be at least one. I don't have the time this second to figure it out for you, but I can check it out later in the evening (me EST). I noti...  [Read More]
Posted in: getting textures to show up in milkshape 3d
 Psynex
05-02-2003, 9:17 PM
#12
on the materials tab. I posted that a couple of posts ago....  [Read More]
Posted in: getting textures to show up in milkshape 3d
 Psynex
05-02-2003, 5:43 PM
#10
OH....now this makes a bit more sense. First, import the GLM. While in milkshape point all of the materials to the proper image files so the model is fully textured in Milkshape. Export to an XSI<---? (I'm not sure which exporters keep texture c...  [Read More]
Posted in: getting textures to show up in milkshape 3d
 Psynex
05-02-2003, 11:34 AM
#6
any screenshots? maybe I'm not thinking of the same problem. All I did to import with textures was import the model. On the materials tab, select a material in the name box at the top, click on the button with the material name on it to browse for...  [Read More]
Posted in: getting textures to show up in milkshape 3d
 Psynex
05-01-2003, 11:11 AM
#4
The reason it's shaded in gray is simple...kind of. Importing a GLM, if I remember correctly, into MS3D causes all the faces to get flipped. You have to select all the faces (ctrl-a) and then on the menu bar go to Face and select Face to Front (that'...  [Read More]
Posted in: New Custom Stances
 Psynex
04-04-2003, 10:20 AM
#13
SoHei, you must teach me. I could really use custom stances for my model. Could you imagine flipping through stances to have Lion-O swing the sword of omens as it grows like in the cartoon "Thunder (swoosh) Thunder (Swhoosh) Thunder (Swoosh) Thu...  [Read More]
Posted in: MotF R3 Beta 3 Released
 Psynex
04-08-2003, 4:14 PM
#10
Rozorace: I just finished playing beta 3 and no-autoblocking isn't that bad because you have doge in there. Although, in a complete FFA, you would need autoblocking to defend yourself against saber blasts. One thing I noticed is that both beta 2 and...  [Read More]
Posted in: MotF R3 Beta 3 Released
 Psynex
04-05-2003, 10:53 AM
#4
I was playing some more MotF last night and I stand by you on that 100% no blocking thing because I was trying my damndest to block manually and it was tough, but I think I got better at sabering because of it. It's good to hear that z-targeting wil...  [Read More]
Posted in: MotF R3 Beta 3 Released
 Psynex
04-04-2003, 10:03 AM
#2
I kind of like the idea of no auto-blocking. Maybe you could keep that as a server option? Also, is there anything that can be done about movement and saber attacking? I think that (especially when using Red stance) that the player move around way to...  [Read More]
Posted in: Jedi Bounty Hunter!
 Psynex
04-04-2003, 10:14 AM
#18
Hmmm...make Kyle a bounty hunter basically... it's the same game. How about a Jedi Bounty Hunter (re-read as a Bounty Hunter that only hunts Jedi) Jedi are a balancing factor of the force so it's not unrealistic for an evil man to want them hunted...  [Read More]
Posted in: Ishi Tib Model
 Psynex
04-10-2003, 9:17 AM
#14
I wonder if JA is going to have an update for a female skeleton...particularly in the breast area. I see more and more bounce animations in every game I play. Maybe those chicks should be wearing bras or something. *edit* Just so any women in here d...  [Read More]
Posted in: By Your Command,...
 Psynex
02-21-2003, 10:51 PM
#19
3000! If that were the case then you'd have nearly 6000 polys with just one model on screen. I would say to keep it under 400. You don't need a lot of detail with a saber because you don't see them that close that you need to model in detail. A good...  [Read More]
Posted in: foreign model
 Psynex
01-24-2003, 2:36 PM
#11
now your problem becomes a bit more clear. I could see how you would be confused. Most people around here pak up the model, then zip it (a zip inside a zip) so you can check the readme and such before installing. It sounds like in your case you downl...  [Read More]
Posted in: foreign model
 Psynex
01-24-2003, 10:55 AM
#9
mace is right, you don't unzip it. If the file isn't a PK3, rename it to name.PK3. Put that extension on the end, and just put it in the JK2\base folder. PK3 and ZIP are the same, but the game only reads the PK3 extension. If you're using windows X...  [Read More]
Posted in: WIP: Invader Zim
 Psynex
12-22-2002, 11:52 PM
#38
Altimira - I posted a suggestion for the autoscale in your Gir thread which is still somewhat alive. You should keep checking back there or close it so people will only post in your "current" thread....  [Read More]
Posted in: WIP: Invader Zim
 Psynex
12-13-2002, 1:39 PM
#21
Hmmm....Skin needs some tweaking. I'd avoid any noise on his head. Just stick with a plain flat color because cartoon shading can take care of the rest. Those eyes look to be extremely heavy in polygon size. You could tone them down by making them Ge...  [Read More]
Posted in: Gir almost done!
 Psynex
05-01-2003, 11:17 AM
#47
Is it worth kicking a dead horse? I mean, the last post Alt made was waaaaay back in January! I don't think he's going to touch this one again....  [Read More]
Posted in: Gir almost done!
 Psynex
12-17-2002, 3:41 PM
#37
an update wouldn't be a bad thing. You could incorporate a couple of things like cartoon shading, a custom saber hilt, "auto-scaler", and maybe edit GIR into a SIR for the red team. You wouldn't have to do any rigging if you don't move the...  [Read More]
Posted in: Gir almost done!
 Psynex
12-14-2002, 12:35 AM
#34
pics? Sure thing: Gir 1 (http://psynex-land.com/images/gir1.jpg) Gir 2 (http://psynex-land.com/images/gir2.jpg) Gir 3 (http://psynex-land.com/images/gir3.jpg) See the eyes are flat, but very bright. The cartoon shader isn't very noticeable at fir...  [Read More]
Posted in: Gir almost done!
 Psynex
12-13-2002, 9:03 AM
#32
That must be the photos because the Gir model is not at all a Sir. I just watched the first 2 episodes 2 nights ago and the Sir model has some readily identifiable differences, like a bevel ground into his head where his eyes rest. As for shaders,...  [Read More]
Posted in: Gir almost done!
 Psynex
12-11-2002, 3:44 PM
#25
Can't wait for Zim now. 2 Suggestions, more polys in the knees and maybe also the elbows (didn't look at the elbows). He's a pretty low-poly character (should be anyway) and adding more polys to the knees for better deformation would only help him. S...  [Read More]
Posted in: Hogwarts WIP
 Psynex
12-09-2002, 11:55 AM
#171
I played part of the new game too and was enjoying it until the rental time was up. Then Mortal Kombat came my way and everything halted. As for the shader...I can do that much. I just need some textures and I can work one up....  [Read More]
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