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FPSC Classic Product Chat / need some skinning help.

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JAZZIST productions
16
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Joined: 8th Apr 2010
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Posted: 23rd Dec 2010 06:26
i have the dds plugin for GIMP as i used to mod halo and SWBF2 for pc doing simple reskins of the soliers and whatnot. but for the entity's skins in fpsc they have about 5 different skins for the same model, and they all look the same!!! could some one tell me which image will actually change the skin.

i'm getting files titled:

example_d
example_d2
example_n
example_s

is this only really used with dds. because with tga like in SWBF2 there is only one skin?

i'm sooooo confused.

I PLAY JAZZ!
i know, i'm a very problemed child...
old_School
16
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Posted: 23rd Dec 2010 06:31
Ill help ya add me to your yahoo mess
JAZZIST productions
16
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Joined: 8th Apr 2010
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Posted: 23rd Dec 2010 06:49
How is yahoo messenger relevant to skinning?


if you wish to answer, please do as it would be highly appreciated. but if you would like to have more people in your contact list on yahoo messenger, then well... i don't know... go to the 'Yahoo Messenger - Add Random People You Don't Know' forums(?)

Hopefully if such a place does exist you will find what you are looking for.

But thank you for the thought old_school.

-Eric

I PLAY JAZZ!
i know, i'm a very problemed child...
old_School
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Posted: 23rd Dec 2010 06:58 Edited at: 23rd Dec 2010 07:02
Well I was going to explain it over yahoo mess but I guess Ill just post here gees

How to:

;visualinfo
textured = wehrmacht_1_d2.tga

I just grabbed a random wwII char's FPE file. The FPE file for chars will tell which current texture they are using. The extras in there our basicly if you want a difference texture for the char. More less a suggestion.

To modify a texture, backup the orginal or course and use paint.net or photshop etc. Save it as a .dds file prefferably with a different texture file name. Then go into the chars script and edit that line to point to the new texture. Should work.
JAZZIST productions
16
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Joined: 8th Apr 2010
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Posted: 23rd Dec 2010 07:23
Thankyou again old_school.
it is good that i didn't have to take un-needed steps in getting a simple answer for a simple question like let's say... having to make a yahho account and then having to add someone, send a message and wait for a reply. that would just be silly

thankyou

I PLAY JAZZ!
i know, i'm a very problemed child...
old_School
16
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Posted: 23rd Dec 2010 07:27
No prob I tried to add u, I can add MSN peps on there too. Anyway I relooked at the script not 100% that will work but it should. It reffers to a .tga instead of a .dds I looked for the .tga and it showed nothiing. But a .dds was in mine with the correct texture, not sure why its set as a tga file. Weird.
Bejasc3D
17
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Joined: 17th Aug 2008
Location: Down Under
Posted: 23rd Dec 2010 07:49
example_d <---- THIS ONE
example_d2 <---- THIS ONE
example_n
example_s

Those two are what you edit for the actual image. Im not sure about D2, but if D1 doesn't work fully, D2 is needed to be changed also.
_n is for the normal map (pink/blue) that basically makes everything stand out.
_s is the specular map, which is the light reflected off of it and how shiny it it, with whiter areas being brighter

If you are re-texturing something that has all of these, for it to display correctly, you will want to re-do all of them

old_School
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Posted: 23rd Dec 2010 07:55
sounds like a pain thanks for sharing Titanium
Bejasc3D
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Posted: 23rd Dec 2010 07:57
It's actually quite fun, once you get the hang of it.
In my experience anyway ...

rolfy
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Posted: 23rd Dec 2010 23:39
Actually the _D texture is the diffuse which is a plain texture applied when shaders are used the _N, _S are the normal and specular maps as stated. The _D2 texture is applied when shaders are disabled and has shadow and specular highlights baked in for detail, if your not intending to use shaders on the character then you dont need to change the normal and spec maps. If you simply intend to use the same appearance of folds in clothing/pockets etc then again you wont need to change these in any way even if using shaders, it all depends on how drastically you want to change things.

Tga is recognised by FPSC and converted to dds thats why you find the fpe referencing the tga.
The fpe will refer to _D2 but if shader is applied then it uses the _D and looks for the relevant _N and _S in the same folder.
If you had searched the boards for an answer you would likely have found a lot of threads giving you all the information you need on this, its an often asked question.

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