Post by [}{] Odysside on Jan 14, 2012 20:58:25 GMT 10
This tutorial is intended to help those who are texturing for KFL, such as weapon textures. This is so you can view your newly made texture before submitting it to the server.
First of all you have to have the texture you want to test, for this I'm using the explosive AA12 texture. As for getting the texture to edit in the first place you either have to find the texture yourself in the SDK via the KF_Weapons_Trip_T or alternatively ask someone who can supply it, someone like [}{]_Demon_333.
So now that we have the finished texture in Photoshop (or whatever program you use to make the texture) you have to export the texture as a .DDS file. To do this you can either use the Photoshop Plugin to merely save the file as a .DDS file or you could find a program on Google to find it. Programs like Gimp also have plugins to do this.
Now you should open the Killing Floor SDK, which can be downloaded in Steam tools section if you don't already have it. The textures tab should be the first thing open. You want to find where the weapons texture you just edited is, it is most likely in one of the KF_Weapons_Trip_T or KF_Weapons2_Trip_T and so on.
If you find that your texture isn't in any of these sections you just have to go to Edit -- Load Entire Package. Once you have found your texture you have to import your edited texture. Make sure that you have the First texture of the weapon you are editing highlighted when importing.
A dialog box will open when you import your texture, if it doesn't look like the one in the image then just alter the options. This is to ensure that you can see the texture later on, as this is only to test the texture before submission.
Once imported you should switch over to the animation tab to view the textured weapon in action. It is the same process as before when looking for your texture but this time its looking for the weapon itself. If your section isnt here (For example if you used KF_Weapons2_Trip_T and only KF_Weapons_Trip_T is in the animations tab) then you have to open it manually. Click the Open Folder option or File -- Open and find the corresponding section.
Once loaded if the weapon isn't there just go to Edit -- Load Entire Package again.
Note: highlight and copy the text in the group section as you will need it later.
Now that you have the Weapon up this is where you can apply your custom texture. To do this click on the Skin tab on the right side then the Materials tab.
This last part might be a bit tricky as it can be different depending on the weapon you are editing. Basically you want to edit the first material to it is viewing your edited texture opposed to its default one. In this case the
[ Combiner'KF_Weapons2_Trip_T.Special.AA12_cmb' ]
has to be changed to the custom texture. In the AA12's case it has to be changed to this
[ Texture'KF_Weapons2_Trip_T.fx.AA12_D' ]
You will need to find the group the texture belongs to to be able to see the texture on your model. This can be found on the image above, under the import texture image. It has a text box that shows the group in it. So any texture that you are editing should be in this order.
Texture'KF_Weapons_Trip_T.[GROUPNAME].[WEAPONNAME]_D'
First replace the first part of the text Combiner'KF_Weapons2_Trip_T.Special.AA12_cmb' with Texture'KF_Weapons2_Trip_T.Special.AA12_cmb'. Second you have to replace the group name after Weapons2_trip_T (Special) with the group name you copied earlier. So replace the .Special. with .fx.
When all this is done press Enter and your custom texture should appear.
Just in case anything goes wrong just close the SDK and start again, make sure you don't save anything as this is only meant to Test your texture and not actually put it in game. As I assure you this doesn't work this way in game.
Hopefully this helps some people with texturing before it hits the server.
Regards,
First of all you have to have the texture you want to test, for this I'm using the explosive AA12 texture. As for getting the texture to edit in the first place you either have to find the texture yourself in the SDK via the KF_Weapons_Trip_T or alternatively ask someone who can supply it, someone like [}{]_Demon_333.
So now that we have the finished texture in Photoshop (or whatever program you use to make the texture) you have to export the texture as a .DDS file. To do this you can either use the Photoshop Plugin to merely save the file as a .DDS file or you could find a program on Google to find it. Programs like Gimp also have plugins to do this.
Now you should open the Killing Floor SDK, which can be downloaded in Steam tools section if you don't already have it. The textures tab should be the first thing open. You want to find where the weapons texture you just edited is, it is most likely in one of the KF_Weapons_Trip_T or KF_Weapons2_Trip_T and so on.
If you find that your texture isn't in any of these sections you just have to go to Edit -- Load Entire Package. Once you have found your texture you have to import your edited texture. Make sure that you have the First texture of the weapon you are editing highlighted when importing.
A dialog box will open when you import your texture, if it doesn't look like the one in the image then just alter the options. This is to ensure that you can see the texture later on, as this is only to test the texture before submission.
Once imported you should switch over to the animation tab to view the textured weapon in action. It is the same process as before when looking for your texture but this time its looking for the weapon itself. If your section isnt here (For example if you used KF_Weapons2_Trip_T and only KF_Weapons_Trip_T is in the animations tab) then you have to open it manually. Click the Open Folder option or File -- Open and find the corresponding section.
Once loaded if the weapon isn't there just go to Edit -- Load Entire Package again.
Note: highlight and copy the text in the group section as you will need it later.
Now that you have the Weapon up this is where you can apply your custom texture. To do this click on the Skin tab on the right side then the Materials tab.
This last part might be a bit tricky as it can be different depending on the weapon you are editing. Basically you want to edit the first material to it is viewing your edited texture opposed to its default one. In this case the
[ Combiner'KF_Weapons2_Trip_T.Special.AA12_cmb' ]
has to be changed to the custom texture. In the AA12's case it has to be changed to this
[ Texture'KF_Weapons2_Trip_T.fx.AA12_D' ]
You will need to find the group the texture belongs to to be able to see the texture on your model. This can be found on the image above, under the import texture image. It has a text box that shows the group in it. So any texture that you are editing should be in this order.
Texture'KF_Weapons_Trip_T.[GROUPNAME].[WEAPONNAME]_D'
First replace the first part of the text Combiner'KF_Weapons2_Trip_T.Special.AA12_cmb' with Texture'KF_Weapons2_Trip_T.Special.AA12_cmb'. Second you have to replace the group name after Weapons2_trip_T (Special) with the group name you copied earlier. So replace the .Special. with .fx.
When all this is done press Enter and your custom texture should appear.
Just in case anything goes wrong just close the SDK and start again, make sure you don't save anything as this is only meant to Test your texture and not actually put it in game. As I assure you this doesn't work this way in game.
Hopefully this helps some people with texturing before it hits the server.
Regards,