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Chapter
2
Altering the existing skin
In this
chapter we will need;
A text editor (notepad, wordpad,
word etc) A graphics program (Paint Shop Pro, Photoshop
etc - best to have one that supports
layers) Modview
You will need to be familiar
with how your graphics program works - this tutorial focusses on the
skinning aspect, not the finer points of graphics
programs.
We have chosen the Prisoner as the base for
our new skin.
1. Copying the
folder.
Locate the folder
C:\Program
Files\LucasArts\Star Wars JK II Jedi
Outcast\GameData\base\models\players\Prisoner\
Right
click, copy. Paste it into the
C:\Program
Files\LucasArts\Star Wars JK II Jedi
Outcast\GameData\base\models\players\ directory
Rename the
pasted folder from "copy of prisoner" to "oldrepublicpilot".

2. Editing the skin
files.
Open up the /oldrepublicpilot/ folder.
Locate the three .skin
files;
model_default.skin model_blue.skin model_red.skin

Open up model_default.skin in your preferred
text editor; Notepad, Wordpad, Word etc.
This file tells JO
where each image that makes up the skin is located. Don't worry
about the /stormtrooper/ paths - they're just the caps - ie, they're
the cross-section slices of body you see when you dismember an
enemy. You'd only change these if your model was a droid, or an
alien with green blood or whatever.
So, using your text
editor's "find and replace" function, find /prisoner/ and
replace it with /oldrepublicpilot/.

Now your model will look into our new directory for
the skin images, rather than in the old "prisoner"
directory.
Do the same "find and replace" /prisoner/
-> /oldrepublicpilot/ for model_blue.skin and
model_red.skin
3. Writing
the surface (.mvs) file.
We had a play last time
with turning surfaces on and off. For our pilot we want to use the
alternate face, if you recall.
We need a way to tell the game
engine which surfaces we want turned on and off. This information is
held in the .mvs file.
Modview can write .mvs files for us,
so load up the prisoner.
Expand and Scroll down to the "head"
parts as we did last time;
Turn off "head_face" Turn off
"head_face_mouth" Turn on "////////head_off" Turn on
"////////head_face_off" Turn on
"////////head_face_mouth_off" The prisoner should
now look like this;
Now that the model is looking how we want him, go to
the file menu, and select "Write Script". Click through the
dialogue box so that model.mvs is saved in your
/oldrepublicpilot/ directory.
Next time you open modview to view this model
don't open the model.glm file (as you'll get the old,
bearded guy), but open the model.mvs file, and all the
correct surfaces will be on.
4.
Altering the jpgs and seeing the changes in
modview.
Now this bit is going to be quite
difficult to write up, as everyone will have different art programs.
I'll try and keep this as general as possible. I use Paint Shop Pro,
and can assist with any questions about that program. Hopefully
someone who uses photoshop will pop in here to help out those who
prefer that package.
You will need to have a bit of talent
and skill to be able to make decent skins, though by recyling and
recolouring existing JO textures, even a novice can get pretty good
results.
Use your art program to view the contents
of C:\Program Files\LucasArts\Star Wars JK II Jedi
Outcast\GameData\base\models\players\oldrepublicpilot\ Hopefully
you have a thumbnail viewer;
You can see that we have 3 icons, plus team variation
colours. We make team colours last, once we have the default skin
finished. We just recolour portions of the default skin to do this.
The mouth_eyes.jpg we don't need to change either, unless you want
to change eye colour or give the model some dental work.
5. Recreating the clothing and
face.
The only images we need concern
ourselves with at this stage are;
basic_hand.jpg boots_hips.jpg face_02.tga head_01.tga head_02.jpg legs.jpg torso.jpg Let's
start somewhere easy;
Look at our reference pictures
again;

Notice how the refence guy is wearing black
gloves?
See how our basic_hand.jpg is a fleshy
hand?
All we need to do is utilise an existing Raven black
gloved hand.
Firstly, open basic_hand.jpg
Now
browse other players directories for a black gloved
hand.
Galak has one! :D
Open Galak's
basic_hand.jpg
Select Galak's basic_hand.jpg, choose copy
(shortcut ctrl-c). Select ORP's (Old
Republic Prisoner)
basic_hand.jpg
Paste the copied image into
ORP's hand image. In Paint Shop Pro, its shortcut is
(ctrl-e)
Close Galak's black hand. Save ORP's newly
blacked hand. You chould have your JPGs set at about 10-15%
compression.
Go to Modview.
Refresh the
textures by clicking the TEX icon in the toolbar, or hitting
(alt-R). After a couple of seconds the textures will refresh
to the images in your /oldrepublicpilot/ and your guy will go
from flesh hands to black gloves!
Congratulations! You have just made your first skin
customisation! :D Now if we look closely at the reference
pictures, we'll see that the back of the glove is actually red, and
probably has gold trim like the rest of the uniform. Use your colour
grabber (eyedropper) to grab a nice red from the reference picture
for mouse button 1. I'm using the small bright picture in the upper
center of this montage;

And I don't like any of the gold trim
from the ref pictures due to the in game lighting dulling it
somewhat, so I picked my own gold for mouse button 2.
Go to
the basic_hand.jpg and create a new layer if your program supports
it. If it doesn't you're going to have a hard time making decent
skins I'm afraid.
In this new layer make a rectangle with a
red centre and yellow trim of 3 pixels over the back of the glove
hand, save the image then refresh modview to see how it
looks;
Too bright and too "square"
Pull the layer
transparence down to 60%, select the rectangle and deform it into a
trapezium.
Looks OK. Copy and paste that trapesium onto the back
of the other glove & save;
There are plenty of other ways
to achieve the same result, including drawing a triangle and
snipping off the pointy end. Whatever works for you.
Hint. As well as saving as a JPG for Jedi Outcast to
recognise, save a copy of the image as a native Paint Shop Pro or
photoshop file, which will preserve the layers and allow for easy
fine tuning and alterations later. It's a good idea to save the
copies in the /oldrepublicpilot/ directory - JO won't recognise
the .PSP or .PSD files, and we'll delete them before we compile
the skin anyway.
Using similar techniques
put the patterns on the boots. As before the Prisoner boots have
those brown patterns we want to get rid of. Find some nice black
boots (Galak again) and paste them over the Prisoner boots;
Don't worry about all the green areas at the top -
they're not used by our ORP anyway. If you want though you can just
cut out the boots part of Galak's "boots_hips" image to paste into
the ORP "boots_hips"; Save, jump to modview, refresh textures,
go back and adjust the image, jump to modview, refresh textures etc
till everything matches up nicely. Now let's have a go at the
trousers. We want black trousers with red sides. ORP has orange
fronts with black sides. Darn. :| Let's browse the other model's
textures to see if anyone has any pure black pants (yeah, you know
Luke does), open up Luke's legs. Err [face_blush">. The texture's
nowhere near as good as our current trousers, so we'll do some more
browsing; Chiss legs are cool. Nice leather
texture. Chiss texture also used by Jedi
Trainer. Lando's pants are black, but again the
texture's pretty average.
Woah. Look at that cool texture for
the reborn, flap.jpg.
I wonder if that would make a better pattern for the
gloves & boots? Let's try (such is the nature
of skinning that you'll constantly be trying new things and erasing
earlier work to try and get better results).
Open
flap.jpg from the reborn directory. Make a copy of it to work
on (ctrl-c -> ctrl-v), so you won't ruin the actual Reborn
texture. Reopen ORP's gloves (the .psp or .psd version which still
has layers). Use your selection tool to select the beading;
Colorise the selected area (play with the
sliders til you get a nice gold. Do the other beading too. Save this
new texture in your /oldrepublicpilot/ directory for further use.
Now cut out the upper-right texture, along the outside
of the yellow trim and paste it into a NEW layer on the hand
texture;
It's way too big, but we can resize it where it sits;
Perfect. Turn off layer 2, and copy and paste the new flap
onto the other glove's hand back.
Save this as a "native"
file (.psp / .psd etc), then save as a .jpg and replace the old
version in your /oldrepublicpilot/ directory.
Refresh the
textures in modview.
Let's use this Flap.jpg / gold trimmed thing on
the boots too (you do this for yourself!)... You'll need to do a bit
of to-ing and fro-ing to get the pattern lined up where the foot
meets the leg;
Right where were we... ahh yes - trousers, take #2
Chiss legs are cool. Nice leather texture. Chiss
texture also used by Jedi Trainer. Lando's pants
are black, but again the texture's pretty average. Rodian
and Weequay have got some good red going on.
Open up
the ORP, chiss, rodian and weequay legs. Make copies of the 3
non-ORP images and close up the originals, so as not to overwrite
images from another skin.
I prefer the look of the
weequay trouser texture to the rodian (plus it doesn't
have that gold stripe), so close the rodian
texture.
Make a new layer on your ORP legs. Paste the red
legs into that new layer.
Make a 2nd new layer, paste the
chiss legs into that newest layer.
Make a 4th new layer.
Draw rough vertical lines where you estimate the boundary to
be between the reference pictures black & red portions of the
trouser leg; Save as a jpg, flick back and forth to modview,
refreshing the textures until you think it matches.
Use your lines as a guide to the area of Black (chiss)
legs to cut out.
I don't like the wrinkles above the boot in the red
texture, so I'm cutting an area above the wrinkles on the red layer
and pasting it in over the wrinkles;
OK... your turn to have a play and see if you can
recreate the shirt.
Hint: Search through the other model's "red team
skins" to get good pieces to cut and paste for the shirt. And
utilise the flap.jpg we found before
too. That's enough for this lesson.
Summary
We've learned to copy and paste an existing model's
directory and rename it after our new character. We've edited the
.skin files so our model knows where to look for its
textures. We've turned on and off various surfaces and used modview
to generate the .mvs file do the game knows what surfaces to
display, and we've altered a number of the skin images and watched
our changes on the model in modview.
As always, I'm here to
discuss the above, but can only give specifics on the reskinning
part if you have Paint Shop Pro.
Next week
Next time we will learn
some tips for texturing the head and face (though you may be
confident enough to have a go at that yourself before next week).
We'll make team colours. We'll get the model in- game and take some
good angled screenshots. And we'll make the 3 icons from those
screenshots.
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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