First off you need the following things:
GIMP - 2.6.7
Msh viewer
White clone
The modtools
If you don’t have just one of them, click the name above.
Basic Skinning
Open the tga by right clicking it - open with - GIMP 2.0
It should look like this:

Now let’s make it look like.. A custom clone..

So go to: Colors => Brightness and contrast
And make it look like this:

Now select part of the body with the rectangle select tool, for me it’s the chest. You may want to scroll in a bit by clicking "Ctrl" then use the mouse wheel, or the bottom left there is a "100%" click it and click "300%".


Now go to: Colors => Colorize
Make it a red close to mine.

TIP: Try not to use much saturation, sometimes it makes it look bad..
Click OK when you are done.
Try now to go off and color more of the troop.
TIP: when you color more things and you want the color to be the same, click the presets dropdown box. Then click the first number you see. Aka. #8
Now here is what I got:

To get the slanted color area, use the free select tool.
This is what he looks like in the Msh viewer:


Now, Click: File => Save As
And save it as a TGA on your desktop. You will get this:

DE-check RLE compression. The mod tools doesn’t like RLE compression..
Leave your skin open please, for the next part.
Basic Battle Damage
Now that you have made your skin, let’s make battle damage!
Scroll to 1600% zoom at the chest. You need to be this close to make GOOD paint chips.
Click the free select tool

Make a squiggly selected area

Go to: Colors => Colorize
Make it sort of white

Continue to do this on the "other side" and on the rest of the clone, where you feel there needs to be battle damage.
Now let’s "brush" the sides of the color
Reselect the entire skin with the rectangle select tool.
Use the smudge tool and lightly smudge he edges of the color on the skin.
This is what I came up with:

Msh Viewer:

I like it. Save it. Now to the next part..
(Optional) Extra Skin improvements
Here i will tell you a bit of improvements i picked up.
At the top in GIMP go to: Filters => Enhance => Sharpen

And sharpen it between 60 and 70%

It should look like this:

Msh viewer:

Now save your skin.
For more skinning improvements, read Labj´s skinning tricks <= click
How to get your skin in-game
First, make a map. Go to /BF2_modtools/data/_BULD/visualmunge.exe
Make a world, with a 3 letter map name and name as SKN
The description you can, well, make up stuff
Make sure you click "conquest"!
When that is done, go to: /BF2_modtools/data_SKN/sides
Make a folder and name it rep, now inside that folder make a, odf, msh, req, effects, and munged folders.

NOTE: I’m using data_XXX, but you need to use data_SKN
Go to: /BF2_modtools/assets/sides/rep
copy the rep.req and paste it in: /BF2_modtools/data_SKN/sides/rep
Now open the rep.req
It should be a LONG line of text. Edit that to looks like this:

Now save that.
Go to: : /BF2_modtools/assets/sides/rep and copy the following files
In msh folder:
rep_weap_inf_rifle.msh
rep_weap_inf_rifle.msh.option
rep_1st_weap_inf_rifle.tga
rep_1st_weap_inf_rifle.tga.option
rep_1st_weap_inf_rifle.msh.option
rep_1st_weap_inf_rifle_bump.tga
rep_1st_weap_inf_rifle_bump.tga.option
rep_inf_ep3trooper.msh
rep_inf_ep3trooper.msh.option
And paste them in the msh folder in data_SKN/sides/rep/msh
In odf folder:
rep_weap_inf_rifle.odf
rep_weap_inf_rifle_ord.odf
rep_inf_default.odf
And paste them in the odf folder in data_SKN/sides/rep/odf
Copy the entire folder of munged and effects from: /BF2_modtools/assets/sides/rep
and put them in: /BF2_modtools/data_SKN/sides/rep
Now open notepad
And we make the trooper’s odf’s.
Put this in notepad:
Code: Select all
[GameObjectClass]
ClassParent = "rep_inf_default_rifleman"
[Properties]
GeometryName = "rep_inf_ep3trooper"
GeometryLowRes = "rep_inf_ep3trooper"
FirstPerson = "REP\reptroop;rep_1st_trooper"
in: BF2_modtools/data_SKN/sides/rep/odf
NOTE: remember to put the .odf at the end of the file name when you save or it won’t work!
Now we make the default odf. This is where the weapons are set up.
Code: Select all
[GameObjectClass]
ClassParent = "rep_inf_default"
[Properties]
WEAPONSECTION = 1
WeaponName = "rep_weap_inf_rifle"
WeaponAmmo = 4
WEAPONSECTION = 2
WeaponName = "rep_weap_award_rifle"
WeaponAmmo = 4
VOUnitType = 121
in: BF2_modtools/data_SKN/sides/rep/odf
NOTE: remember to put the .odf at the end of the file name when you save or it won’t work!
We now need to make the req for the trooper. Open notepad, and put this in it:
Code: Select all
ucft
{
REQN
{
"class"
"rep_inf_ep3_rifleman"
}
}
in: BF2_modtools/data_SKN/sides/rep/req
NOTE: remember to put the .req at the end of the file name when you save or it won’t work!
Done? Good.
Now go to: /BF2_modtools/assets/sides/
And copy the entire common folder and paste it in: /BF2_modtools/data_SKN/sides/
Don’t forget to copy the trooper’s tga on your desktop and put it in the msh folder!!
The LUA stuff
Now I will tell you how to add the unit to the LUA.
Go to: /BF2_modtools/data_SKN/common/scripts/SKN/
And open SKNc_con.lua
scroll down to this:

Make it look like this:

NOTICE:
I removed the rep_inf_ep3_rifleman from the first ReadDataFile("rep\\rep.lvl,
Also I added a dc: to the second ReadDataFile("rep\\rep.lvl,

Save the lua and close notepad
Munge time
Go to: /BF2_modtools/data_SKN/_BULD
And open the visualmunge.exe

Select rep like in the picture, then click "munge". This is the first munge, it will take a while..
When it’s done,
Time to test!!
Play Battlefront 2, find the map you named (the 3 letter map: SKN), and play. The trooper you added should be the first one!