Modding/Skinning HELP ME! -1 reply

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#1 10 years ago

Hey I just need some very basic support with skinning scopes weapons and compass stuff like that I need help I get the files open and edit them bu tI guess the way i make the pk3 when i put it in my game it doesn't work.. my xfire is chevy21 my msn is [email]countryboycarl@hotmail.com[/email] or simply reply to the thread thanks alot guys




theman88

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4th June 2008

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#2 10 years ago

I need the same general info he does except I want to skin your PC (playable character)




PKM_676

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#3 10 years ago

one way to figure out where you went wrong is to find a similar type of mod, pull it apart and see how the .pk3 is set up . however usually a skinning .pk3 is set up like this (this is very basic)....

  • folder/directory named models (.tik files)
  • folder/directory named scripts (.shader files)
  • folder/directory named textures (image files)

there may be sub folders/directorys in any one of your .pk3's directories (except scripts) depending on how the item you are replacing's original code was written .

ie. a custom compass where you are only replacing the images to make the default compass look different would have a simple .pk3 set up like the following;

  • inside the .pk3 a directory/folder called textures would be created inside the textures directory/folder
  • a sub directory/folder would be created called hud
  • it is in the hud directory/folder where you would put your custom images
  • click save

the above example is, as stated, very basic . it would be a skin mod that would simply override the default compass . you would not need a new .shader or other files because you are tricking the game engine into thinking your same named custom texture files are the actual compass texture files .

of course after writing all the above, i have to ask....were you just wondering how to ''pack up'' your custom mod to become a .pk3 ? if so, google and download pakscape . it's simply a glorified .zip program that can open and compile .pk3 files . also always post a lot of information when you are looking for help .

I need the same general info he does except I want to skin your PC (playable character)

try looking around this forums a little, there is an entire subforum devoted to player skins modifying and editing . below is a tut i wrote years ago that will easily get you started with player skinning (the basics of the tut could even be learned to use with skinning weapons, compasses, scopes also) . (in fact, if i remember it has a link to downloading pakscape) .

http://forums.filefront.com/moh-mapping-modeling-skinning/248067-pkm-basic-skin-tut-m5-devil-dog.html




theman88

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#4 10 years ago

ok thank you, I am a HUGE skinner for jk2 and I am guessing they are set up rather close (poth pk3 engine I think)




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#5 10 years ago

well heres one for instance I wanted to skin a grenade heres what i done opened up pak2 went to textures models weapons p_masher. and i took the tga and modified it to my choosing.. then to make the pk3 I opened this directory again but i cut and past the new .tga in the folder and saved to desktop as user-nade.pk3 and when I put it in my gmae the nades jsut look normal I dont know what im doing wrong :(




PKM_676

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#6 10 years ago

if all your are doing is replacing the potato-masher texture/image with your own so only you or someone else who has your custom .pk3 can see it then create a custom image, name it exactly the same (ie. steilhangrenate.tga) and then place it in (your custom .pk3) a new directory/subdirectory as follows: textures\models\weapons\p_masher

place your version of steilhangrenate.tga into p_masher directory (NOT THE ORIGINAL DIRECTORY, SHOULD NEVER BE DONE), compile and name your custom .pk3 something like '' zzzzzCHEVYNADE.pk3 '' . you need a couple '' zzzz '' in front of your .pk3's name so the quake engine reads your mod last .

directory1.jpg




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#7 10 years ago

can i just take the image from there and copy it to use as a template? Where do i make this directory? i tried it on my destop and when i put the tga in there and i get to in in pakscape it says no items match your search when i go to the directory.




PKM_676

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#8 10 years ago

if you are talking about using the original nade texture as a template, yes you can . just be sure to move it to a workarea outside of the .pk3 . pakscape won't save changes if you open a file, edit it and then save it back . pakscape opens files in it's own temp directory . move the image to your desktop and then edit . to make your directories, 1. open pakscape 2. click on new (white sheet of paper to the left) 3. click on the green pakscape directory (seen in the left window) 4. click on new directory (yellow folder with * on the toolbar) 5. name new directory now on right ''textures'' . 6. click on new ''textures'' folder now in left window 7. click on new directory (yellow folder with * on toolbar) 8. name new directory now on right (and inside 'textures') ''models'' 9. click on new ''models'' folder now in left window 10. click on new directory (yellow folder with * on toolbar) 11. name new directory now on right (and inside 'models') ''weapons'' 12. click on new ''weapons'' folder now in left window 13. click on new directory (yellow folder with * on toolbar) 14. name new directory now on right (and inside 'weapons') ''p_masher'' 15. place your edited steilhangrenate.tga image inside ''p_masher'' directory 16. click ''save'' icon 17. save in mohaa\main (C:\Program Files\EA GAMES\MOHAA\main) 18. name your .pk3 zzzzzz_____________ 19. click save 18. change file type to Quake 3 Pak (*pk3)




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#9 10 years ago

I did exactly that and still have a stock nade when i go in game hold on and ill take ss's of exactly what i done




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#10 10 years ago

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