These are very nice! I'll have to find out some way to incorporate them into the mod somehow.spectre900 wrote:didn't find many custom skins so I made some some edits to some of the existing ones (hope you don't mind) and I also made a new body armor for the Valkyrie set to make it look a bit more like the thumbnail for the armor (still needs some tweaks tho). also made some new default clothes.
assassin edit and and default.
(I do not give out edited armor/skins if I do not own the original. also, feel free to use any skins I have made as you wish)
also wish more helmets had those horns, she looks... naked without them =/
That's a nice camisole! And to be honest, the dragon, serpent, heavy plate, transmuter, and spiked sets are the only ones that have that "belt buckle" feature on the chest. And of those, the spiked is the only one with a different "buckle". The rest of the armors are basically the same mesh for the chest portion.spectre900 wrote:made another armor =)
this one might work with the Spiked set (tho that skull thingy gets in the way) or just used as a default armor.
also, I tried to edit the body mesh (using blender) and fix that little polygon near the tail that sort of skew the textures on some sets, but I have no idea how exactly to save it. the script either crash or doesn't save it as the correct format. tho I never tried editing mesh files before (im quite the rookie at using blender).
screamosilence wrote:wow spectre900, that shimmering-look on the skin is impressive i hope u can share how u did that.
Well, to be honest most of what has been done so far is making actual armor graphics instead of placeholders, its not until spectre900 started that we actually had different armor graphics.Ouroboros wrote:Tbh, it'd be nice if once there's a good load of zealot skin options for each armour set the creators (or anyone, really), could collect them all together, changing filenames slightly (adding a 1/2/3/etc on the end would do) so that they can all be thrown in 1 folder and it's still obvious which armour set they're for (or at least, can be used for); Add in a few image files for in-game screenshots for the sets and then people could just look through them and pick and mix for zealot-based classes; a small .txt readme file could include what all the actual filenames should be for each armour set (including starting) for an active mod/the general filepath they should be in, and maybe even which armour meshes are basically the same, allowing the textures to be interchangable for the sake of people that aren't familiar with the modding process (or just what the meshes actually look like in my case :L never been good with the graphics stuff).
screamosilence wrote:Omnicide wrote:I swear, if it weren't for the claws on the hands and feet, I'd definitely hook up with her...
lol same here.
I actually like claws =)
also, made a new suit.
(comes with and without muscle tone in case that is or is not your thing.)
spacepirate wrote:sets guys on fire!
spacepirate wrote:Got off my ass and updated! Huzzah! (but before more armor skins were added, boo!)
Starting a new vindicator will award you 2 new randomly enchanted swords to play with.
Vasman will give something better than that crappy map for his first quest
and new uniques will be found by those lucky enough to have them drop
Miser's Ring (MiserRing1) - reduce vendor costs 20%
Band of Blackhand (BlackhandRing1) - 40-45 resist all
Mixologist's belt (a Zealot Sash) - massive increase in potion effectiveness
Schola's Insight (Zealot Crest) - increased damage, increased crit, increased crit damage!
Cute Shirt (a Zealot Breastplate) - percent damage reduction and added resists
Kastel's Fiery Grip (KastelsGrip) - sets guys on fire! also attack/cast faster
Jolomor's Treads (JolomorBoots) - faster run speed
Also, I just want to point out that I don't plan on changing the base skin, since I would also need to edit the starting boots and the 5 helms that show the forehead if the color changes.
Unable to find file : MEDIA/WARDROBE/DESTROYER/DRAGON_SHOULDER_DROP.MESH[/WARDROBE]
This has been an issue that has plagued me for some time, because I save all files with the proper carriage-returns, but TL will load and change them randomly. In fact, part of my routine for creating new files is to parse them and insure that all the carriage-returns are the proper format. Also annoying is the fact that some files don't care if they use proper CRLFs, and run fine even if they are wrong.TheMadExile wrote:Some of the Dragonscale pieces are missing a proper CRLF line termination sequence on the last line of the Vindicator's [WARDROBE] element before the closing tag, they only have the carriage-return. Torchlight expects a full CRLF and so reads the affected lines in with the closing tag conjoined to the property. Ogre craps itself because it, obviously, can't load the resource from the broken path.
Most of the changes are intentional. Most sets have a lighter and heavier version in TL, and I was doing some changing between them so it wasn't just pure stats. A lot of the armor was generically similar until dragon armor was added in, so some meshes got switched to liven it up, but most sets should be made to go together (or at least look good) when worn.TheMadExile wrote:#3 : MISHMASH ARMOR : Zoromun's Ideal (Tier 1 & 2)
Another armor mishmash between the Dragon and the Assassin armor types. I don't know if that was intentional or not.
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