lets say i have a skin picture like on this poast
http://www.gametoast.com/index.php?name ... pic&t=6551
what would i do with it?
skin help?
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cloneknight
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darthtrogsasea
RE: skin help?
mod tolls
make map
copy rep
hex it
bla bla
muge
make map
copy rep
hex it
bla bla
muge
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cloneknight
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RE: skin help?
ok....il try it ty
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cloneknight
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RE: skin help?
sorry still dont get it...
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t551
- General

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RE: skin help?
Wait, no hex editing is required to put in a new skin...
Search the forums for info on how to make a new side ( or read the jedi creation doc ), and it should be pretty clear.
Search the forums for info on how to make a new side ( or read the jedi creation doc ), and it should be pretty clear.
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crazytieguy
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RE: skin help?
Make a new map. Copy the rep side from C/BF2_Modtools/Assets/sides. Look in the C/BF2_Modtools/data_***/Sides/rep/msh folder. Delete the skin for, say, the Clone Commander from your map's msh folder (NOT from the Assets folder). Paste the skin into the MSH folder, and give it the same name as the clone commander's skin had. (This is VERY important.) Munge Rep. The new skin will work.
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t551
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RE: skin help?
Well, that is a very inefficient way to go about doing it, since you will have made your map unnecessarily about 60mb larger than it should be. You don't need to load the entire republic side to reskin a republic troop.
Step 2 in the Jedi Creation Doc explains the creation of a new side. Follow that until you have this set up.
Sides/
Common/
JDI (or whatever you want)/
effects/
msh/
munged/
odf/
req/
JDI.req
Let's go with crazytie's assumption that you are modifying a clone commander. You would copy the .odf from the republic assets into your odf folder, any meshes and textures into your msh folder, and it's req into your req folder. Then, you would put the name of the soldier's .req file into your .req file like so:
ucft
{
REQN
{
"class"
"rep_inf_clone_commander (or whatever the heck its name is)"
}
}
After that, open up the .tga files, reskin him, or copy a new texture with the same name over, and munge your world with "EVERYTHING" set in the little drop-down box. After that first time, you just have to munge "JDI".
Step 2 in the Jedi Creation Doc explains the creation of a new side. Follow that until you have this set up.
Sides/
Common/
JDI (or whatever you want)/
effects/
msh/
munged/
odf/
req/
JDI.req
Let's go with crazytie's assumption that you are modifying a clone commander. You would copy the .odf from the republic assets into your odf folder, any meshes and textures into your msh folder, and it's req into your req folder. Then, you would put the name of the soldier's .req file into your .req file like so:
ucft
{
REQN
{
"class"
"rep_inf_clone_commander (or whatever the heck its name is)"
}
}
After that, open up the .tga files, reskin him, or copy a new texture with the same name over, and munge your world with "EVERYTHING" set in the little drop-down box. After that first time, you just have to munge "JDI".
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The_Emperor
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Many questions are answered in the documentation that comes with the modtools, and other answers/tutorials are found in The BF2 Modding FAQ / "Everything you need" thread
It can be very helpfull and will answer many questions.
Your question is answered here
It can be very helpfull and will answer many questions.
Your question is answered here
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cloneknight
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