Difference between revisions of "Making Skins (before official support)"

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Revision as of 11:57, 11 January 2020



Preamble

Pavlov is getting in-game official skin support! Yay! But in the meanwhile we can't upload or play with custom skins in-game in multiplayer. However that won't stop you (yes, you) from making and testing skins in the meantime. You don't need UE4, or any of that Workshop Tools stuff from the other guide, but some knowledge of 3D design (specifically textures and materials) would be highly advantageous. Don't worry though, if you're a complete beginner this guide should introduce you to a set of free tools which you can learn to use. More experienced artists will know where and how their software of choice can be used.

Creating a skin

Extracting the original resources

The first step in making a skin is to extract the original model and textures. This can be done with UE Viewer by Gildor. You should extract this into a convinient location, then run it.
What you should see when starting UEViewer
The provided figure shows what the startup window should look like. The only option you must change is the Path to game files which should be the path to the PavlovVR folder.

The next window is the most important, and where most of the magic happens. However, it's a lot more self explanatory (hopefully). The folder browser is on the left, and files in the selected folder are on the right. Most game files are unsuprisingly found in the Game folder, and the weapon models (which we want) under /Game/Weapons/. Inside this folder will be a folder for each weapon, some still in development. Open the folder of the one you want to make a skin for. I will use the 1911.
When you export an asset using UModel, it also exports any dependencies. This means that we only need to export the model to get the model and the textures. The model file for the 1911 is called "SK_C1911.uasset". The prefix here, SK_ indicates that this file is a skeletal mesh. There are some other files appended with PhysicsAsset and Skeleton. These are the files for the Physics Asset and the Skeleton, not the base model. The SM_ files are unanimated Static Models. You might want them in order to skin bullets and magazines. To extract the desired files, select the ones you want and select Export.