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  3. Does anyone here have a good reference "sheet" for replacing base weapon skins?

Does anyone here have a good reference "sheet" for replacing base weapon skins?

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  • DannyPennisundefined DannyPennis

    YPCD I can only find videos with tilling PNG. If you happen to be unable to do it, I can try.
    Sorry for any mistakes, my English isn't very good.

    YPCDundefined Offline
    YPCDundefined Offline
    YPCD
    wrote last edited by
    #21

    DannyPennis Thanks for the offer. I will get back to you when I am going ape shit over my continuous failures. Until then I will experiment around more.

    Your English is just fine I understood you quite well so far.

    Only one thing I didn't really understand:
    What exactly do you mean by "click on the edges of the cammo in the reference to create a cage, and then drag the points so that your logo stretches and distorts to exactly match the shape"?

    DannyPennisundefined 1 Reply Last reply
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    • YPCDundefined YPCD

      DannyPennis Thanks for the offer. I will get back to you when I am going ape shit over my continuous failures. Until then I will experiment around more.

      Your English is just fine I understood you quite well so far.

      Only one thing I didn't really understand:
      What exactly do you mean by "click on the edges of the cammo in the reference to create a cage, and then drag the points so that your logo stretches and distorts to exactly match the shape"?

      DannyPennisundefined Offline
      DannyPennisundefined Offline
      DannyPennis
      wrote last edited by
      #22

      YPCD When I say "create a cage," I'm referring to a transformation tool: warp. Here you're using a reference image, for example, a cammo texture where the logo will go. You position points along the edges or important lines of the surface. You click and drag the grid points to stretch, shrink, and distort. You do this so that the PNG fits into the original space.

      YPCDundefined 2 Replies Last reply
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      • DannyPennisundefined DannyPennis

        YPCD When I say "create a cage," I'm referring to a transformation tool: warp. Here you're using a reference image, for example, a cammo texture where the logo will go. You position points along the edges or important lines of the surface. You click and drag the grid points to stretch, shrink, and distort. You do this so that the PNG fits into the original space.

        YPCDundefined Offline
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        YPCD
        wrote last edited by
        #23

        DannyPennis aaah ok I understand now. That should have been obvious to me. Thanks!

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        • DannyPennisundefined DannyPennis

          YPCD When I say "create a cage," I'm referring to a transformation tool: warp. Here you're using a reference image, for example, a cammo texture where the logo will go. You position points along the edges or important lines of the surface. You click and drag the grid points to stretch, shrink, and distort. You do this so that the PNG fits into the original space.

          YPCDundefined Offline
          YPCDundefined Offline
          YPCD
          wrote last edited by
          #24

          DannyPennis another quick question: When you wrote "Create a new layer and paste the PNG onto it. Lower the opacity of the original texture layer to 35%" you did mean lower the opacity of the acr texture and not the opacity of the image on top right?

          DannyPennisundefined 1 Reply Last reply
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          • YPCDundefined YPCD

            DannyPennis another quick question: When you wrote "Create a new layer and paste the PNG onto it. Lower the opacity of the original texture layer to 35%" you did mean lower the opacity of the acr texture and not the opacity of the image on top right?

            DannyPennisundefined Offline
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            DannyPennis
            wrote last edited by
            #25

            YPCD yes, exactly.

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            • DannyPennisundefined DannyPennis

              YPCD yes, exactly.

              YPCDundefined Offline
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              YPCD
              wrote last edited by
              #26

              DannyPennis I kinda figured out where to put an image to have it (somewhat) accurately appear where I want it to in-game. But I ran into another issue: Why does my gun turn out blue after having covered the entire weapon _col.png in a black color? Even after changing the _nml.iwi of the acr into a blank image with the correct resolution it still turns out blue. Even when I want the weapon to be a dark shade of green it still turns into a weird shade of blue. What is up with that?

              DannyPennisundefined 1 Reply Last reply
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              • YPCDundefined YPCD

                DannyPennis I kinda figured out where to put an image to have it (somewhat) accurately appear where I want it to in-game. But I ran into another issue: Why does my gun turn out blue after having covered the entire weapon _col.png in a black color? Even after changing the _nml.iwi of the acr into a blank image with the correct resolution it still turns out blue. Even when I want the weapon to be a dark shade of green it still turns into a weird shade of blue. What is up with that?

                DannyPennisundefined Offline
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                DannyPennis
                wrote last edited by
                #27

                YPCD The original specular glow has a bluish metallic tone. When the diffuse color becomes too dark or uniform, the game applies this specular glow on top. The game is probably still using the weapon's original _spc.iwi file. Also, the whitespace you created in the _nml file is probably wrong; the normal map cannot be black or completely empty. The correct plane/whitespace is purple, a specific RGB 128, 128, 255.
                So, extract it and edit it in GIMP as well, leaving it at 0,0,0 or use the same as you used in _col, create a new png with the color 128,128,255 and convert it back to _nml.iwi. Leaving it in black or white also messes up all the colors. Sorry for not mentioning this part too.

                YPCDundefined 1 Reply Last reply
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                • DannyPennisundefined DannyPennis

                  YPCD The original specular glow has a bluish metallic tone. When the diffuse color becomes too dark or uniform, the game applies this specular glow on top. The game is probably still using the weapon's original _spc.iwi file. Also, the whitespace you created in the _nml file is probably wrong; the normal map cannot be black or completely empty. The correct plane/whitespace is purple, a specific RGB 128, 128, 255.
                  So, extract it and edit it in GIMP as well, leaving it at 0,0,0 or use the same as you used in _col, create a new png with the color 128,128,255 and convert it back to _nml.iwi. Leaving it in black or white also messes up all the colors. Sorry for not mentioning this part too.

                  YPCDundefined Offline
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                  YPCD
                  wrote last edited by
                  #28

                  DannyPennis sorry to keep bothering but you're going to have to explain it to me like I am a toddler
                  What I need to do is:

                  1. Convert the _nml.iwi into a png file.
                  2. Set the rgb values of the png to 0,0,0 (or the same as the _col.iwi if it is a single color).
                  3. Add another layer on top with the rgb values set to 128,128,255 ("purple")
                    This part is where I am confused. Do I have the "purple" layer on top with 100% opacity or have that layer set to 50% opacity or have both layers with a specific opacity? I tried having the _nml.iwi with 128,128,255 and the _col.iwi to just black (0,0,0) but it didn't work out.

                  btw don't worry about not mentioning it earlier I haven't mentioned that problem before so you couldn't really know I had that issue to begin with.

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