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  1. #1

    Default Creating a new skin using GIMP

    Tools you need

    Gimp (free download): http://gimp-win.sourceforge.net/stable.html
    Gimp DDS plugin: http://nifelheim.dyndns.org/~cocidius/dds/
    Vercingetorix's PAK Extractor: http://www.twcenter.net/downloads/db/?mod=43

    Setting up

    To use the unpacker, follow the instructions in the readme. After extracting, go to data/packs/DATA/MODELS_UNIT and copy or cut the folder named TEXTURES to data/models_unit

    To install the dds plugin, extract the files that are in the plugin's zip (excluding the readme) to C:/Program Files/GIMP-2.0/lib/gimp/2.0/plug-ins

    Editing

    Go to data/models_unit/TEXTURES. Now decide what model you want to base your skin on. Most models have several skins, for several factions. It doesn't matter which you open. I'd suggest opening the one which looks the closest to the skin you wish to make (Don't open the ones that end with GLOSS though). For my example, I'll use UNIT_BARB_INFANTRY_SLAVE.TGA.DDS

    After opening it, click CTRL + L to open the Layers dialog. Delete all the layers except the first one by clicking on each and clicking the trash can icon.

    Now edit the image any way you wish. Don't add new layers though. Click "save as" (CTRL + Shift + S). Change the name of the file to UNIT_BARB_INFANTRY_TEST.TGA.DDS and click ok.

    A dialog will open. In the first rolldown list, labled "Compression", choose DXT5. Check "Generate mipmaps". Make sure "Swap red and alpha" is not checked. Click ok, and exit GIMP.

    Putting the unit ingame

    For this part, you'll need to edit descr_model_battle.txt and export_descr_unit.txt, both in the Data folder. As a general rule, when editing a text file, make a back up copy first.

    First of all, open descr_model_battle.txt and copy paste the following text.

    Code:
    type				barb_infantry_test
    skeleton			fs_spearman
    indiv_range			40
    texture				gauls, data/models_unit/textures/unit_barb_infantry_test.tga
    model_flexi			data/models_unit/unit_barb_infantry_high.cas, 8
    model_flexi			data/models_unit/unit_barb_infantry_med.cas, 15
    model_flexi			data/models_unit/unit_barb_infantry_low.cas, 30
    model_flexi			data/models_unit/unit_barb_infantry_lowest.cas, max
    model_sprite		gauls, 60.0, data/sprites/slave_barb_infantry_sprite.spr
    model_tri			400, 0.5f, 0.5f, 0.5f
    I don't believe it matters much where exactly you put it, but I'll suggest putting it in the barbarians section.

    Now open export_descr_unit.txt and copy paste the following text.

    Code:
    type             barb infantry test
    dictionary       barb_infantry_gaul
    category         infantry
    class            light
    voice_type       Light_1
    soldier          barb_infantry_test, 60, 0, 1.2
    attributes       sea_faring, hide_improved_forest, warcry
    formation        1.2, 1.2, 2.4, 2.4, 5, square
    stat_health      1, 0
    stat_pri         7, 4, no, 0, 0, melee, simple, piercing, spear, 25 ,0.73
    stat_pri_attr    light_spear, spear_bonus_4
    stat_sec         0, 0, no, 0, 0, no, no, no, none, 25 ,1
    stat_sec_attr    no
    stat_pri_armour  3, 2, 5, leather
    stat_sec_armour  0, 0, flesh
    stat_heat        3
    stat_ground      2, -2, 3, 2
    stat_mental      4, impetuous, untrained
    stat_charge_dist 40
    stat_fire_delay  0
    stat_food        60, 300
    stat_cost        1, 420, 200, 50, 70, 420
    ownership        gauls
    I'd suggest pasting it right after the comments, to make it easier to edit it in the future.

    You can change the exact parameters. To know what each does, look at the comments at the top of the file.

    That's it, your new unit will be selectable for the Gauls in Custom Battle.

    If you notice mistakes in my tutorial, inform me inside this thread.

    EDIT: Oops, silly mistake. Fixed.

    EDIT 2/12: Edited for clarification.

    EDIT 3/28: Edited for a working GIMP download site.
    Last edited by tFighterPilot; March 28, 2006 at 03:13 PM.

  2. #2

    Default

    Um, I extracted the files for the dds plug in to the plug-ins folder but it won't open the dds.exe. I was wondering if I could use a dds converter or if I should just use this plug in and need to fix it.

  3. #3

    Default

    WTF!? Now I can't open RTW...I double click the icon, it goes to the loading screen with all the copyrights and stuff, and then just exits...

  4. #4

    Default

    Used 'show_err' command ?

  5. #5

    Default

    show_err command? I do not know of such a thing...you have to realize, this is the beginning of my skinning and "reprogramming" if you will, so I really don't know much on how to work the programs or keep control over RTW

  6. #6

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    Also, for all of my unit models, the file is .cas, not sure if this makes it easier to solve or not, but thats what they are.

  7. #7
    Lusted's Avatar Look to the stars
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    You cannot open model files with GIMP. You need 3ds max 7 for that. GIMP can only eidt the skins.
    Creator of:
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    Terrae Expugnandae Gold Open Beta for RTW 1.5
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    Awarded the Rank of Divus for oustanding work during my times as Administrator.

  8. #8

    Default

    In the walkthrough when its talking about editing the skins it says to go into data/model_units and this is for GIMP. Also, any tips or solutions for getting RTW to work again? Anyone?

  9. #9

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    If you look closer, you'll see that I said to copy the textures folder from there. No, you can't edit models with GIMP, but since there are so many models already, there's hardly any need to make new ones, and a lot of things can be done simply with a skin.

    Quote Originally Posted by Tedious Tyrant
    Um, I extracted the files for the dds plug in to the plug-ins folder but it won't open the dds.exe. I was wondering if I could use a dds converter or if I should just use this plug in and need to fix it.
    You don't need to open it. It just lets you open and save as dds in GIMP.

  10. #10

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    Ohhhh, I see now. Thanks for clearing that one up. Now the big problem is fixing RTW. Is there a way to find out what the problem its having is?

  11. #11
    Lusted's Avatar Look to the stars
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    Default

    Right click on the rome tw shortcut and go to properties. At the end of the target line add -show_err so it looks sometihng like this:

    "C:\Program Files\Activision\Rome - Total War\RomeTW.exe" -show_err
    Creator of:
    Lands to Conquer Gold for Medieval II: Kingdoms
    Terrae Expugnandae Gold Open Beta for RTW 1.5
    Proud ex-Moderator and ex-Administrator of TWC from Jan 06 to June 07
    Awarded the Rank of Opifex for outstanding contributions to the TW mod community.
    Awarded the Rank of Divus for oustanding work during my times as Administrator.

  12. #12

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    Is the unit_barb_infantry_slave a BI unit? cause when i look through the different skins i just have like unit_barb_infantry_70, 100, 200, 300, 400, high, low, lowest, and med. I just figured I'd start with the same model as you so I could just use the same text in the walkthrough. All these models are .cas btw so I need to know how to change them and when I got into data/model_units/TEXTURES I don't have any actual units in there, its just like environment stuff.

  13. #13
    {nF}remix's Avatar Wii will change gaming
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    Default

    Sticky this!

    I used to use gimp to make some skins, until i uh...bought photoshop.

    Great tutorial , GIMP is a really good tool, especially with Photoshop add on

  14. #14
    Lusted's Avatar Look to the stars
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    In RTW there are no skins in the models_unit\textures folder, they are all in pak files. You need to unpakc them before editing them. All the bi models are in the bi\data\models_unit folder.
    Creator of:
    Lands to Conquer Gold for Medieval II: Kingdoms
    Terrae Expugnandae Gold Open Beta for RTW 1.5
    Proud ex-Moderator and ex-Administrator of TWC from Jan 06 to June 07
    Awarded the Rank of Opifex for outstanding contributions to the TW mod community.
    Awarded the Rank of Divus for oustanding work during my times as Administrator.

  15. #15

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    Lusted, how does show_err command work? I put it in the properties like you told me, but nothing was different (and i did click apply) so...what do I do?
    I know you had the unpacking in the tutorial, I did all that. Is that what I open in GIMP? If so then I think something is wrong because i went into data/pak/model_units/textures and there was nothing in there, at least that I could open.

  16. #16

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    And if you notice, I mentioned the unpacking in the tutorial.

    Also, the tutorial was for the normal TW, not BI. I don't even have BI.

  17. #17
    Lusted's Avatar Look to the stars
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    Run RTW, when it crashes it should give you an error message. -show_err displays error messages most of the time when RTw crashes, instead of it crashing without a message.
    Creator of:
    Lands to Conquer Gold for Medieval II: Kingdoms
    Terrae Expugnandae Gold Open Beta for RTW 1.5
    Proud ex-Moderator and ex-Administrator of TWC from Jan 06 to June 07
    Awarded the Rank of Opifex for outstanding contributions to the TW mod community.
    Awarded the Rank of Divus for oustanding work during my times as Administrator.

  18. #18

    Default

    Theres nothing I can open for GIMP in data/model_units/textures, data/model_units, or data/paks/model_units/textures
    Nothing Lusted, I run RTW, it closes and there is no error message. Should I have a space between the quotation mark and the dash? Could this be happening due to my model files being .cas or do you not know?

  19. #19
    Lusted's Avatar Look to the stars
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    Yes. Have you installed GIMP properly?
    Creator of:
    Lands to Conquer Gold for Medieval II: Kingdoms
    Terrae Expugnandae Gold Open Beta for RTW 1.5
    Proud ex-Moderator and ex-Administrator of TWC from Jan 06 to June 07
    Awarded the Rank of Opifex for outstanding contributions to the TW mod community.
    Awarded the Rank of Divus for oustanding work during my times as Administrator.

  20. #20

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    I think so. I mean I have it set up and it works properly and I have a desktop icon. I let it make a gimp folder and thats where I put the dds plug in, so I assume its as it should be.

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