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|JEDI KNIGHT II: EDITING|
There are 2 problems I have seen people have:
1) Over-aggressive jpg compression. When you save your texture as a jpg, use standard compression.
2) Pk3 file has a long path in it. Make sure your pk3 file doesn’t have some extremely long file path in it - like “C:\Program Files\Lucas Arts\Star Wars JK II Jedi Outcast\GameData\base\models\lando”. This is the wrong way to zip up your pk3 file and exceeds Jedi Knight 2’s 64-character limit on path name length. When zipped up, the files in your pk3 should have a path that starts under the “base” directory (in this example: instead of that long path, it should just read “models\lando” if you zipped it up right. Make sure when you zip up your pk3 you have “Include subfolders” checked, not “Save full path info”.
You can get it to work, here's how (NOTE: when our tools come out sometime soon, use those instead):
Extract the _humanoid.gla and animation.cfg following the same instructions as above (extract into the GameData/base folder and the files should appear in the directory: GameData/base/models/players/_humanoid - remember to have “use folder names” checked when you extract).
Extract the models.shader file using the above instructions (extract into GameData/base. the file should appear in the dir: GameData/base/shaders).
Extract any models/players directories you want to view/modify (see above instructions). At this point, your directory structure should look something like this: GameData/base/models/players/_humanoid - this should have the _humanoid.gla and animation.cfg in it
GameData/base/shaders - this should have the models.shader in it
GameData/Base/models/players/lando (using the running example of this tutorial) - this should have the model.glm, model_default.skin and all the .jpgs and .tgas in that directory in it. Open ModView. Go to open a file and browse to the .glm file in the GameData/base/models/players directory of the model you want to view.
If you get some warnings about missing textures when you load the model, you may want to make note of them and go back into the pk3 file, find them, and extract them as well. Most of the time, it will be complaining about not finding the "caps" textures... you do not need these in order to view the model, so don't worry about them. Also note that the editor does not draw every stage of multi-stage shaders nor does it mask out parts of textures with alpha channels.
PS: for those of you looking for the SoF Skinning Contest download (that includes ModView), get it here http://www.activision.com/games/soldieroffortune/contest/SOF2skinmod.zip.
Using the “solo” skin example at the top of this document:
Copy the model_default_solo.skin you made and make 2 new .skin files: model_red_solo.skin and model_blue_solo.skin.
Then just make red and blue versions of the textures you want to tint, save them with whatever filename you like.
Then, edit the 2 new .skin files you made to point at those files (note: you don’t have to replace every texture in the .skin, just the ones you want to tint blue or red).
Then make a red and blue version of your icon_default_solo.jpg, naming them (again, in this case) icon_red_solo.jpg and icon_blue_solo.jpg.
That’s it! Now your new skin should be able to be used in team games.
It depends on two things. If the server is “pure”. “Pure” is a server setting that, when set, does not allow any players to use any files that the server does not have (this is to prevent cheating and maintain compatibility). If “pure” is not set on the server, you can use any files you want, regardless of whether the server also has those files.
If the server is pure, the only way you can use your new skin is if the server also has the pk3 file with your skin in it. If you bring down the console (press SHIFT+~) and type “fs_referencedList”, you will see all the pk3 files the server is using, including but not confined to the assets0.pk3 and assets1.pk3 that came with the retail game.
All that having been said, 99% of the servers running are going to be pure. If you find one that is not pure, you can use whatever files you want, but it may be less stable. So the best way to get your file to be usable in game is to have server admins get your pk3 and put it in their base folder for everyone to see and use (more on this in the next question).
Well, only people who actually have the skin you just made can see it. Also, if they have “force models” on, they will see every model and skin as the model and skin they are using. If they have “defer models” on, they only get updated models when they die or when the scoreboard comes up.
Now, they can get your model by either of two means:
By downloading it from a site like www.jediknighii.net www.jediknighii.net, www.massassi.net www.massassi.net or www.jediknight2files.com www.jediknight2files.com and putting it in their base dir…
They can download your pk3 directly from the server when they join it. This will happen automatically if the server has “Allow Downloads” on (look at the “g_allowDownloads” item on the server info for the server) and if the player joining the server has “Allow Downloads” enabled.
If you have 3D Studio MAX, we will be releasing a plug-in/exporter for MAX and our Ghoul2 compiler that should allow you to make custom .glm meshes (or modify ours) and apply them to our animation skeleton (the _humanoid.gla file).
To make new animations, you’d need a copy of SoftImage… we don’t expect that many people have access to that...Michael Chang Gummelt
Well, that’s it (for now), if you have any more skinning questions, stop by the mod forums are JediKnightII.net and/or Massassi.net or, if you’re totally stumped, e-mail me your question at firstname.lastname@example.org