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Skin tutorial + team skins and other stuff...

Skin tutorial + team skins and other stuff...

Postby Orion » 03 Apr 2013, 20:22

Part 1:

Skinning for the beginner.

For the basics:

You'll need 3 things:

1. Modview - To view your work
2. Pakscape - To pack/unpack the .pk3 files in Jedi Academy.
3. Either Gimp or Photoshop to do the actual "skinning"

http://jediknight3.filefront.com/file/;44127 - this has both modview and pakscape

If you do not have Photoshop then gimp is easily found and is free to download:

Here's a link to Gimp:
http://www.gimp.org/downloads/

Photoshop is better and a little easier to use but it isn't free.

Setting up Modview and Pakscape:
All that's needed is to download them from that link and then unzip them to your desktop.

Before we begin, there are some things that need to be prepped:

First, create a folder somewhere on your desktop and call it "base" if you already have a shortcut to the JKA base folder called "base then rename the folder pointing to the JKA base to something like "JKA base".

Once you create your base folder, open it and make another folder called "models" open the models folder and create one last folder and call it "players".

Open the "players" folder and then open or go into your Jedi Academy base folder. Now, open up assets1.pk3 in pakscape and go to models>players and then drag and drop the folder called _humanoid into your players folder that you created previously.

Now the fun begins...

For this tutorial we'll use the base Jedi model:

So, go back to where you got the _humanoid folder (Which is the bones and stuff needed to load the model in modview) and scroll down until you find a folder marked jedi.

Once you drag the jedi folder out into the players folder with the _humanoid folder, you may close pakscape.

As you grow in skill, you will be able to do a lot with making a custom skin, even down to custom textures and icons... But for now, we will focus on the very basic of things.

Which is recoloring.

We shall recolor his shirt, so open up the texture called "torso" in either gimp or photoshop.

Now, the only way I know to explain this is with photoshop... So, now that we have the torso opened in photoshop, we need to select what to color, so select the Lasso tool, and right click on it. Then select the polygonal lasso from the list there.

Now click on the opened torso file until you have the collar selected like so:
Image

Now to color it, you can make the textures any color you wish but I'm going to do a dark green shirt, to color it press ctrl (control) + the U key to bring up the Hue/Saturation window.

For dark green set Hue: 100 Saturation: 100 and Lightness: -40

Now do the same for all the rest of the shirt until it looks like this:
Image

The finer parts of any texture can be a little tricky to select with the lasso tool, but keep trying until you get all the parts selected and colored. Now that the shirt's colored go ahead and save it. control + S will suffice.

Now to set up and open Modview... The easiest way is to select the model.glm, right click and select open with. This opens a window asking to either browse the web or installed programs for a program to open this file. What you want to do is scroll down until you see modview, you may have to click on the left side and select desktop to bring up the stuff there.

Anyways, it will look something like this in modview:
Image

We're done with modview for now, so close that out.

Now, I'm sure you won't want a simple overwrite, so now we shall look at the file that tells modview and Jedi Academy what textures to write to where on the model.

This file is called the .skin file and is normally in the form of:
1. model_default
2. model_blue
3. model_red

The default refers to the base or normal version of a model and model_red and model_blue refer to the model's team support if any.

There's also files that go in other folders that allow for NPC and Bot support as well, but I'll get into those later on, I'll also cover team skins at a later date as well.

Anyways... Let us look at model_default.skin,

Open that up with notepad or wordpad if you prefer and it will look like this:

hipsa,models/players/jedi/legs.tga
hipsa_torso,models/players/jedi/torso.tga
l_lega,models/players/jedi/boots_hips.tga
l_lega_cap_hips_off,models/players/stormtrooper/caps.tga
r_lega,models/players/jedi/boots_hips.tga
r_lega_cap_hips_off,models/players/stormtrooper/caps.tga
hipsa_cap_r_leg_off,models/players/stormtrooper/caps.tga
hipsa_cap_l_leg_off,models/players/stormtrooper/caps.tga
hips_cap_torso_off,models/players/stormtrooper/caps.tga
torso,models/players/stormtrooper/caps.tga
torsoa,models/players/jedi/torso.tga
torsoa_l_shoulder,models/players/jedi/torso.tga
torsoa_r_shoulder,models/players/jedi/torso.tga
r_arma,models/players/jedi/torso.tga
r_handa,models/players/jedi/basic_hand.tga
r_handa_wrist,models/players/jedi/torso.tga
r_handa_cap_r_arm_off,models/players/stormtrooper/caps.tga
r_arma_cap_r_hand_off,models/players/stormtrooper/caps.tga
r_arma_cap_torso_off,models/players/stormtrooper/caps.tga
l_arma,models/players/jedi/torso.tga
l_handa,models/players/jedi/basic_hand.tga
l_handa_wrist,models/players/jedi/torso.tga
l_handa_cap_l_arm_off,models/players/stormtrooper/caps.tga
l_arma_cap_l_hand_off,models/players/stormtrooper/caps.tga
l_arma_cap_torso_off,models/players/stormtrooper/caps.tga
torsoa_cap_l_arm_off,models/players/stormtrooper/caps.tga
torsoa_cap_r_arm_off,models/players/stormtrooper/caps.tga
head,models/players/jedi/torso.tga
heada,models/players/jedi/head_01.tga
heada_face,models/players/jedi/face_01.tga
heada_eyes_mouth,models/players/jedi/mouth_eyes.tga
headb,*off
headb_face,*off
headb_eyes_mouth,*off
head_cap_torso_off,models/players/stormtrooper/caps.tga
torso_cap_head_off,models/players/stormtrooper/caps.tga
torso_cap_hips_off,models/players/stormtrooper/caps.tga


Leave the caps be and focus only on the skin stuff, which is all of this:

hipsa,models/players/jedi/legs.tga
hipsa_torso,models/players/jedi/torso.tga
l_lega,models/players/jedi/boots_hips.tga
r_lega,models/players/jedi/boots_hips.tga
torsoa,models/players/jedi/torso.tga
torsoa_l_shoulder,models/players/jedi/torso.tga
torsoa_r_shoulder,models/players/jedi/torso.tga
r_arma,models/players/jedi/torso.tga
r_handa,models/players/jedi/basic_hand.tga
r_handa_wrist,models/players/jedi/torso.tga
l_arma,models/players/jedi/torso.tga
l_handa,models/players/jedi/basic_hand.tga
l_handa_wrist,models/players/jedi/torso.tga
head,models/players/jedi/torso.tga
heada,models/players/jedi/head_01.tga
heada_face,models/players/jedi/face_01.tga
heada_eyes_mouth,models/players/jedi/mouth_eyes.tga
headb,*off
headb_face,*off
headb_eyes_mouth,*off


This is the stuff we want to edit... So it doesn't overwrite the base jedi, we'll call him... bob_jedi (Inyri please dun sue me :( ) Anyway... Change everything that says jedi to bob_jedi

Even the folder name.

Once you've gone through and done that, it's time to test it in modview and see how well it works.

If done correctly, it will look a lot like this:
Image

Which is what the previous picture.

The last thing needed is the icon... Icons will be explained in a future lesson. For now, edit the icon_default and add some text that says "bob jedi" or something that will distinguish it from the other base skins.

Now to pack it all up, for this:
1. open up pakscape
2. click the "New" icon or press control + n
3. click the folder icon called "new directory"
4. name the created folder "models"
5. open models and create a new folder here called players
6. open the players folder and drag & drop the bob_jedi folder here

Select it as a Quake 3 pak (pk3) in the save as type box and save it as Bob Jedi or something similar.

Test it in game, if it all works then congrats!

You now have a working knowledge of how to recolor an existing skin into a new skin. :) Well done!

Lesson 2 will be about team skins.
Image
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Orion
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