**NEW** EDIT (5/4/06): I'm on a new computer and have alot of installing to do (RTW, Corel, etc) before I continue to work on the tutorial. I have a few exams right now, so I'll probably not get to it until next weekend or so.
*******PLEASE NOTE: It's not finished (in fact, I just started)! I'm simply drafting it here. I'll be slowly adding chunks until it's done. When it is completed, I will bump the thread. Please feel free to PM me comments or questions as I continue!*******
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Krusoth's Mighty Super Skinning Tutorial for Awesome TWC People:sign_woot:
I. An Explanation of How Skinning Works:
Basically, the models you see in Rome: Total War are the product of two separate entities: the 3d model itself and a 2d skin. An analogy can be drawn from a painted vase; the shape of the vase is the 3d model and the paint is the 2d skin. In the game, certain parts of each skin are ‘wrapped’ around a 3d model to give it color. This tutorial will deal with editing skins and not the 3d model. "But... why not, Krusoth? Don't you love us?" you may ask. The answer to the first question is that I am a newb incapable of doing so . The answer to the second question is I love you all like a pig loves corn .
II. Required Tools:
1. Corel Photo-Paint (Corel Draw)
A. This will be your vehicle of art editing where your creative juices will flow. Who could've guessed?
B. Corel Photo-Paint is not the required image software for skinning; however, it is the program I use. Regardless, if you are new to skinning, this tutorial will aid you, and all steps unrelated to actual Corel Photo-Paint actions can be followed word for word. You simply will not be able to follow my tips for using Corel Photo-Paint.
2. PAK Extractor (by Vercingetorix. Click the title to download)
A. This program will convert bundled .PAK files of skins into individual .DDS files. Rejoice! Download it now. We will install it later.
3. DXTBmp (click the title to download)
A. This program will allow us to convert the .DDS files into .TGA files which are usable by Corel Photo-Paint. It will also give us the ability to easily preserve alpha channels, which will be discussed later. Download and install it now.
4. Notepad
A. Notepad will be required to edit certain text files to make the game load your specific skins.
5. A Clean Install of RTW
A. This is not necessarily required. However, if you do have mods installed that fiddle with units, skins, etc, it is unlikely you will be able to exactly follow the tutorial.
III. Unbundling RTW’s Skins:
In order to edit existing skins, they must be in a form usable by us. CA bundled the skins into .PAK files. We need to unbundle the .PAK files into usable, individual .DDS files. Vercingetorix’s PAK Extractor will do this for us.
1. Open Vercingetorix's PAK Extractor zip file.
2. Extract xpak.bat and xpak.exe to data/packs under your main RTW folder.
3. Run xpak.bat, sit back, and wait for it to finish (denoted by ‘Press any key to continue . . .’). This may take awhile.
4. Notice that under data/packs you now have a newly created branch of folders. We will be using the files located in data/packs/DATA/MODELS_UNIT/TEXTURES.
IV. Finding and Preparing a Skin for Editing:
Now that we have individual .DDS skins, we can browse through them using DXTBmp and select something we'd like to work with. We will also have to confirm that the .DDS skin we want to use is already assigned a model (as some skins included in vanilla RTW are not expressly linked to any particular model in the game and are best avoided for beginners). We will then save the .DDS skin as a .TGA for Corel Photo-Paint to use and the alpha channel (it will be explained later) of the image as a .bmp for later use.
1. Open DXTBmp.
2. Go under 'File' and select 'Browse for Images.'
A. This will allow us to breeze over and preview the available skins so we can select one we'd like to play with.
2. Browse your way to your RTW folder. Continue to data/packs/DATA/MODELS_UNIT/TEXTURES.
A. In the middle of the Image Browser, you will see a list of files. Some of the images are blank (we will discuss these later). Some of them contain things such as camels. Some contain images with seemingly random objects. Pick one that clearly contains the parts of a unit. Hit OK.
B. We must now check to see if the selected skin is currently assigned to any model in the game.
b. Go under 'File' and select 'Open.' Browse to your RTW directory. Continue to /data. Open descr_model_battle.txt.
c. Hit Ctrl-F to bring up the 'Find.' In the Find box, type a "good chunk" of the file name to see if it exists in the text file. Do not include the file type in the search (.tga.dds). Hit 'Find Next.'
As we can see, the skin I opened is actually used by the game and is assigned to models already. If this is not the case for the skin you opened up, head back to step 2A.
3. Return to DXTBmp. Go under 'File,' 'Save as,' and select 'Targa with Alpha.' Save the file with whatever name you please in a folder. I recommend placing it in under your RTW directory in data/packs/DATA/MODELS_UNIT/TEXTURES/MYCUSTOMSKINS.