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Jedi Outcast Skinning for
Newbies
By jp-30

Chapter One:
Tools and Preparation
What you
need:
- A copy of Jedi Outcast installed on your PC
- Modview
- An unzipping program
A good art / paint program* (you won't need this until the
next chapter is published in a week)
Notepad / Wordpad / Word or similar text editor (you won't
need this until the next chapter is published in a
week) You will need to have a basic
appreciation of Windows - making folders, renaming folders and
files, copying and pasting files & folders etc. You will also
need a reasonable knowledge of using your art / paint program. This
guide (from next week) will describe techniques as used in Jasc's
Paint Shop Pro. If you need specific questions answered for
Photoshop or other programs, hopefully someone else will partake in
the resulting discussion and be able to assist.
A copy of Jedi Outcast installed on
your PC.
If you don't have this game, go buy it at
any half decent computer game dealer.
Modview Get this in JK2
Editing Tools (4 MB), or you may be able to find modview 2.1
on its own if you search the web.
An
unzipping program We'll need Pakscape for packing up the
skin at the end, so get this now and use it for the unzipping
process too. Download (106k) or here Pakscape_new.zip.
A good
art / paint program (not needed this week). If you don't
have one you can download a free trial of Jasc Paint Shop Pro
here.
Glossary
Model or Mesh - a 3d
representation of an object. In this case "model" refers to a 3d
representation of a humanoid. These models are seen in game as your
player character and as enemies.

Skin - images that are wrapped over a model
to give it clothes, flesh, a face etc.

Skinning - the process of creating a skin
for a model. Editing - customising a game. It can be
making new models, skins, maps, animations, behaviours
etc.
Introduction
Jedi Outcast uses a
special archive called a pk3 file to hold all the game data. If
you've downloaded any models, skins or levels you may already be
familiar with the file type.
The best way to get into
skinning is to alter an existing skin. Once you get better at
skinning you can make the skin files from scratch. It's wise to use
a model that is supplied with the game, rather than skinning a model
made by a member of the editing community. You don't need permission
to edit one of the models / skins that come with Jedi Outcast. If
you wish to alter someone elses work, it always pays to ask their
permission (or check the readme file, as sometimes permission is
given in there to all who wish to adapt the work).
1. Getting Started: Unpacking
assets0.pk3
Unpacking the JO players. There are
several ways to do this, and if you're familiar with unzipping there
are probably easier ways to do the following. So long as you can get
to step 2, feel free to do it any way you're comfortable
with.
OK, so lets take a look at the models and skins that
are supplied in Jedi Outcast.
Make a subdirectory off
C:\Program Files\LucasArts\Star Wars JK II Jedi
Outcast\GameData\base\ called models C:\Program
Files\LucasArts\Star Wars JK II Jedi
Outcast\GameData\base\models
Launch your UNZIPPING
program. I suggest using pakscape, as you'll need to be familiar
with this program later when you complile your skin.
Click
"open" (in the file menu, or the open folder icon)
Click
through your directory structure until you get to this directory;
C:\Program Files\LucasArts\Star Wars JK II Jedi
Outcast\GameData\base\ Find the
file
assets0.pk3
double click
"assets0.pk3"
You should see something like this; It's all
the folders that are packed inside "assets0.pk3"

We need to extract some of them.
In the left
window, single click the "models" directory The contents
of the "models" directory will open up in the right
window.
Right click on the "players" directory in the
right window. A menu will pop up. Put your mouse over
"object" and from the submenu select
"export"

A "browse for folder" box will
appear.
Click through to C:\Program Files\LucasArts\Star
Wars JK II Jedi Outcast\GameData\base\models
click
OK. Your hard drive while whirr away for a while as several
hundred files are exported from the pk3 archive into your \models\
directory.
You can now close up PakScape. You won't need it
again until your skin is finished.
2.
Examining the models
Now we can have a good look
at all the models we just extracted using the modview utility.
Hint: make a desktop shortcut to C:\Program
Files\LucasArts\Star Wars JK II Jedi
Outcast\GameData\base\models\players\ Do this by locating
the above folder using "my computer", right clicking on the
\players\ subdirectory and selecting "create shortcut". An folder
icon will appear named "players", but it will have an arrow in the
bottom left corner indicating it's a shortcut.
Drag the
icon onto your desktop. It will save a lot of clicking through to
the working folders as we make the skin.
3.
Modview
Locate where you installed Modview
and launch it.
Click "open". It will probably default
to your "my documents" directory.
Click the "up one
directory icon".
You should now be at the desktop. Find the
"players" shortcut. Double click it to take you straight to
the directory you just extracted from the assets0.pk3
archive.
You will now see all the names of the in game
characters.
_humanoid atst bespin_cop chiss desann droids galak galak_mech glider gonk gran imperial imperial_worker interrogator jan jedi jeditrainer kyle lando luke mark1 mark2 minemonster monmothma morgan mouse prisoner probe protocol r2d2 r5d4 rebel remote rodian sentry shadowtrooper stormpilot stormtrooper swamptrooper tavion trandoshan ugnaught weequay These
are all the characters, npc's (non-player characters) and enemies
for the game.
For the purposes of skinning, we need only
concern ourselves with the humanoid models (but feel free to use
Modview to examine the others if you like);
Models fit for
reskinning to create a customised MP character;
bespin_cop chiss desann galak gran imperial imperial_worker jan jedi jeditrainer kyle lando luke monmothma morgan prisoner rebel rodian shadowtrooper stormpilot stormtrooper swamptrooper tavion trandoshan ugnaught weequay
4. Decide what you intend to
create
A very important step this. There's not
much point in aimlessly mucking around with a skin oping that you'll
miraculously end up with some amazing new skin. You need some sort
of idea to begin with. The best idea is to examine all the
models so you understand what the limits are. There's no point
wanting to make a female skin with long hair and a skirt, when there
are no models with that shape. As I've said before, you can also
reskin others custom models, but check the readme to see if
permission is automatically granted. If not, drop the creator an
email and ask if you can reskin the model. In my experience, they
don't often bother to write back. Of course there's nothing stopping
you from reskinning the custom model and just keeping it for your
own (and your friends) use. Just don't submit it for public download
to one of the many Jedi Knight editing sites (massassi,
jediknightii.net, jk2files)
For our first attempt at skinning
we'll choose a pretty "standard" model. I'm going to model the skin
on the guy from the early Knights of the Old Republic screenshots,
as he looks pretty simple and is a good place as any to
start.
Gather up some good images of your intended character
from books, cards or the internet.


Now we need to find a suitable model.
So in
modview, let's take a look at the male characters who have a similar
shape to the KOTOR guy;
Click on open - directory up from "my
documents" to "desktop". Double click on "players". Double click on
"bespin_cop". One file will appear in the box "model.glm". Double
click on it to open the model in modview. It may take a little while
to load.
Here are my quick notes on each potential skin we
could use to make our KOTOR guy;
bespin_cop - no good, wearing a hat. chiss - quite
good, good hair. Shirt tails too long. No holster. galak - OK.
Bad hair, Shirt tails too long. No holster. imperial - no good,
hat. imperial_worker - no good, helmet. jedi - pretty good.
no holster. Hair reasonable. jeditrainer - no good,
ponytail. kyle - great, has a holster, but also has an unwanted
beard. lando - no good, bit of a 'fro. Holster in wrong
place. luke - "That 70's Hair". Shirt tails too long. No
Holster. morgan - Pretty good. no holster. prisoner - Great
clothes. No Holster. rebel - Helmet no
good.
No-one has a holster except Lando and
Kyle. We can rule Lando out due to the hair. Kyle has a beard that
can't be turned off but does have a good holster. The prisoner
doesn't have a holster, but it does have a beard that can be
removed.
Weighing up all the options, including the fact that
the prisoner's clothes are already similar to what we're wanting to
create we will choose to continue skinning the Prisoner
model.
5. Familiarising yourself with
Modview
Open the prisoner in
modview.

Play around with the program to familiarise
yourself with it.
Here are some things to
try;
Adjusting the view. Click in the model
window. Hold down your mouse left-button and move the mouse. The
model will rotate. Hold the right-mouse button. Move the mouse
up and down to zoom in and out. Hold down your "ALT" button and
move the mouse to move the model's position.
Highlighting
body parts.
In the left window expand "model.glm" by
clicking the [+"> to the left of it.
A subdirectory will
open up;
Surfaces Tag Surfaces Bones Skins
Available Sequences We can ignore Tag Surfaces and
Bones, as they don't come into play when it comes to
skinning.
Expand "Surfaces" Expand "////////
stupidtriangle" Expand "hips" Expand everything that can be
expanded (torso, l_leg, r_leg, r_arm, l_arm, r_hand, l_hand,
head, ////////head_off, l_leg, r_leg)
Single click on "hips"
- the hips area of the model will highlight.
Use your down arrow on your keyboard to cycle through
the various body parts. Some highlight like the hips, and some (that
are marked with an *) just give a set of axes. You can ignore the
ones marked with an *.
You can turn parts of the model on or
off. For example if altering Jan, as you can turn off her goggles,
chaps, belt and pockets. Anything with "////////" before the name is
presently turned off.
You can turn off all body parts, but
there's no point if it leaves a hole in the model.
Have a
play. Right-click "hips_torso" (near the top). In the popup menu
click "Set Staus: OFF". Then click on "torso_l_shoulder". Notice the
belt is now gone, and there's a gap in the model. Some models will
allow you to turn off the belt, and there will still be torso
underneath. This model is no good for that. Luckily our KOTOR guy
has a belt anyway.
Turn the belt back on by right clicking
"hips_torso" again. In the popup menu click "Set Staus:
ON".
Try the above again for r_hand_wrist or l_hand wrist.
Notice that when you turn the sleeve wrist off, there's still arm
underneath. There is a slight gap beween the end of the flesh and
the start of the sleeve unfortunately, but it illustrates how
certain mesh parts can be put over other parts.
So, our guy
has a beard, but the pictures we're working from do not.
This
Prisoner model has two different faces we can choose from by turning
on and off a couple of surfaces.
Scroll down to the "head"
parts;
Turn off "head_face"
Turn off "head_face_mouth"
Turn on
"////////head_face_off" Turn on
"////////head_face_mouth_off"
The prisoner should now look
like this;

Play with other models and turn surfaces on or off.
Good things to turn off are belts, pockets, holsters, collars
etc. Close up the surfaces by going back to the top and clicking
on the [-"> by "Surfaces"
6. View
the Teams Skins
Expand "Skins Available" Double
click on "blue". Look at the team colours. Try again for
"red". When you've had a look, put it back to
"default".
Close up the alternate skins by clicking on the
[-"> by "Skins available"
7. View
the Animations
Expand "Sequences (From
animation.cfg)"
Hundreds of animation sequences will drop
down. Double click on any of them.
The model will move to frame one of that
sequence. Click on the "video player" type buttons at the top
menubar to view the animation, rewind it, speed it up, slow it down
etc. Double click other sequence names to view them.
8. View other bits and bobs
Click
on "view" in the top menu. Turn various things on and off to see
variations in the model window. eg. click on "...as wireframe" to
see the mesh without the skin. click on LOD 1, LOD 2, LOD 3 to see
the 3 "levels of Details".
Play around. It's the best way to
familiarise yourself with the program.
9. Summary
OK, so we've extracted
files from assetts0.pk3, and looked at several models using modview.
We've turned surfaces on and off, looked at team colour variations
and examined some animation sequences. Next time we'll start
actually altering the prisoner model and repainting / recolouring
the images that make up the skin.
To discuss anything in this
tutorial, or to seek further clarification of any points within (or
to get a sneak preview of the next chapter), please visit the
thread;
http://boards.theforce.net/message.asp?topic=8874551
jp-30
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