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PAP camoflage

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Created 12 years ago
by ville88
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how to give a custom weapon "PaP" camouflage?
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Do you want the silver waw pap camo or a custom one?
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Do you want the silver waw pap camo or a custom one?

Need custom camo PaP. I downloaded the texture but do not know how to use it for my weapon
Marked as best answer by ville88 12 years ago
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1. Get your image for your camo and convert it in Asset Manager. To do this, get your image and open it with paint.net or gimp. Make sure that at is 1024 x 1024 size. Save it as a .tga to your root/raw/images folder. Open up asset manager and click new entry. Name it whatever you want. Where it says colormap, click the ... to browse for your camo in raw/images. For the rest of the settings I just do this:

when all your settings are good, click convert at the top and do current asset only. If it is successful, your done in ass man.
2. After you convert your image, copy the .iwi from root/raw/images to root/mods/MAPNAME/images.
3. Then, go to root/mods/mapname/weapons/sp/WEAPONFILE (Gun that you want to apply new texture to)
4. Find in the weaponfile: GunModel and remember the name of the gunmodel. Ex: viewmodel_ptrs_zombie_up This is for the first person view only. If you want to do the 3rd person model (the one your friends see and what you see when you take it out of the Pap machine) find and remember WorldModel. Ex: weapon_zombie_ptrs41_up. You do not need to do the worldmodel if you dont want to. Keep the weaponfile open, we will need it later.
5. Go into root/raw/xmodel and search for the name of your xmodel(s) either with the search bar or manually.
6. Copy and paste your model(s) and rename to anything you want (I like to do viewmodel_zombie_ptrs41_up --> viewmodel_zombie_ptrs41_up_up) Do the same for your gunmodel and your worldmodel ( if you did one)
5. open up your model(s) with notepad++ and replace any textures with the name of your camo. I like to open up Asset Viewer to see what it looks like. Do this to w/ the gunmodel and worldmodel and save.
6. Finally, go back to your waponfile and change both the gunmodel and the worldmodel to whatever you named your new xmodels.
7. Save everything, compile, build mod, DONE! Dont forget to check your new image in mod builder. If your confused on something, just ask.
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1. Get your image for your camo and convert it in Asset Manager. To do this, get your image and open it with paint.net or gimp. Make sure that at is 1024 x 1024 size. Save it as a .tga to your root/raw/images folder. Open up asset manager and click new entry. Name it whatever you want. Where it says colormap, click the ... to browse for your camo in raw/images. For the rest of the settings I just do this:

when all your settings are good, click convert at the top and do current asset only. If it is successful, your done in ass man.
2. After you convert your image, copy the .iwi from root/raw/images to root/mods/MAPNAME/images.
3. Then, go to root/mods/mapname/weapons/sp/WEAPONFILE (Gun that you want to apply new texture to)
4. Find in the weaponfile: GunModel and remember the name of the gunmodel. Ex: viewmodel_ptrs_zombie_up This is for the first person view only. If you want to do the 3rd person model (the one your friends see and what you see when you take it out of the Pap machine) find and remember WorldModel. Ex: weapon_zombie_ptrs41_up. You do not need to do the worldmodel if you dont want to. Keep the weaponfile open, we will need it later.
5. Go into root/raw/xmodel and search for the name of your xmodel(s) either with the search bar or manually.
6. Copy and paste your model(s) and rename to anything you want (I like to do viewmodel_zombie_ptrs41_up --> viewmodel_zombie_ptrs41_up_up) Do the same for your gunmodel and your worldmodel ( if you did one)
5. open up your model(s) with notepad++ and replace any textures with the name of your camo. I like to open up Asset Viewer to see what it looks like. Do this to w/ the gunmodel and worldmodel and save.
6. Finally, go back to your waponfile and change both the gunmodel and the worldmodel to whatever you named your new xmodels.
7. Save everything, compile, build mod, DONE! Dont forget to check your new image in mod builder. If your confused on something, just ask.

Thanks!!!


Double Post Merge: December 09, 2014, 03:29:34 am
Item 5 - XModel file need to open with notepad?

Double Post Merge: December 09, 2014, 03:32:22 am
1. Get your image for your camo and convert it in Asset Manager. To do this, get your image and open it with paint.net or gimp. Make sure that at is 1024 x 1024 size. Save it as a .tga to your root/raw/images folder. Open up asset manager and click new entry. Name it whatever you want. Where it says colormap, click the ... to browse for your camo in raw/images. For the rest of the settings I just do this:

when all your settings are good, click convert at the top and do current asset only. If it is successful, your done in ass man.
2. After you convert your image, copy the .iwi from root/raw/images to root/mods/MAPNAME/images.
3. Then, go to root/mods/mapname/weapons/sp/WEAPONFILE (Gun that you want to apply new texture to)
4. Find in the weaponfile: GunModel and remember the name of the gunmodel. Ex: viewmodel_ptrs_zombie_up This is for the first person view only. If you want to do the 3rd person model (the one your friends see and what you see when you take it out of the Pap machine) find and remember WorldModel. Ex: weapon_zombie_ptrs41_up. You do not need to do the worldmodel if you dont want to. Keep the weaponfile open, we will need it later.
5. Go into root/raw/xmodel and search for the name of your xmodel(s) either with the search bar or manually.
6. Copy and paste your model(s) and rename to anything you want (I like to do viewmodel_zombie_ptrs41_up --> viewmodel_zombie_ptrs41_up_up) Do the same for your gunmodel and your worldmodel ( if you did one)
5. open up your model(s) with notepad++ and replace any textures with the name of your camo. I like to open up Asset Viewer to see what it looks like. Do this to w/ the gunmodel and worldmodel and save.
6. Finally, go back to your waponfile and change both the gunmodel and the worldmodel to whatever you named your new xmodels.
7. Save everything, compile, build mod, DONE! Dont forget to check your new image in mod builder. If your confused on something, just ask.

Item 5 - XModel file need to open with notepad?
Last Edit: December 09, 2014, 03:32:22 am by ville88
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http://ugx-mods.com/forum/index.php?topic=14968.msg149200#
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Yes it does, that's how you give the gun the camo by replacing the material in the xmodel. Personally I just rename the teztures to the default camo and put them in my mod folder but this works too.
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Yes you could do that unless he's doing this with ported weapons and there's no pap version already for those so he would have to do that method.
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I do all this in Maya, be careful if your using a text editor, one mis-key will cause it to fail on load

Still perfectly safe to do, just be careful ;)

 
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