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SP Skinning 101


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SP Skinning

Changing the skins for SP, within GRAW2, is relatively easy and only requires the unbundled “xml” folder to work on. This guide does assume that you know how to and have unbundled your GRAW Data.

To start with you need to make a folder called “lib” inside your Local/English folder. Inside your “lib” folder make another called “manager”. Inside the “manager” folder make a folder called “xml”.

Copy all the xml’s from within the unbundled lib/manager/xml folder into your “xml” folder. Note, delete all the xmb files within the xml folder but retain ALL the xml files. If you do not retain all the xml’s you will not see your skin choice in game. For mods such as Snowfellas or Brettzies you will need to copy any of their xml’s into your “xml” folder.

Using Notepad open up the ghost_templates.xml found in your Local/English/lib/manager/xml folder. Scrolling down you will see the “<!—camos” marker followed by 7 different camo styles.

To change a camo pattern, simply copy the camo pattern of your choice. For example, if you wanted the Coyote ACU copy the section;

<texture_switch material="camo" texture="self_illumination_texture" file="data/textures/atlas_characters/mul_camo_xy/camo_08/camo_coyote_xy_df"/>

<color_switch material="camo" color="base_color" value="0.820313 0.78125 0.625"/>

Scroll down to the section “<!-- XDEFINE KITS FOR ALL CAMPAIGN CHARACTERS -->” and paste your selection over each characters current camo pattern.

Here’s Mitchells with the section that needs replacing highlighted, for example

<xdefine name="mitchell()">

<!--Customization units-->

<unit name="teammate_mitchell"/>

<head_unit name="acu_ghost_head_mitchell"/>

<gear_unit name="acu_ghost_back_strap_mitchell"/>

<gear_unit name="acu_ghost_holster_01"/>

<gear_unit name="acu_ghost_hips_gear_01"/>

<gear_unit name="acu_ghost_torso_gear_01"/>

<texture_switch material="camo" texture="self_illumination_texture" file="data/textures/atlas_characters/mul_camo_xy/camo_08/camo_coyote_xy_df"/>

<color_switch material="camo" color="base_color" value="0.820313 0.78125 0.625"/>

<stats block="human_data">

@xp_values(10, 10, 8, 10, 8, 8, 13, 13)

<var name="soldier_type" value="0"/> <!--0. All 1.Rifleman, 2.Demo, 3.Sniper, 4.Support -->

<var name="cue_spotted" value="spot_mitchell"/>

<var name="has_explosive" value="1"/>

<var name="bomb_planting_time" value="3"/>

</stats>

<stats block="base_data">

<var name="localize_id" value="ghost_01"/>

<var name="public_name" value="MITCHELL"/>

</stats>

<bio local="bio_mitchell"/>

Once you have done this, save the ghost_templates.xml. When you next run GRAW2 in SP you should see your selection.

Further skinning adventures

Within the “mp_templates.xml” you will find a list of all 16 camo patterns within the game. So if you want some Flecktarn action it’s just a simple cut and paste away.

Another way of spicing up your camo’s is to try changing the value="x.x x.x x.x” sections from one camo for anothers. My current favourite is to use the Green ACU with the Coyote ACU’s values, comes out like this.

<texture_switch material="camo" texture="self_illumination_texture" file="data/textures/atlas_characters/mul_camo_xy/camo_06/camo_green_xy_df"/>

<color_switch material="camo" color="base_color" value="0.820313 0.78125 0.625"/>

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