lil help on weapon skinning -1 reply

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187th ghost

I don't spend enough time here

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6th July 2003

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#1 15 years ago

hello every 1 i was wanderin if any 1 could help me out wit maybe postin up some links to tutorials for making weapon skins or ya can email me [email]ghost_mohaas@hotmail.com[/email] an tell me how i jus wanna start skinning some weapons thanks :D 187th ghost




LFNYcyco

got weed?

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29th May 2003

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#2 15 years ago

Skinning Tutorial by cyco

Introduction:

Tools Needed:

1. PakScape 2. Paintshop Pro, Adobe Photo Shop or equavilent. 3. Notepad or Wordpad (I prefer notepad) 4. Winzip (not really needed but i use it)

Step 1.

Decide which stock skin you want to reskin.

Step 2.

Open PakScape, browse to your mohaa/main directory, open pak2.pk3, go to textures/models/human . If you chose Allied go to usmaps , If you chose axis go to germanmaps , If you chose an Allied UK model go to fenchmaps. Copy the .tga files (.dds files not needed) for which model you have chosen to repaint to a temp directory. Paint them as you choose. For this tutorial I have chosen the german obershutze.

Step 3.

Assuming you have repainted your .tga files, make a directory in your temp directory called textures and put the .tga files in there. Open PakScape again, browse to your mohaa/main directory, open pak0.pk3. go to models/player Copy the proper .tik files ( there will be 2 of them for each model one will be .tik the other will be _fps.tik ) to your temp directory. Go to the scripts directory and copy the proper .shader file to your temp directory. In your temp directory make another directory called models , in that directory make another called player, move both of your .tik files into the models/player directory. Make another directory in your temp directory called scripts, move your .shader file into it. Now you should be ready to do the hard part, the scripting.

Step 4.

One thing to remember, no file names may remain the same name as the games default, for example ober_tunic.tga is the default obershutze shirt. you must rename it to something, for this tutorial I am renaming the ober_tunic.tga to sample_tunic, ober_pants to sample_pants, and ober_hat to sample_hat. Here is an example f the default german_obershutze.shader.

obershutze_tunic { qer_editorimage textures/models/human/germanmaps/obershutze/ober_tunic.tga { map textures/models/human/germanmaps/obershutze/ober_tunic.tga rgbGen lightingSpherical } }

obershutze_pants { qer_editorimage textures/models/human/germanmaps/obershutze/ober_pants.tga { map textures/models/human/germanmaps/obershutze/ober_pants.tga rgbGen lightingSpherical } }

obershutze_hat { qer_editorimage textures/models/human/germanmaps/obershutze/ober_hat.tga { map textures/models/human/germanmaps/obershutze/ober_hat.tga rgbGen lightingSpherical } }

as you see there is the games default path in the .tga lines, this you do not need. follow my example of the new german_sample.shader file

sample_tunic { qer_editorimage textures/sample_tunic.tga { map textures/sample_tunic.tga rgbGen lightingSpherical } }

sample_pants { qer_editorimage textures/sample_pants.tga { map textures/sample_pants.tga rgbGen lightingSpherical } }

sample_hat { qer_editorimage textures/sample_hat.tga { map textures/sample_hat.tga rgbGen lightingSpherical } }

I do not think this can be explained any easier, the .shader file is fairly simple. point is, you must list each .tga you are using for the skin your creating.

Step 5.

Time for the .tik file ( do not worry about the _fps.tik for now, I will cover that after ) The .tik file associates the model, head, hands with the .tga as well as gives your skin a name in the multiplayer options. A german skin MUST be named german_sample_whatever.tik and the _fps.tik the same ie. german_sample_whatever_fps.tik The allied skins must be named either allied_sample_whatever and allied_sample_whatever_fps.tik OR american_sample_whatever and american_sample_whatever_fps.tik. Here is the default german_Panzer_Obershutze.tik file.

TIKI setup { path models/human/german_panzer_obershutze // Set path to set skelmodel from skelmodel german_panzer_obershutze.skd // Set body model

surface tunic shader obershutze_tunic surface pants shader obershutze_pants

path models/human/heads // Set new path for head model skelmodel head6.skd // Set head model surface head shader bensonazi

path models/human/hands skelmodel hand.skd surface hand shader handsnew

path models/equipment/germangear skelmodel creasecap.skd surface creasecap shader obershutze_hat }

// // define what folder to get specific sound from for the player model // $define pulloutdir sound/weapons/pullout

init { client { // Cache sounds here } server { voicetype axis4 // set the voicetype to use for multiplayer instant messaging } }

// // include the base player model definition // $include models/player/base/include.txt

// need to indicate the end of the tiki file because we have a tiki command at the end //end

here is where you need to pay attention, otherwise your skin will not work, follow my example of the german_sample_obershutze.tik

TIKI setup { path models/human/german_panzer_obershutze // Set path to set skelmodel from skelmodel german_panzer_obershutze.skd // Set body model

surface tunic shader sample_tunic surface pants shader sample_pants

path models/human/heads // Set new path for head model skelmodel head6.skd // Set head model surface head shader bensonazi

path models/human/hands skelmodel hand.skd surface hand shader handsnew

path models/equipment/germangear skelmodel creasecap.skd surface creasecap shader sample_hat }

// // define what folder to get specific sound from for the player model // $define pulloutdir sound/weapons/pullout

init { client { // Cache sounds here } server { voicetype axis4 // set the voicetype to use for multiplayer instant messaging } }

// // include the base player model definition // $include models/player/base/include.txt

// need to indicate the end of the tiki file because we have a tiki command at the end //end

hopefully you got this right with no errors.

Step 6. (OPTIONAL)

The _fps.tik (first person shooter) this is the view that you see while playing the game, this will allow you to set the view sleeves and the hand models, i always use black sleeves and black gloves. here is the default german_sample_obershutze_fps.tik

TIKI setup { path models/player/US_Army // Set path to set skelmodel from skelmodel USarmyplyr.skd // Set base model

surface viewsleeves shader viewsleeves_sentry

// right hand surface triggerhand shader handview // different left hands surface lefthand shader handview surface garandhand shader handview }

// // define what folder to get specific sound from for the player model // $define pulloutdir sound/weapons/pullout

init { client { // Cache sounds here } }

// // include the base player model definition // $include models/player/base/include_fps.txt

// need to indicate the end of the tiki file because we have a tiki command at the end //end

Here is our german_sample_obershutze_fps.tik with black sleeves and gloves

TIKI setup { path models/player/US_Army // Set path to set skelmodel from skelmodel USarmyplyr.skd // Set base model

surface viewsleeves shader viewsleeves_tankcom

// right hand surface triggerhand shader lthr_gloveview // different left hands surface lefthand shader lthr_gloveview surface garandhand shader lthr_gloveview }

// // define what folder to get specific sound from for the player model // $define pulloutdir sound/weapons/pullout

init { client { // Cache sounds here } }

// // include the base player model definition // $include models/player/base/include_fps.txt

// need to indicate the end of the tiki file because we have a tiki command at the end //end

and thats it...

Step 7.

Packaging and testing your new skin.

In your temp directory you should have 3 directories models (which has a players directory in it) , scripts, and textures. both .tik files go in the models/player directory. the shader file goes into your scripts directory, and the .tga's go into the textures directory. Highlight all 3 directories and zip them up with winzip making sure to name the file User-sample.pk3 ( be sure to use the .pk3 extension rather then the .zip extension ). Copy the new .pk3 to you mohaa/main dir and run the game, look in your miltiplayer options for the new skin.

If you did everything right than you should see your new skin. Final step is to get a friend and join a game and see if you can see eachother.

If you did not do something right, then there is a few problems you can run into, they are as follows

1. My skin does not show up in MP options (your scripting is wrong, check your .tik file for errors) 2. My skin does not show up in the game (your scripting is wrong, check your .tik file for errors) (could also be the name of your .tik files) 3. My skin is not showing graphics in MP options (your .shader or .tik file has errors) 4. My skin is overwriting the games default skin (your file names are wrong ie .tga)