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Tutorials -> AVP2 Skinning Tutorial
RaptorRed's
Skinning Tutorial Using Winrez |
TABLE OF CONTENTS
1. Required Programs
2. Setting Up A Project
3. Exporting Files From The Game And Skin Layout
4. Creating The Skin
5. Importing Files Back Into The Game And Compression/Transparency
6. Creating A Rez File
7. Running Your Skin In-Game
1. Required Programs
There are a number of
programs you need to be able to skin. |
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Paint Program (Photoshop, Paint Shop Pro, GIMP, etc.. You must find your own, GIMP is the only free one that I know of). Must support PCX and TGA. |
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Get and
install all these programs, the avp2 toolkit will usually default install
into your avp2 folder, and it will create a folder called Tools in there. That is
where you will find Dedit. |
2. Setting Up A Project
Run Dedit.
Go to File/ New Project
Where it says Project0, change that to whatever name you want, helps if
its the name of or descriptive of the skin. |


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You will get an error about not being able to find class nodule object.dll
but ignore it and press ok.
Do NOT create a new world. |
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There will now be a new folder created in your
C:\Program Files\Fox\Aliens vs. Predator 2\Tools
directory, in this case, called TutorialSkin
Go into it, then into the folder called Textures so that you are in
C:\Program Files\Fox\Aliens vs. Predator 2\Tools\TutorialSkin\Textures |

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3. Exporting Files From The Game And Skin Layout
Now run WinRez.
Go File/Open/ and find AVP2.rez in
C:\Program Files\Fox\Aliens vs. Predator 2\
For a basic skin, go to Skins/Characters/
then choose the species you want, for this tutorial I will get the
standard predator.
The standard predator has 4 NPC or 3rd person texture files
predator_arms.DTX
predator_head.DTX
predator_legs.DTX
predator_torso.DTX
Select the files you want, and drag and drop them to the textures folder
shown in the last step. If you get an error or WinRez
won't let you drag and drop, then sometimes unzipping the DLL
in the programs section to the WinRez
folder fixes the problem, though it also depends on the version of WinRez. |


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There are 2 "parts" to a skin, first is the
NPC
(non player character) which is the character from 3rd person
The 2nd part is the
HUD
or heads up display. Basically what you see when you are that character,
in first person. Hands and weapons.
The
HUD
textures are stored in WinRez
under
Skins/Weapons/ then the species, so for standard predator its
Skins/Weapons/Predator
pLeftHand_Pred.DTX
pRightHand_Pred.DTX |
NPC
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HUD
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Now go
back to Dedit, and reopen your project so it refreshes, it should have a
quick link to it in the recent files section.
Go to the textures tab, and in the top box, click on Textures once and the
4 DTX files should show up in the 2nd box down. |

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Highlight
them all, right click and choose Export as
TGA. It asks if you want to
save as PCX, hit yes, though it will save as TGA anyways. Now there are 4
TGA files in your textures folder. You can now open these in your paint
program. |


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4. Creating The Skin
While I have had many
people ask me how to actually draw the skin, I cannot answer this. This
part of skinning is art. You must use your own creativity and knowledge
for this. Search information on your paint program and how to make
textures online. This part of skinning just takes practice to get good at. A good place to start learning is :
Good-Tutorials |
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With most of the textures,
its trial and error, or recognization but ill put some basic markers for
the predator textures. These are the NPC
textures
Top
Left
predator_arms.DTX
Top
Right
predator_head.DTX
Bottom Left
predator_legs.DTX
Bottom Right
predator_torso.DTX
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Arms
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Head |
Legs |
Torso |
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These are the 2 standard predator HUD
textures.
Left
pLeftHand_pred_pv.DTX
Right
pRightHand_pred_pv.DTX
Aliens have 3 HUD
textures each, except for predalien which only has 2.
There are only 2 human HUD hand textures in all,
mHands_White_pv.DTX and
mHands_Black_pv.DTX
For multiplayer, all humans
use the first one except Jones who uses the black hands. |
Left
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Right
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Once
you finish colouring/textureing these files to your liking, save them as pcx
files. I save them as
pcx because I get an error when attempting to re-import as tga. Save the
files to the same textures folder.
Make sure they have the same
name as when they were tga
files, for example
pLeftHand_pred_pv.tga,
save it as pLeftHand_pred_pv.pcx |
5. Importing files Back Into Dedit And Compression/Transparency
Now go back to Dedit.
In the 2nd box, right click and choose Import
PCX.
It will ask if you want to write over the
existing, hit yes for each texture.
Now, most likely, you will see 2 of each texture in that box, just reopen
the project again as shown in the picture on
the far right.
Then click where it says textures in the the top box to have them show up
in the 2nd. |
 
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Now for a very important
part. If you do not follow
this next step, you will have a skin that sometimes goes invisible
in the game.
Highlight all the textures in the 2nd box, right click and choose texture
properties.
Under the compression
area, it will most likely be set to 32-bit.
You will want to switch this to the 8X
compression as shown here.
Then just hit ok, it might take a minute to compress but you will know
when its done. Now you can close Dedit
and
WinRez. |

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Transparency only seems to work for certain textures/species for some reason but.. here is what you do.
Firstly, when you saved your texture files before as either PCX or TGA, you will want the textures with transparencies to have an alpha layer or mask and to save it as a 32-bit TGA file.
Now, in DEdit, go into the Texture Properties for the textures using transparency, and set compression to DXT5 (4X compression), Groups to 4, Number of Minimaps to 4, Non-S3TC Minimap Offset to 1, UI Minimap Offset to 1 and on the right, under Texture Format, check the box for Use 4444 In 16-bit Mode. Now the texture should show up with transparencies. |
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6. Creating A Rez File
Ok for much of this part, you have to
learn the file paths in AVP2.Rez. Its always
handy to either write the paths down when you start, or have a second WinRez
running with AVP2.Rez open in it. Each DTX
file you have edited will now have to go in the same path in a NEW
rez file.
In WinRez, go to File/
New/ Rez File.
Right click on the untitled, and insert
empty folder.
Click where it says New Folder and right
click, rename and call it Skins.
Right click again on Skins, and insert
empty folder.
Right click on the New Folder, and rename to Characters.
Right click again on Characters, and insert
empty folder.
Right click on the New Folder, and Predator. |

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You can create the folders in this way
for whichever you need, this is set up for any predator
NPC textures. If you want to add weapon or
HUD skins as well to this rez, after
you do that, right click on Skins again, insert
empty folders and rename until you
have Skins/Weapons/Predator. |

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Now click on the predator
folder under Characters, go to your textures
folder, and drag and drop the 4 NPC DTX
files in to the predator folder in WinRez. |


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Do the same with the 2
HUD DTX files but put them into the predator
folder under Weapons. |


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Now Save
As.
Save it to the folder
C:\Program Files\Fox\Aliens vs. Predator 2\Custom
Call the rez whatever you want, but
preferably the skin's name for future reference. And the smaller the name
the better, don't go off with a huge long name, that will just take up
room in the command line. |
7. Running Your Skin In-Game
You are now ready to test
your skin in the game. Now most people by now SHOULD know how to
use a skin, there are some out there who don't. I get asked this quite a
bit still. So here it is.... |
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First thing you do is to get the name
of your rez. If you called saved it as, for example, TutorialSkin.Rez,
thats what you need to know for the command line.
When you put the AVP2 cd in or run the game
if it's already in, the splash screen comes
up. Don't hurry off and hit play yet.
Go to Options. |

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First check off always
specify these command-line parameters.
In the command line you type -rez Custom/skinname.rez
So in this case, its -rez
Custom/tutorialskin.rez
Letter case does not matter here. |

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If you want to use multiple rez's at
the same time, all you do is add a space between
each one. There is a limit, but it's somewhere between 6 and 12, I
think it has to do with character amount in the line rather than with
actual amount of rez files. Then just hit ok,
and play and your skins will now be in game. |
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8. Contact Info
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