Introduction:
This tutorial is intended for individuals who already
make fakk2 skins.
You can enjoy the paint effects you create on all the
skin parts, run all the skins in-game, and make adjustments to the sunglasses
alpha settings, and bootlight effects if desired.
Have custom painted Armpads, Shoulderpads, and Kneepads
for each skin.
With this tutorial, you're actually making separate game models, that
cannot conflict with other skin makers skins, or the original 5 julie skins.
Preparation: (General file extraction and
skin making review)
A: Extract the SIX ftx skin files
from the pak0.pk3 file to your empty
“my documents” folder.
models/players/newjulie/julie1_skin1.ftx
// julie pants/boots/blades
models/players/newjulie/julie2_skin1.ftx
// julie shirt/body/pouches
models/players/newjulie/julie3_skin1.ftx
// julie head/glasses
models/players/newjulie/julie4.ftx
// julie metal armpad blades holder
models/players/newjulie/julie5.ftx
// julie metal shoulderpad blades holder
models/players/newjulie/julie6.ftx
// julie metal kneepad blades holder
B: Extract the “julie.tik” file from the
pak0.pk3 file.
models/julie.tik
C: Extract the “julie_base.tik” file from
the pak0.pk3 file.
models/julie_base.tik
D: Extract the “beau.shader” file from the
pak0.pk3 file also.
scripts/beau.shader
E: Convert the skins ftx files to tga with
“ftxconvert”
F: Now paint the 6 tga files to your liking.
(saving as 24 bit will not harm or prevent alpha adjustments
in the sunglasses)
G: Convert the painted tga files back into
ftx with “tgaconvert”
(Discard the tga files and converters, they are no
longer needed.)
MODEL MAKING INSTRUCTIONS:
(always substitute COOLNAME with the name of your
new skin)
1: Rename your 6 repainted fakk ftx skins in
the following manner:
from julie1_skin1.ftx
to julie1_COOLNAME.ftx
from julie2_skin1.ftx
to julie2_COOLNAME.ftx
from julie3_skin1.ftx
to julie3_COOLNAME.ftx
from julie4.ftx
to COOLNAME4.ftx
from julie5.ftx
to COOLNAME5.ftx
from julie6.ftx
to COOLNAME6.ftx
2: Edit the Julie.tik file for your new skin:
TIKI
$include models/julie_base_COOLNAME.tik //
for painted armpad,shoulder,kneepad
setup
{
surface skin1 shader julie1_COOLNAME.tga
surface skin2 shader julie2_COOLNAME.tga
surface skin3 shader julie3_COOLNAME.tga
surface holster shader julie1_COOLNAME.tga
surface holster_item shader julie2_COOLNAME.tga
surface pouch shader julie2_COOLNAME.tga
surface bun shader julie3_COOLNAME.tga
surface bootlights shader COOLNAMEbootlights
// for painted bootlights
surface glasses shader COOLNAMEglasses
// for painted glasses
surface armpad_spikes shader COOLNAMEspikes
// for painted spikes
surface kneepad_spikes shader COOLNAMEspikes
// for painted spikes
surface shoulderpad_spikes shader COOLNAMEspikes
// for painted spikes
}
4: Save the new julie.tik file.
5: Rename the julie.tik file to julie_COOLNAME.tik
6: Edit the extracted beau.shader file to create a
custom shader file for your skin:
DELETE EVERY LINE in the beau.shader file:
PASTE in the lines below, and substitute COOLNAME
with your skin name.
(in addition, you can adjust the alphaGen constant for
shades, and the rgbGen wave sin for the bootlights if desired in here)
COOLNAMEspikes
{
nomipmaps
cull none
{
map models/players/newjulie/julie1_COOLNAME.tga
rgbGen lightingDiffuse
}
{
map textures/metals/envmap_glasses_nomipmap.tga
blendFunc GL_DST_COLOR
GL_ONE
tcGen environment
}
}
COOLNAMEglasses
{
nomipmaps
cull none
{
map models/players/newjulie/julie3_COOLNAME.tga
blendFunc GL_SRC_ALPHA
GL_ONE_MINUS_SRC_ALPHA
rgbGen lightingDiffuse
alphaGen constant 0.9000000
}
{
map textures/metals/envmap_glasses_nomipmap.tga
blendFunc GL_ONE GL_ONE
tcGen environment
}
}
COOLNAMEbootlights
{
nomipmaps
{
map models/players/newjulie/julie1_COOLNAME.tga
rgbGen lightingDiffuse
}
{
map models/players/newjulie/julie1_COOLNAME.tga
blendFunc GL_ONE GL_ONE
rgbGen wave sin 0.5
0.5 1.0 0.25
}
}
COOLNAMEshoulder
{
nomipmaps
cull none
{
map models/players/newjulie/COOLNAME5.tga
rgbGen lightingDiffuse
}
{
map textures/metals/envmap_glasses_nomipmap.tga
blendFunc GL_DST_COLOR
GL_ONE
tcGen environment
}
}
COOLNAMEarmpad
{
nomipmaps
cull none
{
map models/players/newjulie/COOLNAME4.tga
rgbGen lightingDiffuse
}
{
map textures/metals/envmap_glasses_nomipmap.tga
blendFunc GL_DST_COLOR
GL_ONE
tcGen environment
}
}
COOLNAMEkneepad
{
nomipmaps
cull none
{
map models/players/newjulie/COOLNAME6.tga
rgbGen lightingDiffuse
}
{
map textures/metals/envmap_glasses_nomipmap.tga
blendFunc GL_DST_COLOR
GL_ONE
tcGen environment
}
}
7: Save the beau.shader file with the same name.
8: Rename the beau.shader file to COOLNAME.shader
9: Edit the julie_base.tik
(substitute COOLNAME where shown with your skin name)
setup
{
scale 1.0
path models/players/newjulie
skelmodel julie_base.skb
radius 20
surface armpad shader COOLNAMEarmpad
surface kneepad shader COOLNAMEkneepad
surface shoulderpad shader COOLNAMEshoulder
surface all flags nomipmaps
}
10: Save the julie_base.tik file
11: Rename the julie_base file to "julie_base_COOLNAME.tik"
12: Zip the entire package with the same paths(folders) they are currently in.
13: Rename the zip file to “zCOOLNAME.pk3”
14: Move the pk3 file into your FAKK2/FAKK folder.
You now have an addon pak that will run 6 skins in your
fakk2 game.
(repeat the above steps to create a 7th, 8th, 9th, etc
custom Julie model skin.)
15: Switch the models at anytime with the console command:
script $player model julie_COOLNAME.tik
changeoutfit 5 (to
view your armorpads, blades, and shades)
(Grab and modify “players.cfg” to make model switching
faster)
For an example to use as a template, grab the Aquatarkus model "Meddle" or "CoCo"
Enjoy!