PenguinGeneral Posted February 26, 2008 Share Posted February 26, 2008 hey, quick question: is there a way so that the way the Ghost skin is set up is like it from GRAW1? Like instead of swatches of camo, you would skin the actual soldier file (textures\ghost_team\diffuse\diffuse_set0\atlas.dds)? i just dont like the way it was set up GRAW2 im not new to skinning btw thanks PG Quote Link to comment Share on other sites More sharing options...
Brettzies Posted February 26, 2008 Share Posted February 26, 2008 hey, quick question: is there a way so that the way the Ghost skin is set up is like it from GRAW1? Like instead of swatches of camo, you would skin the actual soldier file (textures\ghost_team\diffuse\diffuse_set0\atlas.dds)? i just dont like the way it was set up GRAW2 im not new to skinning btw thanks PG Yes. You have to edit the materials file. Something like this: <!--<material name="camo_new_mex_sf" src="skinned_bump_camo" unique="true">--> <material name="camo_new_mex_sf" src="skinned_bump" unique="true"> <diffuse_texture file="new_ghost_sf_df"/> <bump_normal_texture file="new_ghost_sf_bm"/> <clip_plane value="0 0 -1 15000"/> <!--<self_illumination_texture file="mex_sf_camo_xy_df"/> <variable name="base_color" type="vector3" value="0.95 0.81 0.65"/> --> </material> I commented out the lines that use the tinting and camo swatch, and added the line for the base texture. That's just one example. The ghosts are setup the same way. Also, the gear is the same way. There's a lot of extra stuff in the materials file that is unused, so have fun disecting it all. Quote Link to comment Share on other sites More sharing options...
PenguinGeneral Posted February 27, 2008 Author Share Posted February 27, 2008 thanks man works like a charm Quote Link to comment Share on other sites More sharing options...
PenguinGeneral Posted February 27, 2008 Author Share Posted February 27, 2008 ok i edited the materials.xml located in "objects\beings\ghost_team\" i have gotten most of it to work, however i can not get the helmet and pouches/clip holders to change. I tried to edit the ACU_materials.xml file as well, but it crashes if i change this: <material name="gearcamo_new_gear_common" src="bump_camo_tint_instanced"> to this: <material name="gearcamo_new_gear_common" src="skinned_bump"> am i not supposed to edit that? It seems its the only other file that would affect the Ghosts skin. i know the pouches are used by multiple models, so is there another materials file im missing? thanks again Quote Link to comment Share on other sites More sharing options...
Brettzies Posted February 27, 2008 Share Posted February 27, 2008 i can't exactly remember. For the helmets I did this, I think: <!--<material name="camo_new_mex_sf_head" src="skinned_bump_camo" unique="true" > <!-- for clothed helmet --> <material name="camo_new_mex_sf_head" src="skinned_bump" unique="true" > <diffuse_texture file="usmc_new_head_df"/> <bump_normal_texture file="usmc_new_head_bm"/> <!--<variable name="base_color" type="vector3" value="0.95 0.81 0.65"/> <self_illumination_texture file="mex_sf_camo_xy_df"/>--> <clip_plane value="0 0 -1 15000"/> </material> <!--<material name="camo_new_mex_sf_head_noskin" src="bump_camo" unique="true" > <!-- for clothed helmet --> <material name="camo_new_mex_sf_head_noskin" src="bump" unique="true" > <diffuse_texture file="usmc_new_head_df"/> <bump_normal_texture file="usmc_new_head_bm"/> <!--<variable name="base_color" type="vector3" value="0.95 0.81 0.65"/> <self_illumination_texture file="mex_sf_camo_xy_df"/>--> <clip_plane value="0 0 -1 15000"/> </material> For the gear, I just made another camo swatch and locked it to the material, kind of like this: <material name="gearcamo_new_gear_common_skin" src="skinned_bump_camo_tint" unique="true" > <variable name="base_color" type="vector3" value="0.82 0.78 0.625"/> <diffuse_texture file="new_gear_common_df"/> <bump_normal_texture file="new_gear_common_bm"/> <self_illumination_texture file="camo_us_acu_brown_xy_df"/> <clip_plane value="0 0 -1 15000"/> </material> camo_us_acu_brown_xy_df --- that's the camo swatch I made for the usmc. That makes it the default swatch so, when you load a saved game, it will pick the right one. You can over-ride it in the template files, but those always get lost on reloads, so better to lock it down if you are going for a specific look. Before you do any of that, try changing src="skinned_bump" to just bump in your example, ie src="bump" that could be causing the crash. All that new stuff mixed in with some unused stuff makes it very confusing to decipher these xmls. Quote Link to comment Share on other sites More sharing options...
PenguinGeneral Posted February 28, 2008 Author Share Posted February 28, 2008 ok ive got the helmets to work, the gear is still messed up tho. I didn't fully understand what u did can u just say 'replace this line of code with this code' and 'create this file here'? cuz u lost me at "For the gear...." ur the best Brettzies Quote Link to comment Share on other sites More sharing options...
Brettzies Posted February 28, 2008 Share Posted February 28, 2008 ok ive got the helmets to work, the gear is still messed up tho. I didn't fully understand what u did can u just say 'replace this line of code with this code' and 'create this file here'? cuz u lost me at "For the gear...." ur the best Brettzies What do you mean by "the gear is still messed up?" It crashes? It displays the wrong texture? Quote Link to comment Share on other sites More sharing options...
PenguinGeneral Posted February 28, 2008 Author Share Posted February 28, 2008 wrong texture , it dose it like it would normally would (camo swatch overlayed) Quote Link to comment Share on other sites More sharing options...
Brettzies Posted February 28, 2008 Share Posted February 28, 2008 (edited) You should post the lines you're trying to edit. From <material...... all the way to </material> Edited February 28, 2008 by Brettzies Quote Link to comment Share on other sites More sharing options...
PenguinGeneral Posted February 28, 2008 Author Share Posted February 28, 2008 the entire file..... ok this is in objects\beings\ghost_team\materials.xml <?xml version="1.0" encoding="ISO-8859-1" ?> <materials> <material name="skinned_shadow_caster" render_template="skinned_shadow_caster_only"/> <!-- ACU Camo--> <material name="camo_newghost" src="skinned_bump" unique="true" > <variable name="base_color" type="vector3" value="0.545098 0.509804 0.466667"/> <diffuse_texture file="camo_newghost_df"/> <bump_normal_texture file="newghost_bm"/> <variable name="base_color" type="vector3" value="0.95 0.81 0.65"/> <clip_plane value="0 0 -1 15000"/> <!-- NOTE. Raise this to increase the draw distance, however beware that props are removed at 150 m --> </material> <material name="camo_ghost_gear" src="bump" unique="true" > <variable name="base_color" type="vector3" value="0.545098 0.509804 0.466667"/> <diffuse_texture file="camo_ghost_gear_df"/> <bump_normal_texture file="ghost_gear_bm"/> <variable name="base_color" type="vector3" value="0.95 0.81 0.65"/> <clip_plane value="0 0 -1 15000"/> </material> <material name="camo_ghost_forearm" src="skinned_bump" unique="true" > <variable name="base_color" type="vector3" value="0.545098 0.509804 0.466667"/> <diffuse_texture file="camo_ghost_forearm_df"/> <bump_normal_texture file="ghost_forearm_bm"/> <variable name="base_color" type="vector3" value="0.95 0.81 0.65"/> <clip_plane value="0 0 -1 15000"/> </material> <material name="camo_ghost_helmet" src="bump" unique="true" > <variable name="base_color" type="vector3" value="0.545098 0.509804 0.466667"/> <diffuse_texture file="camo_ghost_helmet_df"/> <bump_normal_texture file="ghost_helmet_bm"/> <variable name="base_color" type="vector3" value="0.95 0.81 0.65"/> <clip_plane value="0 0 -1 15000"/> </material> <material name="newghost_cube" src="skinned_bump_opacity"> <diffuse_texture file="camo_newghost_df"/> <bump_normal_texture file="newghost_bm"/> <opacity_texture file="newghost_op"/> <clip_plane value="0 0 -1 15000"/> </material> <material name="ghost_glove" src="skinned_bump"> <diffuse_texture file="glove_df"/> <bump_normal_texture file="glove_bm"/> <clip_plane value="0 0 -1 15000"/> </material> <material name="friendly_icon" render_template="crosscom_marker"> <diffuse_texture file="xcom_friendly_icon"/> </material> <material name="crosscom_monocle" src="bump"> <diffuse_texture file="crosscom_monocle_df"/> <bump_normal_texture file="crosscom_monocle_bm"/> <clip_plane value="0 0 -1 15000"/> </material> <material name="crosscom_glass" src="diffuse_cube_opacity"> <diffuse_texture file="crosscom_monocle_df"/> <opacity_texture file="newghost_op"/> <clip_plane value="0 0 -1 15000"/> </material> <material name="cloth" render_template="cloth"> <diffuse_texture file="ghillie_df"/> </material> <material name="cloth_skinned" render_template="skinned_diffuse_alpha_masked"> <diffuse_texture file="ghillie_df"/> </material> <!-- heads --> <material name="kirkland" src="skinned_bump"> <diffuse_texture file="kirkland_df"/> <bump_normal_texture file="kirkland_bm"/> <clip_plane value="0 0 -1 15000"/> </material> <material name="brown" src="skinned_bump"> <diffuse_texture file="brown_df"/> <bump_normal_texture file="brown_bm"/> <clip_plane value="0 0 -1 15000"/> </material> <material name="beasley" src="skinned_bump"> <diffuse_texture file="beasley_df"/> <bump_normal_texture file="beasley_bm"/> <clip_plane value="0 0 -1 15000"/> </material> <material name="allen" src="skinned_bump"> <diffuse_texture file="allen_df"/> <bump_normal_texture file="allen_bm"/> <clip_plane value="0 0 -1 15000"/> </material> <material name="hume_paint" src="skinned_bump"> <diffuse_texture file="hume_paint_df"/> <bump_normal_texture file="allen_bm"/> <clip_plane value="0 0 -1 15000"/> </material> <material name="jenkins" src="skinned_bump"> <diffuse_texture file="jenkins_df"/> <bump_normal_texture file="jenkins_bm"/> <clip_plane value="0 0 -1 15000"/> </material> <!-- new_helmet--> <material name="newhelmet" src="skinned_bump"> <diffuse_texture file="helmet_mod1_df"/> <bump_normal_texture file="helmet_mod1_bm"/> <clip_plane value="0 0 -1 15000"/> </material> <material name="camo_newhelmet" src="bump" unique="true" > <variable name="base_color" type="vector3" value="0.545098 0.509804 0.466667"/> <diffuse_texture file="helmet_mod1_df"/> <bump_normal_texture file="helmet_mod1_bm"/> <variable name="base_color" type="vector3" value="0.95 0.81 0.65"/> <clip_plane value="0 0 -1 15000"/> </material> <material name="newhelmet_crosscom" src="diffuse_cube_opacity"> <diffuse_texture file="helmet_mod1_df"/> <opacity_texture file="newghost_op"/> <clip_plane value="0 0 -1 15000"/> </material> <!-- gear --> <material name="gearcamo_new_gear_common" src="bump" unique="true" > <variable name="base_color" type="vector3" value="0.545098 0.509804 0.466667"/> <diffuse_texture file="new_gear_common_df"/> <bump_normal_texture file="new_gear_common_bm"/> <variable name="base_color" type="vector3" value="0.95 0.81 0.65"/> <clip_plane value="0 0 -1 15000"/> </material> <material name="gearcamo_ghost_gear" src="bump" unique="true" > <variable name="base_color" type="vector3" value="0.545098 0.509804 0.466667"/> <diffuse_texture file="camo_ghost_gear_df"/> <bump_normal_texture file="ghost_gear_bm"/> <variable name="base_color" type="vector3" value="0.95 0.81 0.65"/> <clip_plane value="0 0 -1 15000"/> </material> <!-- straps --> <material name="gearcamo_back_mitchell" src="bump" unique="true" > <variable name="base_color" type="vector3" value="0.545098 0.509804 0.466667"/> <diffuse_texture file="camo_newghost_df"/> <bump_normal_texture file="newghost_bm"/> <variable name="base_color" type="vector3" value="0.95 0.81 0.65"/> <clip_plane value="0 0 -1 15000"/> </material> <material name="gearcamo_back_others" src="bump" unique="true" > <variable name="base_color" type="vector3" value="0.545098 0.509804 0.466667"/> <diffuse_texture file="camo_ghost_gear_df"/> <bump_normal_texture file="newghost_bm"/> <variable name="base_color" type="vector3" value="0.95 0.81 0.65"/> <clip_plane value="0 0 -1 15000"/> </material> </materials> and this is in this is in objects\beings\ghost_team\ACU_materials.xml <?xml version="1.0" encoding="ISO-8859-1" ?> <materials> <material name="skinned_shadow_caster" render_template="skinned_shadow_caster_only"/> <!-- ACU Camo--> <material name="camo_newghost" src="skinned_bump_camo_tint"> <variable name="base_color" type="vector3" value="0.545098 0.509804 0.466667"/> <diffuse_texture file="camo_newghost_df"/> <bump_normal_texture file="newghost_bm"/> <self_illumination_texture file="camo_ACU_test_xy_df"/> </material> <material name="camo_ghost_gear" src="bump"> <variable name="base_color" type="vector3" value="0.545098 0.509804 0.466667"/> <diffuse_texture file="camo_ghost_gear_df"/> <bump_normal_texture file="ghost_gear_bm"/> <self_illumination_texture file="camo_ACU_test_xy_df"/> </material> <material name="camo_ghost_forearm" src="skinned_bump_camo_tint"> <variable name="base_color" type="vector3" value="0.545098 0.509804 0.466667"/> <diffuse_texture file="camo_ghost_forearm_df"/> <bump_normal_texture file="ghost_forearm_bm"/> <variable name="base_color" type="vector3" value="0.95 0.81 0.65"/> </material> <material name="camo_ghost_helmet" src="skinned_bump"> <variable name="base_color" type="vector3" value="0.545098 0.509804 0.466667"/> <diffuse_texture file="camo_ghost_helmet_df"/> <bump_normal_texture file="ghost_helmet_bm"/> <variable name="base_color" type="vector3" value="0.95 0.81 0.65"/> </material> <material name="newghost_cube" src="skinned_bump_opacity"> <diffuse_texture file="camo_newghost_df"/> <bump_normal_texture file="newghost_bm"/> <opacity_texture file="newghost_op"/> </material> <material name="ghost_glove" src="skinned_bump"> <diffuse_texture file="glove_df"/> <bump_normal_texture file="glove_bm"/> </material> <material name="friendly_icon" render_template="crosscom_marker"> <diffuse_texture file="xcom_friendly_icon"/> </material> <material name="crosscom_monocle" src="bump"> <diffuse_texture file="crosscom_monocle_df"/> <bump_normal_texture file="crosscom_monocle_bm"/> </material> <material name="crosscom_glass" src="diffuse_cube_opacity"> <diffuse_texture file="crosscom_monocle_df"/> <opacity_texture file="newghost_op"/> </material> <!-- heads --> <material name="kirkland" src="skinned_bump"> <diffuse_texture file="kirkland_df"/> <bump_normal_texture file="kirkland_bm"/> </material> <material name="brown" src="skinned_bump"> <diffuse_texture file="brown_df"/> <bump_normal_texture file="brown_bm"/> </material> <material name="beasley" src="skinned_bump"> <diffuse_texture file="beasley_df"/> <bump_normal_texture file="beasley_bm"/> </material> <material name="allen" src="skinned_bump"> <diffuse_texture file="allen_df"/> <bump_normal_texture file="allen_bm"/> </material> <material name="jenkins" src="skinned_bump"> <diffuse_texture file="jenkins_df"/> <bump_normal_texture file="jenkins_bm"/> </material> <!-- new_helmet--> <material name="newhelmet" src="skinned_bump"> <diffuse_texture file="helmet_mod1_df"/> <bump_normal_texture file="helmet_mod1_bm"/> </material> <material name="camo_newhelmet" src="skinned_bump"> <variable name="base_color" type="vector3" value="0.545098 0.509804 0.466667"/> <diffuse_texture file="helmet_mod1_df"/> <bump_normal_texture file="helmet_mod1_bm"/> <variable name="base_color" type="vector3" value="0.95 0.81 0.65"/> </material> <material name="newhelmet_crosscom" src="diffuse_cube_opacity"> <diffuse_texture file="helmet_mod1_df"/> <opacity_texture file="newghost_op"/> </material> <!-- gear --> <material name="gearcamo_new_gear_common" src="bump_camo_tint_instanced"> <variable name="base_color" type="vector3" value="0.82 0.78 0.625"/> <diffuse_texture file="new_gear_common_df"/> <bump_normal_texture file="new_gear_common_bm"/> <self_illumination_texture file="camo_us_acu_brown_xy_df"/> <clip_plane value="0 0 -1 15000"/> </material> <material name="gearcamo_ghost_gear" src="bump_camo_tint_instanced"> <variable name="base_color" type="vector3" value="0.545098 0.509804 0.466667"/> <diffuse_texture file="camo_ghost_gear_df"/> <bump_normal_texture file="ghost_gear_bm"/> <self_illumination_texture file="camo_us_acu_brown_xy_df"/> <clip_plane value="0 0 -1 15000"/> </material> <!-- straps --> <material name="gearcamo_back_mitchell" src="bump_camo_tint_instanced"> <variable name="base_color" type="vector3" value="0.545098 0.509804 0.466667"/> <diffuse_texture file="camo_newghost_df"/> <bump_normal_texture file="newghost_bm"/> <self_illumination_texture file="camo_ACU_test_xy_df"/> </material> <material name="gearcamo_back_others" src="bump_camo_tint_instanced"> <variable name="base_color" type="vector3" value="0.545098 0.509804 0.466667"/> <diffuse_texture file="camo_ghost_gear_df"/> <bump_normal_texture file="newghost_bm"/> <self_illumination_texture file="camo_ACU_test_xy_df"/> </material> </materials> thats the only 2 i edited im probly missing something obvious Quote Link to comment Share on other sites More sharing options...
Brettzies Posted February 28, 2008 Share Posted February 28, 2008 <!-- gear --> <material name="gearcamo_new_gear_common" src="bump_camo_tint_instanced"> <variable name="base_color" type="vector3" value="0.82 0.78 0.625"/> <diffuse_texture file="new_gear_common_df"/> <bump_normal_texture file="new_gear_common_bm"/> <self_illumination_texture file="camo_us_acu_brown_xy_df"/> <clip_plane value="0 0 -1 15000"/> </material> <material name="gearcamo_ghost_gear" src="bump_camo_tint_instanced"> <variable name="base_color" type="vector3" value="0.545098 0.509804 0.466667"/> <diffuse_texture file="camo_ghost_gear_df"/> <bump_normal_texture file="ghost_gear_bm"/> <self_illumination_texture file="camo_us_acu_brown_xy_df"/> <clip_plane value="0 0 -1 15000"/> </material> Well, if you're starting from the unmodded ghost_templates, it probably overides until you take those camo and gear lines out of the ghost_templates file, or make them the same as these entries. Try saving your game, then reload it and see if the color changes. Quote Link to comment Share on other sites More sharing options...
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