Reskin (Custom Skin) for NS2 Models

DarkATiDarkATi Revelation 22:17 Join Date: 2003-06-20 Member: 17532Members, Reinforced - Shadow
<div class="IPBDescription">How?</div>Hey everyone,

I would like to reskin a few ns2 models for a map that I am working on. Specifically, I want to take the Onos_scale model and reskin it to look like a rock sculpture. Does anyone know how to do this?

Cheers,
Cody

P.S. I have searched and poked around with the tools on launchpad, but I still don't know how to go about this, so I figured it would be easiest just to ask the community. Thanks in advance for your wonderful help!

Comments

  • UlmontUlmont Join Date: 2011-10-02 Member: 125211Members, NS2 Playtester, Squad Five Blue, Reinforced - Shadow, Subnautica Playtester, Retired Community Developer
    Textures are located in the models folder.

    Ex: natural selection 2\ns2\Models\marine\male\male_body.dds

    Ex:
    <img src="http://img401.imageshack.us/img401/1263/ns2flamermarine.png" border="0" class="linked-image" />

    The Onos isn't in-game yet, so its texture is in:

    C:\Program Files\Steam\steamapps\common\natural selection 2\ns2\models\system\editor

    To edit the textures, you must be able to edit .dds files (I personally use Adobe Photoshop CS4 with the .dds plugin). I think Gimp has a dds plugin, though I'm not sure.
  • DarkATiDarkATi Revelation 22:17 Join Date: 2003-06-20 Member: 17532Members, Reinforced - Shadow
    Perfect! This is exactly the info I needed. Thank you so much. I will let you know how it goes!

    Cheers,
    Cody
  • fsfodfsfod uk Join Date: 2004-04-09 Member: 27810Members, NS2 Developer, Constellation, NS2 Playtester, Squad Five Blue, Squad Five Silver, Squad Five Gold, Subnautica Playtester, NS2 Community Developer, Pistachionauts
    If you want it as a separate model and not worry about overwriting existing files you could copy the model file and hex edit the .material path at the end of the file to your own material file that points to your own custom textures
  • DarkATiDarkATi Revelation 22:17 Join Date: 2003-06-20 Member: 17532Members, Reinforced - Shadow
    edited October 2011
    <!--quoteo(post=1878033:date=Oct 4 2011, 10:38 AM:name=fsfod)--><div class='quotetop'>QUOTE (fsfod @ Oct 4 2011, 10:38 AM) <a href="index.php?act=findpost&pid=1878033"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->If you want it as a separate model and not worry about overwriting existing files you could copy the model file and hex edit the .material path at the end of the file to your own material file that points to your own custom textures<!--QuoteEnd--></div><!--QuoteEEnd-->

    The problem I am running into is that the texture file is "hardcoded" into the .model file. I have tried using a Hex editor to change the path to my new texture file, but the viewer gives me the following error:

    <!--c1--><div class='codetop'>CODE</div><div class='codemain'><!--ec1-->Invalid format for resource 'c:/program files/steam/steamapps/common/natural selection 2/ns2/models/ns2_temple/tpl_onos.model'
    Couldn't open file ''<!--c2--></div><!--ec2-->

    Even though, this is a 100% valid path, and all other resources seem to point to valid paths as well.

    My .material file looks like this:

    <!--c1--><div class='codetop'>CODE</div><div class='codemain'><!--ec1--><material>
        <maps>
            <map type="texture" value="models/ns2_temple/tpl_onos.dds" />
        </maps>
    </material><!--c2--></div><!--ec2-->

    I have created the directory "ns2_temple" under "models", and I have renamed all the files as such:

    tpl_onos.model
    tpl_onos.material
    tpl_onos.dds

    I opened the .dds file in Photoshop and everything seemed to work fine.

    When I load up my model in the viewer I see the Onos model, but it is completely without any texture, old or new.

    Thoughts?

    Cheers,
    Cody
  • UlmontUlmont Join Date: 2011-10-02 Member: 125211Members, NS2 Playtester, Squad Five Blue, Reinforced - Shadow, Subnautica Playtester, Retired Community Developer
    edited October 2011
    Did you change the material reference in the model file (line 7600)?

    EDIT:

    Just tried that myself, and it doesn't work. It is, however, a problem with the model file, and not the material file (checked skins I didn't change, like emissive, and they also don't show up on the viewer). Continuing to troubleshoot.

    EDIT 2:

    I seem to recall there being a plugin that allows you to open .model files in 3ds Max. You could, in theory, change the textures by opening the model, overwriting the textures in Max, then save the model with the replaced textures.
  • DarkATiDarkATi Revelation 22:17 Join Date: 2003-06-20 Member: 17532Members, Reinforced - Shadow
    edited October 2011
    <!--quoteo(post=1878066:date=Oct 4 2011, 02:33 PM:name=Ulmont)--><div class='quotetop'>QUOTE (Ulmont @ Oct 4 2011, 02:33 PM) <a href="index.php?act=findpost&pid=1878066"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Did you change the material reference in the model file (line 7600)?

    EDIT:

    Just tried that myself, and it doesn't work. It is, however, a problem with the model file, and not the material file (checked skins I didn't change, like emissive, and they also don't show up on the viewer). Continuing to troubleshoot.

    EDIT 2:

    I seem to recall there being a plugin that allows you to open .model files in 3ds Max. You could, in theory, change the textures by opening the model, overwriting the textures in Max, then save the model with the replaced textures.<!--QuoteEnd--></div><!--QuoteEEnd-->

    I don't have 3ds Max, though. Any free programs that can do this?

    <b>P.S. I have found a program called "Blender" (http://www.blender.org/download/get-blender/) but I am at home on my laptop, away from Steam and NS2. I'll give it a try later and let you know how it works.</b>

    Cheers,
    Cody
  • DarkATiDarkATi Revelation 22:17 Join Date: 2003-06-20 Member: 17532Members, Reinforced - Shadow
    Nothing I have tried is working. I forgot that you have to decompile the .model before you can modify it. (Or, I am assuming that is true.)

    Any other thoughts?

    Cheers,
    Cody
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