Husk ReSkinning help

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RoBoT

FNG / Fresh Meat
Mar 21, 2009
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hey everyone, I have been working on custom husk for mutator on map lately and i want to make new skin for him but I have no idea how to do that :confused:

I mean I looked into KF_Specimens_Trip_T_Two but I dont know which one i have to extract? and do i have to extract burns_emissive_mask too? and how I ll add him in my mutator?

be easy on me, its my first time so i could be retard


Edit: I extracted one of them and opened it with GIMP but it shows all but its most of it transparency....
WHYYYYYY-1.jpg
 
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slavek

Grizzled Veteran
May 4, 2006
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UnrealEd: Viewport #1
burns_diff [DXT3] is the "main" skin" that you are probably looking for. Emissive mask is for making his lights and stuff stay lit in dark areas.
 

RoBoT

FNG / Fresh Meat
Mar 21, 2009
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ah... yeah i figured out that emissive mask for glowing lights on husk, does it need special way to edit them? so i wont ruin them
 

J.D.*

FNG / Fresh Meat
Jan 26, 2010
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Edit: I extracted one of them and opened it with GIMP but it shows all but its most of it transparency....

The diffuse texture has the specular mask in the alpha channel, and I think Gimp applies that directly to the texture. Im not very familiar with Gimp so the only work around I can think of is simply saving it to a format that doesnt support alpha channels and then you would be able to see what your editing. Let us know if you still have trouble, I can upload the images this way for you as well as the alpha channel images but if you change the diffuse, might as well make a spec to match it.

ah... yeah i figured out that emissive mask for glowing lights on husk, does it need special way to edit them? so i wont ruin them

The alpha channel is whats making this texture emissive (White = full bright, black = no emission) and whatevers in the diffuse is what colors are going to glow. So basically whatevers in the diffuse right now is probably the same thing in the alpha channel, only greyscale and tweaked slightly (blurred, leveled etc).

Edit : Heres the 4 Husk Textures in .jpeg format http://www.gamefront.com/files/20187263/Husk_Tex.rar
 
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RoBoT

FNG / Fresh Meat
Mar 21, 2009
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thx :D
I googled about transparency problem and solved it and im almost done with the skin...

but I wanna know how to (or do i have to) add texture in shader and in mutator
 

J.D.*

FNG / Fresh Meat
Jan 26, 2010
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thx
I googled about transparency problem and solved it and im almost done with the skin...

Awesome, what was the solution? In case I ever leave my comfort zone in Photoshop.

The shader setup is fairly simple, and you could rename and reuse the already made shader in kfed and just place your new textures in the appropriate slots.

Edit :

Shader breakdown on the main skin:

All masks in the editor are read through the alpha channel. Diffuse textures usually has the specular texture in the alpha channel. You could have another diffuse texture with an opacity map in the alpha channel. Same with the "self illumination" texture where the mask is in the alpha channel.

Masks are giving information on how opaque or how transparent an image should be. Pure black = full transparency and pure white is fully opaque. everything in between is transparent/partially see through.

So for the Husks main skin, they used 2 textures, diffuse with specular mask in the alpha channel and Emissive with the mask in the alpha channel.

They start with a combiner. They add a tex environment map and the diffuse texture together. Add a second combiner and they "blend" everything together, putting that alpha channel to use. This is your reflective texture.

They add a shader, and use the reflective texture (combiner) in the diffuse slot and this is where they put the emissive texture to work, adding in the emissive color (self illumination) and the mask telling it where it should emit.

Thats the final shader for the main husk skin.
 
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RoBoT

FNG / Fresh Meat
Mar 21, 2009
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I probably just will replace original skin with custom one in combiner and make a copy of it for my package so i won't kill myself :p

also i found the solution in some site, i don't remember the name but i copied the instruction to my notepad...
* 1.) Goto "Layer," "Mask," "Add Layer Mask." Select "Transfer Layer's Alpha Channel."
* 2.) Goto "Layer," "Mask," "Show Layer Mask."
* 3.) Select all, copy, make a new file, paste to the new file, save the new file, close the new file.
* 4.) Goto "Layer," "Mask," "Delete Layer Mask." You now should have an image with no transparency.
* 5.) Edit the image to your liking.
* 6.) Open the file where you saved the original alpha, select all, and copy.
* 7.) On your edited image, goto "Layer," "Mask," "Add Layer Mask." It does not matter which mode you choose.
* 8.) Goto "Layer," "Mask," "Show Layer Mask."
* 9.) Paste into the layer mask. Press ctrl+H to anchor your paste.
* 10.) Goto "Layer," "Mask," "Apply Layer Mask." The image should look very transparent again.
* 11.) Save as DXT5 .dds and use in your mod.
 

J.D.*

FNG / Fresh Meat
Jan 26, 2010
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I probably just will replace original skin with custom one in combiner and make a copy of it for my package so i won't kill myself :p

also i found the solution in some site, i don't remember the name but i copied the instruction to my notepad...

Wow lol, I see the method but all I can say is, I love photoshop :p.

Invest in photoshop if your able to, you'll never look back.
 

RoBoT

FNG / Fresh Meat
Mar 21, 2009
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my photoshop doesn't read dds thats why i use gimp, also i finished my custom husk texture + script :D
do i have to put the .utx file with my map when i release it or just .u of the custom husk?

oh and i how i ll change the husk's gibs textures?
 

slavek

Grizzled Veteran
May 4, 2006
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UnrealEd: Viewport #1
If you use custom husk in map then yes you will have to include the utc file too(unless you pack your textures into the husk file and name references accordingly).

As for gibs, I believe there is an emitter for the various gibs. I'm not sure what class names are but you can copy&paste them and adjust them to your needs. IIRC there is a section in default properties of either the <Zombiename>.uc or <Zombienamebase>.uc to set the gib emitters. If you can't find them there they should be in KFmonster.uc default properties(Where you can then copy them and paste them into your files).
 

RoBoT

FNG / Fresh Meat
Mar 21, 2009
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If you use custom husk in map then yes you will have to include the utc file too(unless you pack your textures into the husk file and name references accordingly).

As for gibs, I believe there is an emitter for the various gibs. I'm not sure what class names are but you can copy&paste them and adjust them to your needs. IIRC there is a section in default properties of either the <Zombiename>.uc or <Zombienamebase>.uc to set the gib emitters. If you can't find them there they should be in KFmonster.uc default properties(Where you can then copy them and paste them into your files).

hmmm... I dont have any utc file
I see about the gib emitters.. but it wouldn't work online if i made custom one, would it?

and thank you braindead :)
i ll see if i could edit better on photoshop
 
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RoBoT

FNG / Fresh Meat
Mar 21, 2009
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oh haha yeah i ll do that. about gib thing i edited the gib sm having my custom skin and made new package for them then i edited (and made copy ofcourse) Severed(arm+head+leg)Husk.uc to use my custom sm

and i changed Detached(Arm+Head+Leg)Class to my custom classes in my husk class. but it didnt work...