Jump to content

Omicron's Skinning Tutorial #1


Omicron

Recommended Posts

This tutorial I originally wrote for the tutorials section in my clan, but I decided to upload it here so others could benefit from it too. Original topic link:

http://thejawaclan.com/topic/34109-jawa-arts-omicrons-skinning-tutorial-1/

 

Skinning Tutorial #1 - Getting your first skin ingame

 

To start off, you are going to need some software before you can even think about start making a skin. Links will be provided at the bottom, so here are the essentials you'll need:

  • A graphics program of some sort, to make/edit your textures
  • A text editor, like notepad
  • Pakscape, to open and make pk3 files
  • Modview, to view your skin without having to load up JKA each time.
  • Patience, as sometimes, things just don't work out icon_razz.gif
So, first thing you'll need to do is make a folder somewhere on your computer called base, inside that make a folder called models, and inside, that make a folder called players. Now, go to your JKA base folder, located at:

C:\Program Files (x86)\LucasArts\Star Wars Jedi Knight Jedi Academy\GameData\base

And open up assets1.pk3 with Pakscape, you should see something like this:

Screenshot%202014-02-20%2009.11.56.png

Open the models folder in it, then players, and you should see this:

Screenshot%202014-02-20%2009.13.59.png

Copy the _humanoid folder into the "players" directory you made, along with the folder of the character you desire to reskin, for this example, I'll be doing the rebel_pilot.

Now, go to the rebel_pilot folder you just copied over, and open up model.glm with Modview, you should see this:

Screenshot%202014-02-20%2009.30.20.png

 

(Small note, if you get this error, then just press OK, and likewise for this error, just press No, unless you don't mind it popping up every time you refresh the textures.)

Some basic navigation tips in Modview:

  • Hold down left-click and moving your mouse rotates the model
  • Hold down right-click and moving your mouse forwards or backgrounds will zoom in and out of the model
  • Hold down alt + left-click and moving your mouse will move where the model is on the scene
Now open the model_default.skin with notepad, and you should see something like this:

hips,models/players/rebel_pilot/rebel_pilot_legs.tga

hips_torso,models/players/rebel_pilot/rebel_pilot_torso.tga

torso,models/players/rebel_pilot/rebel_pilot_torso.tga

torso_l_shoulder,models/players/rebel_pilot/rebel_pilot_torso.tga

torso_r_shoulder,models/players/rebel_pilot/rebel_pilot_torso.tga

torso_cap_head_off,models/players/stormtrooper/caps.tga

torso_cap_hips_off,models/players/stormtrooper/caps.tga

torso_cap_l_arm_off,models/players/stormtrooper/caps.tga

torso_cap_r_arm_off,models/players/stormtrooper/caps.tga

head,models/players/rebel_pilot/rebel_pilot_head.tga

head_teeth,models/players/rebel_pilot/teeth.tga

head_face,models/players/rebel_pilot/face.tga

head_helmet,models/players/rebel_pilot/helmet_chinstrap.tga

head_goggles,models/players/rebel_pilot/googles.tga

r_arm,models/players/rebel_pilot/rebel_pilot_torso.tga

r_arm_cap_r_hand_off,models/players/stormtrooper/caps.tga

r_arm_cap_torso_off,models/players/stormtrooper/caps.tga

r_hand,models/players/rebel_pilot/rebel_pilot_hand.tga

r_hand_inner_glove,models/players/rebel_pilot/rebel_pilot_hand.tga

l_arm,models/players/rebel_pilot/rebel_pilot_torso.tga

l_arm_cap_l_hand_off,models/players/stormtrooper/caps.tga

l_arm_cap_torso_off,models/players/stormtrooper/caps.tga

l_hand,models/players/rebel_pilot/rebel_pilot_hand.tga

l_hand_inner_glove,models/players/rebel_pilot/rebel_pilot_hand.tga

torso_frontpack,models/players/rebel_pilot/rebel_pilot_head.tga

hips_cap_l_leg_off,models/players/stormtrooper/caps.tga

hips_cap_torso_off,models/players/stormtrooper/caps.tga

hips_cap_r_leg_off,models/players/stormtrooper/caps.tga

l_leg,models/players/rebel_pilot/rebel_pilot_boots.tga

l_leg_cap_hips_off,models/players/stormtrooper/caps.tga

l_leg_boot_pipe8,models/players/rebel_pilot/rebel_pilot_legguard.jpg

l_leg_boot_pipe7,models/players/rebel_pilot/rebel_pilot_legguard.jpg

l_leg_boot_pipe6,models/players/rebel_pilot/rebel_pilot_legguard.jpg

l_leg_boot_pipe5,models/players/rebel_pilot/rebel_pilot_legguard.jpg

l_leg_boot_pipe4,models/players/rebel_pilot/rebel_pilot_legguard.jpg

l_leg_boot_pipe3,models/players/trandoshan/foot.tga

l_leg_boot_pipe2,models/players/rebel_pilot/rebel_pilot_legguard.jpg

l_leg_boot_pipe1,models/players/rebel_pilot/rebel_pilot_legguard.jpg

r_leg,models/players/rebel_pilot/rebel_pilot_boot_right.tga

r_leg_cap_hips_off,models/players/stormtrooper/caps.tga

This is basically showing you which textures go on which parts of the model, for now, we are interested in editing the torso, so you find the lines which reference the torso, and look at what texture they point to (this isn't necessary, as you can usually look at the textures and work out where they are on the model), and we find it's pointing to rebel_pilot_torso.tga. The image itself itself a .tga, but the .tga is most commonly used as the extension in the .skin files.

Now for the fun part, doing the skinning! Animation%2050.gif

Open up the rebel_pilot_torso texture with the image editing software of your choice, and you should see this. For a first skin, you'll most likely want to do something simple, like adding a few colours, changing the hue, adding a logo, etc. Once you have edited the texture, you'll need to save it, but a few notes when doing so:

  • When you save/export the texture, you'll need to turn progressive OFF if it's a jpg
  • If you don't know how to do that, then this should help
So, you have made your texture and it has replaced the rebel_pilot_torso texture, now to make Modview recognise the change. Go to the teskbar in Modview, and press the circled button marked as TEX:

Screenshot%202014-02-20%2009.57.36.png

If it works, then your textures will have refreshed, and it should see your edited texture on it!

Screenshot%202014-02-20%2010.04.57.png

Now to make it its own separate species to the rebel_pilot. Close Modview, and open up model_default.skin again, you'll notice that all the directory's say:

models/players/rebel_pilot/

but a few say:

models/players/stormtrooper/

Leave the stormtrooper ones alone, as they are the base caps (caps are the burn marks you see when your character gets chopped in half or something, just leave them as they are in the .skin file,) and change 'rebel_pilot' to whatever you want your skin's name to be. Do the same for model_red and model_blue, as they are team skins. Once you have done that, rename the rebel_pilot folder to the name you called your skin in the .skin files.

Now for the icons. You'll want your skin you be recognisable from the menu with your icons, so you could go for your own flashy design, or if you want the JKA icon style, I would highly recommend downloading these icon backgrounds done by Ruxith. Whatever you go for, the dimensions of them HAVE to be to the power of two on the x and y axis, most people go for 128x128 or 256x256 px. (The base icons are 128x128.) One thing which is vital, is that the icons have to match up with the skin files in their names. Eg, model_default.skin goes with icon_default.jpg, model_red goes with icon_red.jpg, etc.

 

Once you have done all that, open up Pakscape, go to File -> New, and you should see a blank window appear within Pakscape. Drag your models folder into it, and within Pakscape, go to your players folder (should still be in the models folder), delete the _humanoid folder and its contents. Now save your pk3, by going to File -> Save, and give it any name you like, except the name of one of the base assets (assets0-3), and change the file type to Quake 3 pak (pk3).

Now put your pk3 in your base folder, boot up JKA, and if everything has been done correctly, it should be in your menu, and work ingame.

If this has worked for you, then congratulations, you have successfully put your own custom skin into JKA!

 

Just a few notes:

  • All textures in the game (model textures, icons, gfx images, etc) all HAVE to be to the power of two on the x and y axis. (2, 4, 8...128, 256, 512, 1024, etc)
  • You don't actually need Pakscape to make pk3's, it's just a fairly common way to do it. A pk3 is just a renamed .zip file effectively, so you could when making you pk3, make a zip file, put your contents in it, then change the extension from .zip to .pk3.
  • Never modify the assets and put your own skins directly in them; make your own pk3s.
Links:

Paint.NET (free):

http://www.getpaint.net/

 

GIMP (free):

http://www.gimp.org/

 

Photoshop (costs £££, but has a 30 day trial):

Trial version:

https://creative.ado...ducts/photoshop

 

Pakscape:

http://jkhub.org/fil...le/89-pakscape/

 

Modview:

http://jkhub.org/fil...ile/90-modview/

Link to comment

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now
×
×
  • Create New...