| Chapter 4
Getting the skin in-game. Taking screenshots. Making
icons.
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) pakscape - download here
or here. Jedi
Outcast- must be Jedi Outcast v1.03 or v1.04.
Important: If you've never installed one
of the JO patches, and bought the game quite soon after release, the
game won't recognise our .surf files and so surfaces we want
to turn off or on won't change. Just get 1.04 (all of 1.03 is
included in 1.04).
This chapter
1. Getting the skin in-game. 2. Taking screenshots. 3.
Making icons & montage images from the screenshots.
1. Getting the skin in-game.
.surf files
The first thing we need to do is write our .surf files.
They do the same thing as the .mvs files we used in modview
to tell it what surfaces to hide and which ones to show. Jedi
Outcast doesn't use modview's .mvs files, so we need to make
files that do work.
Open your model.mvs file that was created by modview in
lesson 2 in a text editor (wordpad, word, notepad etc).
The text will read as follows. The colours are added so you can
easily see how the .mvs components are transferred to the
.surf file.
loadmodel { name "model" modelfile
"models/players/oldrepublicpilot/model.glm" oldskinfile
"default" surfaces_on { name0 "head_off" name1 "head_face_off" name2 "head_eyes_mouth_off" } surfaces_off { name0
"head_face" name1 "head_eyes_mouth" }
}
Our
finished file needs to look like this;back up here:
loadmodel surfOn "head_off head_face_off
head_eyes_mouth_off" surfOff
"head_face
head_eyes_mouth"
See what we did? - wrote
surfOn and surfOff, and followed each by a set of
" quotes and the names of the surfaces we want on and off
respectively between those quotes. All the info (the correct names
for each altered surface) was in the .mvs file.back up here:
Save this file as model_default.surf. Then Save As
model_blue.surf. Then Save As model_red.surf.
The .surf filenames must match the .skin filenames.
ie. model_red.skin uses model_red.surf to determine
what surfaces to turn on or off.
Of course if you want one of your teams colours to have different
surfaces on or off to the others that's doable - the 3 skin
variations don't need to have the same surf files. Make the changes
in the .surf file. For example if you wanted your blue
skin guy to have his left hand & wrist missing, this would
be in the .mvs file;
{ name0 "l_hand_cap_l_arm_off" name1
"head_off" name2 "head_face_off" name3
"head_eyes_mouth_off" } surfaces_off { name0
"l_hand" name1 "l_hand_wrist" name2 "head_face" name3
"head_eyes_mouth" } So this would be the contents
of the model_blue.surf file;
surfOn "l_hand_cap_l_arm_off head_off head_face_off
head_eyes_mouth_off" surfOff "l_hand l_hand_wrist head_face
head_eyes_mouth" Paking the parts
up
When we trace the path of our /oldrepublicpilot/ directory
from the base directory, we see the various subfolders
clicked through are;
/models/players/oldrepublicpilot/
We need to recreate this structure within our PK3 archive.
The easiset way to do this is to make a new subdirectory off our
GameData directory entitled /mods/, then make a new
subdirectory off our Mods directory entitled /models/,
and finally make a new subdirectory off our models directory
entitled /players/.
/GameData/mods/models/players/ Now
go back and copy your /oldrepublicpilot/ folder from /base/models/players/oldrepublicpilot/
and paste it into
/GameData/mods/models/players/
so you now have;
/GameData/mods/models/players/oldrepublicpilot/,
filled with all the .JPG, .skin, .surf, .glm files in it etc.
Delete any non-JO files from this directory (eg. any photoshop /
paintshop native files (.psd / .psp), the .mvs
file etc.
Now launch Pakscape.
Open a new archive (file -> new)
In your file viewer (My Computer) locate the directory
C:\Program Files\LucasArts\Star Wars JK II Jedi
Outcast\GameData\mods
Drag the \models\ folder into Pakscape;
Expand out the folders in PAKscape and check all the files are
there
-> Save As
Change the file type to "Quake 3 pak (*.pk3)", name the
file oldrepublicpilot.pk3 and save the .pk3 file to
your \base\ directory.
Now the real fun begins!
Launch Jedi Outcast.
Start a MP game. Remember the icons havent been made as yet, so
our skin will appear with a standard Prisoner icon, but its
name will be "oldrepublicpilot".

Select
the skin and go in game.
Run around like an idiot.
Check out your blue & red team variations.
2. Taking screenshots.
In game (or from the main screen) open up the JO console (Shift +
~).
Launch your favourite map in Developer mode;
> devmap mapname
where "mapname" is
ffa_bespin ffa_deathstar ffa_imperial ffa_ns_hideout ffa_ns_streets ffa_raven ffa_yavin duel_bay duel_jedi duel_pit duel_carbon
Pick your OldRepublicPilot skin and start the level. Get
your character with something cool in the background.
pull down the console again
> cg_thirdpersonangle 180
This brings the camera around 180 degrees so it's pointing at the
front of your model. For a bit of an angle offset (ie. not directly
head on) try different numbers between 90 & 270
> cg_thirdpersonrange 75
This alters the distance between the camera & the player. Try
values between 50 and 150.
> cg_thirdpersonpitchoffset -10 alters the vertical
angle of the camera.
Take lots of screenshots. Get in close for some good shots of the
model's face, for all 3 team colour variations.
HINT: If you have PaintShop Pro setup the
screencapture hotkey before playing JO and capture images straight
to PSP. Icons
Examine your screenies in your graphics program. Hopefully you
have some good head / shoulder shots. If no, go back and try again!
Open up your 3 icon files from
/GameData/mods/models/players/
Copy & paste a good shot of your Red Skin into the red icon,
the Blue skin into the Blue icon, and your default skin into your
Default icon.
Save as a .jpg with 85% quality / 15% compression.
A trick is to find these two files;
mp_rebel_symbol.tga mp_imperial_symbol.tga
Use PAKscape to locate them in assets0.pk3 and copy and
paste them into your art program.
In assets0.pk3, they're located at;
/textures/decals/
Recolour & resize & paste this Imperial Logo & Rebel
Logo into your icon image so your team icons follow the same
conventions as the raven made ones. You can colour & blur it,
then paste it in again to get the fuzzy glow effect as seen in the
Raven icons.
Now rePAK the folder, just as we did earlier.
Re-enter JO -> your new icons should now be visible.
Maybe take some more screenies so your icon in the top right
corner matches your model. It's good to cut and paste your model
from various angles and in several poses and carrying different
weapons into your 2 screenshots. Be sure to show off your team
colour variations too.
Remember it's the quality of these screenies on the download page
(one on jediknightii.net, two on massassi.net) that will be the
difference between someone DLing or passing over your skin in 95% of
the cases.
The screenies are the best advertisement for your work there is,
so take the time to make your skin look as interesting and appealing
as possible in the screenshots!
eg. Take a look at my AT-AT Driver's screenshots from the
Download page at Massassi.net;

OK. That's it for this lesson. The next lesson should be the final
one and will cover;
Readme file Making Bot support Sounds / custom sound
example Places to go for feedback Zipping up everything to
submit to massassi.net and jediknightii.net
http://boards.theforce.net/message.asp?topic=8874551
jp-30
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