I've been reading about skinning here on the forums, but every solution I've seen so far seems to make the game replace the existing texture of a unit causing all classes that use that model to have the new texture instead of just a single one. I have my own way of getting around this that also uses minimal HD space to accomplish, but I don't want to "jump-the-gun" explaining it if it's already been done (ie I want to avoid sounding like an idiot
Regular blue trooper and my Green Shield Breaker. Same model different texture:
*Added:
Okay, I'm going to elaborate on what Schizo said below since some hex editing experience is required (and not everyone has worked with hex editors before)…
Step 1: Get the files you need and copy them into the “msh” folder of the side you are creating.
Step 2: Rename the files to something new. For the sake of avoiding errors later on, make sure the new name is EXACTLY the same number of characters as the old one. Example: all_inf_tantive4trooper.msh and all_inf_moddedt4trooper.msh both have 23 character names.
Step 3: Load up the “.msh” file in a hex editor (you should see something like the screen below). Now go through and find all instances of the ‘tga’ file name and change it to your new name. (You can change every other reference of the old name too, but I don’t think it’s necessary)
Step 4: If the model also has a low resolution geometry mesh (ending in “_low.msh”) repeat step three on it as well.
Step 5: After finishing with the ‘.msh’ files, load up the ‘odf’ file of the trooper you want to have the new skin (make sure this odf is in the same side as the msh files you modified). Add/Change the geometry names to your new geometry.
Step 6: Edit/Replace the ‘tga’ file you copied earlier with that of your new texture.
Step 7: Munge your side and try it out.
If you don't have a hex editor, do a search on the net. I'm sure you'll find a free one somewhere.
XVI32
HxD



