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How to Change Your Stock Skin Sides: For Dummies

Posted: Sat Jul 30, 2011 12:51 pm
by MrCrayon
Intro: Ok, so I have been using this technique for a while, and I would like to share it with Gametoast because I don't want to freeload the site.


How to Change Your Stock Skin Sides: For Dummies

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Step 1:

Download this:
http://www.gametoast.com/forums/viewtop ... 64&t=12561

This contains the dead units pack and for this demonstration, we shall use the clones. Why? Because its easy, that's why.

Once you have downloaded redline's files, send them straight to your newly created map folder's world file
(if you don't know how, here is a picture process at the bottom)
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Step 2:
Okay, so now you have the files, go into the msh folder and select the file that has our clone trooper's skin. It is called rep_inf_ep3trooper.tga

You will then proceed to open the file using GIMP/Photoshop/etc./etc.

Once you have that ready and open, you may draw whatever you please
Now save as, and if it is gimp and the program asks if you want to save it with an RLE compression and Origin at Bottom Left, un-check both options and then save.
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Step 3:
open zero editor and proceed to add redline's deadklon_1 (doesn't matter which one actually, as long as it is the edited version unit) and you are done! Save the world, and munge, and then play! Huzzah! Your clone troopers (not the dead ones) have magically changed! You may now play as a non-stock, flashy, new , custom clone trooper



If you don't know how to make a good skin, go here:
http://www.gametoast.com/forums/viewtop ... 27&t=20565

If you don't know anything at all, go here and enjoy:
forums/viewtopic.php?f=27&t=13806
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Notes

-This only changes the skins of clones that have the same msh that calls for the same tga file
-this is really fast and simple, but properly changing skins creates more variety and better results
-sorry for the poor writing
-Hope the tutorial helps!
-This changes the skins for your side, not just your object that is obviously dead and a prop
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Re: How to Hex Edit: For Dummies

Posted: Sat Jul 30, 2011 1:22 pm
by Cerfon Rournes
So, this Is a, "How do change skins and then put them In ZE tut? :? Also, there Is no Hex-editing involved here, I don't get It. :?

Re: How to Hex Edit: For Dummies

Posted: Sat Jul 30, 2011 1:56 pm
by MrCrayon
Its not truly hex editing, its more like getting the skins in game via alternative means. There is not actual hex editing involved. Its just a little trick that worked for me. This method basically changes the skins for your sides too. Not just the objects. As long as they have the same msh that calls for the same tga file.

EDIT: I fixed the title for you!

Re: How to Change Your Stock Skin Sides: For Dummies

Posted: Sat Jul 30, 2011 2:29 pm
by Maveritchell
I think what you're trying to do is good, but I think that if you're going to write a tutorial, you should be wary of writing them like this (I mean the content, not the format). What you have is a set of steps that will give a result, but no explanation of the result. "Change this and then X! Hooray!"

The reason why you get the result you do is (I assume) because the props you're using also use the standard "rep_inf_ep3trooper" texture that normal clones use. All you're doing now is playing with the LUA loading order. The stock sides are loaded first in the .lua file (they're loaded up at the sides setup in ScriptInit), and then the world is loaded later on. The stock sides read the original rep_inf_ep3trooper.tga while your world then reads the "new" rep_inf_ep3trooper.tga. Since the game can't store two versions of the same thing at one time, it uses the one it most recently read - the second one; the one loaded with the world.lvl.

The short answer is that you could do this by loading any .lvl file that directly reads a new version of a texture. Simply create a .req file, have it directly load in a .tga file (with the texture parameter), and then add it into your script. Example:

Code: Select all

ucft
{

	REQN
	{
		"texture"
		"rep_inf_ep3trooper"
	}

}
Call that file "REP_trooper_replace.req"
Drop it into your worlds folder (because any .req file in the worlds folder will be munged).
Run VisualMunge
Add to your script (anywhere after the sides are loaded):

Code: Select all

ReadDataFile("dc:MODID\\REP_trooper_replace.lvl")
You now have the same result, it's more efficient, and most importantly - you know why you're doing what you're doing.