Home !Features  !Skins !


 

Tribes 2 FAQ
Answering your frequently asked questions about skinning

 


 

Tribes 2 Skinning FAQ

by David "Mirage" Kamerman

david_kamerman@hotmail.com

--

What can you tell me about Tribes 2 skins?

Since I never played the first Tribes game I can't really tell you if the custom skins system changed or not. Tribes 2 skins consist of one image per model and can be made in either 256 x 256 or 512 x 512 pixel images.

The game supports two file formats, the default file format is PNG in 24 bit colour, the second format is BM8 files. BM8 files are used as a backup format for people with graphically impaired video cards.

There are tools out there to convert BMP files to BM8 files, but in my opinion you shouldn't even bother. Only insane people would try to play Tribes 2 with crappy video cards anyway : )

You can skin about everything in this game, from vehicles to flags, but in this tutorial I'm going to concentrate on skins for the player models.

Tribes 2 has eight different player models for you to skin, five human ones ( Light male / female, Medium male / female, Heavy unisex ) and three Bioderm ones ( Light / Medium / Heavy ).

Skins have to be made in complete packages to work properly ingame, so if you want to make a human pack, you will either have to make the entire set of five skins, or you can put in the default ones to complete the package. Tribes 2 goes screwy when you feed it incomplete packages : )

Remember though, although you can see yourself wearing that spiffy custom skin you made, other people need to have it too before they can see it in a multiplayer game.

What do I need before we start ?

First of all, if you are using Photoshop 5.5 or above, you need this file to replace one of Photoshop's file format configurations. For some reason Photoshop 5.5 and above can't open up PNG files containing alpha layers. Note that this file is not an official release from Adobe, so make a backup of the original file before overwriting it !!

Secondly, if you don't have it already, get WinZip.

Tribes 2 stores it's stuff in VL2 files, which which can be opened with WinZip.

Also, you will need a folder to put your skins in when they're finished.

Make a new folder called "skins" in the "textures" folder like this :

This is where you will put your custom skins later on.

How do I make a skin for Dynamix's Tribes 2?

Since there aren't any skingrids for any of the models, you will have to get some original skins to use as reference material or as a base. All of the default skins are stored in this file :

C:\Dynamix\Tribes2\GameData\base\skins.vl2

( Or wherever you installed Tribes 2 )

Open it up with WinZip and extract the skins you need.

I suggest you to extract these files :

base.lmale.png
base.lfemale.png
base.mmale.png
base.mfemale.png
base.hmale.png
base.lbioderm.png
base.mbioderm.png
base.hbioderm.png

Now that you have your base, paint away in the program of your choosing.

As mentioned before, you can save your skin in either 256 x 256 or 512 x 512 pixel images..

! -- IMPORTANT -- !

Skins HAVE to have a grayscale Alpha layer, which is used by the game to determine the amount and position of a chrome-esque glow effect on the model.

If you don't give your skin an Alpha layer the game will automaticly fill the entire skin with this chrome effect making it look like a mirror.

More on this later,

for now, make an Alpha layer and fill it with pure black.

How do I name my skins' files and where do I put them ?

Always save the skin in your program's standard form in which the layers and Alpha layer can still be edited ( Like PSD for Photoshop )

To save your skin for use in the game you have to name the file in a special way.

The format for naming skins is as follows :

HUMAN MODELS 

skin_lmale.png                          ( for the Light Male model )
skin_lfemale.png                       ( for the Light Female model )
skin_mmale.png                        ( for the Medium Male model )
skin_mfemale.png                     ( for the Medium Female model )
skin_hmale.png                         ( for the Heavy Unisex model )

BIODERM MODELS

skin_lbioderm.png                    ( for the Light Bioderm model )
skin_mbioderm.png                  ( for the Medium Bioderm model )
skin_hbioderm.png                   ( for the Heavy Bioderm model )

Where "skin" is should be the name of the skin.

Example :

Blobby_mmale.png                   ( A skin named Blobby for the Medium Male model )

You can either decide to use ONLY 256 x 256 or ONLY 512 x 512 pixel images and name the files like above,

OR

You can release your skins in BOTH 256 x 256 and 512 x 512 pixel images so the game's graphic configuration can determine to use either the low resolution version or the high resolution version. Name your files like this to let the game know which is which :

Blobby_mmale.png                               ( Blobby skin, 256 x 256 version )
Blobby_mmale_512.png                       ( Blobby skin, 512 x 512 version )

This makes your total skin package a lot bigger though.

Remember that "skins" folder you had to make before ? That's where you have to put all this stuff. The skins *should* work now !

What about the palette?

You don't have to worry about the pallette in T2, since all images are 24 bit by default.

How does this Alpha layer stuff work ?

Skins HAVE to have a grayscale Alpha layer, which is used by the game to determine the amount and position of a chrome-esque shine effect on the model.

The more WHITE a part is on the alpha layer, the MORE it will shine ingame.

The more BLACK a part is on the alpha layer, the LESS it will shine ingame.

Paint it pure white = shines like a mirror ingame.

Paint it gray = shines a bit ingame.

Paint it pure black = doesn't shine at all ingame.

Thus you can use shades of gray to do various things, like make armor shine, make a visor on a helmet reflective, or fake chipped off paint.

Lets see what happens when I put this Alpha layer :

on this Pure red skin :

This is what it looks like ingame :

See the shiny bits ? F00nky innit : )

Oh, note that you never see the shine effects on the "Player setup" screen, only ingame whilst playing. You also have to have "environment mapping" enabled in the graphic configurations.

Can I make my own VL2 package files ?

You sure can ! w00t !

Using WinZip, you can zip your skins in one nifty VL2 package.

In this example I will make a VL2 package for my skinset for the human models called "Mirage"

First, make a new folder called "VL2 Creation"

Then make a new folder in there called "textures"

Then make a new folder in there called "skins"

You should now have this :

Put your skins in the "skins" folder like this :

Now go back to the "VL2 Creation" folder.

Right-click the "textures" folder, and select "Add to ZIP" from the drop-down window like this :

Now type in the name of the skin package, in this example's case "Mirage.vl2", and hit the "Add" button.

Now all you have to do is put this VL2 package in the "base" folder like this :

And your skin *should* work !

How can I view how a T2 skin looks over the model?

I'm still searching for utilities that will allow you to view your skins without having to start up Tribes 2.

All of the models were released in MAX file format though, so if you have 3D Studio Max, you could probably view the skins on the models using that. You can get the MAX files here

 

 Home/News

 FAQ
  » Half-Life
  » Quake
  » Quake 2
  » Quake 3
  » Serious Sam
  » Tribes 2
  » Unreal
  » Unreal Tournament


 Features

 Files and Resources

 Message Boards
  » General Discussion
  » Skinning
  » Tutorials
  » Rants and Raves


 Jobs
  » Skinners wanted
  » Skinners for hire

 Tutorials

 Links

 

The Skindom Staff

Help Us!




Creation Storm !

Link to us and get free candy from Krow !
Link to us and get free candy !

 


FAQs | Features | Files | Message Board | Jobs | Skins | Tutorials | Links

Copyright © 2000-2001 Skindom. All rights reserved. Privacy policy.
Question or Comment ? E-mail Webmaster