Step 1: DDS plugin
Download the DDS Photoshop Plug-in here
I installed it for Photoshop, but I'm not that good with it so I followed the instructions to use it with Paint Shop Pro (PSP). You need to restart PSP before it works.
I can also recommend installing the DDS viewer. With this tool you can view TGA.DDS files within Windows Explorer.
For the rest of this tutorial I will assume that you are using Paint Shop Pro. You can download a trial version from their site.
Step 2: Unpak the PAK files
Download the unpacker XPAK for R:TW PAK files here
Unpak the PAK files.
Step 3: Opening a file
Start up PSP. Open in the directories made by XPAK:
- DATA\MODELS\UNIT\TEXTURES\UnitName.TGA.DDS
You should get a dialog box:
Image has MIP maps, Dixplay them with the image?
Press No.
Step 4: Edit the texture
I haven't tested it extensively, but you should be able to change the texture however you want. I think that you should be cautious with layers, altering the black background. In other words just use a brush.
And for newcomers to texturing: a skin is only a skin! Editing it doesn't change the geometry of the model. It's like changing the print on a t-shirt, nothing more, the t-shirt will keep its shape.
Step 5: Saving the texture
First make a new directory:
\R:TW installation folder\DATA\MODELS_UNIT\TEXTURES
In PSP save the file in the newly created directory. You will get a dialog box:
Because of limitations of the specified file format, no alpha channels will be saved. Would you like to continue?
Answer yes. The above is not entirely true as we will able to save them. You will see a new dialog box with loads of options. Leave them all except for:
- Save format: change DXT 1 to DXT 5
- MIP Map generation: select Generate MIP Maps
Press Save.
Note: if you are editing an existing skin then you need to rename it or for example add new_. R:TW will look first inside the PAK files, if it cannot find the file it will look for it outside them.
Step 6: Assiging the texture
So you have just made a new texture, but R:TW doesn't know that yet. First of all remember that the texture with which you started belongs to a single model! You cannot edit a texture from one model and use it for another model and then expect to look good.
So lets assume that you edited the Roman Archer texture. This means that your new texture will also be for the Roman Archer. Now open:
\DATA\descr_model_battle.txt
Backup! Look for:
- type roman_archer
In this entry change:
- texture romans_julii, data/models_unit/textures/NewTextureName.tga
Save the file.
Step 7: Have fun!
Start a batttle and see your new unit textures in action.
And now I'm off making my own textures
Duke John
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