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Applying created skins to multiply models

Posted: Sat Oct 14, 2006 6:57 pm
by osiris_113
I resently posted something about making rebels look like imp engineers...so, I reskined that to make some different classes of a team I made up. But I dont know how to make them look different. They all look like one guy.

I made a green, blue, red, orange, yellow and white version, but all of them are green. Does anyone know how to do that? I tried overridetexture, but it did not really work.

RE: Applying created skins to multiply models

Posted: Sat Oct 14, 2006 7:27 pm
by Hebes24
1. Copy and rename the msh file for the modified trooper.

2. Hex edit* the msh to call for the other texture.(look for where it mentions the texture file name for the soldier, and rename it to yours. :wink:) NOTE: the New texture name must be exactly the same number of characters as the old one! Otherwise, it will not work.

3. Edit the GeometryName line of the soldier's odf to call for the new msh.

4. Repeat steps 1-3 as needed for each new soldier.

5. Munge Common and the Side that you were modifying.

6. Play your map! :D

*To hex edit a msh file, you will need a hex editor, which reads msh and lvl files. You can download one free here.

For another, more specific tutorial, see This Topic

RE: Applying created skins to multiply models

Posted: Sun Oct 15, 2006 8:20 am
by Qdin
Are you COMPLETELY sure it gotta contain the same amount of characters as the old one in the .MSH* files...? isn't that 'only' in the .LVL* Files under Sides or something...? (I can't know for sure, because I've never hexed' the Sides - only the .MSH* files :wink: which usually works... pretty lucky if my 'new textures' have the same amount of characters :P)

RE: Applying created skins to multiply models

Posted: Sun Oct 15, 2006 10:26 am
by Hebes24
I don't know for sure, I guess it's just a safety measure. I thought I heard that somewhere.... :?

RE: Applying created skins to multiply models

Posted: Sun Oct 15, 2006 11:40 am
by osiris_113
Wait, Im a little confused. So, when I open imp_inf_gunner (msh) w/ the hex edit, its a bunch of freaky symbold with some file names once and a while and I change the tga. one to the one that I edited?

RE: Applying created skins to multiply models

Posted: Sun Oct 15, 2006 12:18 pm
by Hebes24
Did you download the hex editor From the link I gave you? if so, yes, that's what you need to do.

Posted: Sun Oct 15, 2006 4:58 pm
by Maveritchell
Easy, simple instructions to applying multiple skins to one model.

1 ) Make sure you have all the necessary files in your modded side - .msh, .tga, .tga.option, etc. (you've already done this in this case).

2 ) Copy and rename the .msh file.

For example, if you're modifying rep_inf_ep3trooper.msh, copy it and change its name to rep_inf_ep3copytrooper.msh.

3 ) Download a hex editor. Any one will do, and you'll know its working when you try to open up a .msh file and instead of seeing weird symbols in no apparent order, you'll see a grid with the numbers 1-9 and letters A-F, as well as random words.

4 ) Make sure you've got the original skin from the .msh. (In our example, the .msh is "rep_inf_ep3trooper.msh" and the skin is "rep_inf_ep3trooper.tga")

5 ) Take your modded skin, and rename it so that the name of the modded skin has the SAME number of letters as the original skin. (In the example, your original was rep_inf_ep3trooper.tga; your modded one might be rep_inf_ep3trocopy.tga)

6 ) This is the tricky part. Open up your COPY of the .msh file (In our example, "rep_inf_ep3copytrooper.msh") with the hex editor (I usually just set the hex editor as the default program to open .msh files). Use "Find" or Ctrl-F to find the name of the original skin. (In the example, type "rep_inf_ep3trooper.tga" into the find box)

7 )Once you've located where the file says the name of the original .tga, change it to the name of your modded .tga. Now you see why they had to be the same number of letters, right?

8 ) Then you're done. You can use the modded .msh the same way you'd use the original .msh - just set the line in the .odf so that it uses the modded .msh, and you're all ready to go!

Posted: Sun Oct 15, 2006 5:34 pm
by Qdin
Mave - that's the exact same Hebes wrote before :P

But I still haven't got it confirmed that the textures gotta have the same characters... :?

Posted: Sun Oct 15, 2006 7:34 pm
by Hebes24
It's actually a bit better than mine. :P But, basically the same tutorial.

Posted: Sun Oct 15, 2006 7:49 pm
by PvtParts
No the texture characters do not have to be the same amount as before. But, you cannont just put the '.' in to cover up for more/less. You have to change the numbers to 00. (I just today had an issue where my texture name was a different number of characters that the one called for by the msh, as a matter of fact Qdin it was the cmd droid. So I hex edited it. My texture came up a few characters short. So I figured I'd just throw some .... 's in to fill the needed space. Then, when I switched out of hex edit mode to make sure it worked, I got ...'s in the msh instead of the expected blank space. I realized that the hex editor only recognizes the ...'s if they are done by changing that characters value to 0, and not by entering them in as characters themselves.

So basically, no they dont have to be the same number of characters.