With
the release of the Heretic II Enhancement
Pack, players may now add new skins
to the game. Creating new skins for Corvus
or Kiera is not especially complex if
you have the right tools and follow the
steps outlined in this tutorial. The most
difficult step is actually painting the
skins to fit the models and look the way
you want them to. For this you will need
a good paint program which can at a minimum
open .tga files, allow you to alter them
with paint tools, and save the results
as .pcx files. I use Adobe Photoshop,
and find its powerful cut, paste and color
manipulation tools especially useful.
1.
Preparing for the Skins
We
will do most of our work in the Heretic II\base\textures
directory. This is the best place to put our
files and tools, since the program for converting
our skins to the .m8 format used by Heretic
II places them here by default. After you become
an expert at skinning, you may develop other
preferences. But for now, the following files
should be placed in our working folder:
| qdata.exe
This
tool is the one you will
use to convert your skin
to the Heretic II format.
Copy this from the Heretic
II\toolkit\designer directory.
You did install the Heretic
II toolkit from your CD,
didn't you?
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| m82tga.exe
Download
it here.
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| skin1.qdt
This
is a simple text file you
can create with notepad
or your favorite ascii
text file editor. The following
line is all that is needed:
$load base\textures\skin.pcx
$mip skin 0 0 256 256
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| skin1.bat
Another
text file you can create,
with the line shown below.
Diehard DOS prompt users
may opt to simply type
this command in a DOS window
(make sure you're in our
working directory):
qdata skin1.qdt
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2.
The Skin Template
Before you make your skin, you will need a
template to start from. Choose a skin or two
that you like and copy the .m8 files from the
Heretic II\base\players directory to our working
directory.
Note
that each skin has a basic version with a name
like "Skin.m8", as well as a damaged version,
"SkinDmg.m8" and a menu picture, "Skin_i.m8".
Some also have plague versions. It is generally
best to start with the basic version. A
useful "blank" skin is Reflect.m8; if you're
an advanced paint program user, you can alter
the color balance to change the golden hue
to a flesh tone, and then paint your new design
elements over that.
For first-time skinners, it is easier to just
start with Corvus.m8 or Kiera.m8 and make a
few small changes before going completely wild.
Once you have the .m8 file(s) in our working
directory, just execute m82tga.exe. It creates
.tga files out of ALL .m8 files in the same
directory, so when you run it during a later
skinning session, make sure there are no .tga
files of the same name in there that you want
to keep, since it will overwrite them.
3.
Designing the Skins
Open the new .tga skin template in your paint
program. You will notice that the skin is chopped
up into patches and arranged rather tightly
into a 256x256-pixel square. These "patches"
are used in Heretic II by wrapping them around
the player model. Many patches (like the arm
or leg) are "mirrored" and used for both halves
or parts of the model that are symmetrical.
Most patches are easily identifiable body parts,
but some are more obscure. Below is an list
of some that need explanation. Refer to the
skins of Corvus and Kiera below.
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Corvus
(basic skin)
|
Kiera
(basic skin)
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A.
Armor piece over shoulder. The basic skin shows
the Silver Armor, while the damaged
skin shows the Gold Armor.
B.
Back of armor over torso. For Corvus,
this is one patch that is not mirrored,
like the front and back of his unarmored
torso..
C.
Front of armor over torso. Note that Kiera's
torso armor is one large wrap-around patch
that is mirrored.
D.
Corvus's right arm-guard. This patch is
added to the mirrored left arm. Kiera
does not have this.
E.
The Storm Bow. The damaged skin
shows the Phoenix Bow. These, and the
Hellstaff, should not be altered, so that
they match the models of the weapons awaiting
pickup on the map levels.
F.
The Bladestaff. The damaged skin
shows the version of the powered Bladestaff
(such as after a visit to a blade shrine).
G.
Side of Corvus' torso armor. The damaged
skin shows the Gold Armor.
H.
Top of the foot.
Note the white arrows drawn on the arms and
legs are reference lines indicating the front
edge of the leg and the outer edge of the arm.
Also note that Kiera's skin has a few more
patches that are harder to identify, such as
the underside of the back of her hair (located
under the face patch) the crotch (located at
the bottom, under the armpit patch) and inner
thigh (located near the upper right, above
the shoulder, next to the hellstaff).
4.
Processing the Skin
Once your skin is designed, you must save it
as a 256-color .pcx file. Choose a color palette
that uses similar colors to the exsisting skins.
If you use unusual colors, it may not appear
correctly in software rendering mode (you can
see this with my "Violet" skin). Save the basic
skin in our working folder as "Skin.pcx". It
is best to leave the damaged skin for later,
until you are sure the basic skin is perfect.
Then you may add the damage to the basic skin,
and save it as "SkinDmg.pcx".
Now run skin1.bat to create the Skin.m8 file.
Copy it into the appropriate players directory
(male or female). Until you have your SkinDmg.m8
and Skin_i.m8 files, you will have to create
bogus copies. To do this, you can copy your
Skin.m8 to SkinDmg.m8, and copy Corvus_i.m8
or Kiera_i.m8 to Skin_i.m8. Now you can fire
up Heretic II and choose your new skin in Multiplayer
setup. Start a new server and load a deathmatch
map. You can now see your new skin in all its
glory to check and see if it looks right. You
may also use qMView from the toolkit to view
your skin, or the new
modified version by Gwynhala, which restores
the "missing triangles" in the skin overlay
when "Toggle Skin Overlay" is clicked. Another
useful tool is MipMaker
for converting bitmap(*.bmp) style images to
the skin(*.m8) file format.
To create the menu picture for the skin, you
should make a screenshot of your new skin in
action while in Heretic II or qMView. To make
a screenshot in Heretic II, bind a key to "screenshot".
At the console or in your config file, you
can type: bind F8 "screenshot". Then crop the
screenshot of your skin to 128x256 and save
it as a 256 color .pcx file named Skin_i.pcx.
When you have a Skin.pcx, SkinDmg.pcx and Skin_i.pcx,
you are ready to process your final .m8 files.
I use a second .qdt and batch file:
skinall.qdt:
$load base\textures\skin.pcx
$mip skin 0 0 256 256
$load base\textures\skindmg.pcx
$mip skindmg 0 0 256 256
$load base\textures\skin_i.pcx
$mip skin_i 0 0 128 256 |
skinall.bat:
qdata skinall.qdt |
Notice that the last line in skinall.qdt refers
to the skin_i.pcx file and has dimensions of
128x256 rather than 256x256.
5.
Refining the Skin
Many times getting the patch designs to align
properly can be frustrating. Take the time
to make any neccesssary adjustments to the
skin, re-processing it and loading it into
Heretic II. Use the games' camera and lighting
to test how the skin looks in different light
levels and colors. View it from all angles,
using Camera Lock and Unlock (F10 and F9).
There is nothing worse than releasing your
skin to the world only to later discover that
there are purple soles to your green boots.
6.
Final Steps
The final step is to rename your skin files
to something appropriate. For example, after
designing the Egyptian skin, I named them Egyptian.m8,
EgyptianDmg.m8 and Egyptian_i.m8. Copy these
files into the Heretic II\base\players\male
or female directory and you're all set!
Your
skins will only be visible to other players
if they have copies in their players directory
as well. If you are playing on a server with
new skins, they will be downloaded automatically
so you will be able to see the other players'
skins.
Wydraz's
Skinning Tutorial is copyright
©1999 Wydraz.
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