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QUAKE
3 SKINNING TUTORIAL
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This
is a basic skinning tutorial aimed at anyone who wants to
know how to make and use a new skin in the PC version of Quake 3.
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Tools Required:
- Art package - You will
need an art package of some kind that supports the editing and saving
of TGA images. I use Paintshop Pro.
- Zip utility - In order to
make or open .pk3 files you will need a file
compression utility such as WinZip.
- Text editor - To edit the
.skin files you just need a basic editor
such as Notepad.
- Quake 3 Arena or some
form of model viewer - In order to see or play your creations you of
course need the game itself. However you can still make new skins
without Quake 3 if you can find a good model viewer (you obviously
can't play them though!). If you can recommend a viewer then please do.
- Quickview Plus - you
don't need this at all but I find it quite helpful for viewing .pk3
files instead of WinZip because it shows directory paths nice and
clearly.
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Tutorial:
- Setting up a
directory structure in which to work
- Open up Windows
Explorer and find your Quake3 game directory on your hard drive.
- In the main directory
you will find a sub-directory called baseq3.
This is where any new .pk3 (explained later) files
will be placed.
- Create a new
directory in baseq3 and call it something like 'steves_models'.
- Inside this directory
create another directory called 'models'
- Finally in this
directory create another directory called 'players'
and then in there create a directory with the same name as the skin you
are going to make. The diagram below should help
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The
extra directories that you can see in the diagram are not
necessary for a simple skin. They are used for botfiles (computer
controlled opponents) and sounds. You can ignore these for this
tutorial.
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These files are:
- animation.cfg
- This file controls how your chosen model moves. You will not be
touching this but it needs to be in this directory.
- various.MD3
- There will be a number of these .MD3 files. These
are the models files, you can think of them as wire mesh skeletons that
your new skin is going to wrap around. Like the animation file you will
not be touching these. This tutorial does not cover model making.
- various.skin
- These files tell Quake 3 which bits of your new skin picture are
wrapped around which bits of wire frame model. They are simple .txt
files renamed as .skin and are the usual culprits
for broken skins. The picture below shows the contents of one of these
files. You will notice the presence of a directory path - this points
to the skin picture to be used and is the bit that is usually wrong.
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- various.txt
- This is not important and is usually just a description of the skin
and who made it.
- icon_various.tga
- This is a picture in TGA format that the game uses as the player
icon. (All of the skins can be saved as 24 or 32 bit TGA's, however,
the icon has to be saved as a 24 bit icon or it won't work at all -
thanks to John Duperon for the tip). Here is an example:
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- various.tga
- The rest of the TGA pictures are the actual skins themselves. Below
is the skin TGA for the Sarge model. This is the thing you have to edit
to create a new skin.
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- skin_name.pk3
- The final file you have to know about is the .pk3
file. This is just a compressed (ZIP) file of all the files in your
working directory just renamed from .zip to .pk3
and placed in the baseq3 directory. An explanation of how to do this is
given below.
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- Right click on your 'steves_models'
directory and select 'add to zip'.
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- Type in a path for
where WinZip places the final .zip file so that it
ends up in the baseq3 directory. The level of
compression you use is up to you Quake3 doesn't mind. Do ensure that
the directory structure is retained in the .zip
file and that all files will be included by selecting 'include
subfolders'. The file won't work if the directory structure
isn't in it.
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- Let WinZip create the .zip
file and then go to the baseq3 directory and change
the name of the .zip file to .pk3.
Ignore any warnings that Windows gives you. You should now see
something vaguely like the diagram below (but with your file name
obviously):
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- So where do I
get the files needed to do all this?
Have another look at the
diagram above. You will see that my .pk3 file isn't
the only one in the baseq3 directory. All of the
normal models that come with the game are in pak0.pk3
and so this is where you will get all of your working materials, unless
of course you can make your own, but then if you could do that you
wouldn't be reading this! Lets say you wanted to make a new skin for
the Sarge model:
- Make a copy of the pak0.pk3
file.
- Double click on it
and associate it with WinZip. If you have trouble doing this then just
rename it from pak0.pk3 to pak0.zip.
- Open the file and
extract the files under models\players\sarge to
your models\players\skin name working directory.
- Delete the additional
files for the sarge varients such as red, blue, roderik,
krusade etc because you don't need them.
- You should now be
left with the basic files and should try just editing the band.tga file
which should look exactly like the example TGA file above. Actually
Sarge is a bad example to use because his TGA file is called such a
bazarre name and he needs the little extras like cigar.tga.
Usually the main TGA is called default.tga or skin_name.tga. Just
experiment by putting glasses or a beard on him or something.
- Finally open all the .skin
files and change the directory paths from models/players/sarge/band.tga
to models/players/your skin name/your skin file name.tga
- You should be able to
view your model in Quake3 now, however you won't be able to play with
it until you create a .pk3 file.
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- Additional
things to know
- Only people with your
skin their directory will be able to see you wearing your skin in the
game (they don't have to have it selected though). So when you have
made one, send them a copy!
- Only skins made for a
specific model will work with that model.
- I know nothing about
making new models.
- Make sure your icon,
skin files and skin TGA files have the right names.
- If it doesn't work
check your .skin files first then your file names
then compare what you have to what is in the pak0.pk3
file for the model you have used.
- Avoid adding to the
Quake .pk3 files because they will no doubt be replaced whenever you
download a new patch.
- Make sure you have
the latest Quake 3 Patch.
- Don't worry if your
skin looks dark or rubbish in the art package, it will look much better
in the game thanks to shadows.
- Some of the models
have special effects on their bodies. I have no idea how you get these!
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More Models
at Polycount
Quake3World
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