I have tried many different tutorial etc. to find a way to create my own skins. I have looked far and wide, and have read many tutorials. I consider myself a Young Padowan on the subject. I have decided to make a beginners guild, by a beginner, for beginners. First off: In order to create\ download mods (Maps that have more than just a new map. This could be anything from new skins to vehicles apering on different sides, to mixing units) and Maps (Just player made maps with nothing new added) you will need to put them in following folder: BFII \ Game Data\ Addon (Please note. The “addon” folder may not be in the “Game Data” folder, if it is not, then create a new folder named “addon” in the “Game Data” folder. The “Addon” folder is where all new maps go. With out it, you couldn’t play any new maps. Folders are shown in a way where the “\” designates the folder to the right is inside of the folder to the left. So in the above statement: The “SWBFII” (Star Wars BattleFront II) file contains a file named “Game Data” inside of it. “Game Data” has a file named “Addon” in it. You may need to create the “addon” folder. (I don’t think that capital letters mater) With out further to do:
1) Skins are .tgs files. They can be opened with specific art programs. I personally use Gimp.
http:\\www.gimp.org\ (Download Here) (Learning to use Gimp is a tutorial all in its own right. If you would rather use another program, you could use Gimp to change the .tga file to a .png, or .jpg file to use Microsoft Paint, or another art program.)
2) To get the .tga files you must first download the BF2 Modding tools.
4) Open and install the program. The program should install in the C: \Program Files\ BF2_ModTools (“BF2_ModTools” being the BFII Modding Tools program) 5) Go to BF2_ModTools \ data \ _BUILD and double click the “Modtools VisualMunge.exe” *note* VisualMunge is the program the makes the map data. The only way to use skins is to make a map with the skins. From what I get, people make skins, and let others download and use them. From my under standing, that is what all “Skin Packs” are. (Please correct me if I’m wrong) *note * BFII Modding Tools has a folder called “documentation.” This has many guides on how the VisualMunge and Zero Editor (The program where you actually design the world) and many other things related to designing maps. *note* VisualMunge creates map data. E.G. it puts all of the needed files together, and compresses them. On the second Munging (the possess of compiling the data and automatically putting the level into the above mentioned “addon” folder. Zero Editor is the program that you use to adjust the height\slope of the ground, add control points, vehicles, buildings, foliage, etc. in the map data you created in VisualMunge. You can find a tutorial in the “documentation” folder called “Getting Started. This guide also tells you how to use VisualMunge. >This would be much easier if you hade the file open in a separate window, right in front of you.< 6) I am no substitute for the “Getting Started” tutorial\guide that comes in the “documentation” folder. First, make your world. Open BF2_ModTools\data\_Build and start the VisualMunge.exe. You should have a window pop up that looks like this. (This is a picture of all the fields filled out.)
The three letters is the “name” that the computer will look for. If you look at all of the BF2 levels you will notice the main files have only three letters. This is the same thing. You three letters will be the name of the main file.) The “Game modes” box is all of the available game modes that are to be included in the compiled data. If you have only the “Conquest” box checked. You will only be able to play “Conquest” in your map. The other data will not be available. Everything else is pretty self-explanatory. Click “Create World” *NOTE* Nerver interrupt VisualMunge when it is “Mungeing.” This will leave a HUGE mess that might create problems. As another guild recommended, don’t download, surf the internet, play pc games, etc. while Munging. 7) Now. Go to BF2_ModTools\ assets\ sides This folder holds all of the skins and data for all of the units in SWBFII. 8] Copy the “rep” file and paste it in the BF2_ModTools\data_ABC\Sides (“rep” being all of the republic units) 9) Open Gimp, and go to C:\Program Files\BF2_ModTools\data_ABC\Sides\rep\Msh You should see a bunch of .tga files. Pick one. (I am using the “rep_inf_ep3sniper” and the “rep_inf_ep3sniper_cape” files. The Sniper skin, and the skin of his cape.)
10) Edit to your liking.
(As you can see, all I really did was turn the blue to green, and did some work on the helmet. Oddly the green is very bright in game)
Here is a picture by Wazmol69 that was posted on GameToast and File Front by Dragon93. It has a .tga file (ep3trooper) that has letters showing you what all if the different sections are, for easy coloring. This was very beneficial to me. And I hope it is very beneficial to you. When saving, click the “Save As” button, and resave it in the data_ABC\Sides\Msh as it’s original name. Click “Yes Override” and select “RLS Compression” to off. This is an important step. The “RLS Compression” must be off. 11) Now that you have saved your new skins, it’s time to make your map. Open data_ABC\_BUILD and run the VisualMunge.exe. The top part of the VisualMunge is grayed out (If you have read the “Getting Started” guide you would have anticipated this.) But the bottom isn’t. As skinners it isn't mandatory for use to mess with anything else so I don’t recoment touching anything, other than the “Sides” slide down bar. Select “rep” and click “Munge.” After you are done Mungeing, if you have a window pop up that is a lists of errors, that mentions your said skin, then something is wrong. You might have had the RLS Compresion on, the fiel might have been to big/small, etc. If you can't figure it out, feel free to post here on the forum. Your map is now complete, and has automatically been added into your “addon” folder (in the SWBFII game) as a new map. Start up SWBFII and enjoy your new, personal Skins. Comments\ Suggestions, etc. are welcome. I’ve only started looking into skinning around a week ago, and have only just gained most of this knowledge over the last two days. Thanks for reading, IronJaw Credits: Me for the guide (IronJaw) The may guides I read. And Par3210 for helping me clean up question 11).
Thread stickied. Altough we already have another skinning tutorial stickied, it won't hurt to have another one, so people can choose which one to use. Everyone are free to post their questions and suggestions, but please, don't spam the thread with an off topic posts and useless comments. Thank you. :don:
Thanks Tricorder .;)
Don't mind me, I'm just unsticking the thread and leaving a notice to prevent the "OMG where is mah thread" panic. =p
Link to this thread can be found here: http://forums.filefront.com/sw-bf2-modding-mapping-editing/419892-compilation-modding-tutorials.html
hello, I'm new to this forum, 'do not you forget (forgive me if I'm wrong) to amend the odf and put the DC in the lua because otherwise I think you can use the skin Cons by very nice tutorial:)