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Old March 30th, 2006   #1
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Default PKM basic skin tut (|M5| Devil Dog)

modding player skins or creating player skins is the best way to begin
learning how to modify mohaa. it's very simple and usually consists only of
changing a couple lines of script and/or a couple images. however,
you're going to make mistakes. simple ones and it's the simple ones that
make a mod not work. always double check yourself, tripple check when
scripting. 99% of your mistakes not allowing you to see your modification
are because of simple script errors.
tools you will need:
1. pakscape - simple compression/extraction program; no install it just sits
wherever you want it, click on the icon to run it. needed because it can
read quake pk3 files.
2. wordpad (or any text reader) - needed to view scripts (remember you
will have to change files of type to all frequently).
3. image/photo editor - does not have to be photoshop, can be any
image editing program , paint will work though it has almost no options
other than changing the colors and adding text. however, must be able
to read .tga files.
**** it's a good idea to create a shortcut from c:/program files/ea
games/mohaa/main to somewhere that's is easier to access.
getting started:
the german_worker skin will be used in this example because it's a great
skin to customize and has only three textures.
1. click on the pakscape icon. you will see this....

you'll freak at first if you've never used pakscape because it looks like it
isn't fully loaded yet. don't freak too bad, pakscape hasn't been told
where to browse yet. click on the ''open folder/browse'' icon on the top
left.
now you can view the pak files in your mohaa/main folder/directory. click
on the pak0.pk3 file (marked with red dot).

the directories are listed on the left. you want to scroll down to ''models'',
click on ''models'' then scroll to ''player'' (both marked in green). to your
right you will see all the MP player tik files. each player model has two tik
files; one for your view (skin_name_fps.tik) and one for the view everyone
else sees (skin_name.tik). for this tut, find the german_worker.tik & the
german_worker_fps.tik (at the bottom of the list on the right, marked in
image in red) and drag them to your desktop or work area.

find the ''scripts'' directory on the left side of pakscape (marked in green).
click on the folder. on the left side of pakscape, find the
german_worker.shader (marked in red). drag it to your
desktop/workspace. this script tells the engine what images to use where
as instructed by the .tik files (it does more but why get lost now ?). close
pak0.pk3 by clicking on the X .

click the open folder/directory in the upper left again, this time click on
pak2.pk3 (marked with red). this pak holds the majority of the
textures/images used in the game. scroll to the ''models'' directory/folder
(marked in green) . click on it. scroll to ''human'' (marked in green). scroll
to ''germanmaps'' (marked in green). click on it. scroll to ''german_worker"
(marked in green).


click on it. to your right you should see three images:
1. worker_shirt.tga
2. worker_pants.tga
3. worker_hat.tga (not used here)
drag ''worker_shirt.tga" & "worker_pants.tga" to your desktop/workarea.
these are two of the three textures/images you will change for your
modified skin (the third is a face texture that you can backtrack through
the directory to the faces folder , simply click on the germanmaps folder
and above it, click on the faces folder. the german_worker uses
''bensonazi'', drag this to your desktop/workarea)

customizing the textures
open each texture in whatever image editing program you are planning
to use. here is where you will make a default skin, 'your skin'. there are
endless things you can do to visually change the look of the skin, only your
imagination limits these changes. for this tut, i'm simply adding a mask to
the face texture and a piece of text to the shirt texture (# 5). the pants
texture , i'm leaving alone.

saving the customized textures
99% of the time you can simply save the new custom textures as .jpg files.
if (and this will come later) however, the skin uses an alpha layer, you'll
need to save the texture as a .tga file. the good thing is, you will not
have to change the file extention in any of the scripts (you can, but you
do not have to). note: only .tga and .jpg extentions are used by
mohaa/quake.
scripting your skin
this is the pain in the neck part. it's simple but mistakes will cost you so
take your time and double/tripple check your coding. 99% of the time
you are simply going to replace a line of code with a new
extention,directory or file name. it all boils down to you telling the engine
everything's the same as when you installed the game, you're just
swapping out pictures. <---very layman terms.
here goes...
go to your workarea/desktop. note: i have my operating system set up to
read certain text files as .txt files if i double click on them (ie. the icon for
these files has the notepad icon). if you do not, simply run notepad,
change the ''files of type'' to all and then click on your script. here on out,
i'll simply say ''open the _____ file".
open the ''german_worker.tik" file. layman's terms: this file basically tells
the engine about the model, it's aspects and mannerisms, etc. for
custom modding, we are only concerned right now with the upper
section where the engine is told what shaders to use for each part of the
model/skin. in this tut and with this .tik file we only need to change:
1. shader worker_shirt (change to text in red; no file extention !)
2. shader worker_pants (change to text in red; no file extention !)
3. shader bensonazi (change to text in red; no file extention !)

the .tik file's name asigns which team and/or army the skin will be on.
VERY IMPORTANT: the first word in any custom skin's .tik file must always
be either 'american', 'allied', 'german' or 'axis'
('user' is also used but that's
later). if you create a custom skin and cannot see it in the multiplayer skin
menu, this is where you'll check first for mistakes.
click on file (upper left corner) click on ''save as'' (NOT ''save'' !) switch
''save as type'' to ''all'' . now give your .tik file a name (REMEMBER to give
it a ''side'' first). in this example, the skin's .tik file is saved as ''
german_goosh.tik". save it to your work area, you'll proably open it again
and again as you make changes, correct errors.
the playerskin _fps.tik file is treated the same way for customizing but for
this tut, it will be ingnored (_fps doesn't effect your view unless you are
using the skin while playing; it shows your hands from your viewpoint), only
you would save it as ''german_goosh_fps.tik" (asigning a ''side'' to any
other script for a skin other than the .tik file is not needed).
onto the .shader file...
layman's terms: basically the .shader file is a script that tells the engine
what images to use for the asigned shaders listed in the .tik file. it's almost
like a map to the textures.
open the german_worker.shader.

lots of coding there. big deal. for this
tut change all the lines that read as :
textures/models/human/germanmaps/german_worker
to
textures/goosh_skin
(if you know how to use replace function found in edit, this is pretty easy)
now replace all the text that is left that says ''worker'' with ''goosh''
(shader title, found to the upper left of each entry) and image file name
(the first word). finally , change ''worker_hat" (or if it's ''goosh_hat") to read
''goosh_face". REMEMBER each .shader for a skin lists the image twice.
ALSO, if you saved your custom images as .jpg file types, you do NOT
need to change the extentions in the .shader file to .jpg (quake engine
will still read the texture even though it is a .jpg) as long as the alpha
layer wasn't used (not used in this skin; tank_commander uses it for it's
reflective jacket for example). click on menu, click on save as, change file
type to ''all'' and save as ''german_goosh.shader''. NOTE: the shader
could be named ''fudge_fudge1.shader'' for all the engine cares; it also
does NOT have to have the ''side'' it's on listed.
creating the final .pk3 file for your custom skin

close anything you have open in pakscape. click on the ''new project''
icon (upper left looks like a white piece of paper). click on the green
pakscape icon found on the left/directory window. click on the yellow
''new folder/directory'' icon. a new folder will show up on the right display
window, rename it ''models''. now click on the ''models'' folder seen in the
left directory window. click on the green pakscape icon again. a new
subfolder/directory will show up on the right display window. rename it
''player''.
click on the green pakscape icon found on the left/directory window.
click on the yellow ''new folder/directory'' icon. a new folder will show up
on the right display window, rename it ''scripts''.
click on the green pakscape icon found on the left/directory window.
click on the yellow ''new folder/directory'' icon. a new folder will show up
on the right display window, rename it ''textures''. now click on the
''textures'' folder seen in the left directory window. click on the green
pakscape icon again. a new subfolder/directory will show up on the right
display window. rename it ''goosh_skin''.
now you can place all your files into the new pk3. place the following:
all .tik files (including _fps.tik) into models/player
all .shader files into scripts
all image files into textures/goosh_skin
compiling/compressing/saving your custom pk3
click on the save icon (upper left). change the save as type to ''Quake 3
Pak (*.pk3). to safeguard your custom mod from being misread or read
out of order, type the letter z a few times and then give your player skin
pak3 an name. this can be any name you want, usually modders put
their names and then the mod name (ie. zzzz_PKM_676_skins.pk3). save
your pk3 to your mohaa main directory.
that's it. run mohaa. go to the multiplayer option screen, click on the skin
menu your player is on, view. if you have a second cpu or a LAN you can
get someone else on (after you send them the skin) , go ingame and
check out the skin from all sides (including your handview ie. _fps)

tips:
1. as mentioned ALWAYS double/tripple check your codes. this will save
you hours of editing.
2. for faces, online halloween/costume stores have the best sources for
custom textures. if you decide to do a self portrait skin or use a picture of
someone's face that you photographed, make sure the person is
standing still, has his/her eye's closed and mouth comfortably shut (look
at all the default face textures).
3. create a color grid texture by making 5 rows by 5 colums of different
colored dots on a see through image (.tga). use this on top of a texture
you're trying to line up with the model. go look at the skin in the
multiplayer screen to see where the dots line up with the ingame model.

4. the backs of shirts/torsos will be read correctly. no need to put text or
an image on backwards.
5. pull apart files now that you have pakscape (JUST DON'T SAVE
ANYTHING YOU CHANGE UNLESS YOU'RE SURE IT'S OK), it's how a
majority of us learned how to mod (combined with asking a ton of
questions and viewing millions of tuts)
troubleshooting:
1. can't see your skin on the multiplayer pull down skin menus ? double
check to make sure you asigned a ''side'' in the .tik file name.
2. white/gray ''patches'' on whole sections of the model when viewed ?
check first:
compare .tik file shader name to .shader file's entry title names (the first
names above each entries directory listing...ie. worker_pants)
compare the directory listing from the .shader to the texture
directory/subfolders. make sure your directory listing in the shader starts
with textures and includes any subfolders you created as well as the
correct spelling of your image file
double check spelling and placement of text characters (ie. "/")
sometimes, quake get's goofy and you find out by rebuilding the scripts
and rebuilding the pk3 is the only way to solve a problem.
you're going to spend hours sometimes editing and problem solving, no
way around it. we've all been there and are still there. 99% of the time it's
a simple mistake. your quake engine is no different from anyone elses.
enjoy
PKM
wholesale_phil@yahoo.com
.map.com
themoddingtheater.com


****included .zip skin tut file for download
Attached Files
File Type: zip skin_tut.zip (1.19 MB, 250 views)


Last edited by PKM_676; March 30th, 2006 at 08:04 AM.
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Old February 14th, 2008   #2
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Default Re: PKM basic skin tut (|M5| Devil Dog)

u got any for halo
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Old February 14th, 2008   #3
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Default Re: PKM basic skin tut (|M5| Devil Dog)

Quote:
Originally Posted by bang bang View Post
u got any for halo
Any guides? No. If you use WinRAR, you can find some textures and figure it out yourself.
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Old February 15th, 2008   #4
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Default Re: PKM basic skin tut (|M5| Devil Dog)

Quote:
Originally Posted by bang bang View Post
u got any for halo
sorry, i don't know the first thing about halo . unless you're referring to the halo skin ported for mohaa . if so, it's just the same process as shown above .

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Old January 20th, 2009   #5
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Default Re: PKM basic skin tut (|M5| Devil Dog)

tnx man for this prog
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Old July 18th, 2010   #6
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Default Re: PKM basic skin tut (|M5| Devil Dog)


the .tik file's name asigns which team and/or army the skin will be on.
VERY IMPORTANT: the first word in any custom skin's .tik file must always
be either 'american', 'allied', 'german' or 'axis'


In Breakthrough there are names like:

RA - xxx
UK - xxx
US - xxx
DE - xxx
IT - xxx
How r they made ? and what is the difference between them and the original ,and i am going to make the US africa soldiers through ur tut as a training..
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Old July 18th, 2010   #7
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Default Re: PKM basic skin tut (|M5| Devil Dog)

I have made a skin of egyptian soldiers during this time by editing the italian inf 1 textures ,but it stays just like the original one and here r the screenshots
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