inakrin Posted January 12, 2013 Author Share Posted January 12, 2013 (edited) Well, basically I'd like to be able to apply new skins whenever I have an idea. Right now I have a RealTree HD texture i would like to apply to either an existing skin or new one, doesn't matter really. What I do not understand is how exactly are the file paths in the .bin files related to each skin (ie Sand, Jungle, Tribal, Fire, etc) when they all point to roughly the same .xbt texture of the weapon itself and not one of the"skins". I even went so far as to change the .xbt textures that the .bin files were pointing to to my RealTree texture but still nothing.. What am I missing and where are the 'skin' textures located?Oh, you stuck in the easiest part.If you'll open any weapon file you'd like to edit (entitylibrary/weapons) you can see both unpainted and painted one. So that's not so hard to make a quick compare to check if skin apply something to weapon or not. let's check back PKM with CAMO_01 paint <object name="Material"> <field name="text_disSlotId" type="String">grassam-m-20120621110104</field> <field name="disSlotId" type="Hash32">21F25986</field> <field name="text_matMaterial" type="String"></field> <field name="matMaterial" type="Hash64">FFFFFFFFFFFFFFFF</field> </object> <object name="Material"> <field name="text_disSlotId" type="String">grassam-m-2305201262546020</field> <field name="disSlotId" type="Hash32">53492547</field> <field name="text_matMaterial" type="String">graphics\_materials\grassam-m-20120523172804.material.bin</field> <field name="matMaterial" type="Hash64">28DBF12B0BC1FBB1</field> </object> <object name="Material"> <field name="text_disSlotId" type="String">hlevasseur-m-20120920141628</field> <field name="disSlotId" type="Hash32">5A36439E</field> <field name="text_matMaterial" type="String"></field> <field name="matMaterial" type="Hash64">FFFFFFFFFFFFFFFF</field> </object> <object name="Material"> <field name="text_disSlotId" type="String">xperreault-m-2011012062249433</field> <field name="disSlotId" type="Hash32">680D65A0</field> <field name="text_matMaterial" type="String"></field> <field name="matMaterial" type="Hash64">FFFFFFFFFFFFFFFF</field> </object> <object name="Material"> <field name="text_disSlotId" type="String">grassam-m-2305201262070026</field> <field name="disSlotId" type="Hash32">882C34CD</field> <field name="text_matMaterial" type="String"></field> <field name="matMaterial" type="Hash64">FFFFFFFFFFFFFFFF</field> </object> <object name="Material"> <field name="text_disSlotId" type="String">xperreault-m-2011012062275874</field> <field name="disSlotId" type="Hash32">9669090B</field> <field name="text_matMaterial" type="String"></field> <field name="matMaterial" type="Hash64">FFFFFFFFFFFFFFFF</field> </object> <object name="Material"> <field name="text_disSlotId" type="String">xperreault-m-2011012062306359</field> <field name="disSlotId" type="Hash32">BD72588E</field> <field name="text_matMaterial" type="String">graphics\_materials\grassam-m-20120723170611.material.bin</field> <field name="matMaterial" type="Hash64">DBCD112B0BC61D19</field> </object> as you can see, there are 7 parts invloved. But in fact your skin will use only those part where is something special added. thats how unpainted part will look like <object name="Material"> <field name="text_disSlotId" type="String">xperreault-m-2011012062275874</field> <field name="disSlotId" type="Hash32">9669090B</field> <field name="text_matMaterial" type="String"></field> <field name="matMaterial" type="Hash64">FFFFFFFFFFFFFFFF</field> </object> and that's for painted one <object name="Material"> - this is header <field name="text_disSlotId" type="String">xperreault-m-2011012062306359</field> - this is involved part name <field name="disSlotId" type="Hash32">BD72588E</field> - this is invloved part path <field name="text_matMaterial" type="String">graphics\_materials\grassam-m-20120723170611.material.bin</field> - bingo! this field is not empty, so we can check its material <field name="matMaterial" type="Hash64">DBCD112B0BC61D19</field> - same there, this field is different than FFFFFFFFFFFFFFFF and that means we've got some physical object with its physical path. </object> Empty fields in the "text_matMaterial" means that part will not be painted and " FFFFFFFFFFFFFFFF" in the "matMaterial" field means that there will be default textures in use. So once again:1. Check "text_disSlotId" for the name of involved part2. Check "disSlotId" for the path of involved part3. Check "text_matMaterial" to find a way to the material you'll need4. Check "matMaterial" to make sure that this part will use some kind of painting during using your new skin Open material then, find any xbt-files with suffix _d intact and begin to work Edited January 12, 2013 by inakrin Link to comment Share on other sites More sharing options...
n1x4 Posted January 12, 2013 Share Posted January 12, 2013 (edited) EDIT*** Ahhh, figured it out.. I was looking in the wrong field for the .bin. I was using text_disSlotId to search my _materials folder and not using text_mat. Works perfectly now now, thank you man. Now, is there a way I can edit these .bin files to point to a seperate texture? Using notepad++ doesn't work for me. I guess its those hashed values that are fooling me as I don't know how to figure them out. Also, if you look at the bow there's only one material that does not have FFFFFFFFFFFF for matMaterial in ALL the CAMO_* and TONE_ * objects and that .bin only points to the bows main texture, bow_new_d.xbt. I just don't get it.. lol <object name="Material"> <field name="text_disSlotId" type="String">grassam-m-2404201235465008</field> <field name="disSlotId" type="Hash32">075D06A9</field> <field name="text_matMaterial" type="String"></field> <field name="matMaterial" type="Hash64">FFFFFFFFFFFFFFFF</field> </object> <object name="Material"> <field name="text_disSlotId" type="String">grassam-m-2004201280013917</field> <field name="disSlotId" type="Hash32">08DC86BE</field> <field name="text_matMaterial" type="String"></field> <field name="matMaterial" type="Hash64">FFFFFFFFFFFFFFFF</field> </object> <object name="Material"> <field name="text_disSlotId" type="String">grassam-m-2404201251480928</field> <field name="disSlotId" type="Hash32">80743C63</field> <field name="text_matMaterial" type="String"></field> <field name="matMaterial" type="Hash64">FFFFFFFFFFFFFFFF</field> </object> <object name="Material"> <field name="text_disSlotId" type="String">grassam-m-2004201280000469</field> <field name="disSlotId" type="Hash32">87282873</field> <field name="text_matMaterial" type="String"></field> <field name="matMaterial" type="Hash64">FFFFFFFFFFFFFFFF</field> </object> <object name="Material"> <field name="text_disSlotId" type="String">grassam-m-2404201250749085</field> <field name="disSlotId" type="Hash32">93E0484A</field> <field name="text_matMaterial" type="String"></field> <field name="matMaterial" type="Hash64">FFFFFFFFFFFFFFFF</field> </object> <object name="Material"> <field name="text_disSlotId" type="String">grassam-m-2004201274688010</field> <field name="disSlotId" type="Hash32">B84E1840</field> <field name="text_matMaterial" type="String">graphics\_materials\grassam-m-20120420223611.material.bin</field> <field name="matMaterial" type="Hash64">D9A635F4F6547089</field> </object> <object name="Material"> <field name="text_disSlotId" type="String">grassam-m-2004201280402340</field> <field name="disSlotId" type="Hash32">F8156E4D</field> <field name="text_matMaterial" type="String"></field> <field name="matMaterial" type="Hash64">FFFFFFFFFFFFFFFF</field> </object> </object> </object> </object> Edited January 12, 2013 by n1x4 Link to comment Share on other sites More sharing options...
inakrin Posted January 12, 2013 Author Share Posted January 12, 2013 I suggest you to open some kind of signed skins to check them out. It will helps a bit. As for the materials we've found (grassam-m-20120420223611), we're actually not going to surging them. We just need its pointers. So go and check it out: BOW_NEW_CORE - Copy Dgraphics\__fc3_graphics\_common\_textures\weapons\bow\bow_new_d.xbt Ugraphics\__fc3_graphics\_common\_textures\characters\npc_textures\c_cm_camo_04_p.xbt Dgraphics\__fc3_graphics\_common\_textures\weapons\bow\bow_new_m.xbt Dgraphics\__fc3_graphics\_common\_textures\weapons\bow\bow_new_n.xbt Vgraphics\__fc3_graphics\singleplayer\_textures\generic\specmasks\tilingmask_metal.xbt The only useful textures are placing at Dgrpaphics and in Ugrpaphics. So we've got two actual textures: bow_new_d.xbt and c_cm_camo_04_p.xbt I think we don't need a bow texture for work b/c it's not dam bow. So all we've got - is just camo texture with mip-level. Repainted them both, place ending xbt in the proper folder and chek ingame your new skin. Link to comment Share on other sites More sharing options...
n1x4 Posted January 12, 2013 Share Posted January 12, 2013 Yea, I got that.. I've got my new skins in-game but the only skins I get to edit are the first two (Jungle and Dry).^^ So basically we cannot edit the colored tones then? Like the 'Fire', 'Striped', etc.... Link to comment Share on other sites More sharing options...
inakrin Posted January 12, 2013 Author Share Posted January 12, 2013 (edited) why not?Do the same, find unique pointer and edit endind texture. Nothing is problematic in it. Did you face some issue during editing some skins? Edited January 12, 2013 by inakrin Link to comment Share on other sites More sharing options...
n1x4 Posted January 12, 2013 Share Posted January 12, 2013 Yes, for some weird reason when I edit camo_02_d.xml (and it's mip0 counterpart) which the material .bin of CAMO_03 in the BOW.xml points to it still shows up as the Tribal texture. Link to comment Share on other sites More sharing options...
inakrin Posted January 12, 2013 Author Share Posted January 12, 2013 Did you try to repaint 3rd camo skin for bow? Link to comment Share on other sites More sharing options...
n1x4 Posted January 12, 2013 Share Posted January 12, 2013 Yes, that's what I meant.. ^^ It's in the right folder structure and everything... Still shows up as yellow Tribal texture in-game.. Link to comment Share on other sites More sharing options...
inakrin Posted January 12, 2013 Author Share Posted January 12, 2013 (edited) well, tried it now. As for me - it's just dissapeared, returned back to original skin. Seems like not so simple with that bow. Maybe another gun with the same camos? For example, let's take gun with the same, tribal-based camo skin. It calls as "striped". I made some photoshopping work and what i've got in the end. http://savepic.ru/3839744.jpg http://savepic.ru/3831552.jpg Edited January 12, 2013 by inakrin Link to comment Share on other sites More sharing options...
n1x4 Posted January 12, 2013 Share Posted January 12, 2013 I know right... That bow is a pain.. I tried a different weapon this time with the edited cam_02 and it did show up as modified, looked like crap though..lol Anyways, here's the RealTree HD camo I put on the weapons. Thanks for your time and help man!! I see you added the silencer to the D50, I was going to do that yesterday but after I used the KW1911 files as a base I got stumped on the hash values for hidName and disID and the game crashed at startup... Link to comment Share on other sites More sharing options...
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