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View Full Version : .tek .tga skins and textures oh my...


Anonymous
09-06-2004, 08:21 PM
I had interest quite awhile ago in changing game graphics.. more specifically.. how the mechs look.. paint jobs, where the armour plate lines are etc.. So far I have figured out how to make the paint jobs (skins) and found much information on changing the textures (I will be trying this next)

Anyways, Here is my very first skin (paintjob) and what it looks like on a flea.
http://www.efn.org/~bfgrrrl/HK-Flea.jpg

Anonymous
09-07-2004, 12:58 AM
I like that!

DruidChiken
09-07-2004, 12:59 AM
I have always wanted to know how to make custom skins, once u work it out a tutorial would be nice :)

SlinkyChiken
09-07-2004, 02:10 AM
:D I used to do a lot of skinning, unfortunatley its a pain to get others to see them too :banging: You can pretty much change any texture or terrain in any way.... most people can't be troubled to d/l and install them into their game or server unless you have new mechs or weapons though #-o If you need some nice PS plugins let me know I can send some to ya.

DruidChiken
09-07-2004, 02:14 AM
I would be interested in that.

I have found a tool that can open a .tek file to display its contents, but i have no idea how to atually make the .tek file initially

SlinkyChiken
09-07-2004, 03:11 AM
I was referring to creative use of filters and alpha channels...but; sweet! You have an extractor that separates the sections into different textures? Is there a way to recompile it, or is it read only? When I was in HEL I made clan skins for all armors and vehicles.... paterns/textures/logos in specific areas; altered explosions/weapon effects, etc. For mechy I only could use the MekTek skinning tool that only slaps a "wallpaper" over the model. I wasnt able to pick out specific parts of the model...If you make a skin of the sharkie thingie of a P-40 warhawk for a Daisy and put it on a Scat, the warhawk teeth will show on its rear torso! If your resources allow more, we three should really pool resources!

Anonymous
09-07-2004, 05:49 AM
I can rip open tek files as well.. grab the tga files.. modify them.. and make them back into tek files for MW4.. I am continuiing my work on it.. and shall gladly explain the details to anyone interested.. I had to figure this all out by reading through tons of posts on mektek and various places until I put the info into the right order.. What a pain.. I will gladly make it easier on anyone else..

DruidChiken
09-07-2004, 11:08 AM
This what i found to open the .tek files HERE (http://www.angelfire.com/folk/gorseinon/mw/tekex.zip)

Dont know how to recompile them tho.

Anonymous
09-07-2004, 05:23 PM
ok.. tekex is a good program to pull tek files apart.. for sure..

to put tek files into MW4 you need to run this program first
http://www.mektek.net/download.php?op=getit&lid=189
you only have to run this one time

then you need the hudpatch
http://www.mektek.net/download.php?op=getit&lid=232

first make sure you keep the original names of the tga files you extract.. and save them into a folder by themselves.

Run hudpatch you should get a window like this
http://www.efn.org/~bfgrrrl/hudpatchpic.jpg

Now press the "Create custom tek file" button. then find your folder, select it, and press ok.

It will now as for a name for your tek file. The name here doe not seem to be too important. Save.

Now, in the upper right dropdown under where it says "MW4 Mercenaries" select Custom Append and press the Apply button.

It should now bring up the folder where you saved your tek file. select it. you can actually select up to 7 tek files at a time if you wish to. press Open.

Wait a moment and it should make a lil box that says "done"

close hudpatcher.. open the game.. and look.

I will post a list of game skins file names and mech textures that I know of so far.. later today when I have more time.. Apparently, the textures for the mektek mech additions are saved in another location, so can not change thier textures.

DruidChiken
09-07-2004, 05:59 PM
Using the Hud patcher is no problem, what i need is info on how actually create the .tek files

SlinkyChiken
09-07-2004, 10:50 PM
Are you refering to where you get the raw templates for skins of other mechs that dont have any tek files to go off of? I have no clue. You could always use a matrix skin with letters/numbers with the correct dimensions, compile it to a tek file, apply it to the specific mech and map where each letter/number appears on the mech to figure out the models patern...but that seems like butt loads of work. Do we know where the original tgas are located, or how to extract them?

Anonymous
09-08-2004, 04:05 AM
oh.. there is one more program you have to run first.. I will add a link to that with instructions, a little later this evening... and revise the prior post.. you will be adding new mech skins in no time

Anonymous
09-08-2004, 06:35 AM
The above post has been modified to have a all the basic details and links needed.. if this interests you.. and you have more specific questions.. find me on MSN messenger paige3grrl@yahoo.com

I will update again with a step by step run through of making a mech skin in the future.. but feel free to find me on msn if you are impatient.

SlinkyChiken
09-08-2004, 09:35 AM
This is gonna be fun if all mech templates can be found...
These tek files are cool because they utilize the primary skin and show up no matter what the team camo color is. Here's my little test,....I redid the LRMs, added purple chrome tinting to the windows, and added the token eight-ball decal :dancing:
http://members.cox.net/gorymorri/MADCATTEST.jpg

Fanatic
09-08-2004, 09:52 AM
Hmmm, do other players see your new skin as well? If not, its kind of pointless! I remember the days where I made a configuration of a mech for each map there was. My primary reason was to choose the camouflage to match playing style on each particular map. Took a while before I realised every server had skin shareing turned off to speed things up. In the end it did not make a difference.

One queston:

Do these textures have a alpha chanel? If so, you can make invissible or ghost mechs :).

Fanatic

SlinkyChiken
09-08-2004, 10:14 AM
Fan...Refer to a few posts up. Tek files and secondary skins have to be installed by each user....like maps. As far as it being pointless; I find it fun, and I enjoy seeing new looks for mechs when I play! They have alpha channels, but the ghosty thing wouldnt work..... but I guess one could make all BKs flourescent orange so they are easily spotted when poptarting lol :bang: ...but that would be cheating and rather lame.

Fanatic
09-08-2004, 02:07 PM
HEH, you clearly understood what I was talking about! Now lets highlight all the rats, shall we...make em fluorescent green for example! The alpha channel problably will aloow the primary skin texture to be exposed so you can still identify friend and foe. Er you can give every mech a white head :)!

Anonymous
09-08-2004, 06:10 PM
Im currently working on a strider specific skin.. will post a pic as soon as it is done..

In case I have not mentioned it earlier.. the textures of the mektek mechs.. can not be changed in this process.. apparently those are saved as part of another file. Anyways.. so that means my strider cant have a custom texture.. but it can have a custom paint job..

Anonymous
09-10-2004, 07:20 AM
oki.. I am almost finished with my strider skin.... heres a pic...

http://www.efn.org/~bfgrrrl/strider%20test%20IV.jpg

SlinkyChiken
09-10-2004, 06:32 PM
Looks cool TLC! Heres my madcat tek finished....I put the original too as some changes are subtle

mine
http://members.cox.net/gorymorri/mad2.jpg

original
http://members.cox.net/gorymorri/mad1.jpg

Anonymous
09-11-2004, 03:46 AM
very very cool slinky.. can I get that texture from you?

and thank you thank you

SlinkyChiken
09-11-2004, 04:25 AM
here ya go http://members.cox.net/gorymorri/Madcat.tek

DruidChiken
09-11-2004, 04:50 AM
Excellent work Slink :)

Anonymous
09-11-2004, 05:17 AM
thank you slinky.... *grins* I will now make a paint job to go with that texture for myself..