[center][URL=http://imageshack.us][IMG]http://img147.imageshack.us/img147/3903/megathread20fv.png[/IMG][/URL]
There are [B]lots[/B] (and when i say lots, i really mean it) of threads asking the same thing lately, [B]how[/B] or [B]what[/B] do you need to make skins.
I hope i can answer everything you might ask and bring some help to the forums aswell, in the meantime i'll answer the most frequently asked questions.
[b]Most of the tutorials out there are mere links and/or contain weak help, this is a step by step tutorial focussed in skinning for the beginner!.
i hope you find it helpful.[/b]
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[URL=http://imageshack.us][IMG]http://img375.imageshack.us/img375/9378/basic22gm.png[/IMG][/URL][/center]
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[list][B]What programs do i need to start skinning?[/B]
Photoshop or GIMP, photoshop would be ideal though.[/list]
[list][B]Where i can get those Programs?[/B]
Adobe Photoshop CS2 30 day Try-Out from Adobe.com.
[url]http://www.adobe.com/downloads/[/url]
[highlight]You'll need an account.[/highlight]
GIMP from gimp.org.
[url]http://www.gimp.org/downloads/[/url][/list]
[list][B]Cool, wait a minute, how i'm supposed to make a skin if i don't know where are the materials?[/B]
The materials are located at.
Valve/Steam/Steamapps.
[highlight]Counter strike source shared[/highlight] contains the models and materials for CSS, and Half-Life 2 models and materials, inside [highlight]Source models[/highlight] and [highlight]Source materials[/highlight].[/list]
[list][B]Great, but how i'm supposed to open those files?[/B]
You need GCFScape, it's a free tool you can find at google, but to make things easier here's a link from Thewavelenght.net.
[url]http://nemesis.thewavelength.net/index.php?p=1&c=76&o=120[/url][/list]
[list][B]It's says i can't open the materials, why's that?[/B]
Because the VTF's (valve texture files) are not supported by those programs.
You can change that, downloading the VTF Photoshop plug-In if you have photoshop.
[url]http://nemesis.thewavelength.net/index.php?p=39[/url]
Unfortunately, the GIMP can't support that Plug-In, you'll need VTFLib to open your materials.
VTFLib From Thewavelenght.net.
[url]http://nemesis.thewavelength.net/index.php?c=149[/url][/list]
[i]Note: If you are or will be using VTFLib, you'll need to save your skin to Targa format.
Of course, you can save it as another format, i recommend you targa.[/i]
[i]Note: If you have GIMP and you're going to bet on targa,[/i] [b][url=http://halflife2.filefront.com/file/VTF2TGA_Converter_Utility;35355]THIS[/url][/b] [i]is a must have.[/i]
[center][Highlight]------------------------------------------------------------Only for Photoshop users------------------------------------------------------------[/highlight][/center]
[list][B]Not enough RAM???[/B]
The old tricky problem, go to Edit--->Preferences--->Memory & Image Cache.
70 % will do the job, if not, increase it even more.[/list]
[list][B]I finished my skin but when i try to save a pannel pops up showing me the VTF Options, does it have any use?[/B]
[b][url=http://img67.imageshack.us/my.php?image=ps0bd.png]The VTF Options panel.[/url][/b]
Yes it does have a use.
But for un-experienced users, let's keep a low profile and explore the most important issues of it.
[b]DTX1[/b] Is a commom format for skins without [highlight]*[i]alpha[/i][/highlight] channel.
[I]If your skin does not have an alpha channel, save in this format[/I]
[B]DTX5[/B] Is a 8-bit alpha channel format for skins that will allow gradients between black and white.
[I]If your skin does have an alpha channel, save in this format, if not the format itself will create a completely white one for you, which is bad[/I]
[b]Flags[/b]
They are special characteristics for the the VTF's like:
[B]Normal map[/B]
It's a filter that allow your models to have an un-natural 3d looking effect.
[i]Note: normal map flag must be checked if you want it to work, but you need first to create a normal map.[/i]
[b][url=http://boards.phwonline.com/showthread.php?t=20561]Normal mapping tutorial by zeemlapje.[/url][/b][/list]
[i]*Alpha channel: Is a black layer you can find or create at channels[/i].
[i]They support greyscale gradients, the lighter the shade, the more pronounced the effect, the darker they are, the less pronounced.
You may use an alpha channel on your diffuse textures to achieve either transparency or self-illumination (not both).
You may use a separate texture for an environment map (which relfects the nearest cubemap in the level), the lighter it is, the more it reflects.[/i]
[I]Note: alpha channels in[/i] [b]normal maps[/b] [i]are bassically the same, but there's one difference, the scales bettween white and black turns into[/i] [highlight]shine[/highlight] [i]ingame instead of glow[/i].
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[list][B]Ok, i managed to do everything in your list, but my skin looks terrible also i saw skins with awesome bump maps and hot stuff all around[/B]
Here is a link to a really good list of tutorials provided by our PHWonline fellas
[url]http://boards.phwonline.com/showthread.php?t=11560[/url] that will help you a lot and answer almost anything.
If your skin is bad, try again, try harder. I gave you the means, you work your skills.[/list]
[list][B]One last question, why are you doing this?[/B]
:siren:[B]Boredom![/B]:siren: and probably to help.
[/list]
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[center]:siren:[b]How to install a skin & How to create a spawn code[/b]:siren:[/center]
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[list][b]How do I install skin packs and other skins?[/b]
Open your Gmod folder.
Grab the materials, models and setting folders.
Copy.
Paste into Gmod9 folder.
Ready to go.[/list]
[list][B]But there's no [highlight]settings[/highlight] folder[/B]
This is because it might be a re-skin and is overwriting another one.[/list]
[list][b]No, I can't find the model anywhere![/b]
Then you must create a [highlight]spawn code[/highlight].
How to do this?, extract everything inside the file (if compressed) to a folder in your desktop.
The spawn code is the path to the models [i](the materials's path is[/i] [B]inside[/B] [i]the model, so don't worry)[/i] so if you have a models folder open it.
Every sub-folder inside [highlight]models[/highlight] is bassically the path itself.
So you checked and let's say you have something like this:
Models [i](name of the first folder)[/i].
Player [i](name of the last folder)[/i].
The spawn code must be [b]models/player[/b] so far (because of the folder names) but, you must add the name of the
model, in this case the model name is [highlight]t_leet[/highlight] but the only file with the materials's path is the mdl (mdl = model) so add this to the line too.
So your spawn should look like this - models/player/t_leet.mdl.
Great now you need name for your model, like [b]Leet Crew[/b] (the name is up to you).
You have the spawn, you have the name, now open a spawn list and add this line.
"#Leet Crew" "models/player/t_leet.mdl"
And now you're ready to spawn that model (remember is used the terrorist leet as a example, you can do this to other models aswell).[/list]
[I]Note: The quotation marks are a must be, if not the models will not spawn.[/I]
[i]Note: The # i added next to the quotation marks, it's because the model is a[/i] [B]ragdoll[/B],
[i]static models won't need it.[/i]
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I'll try to keep this thread updated according to relevant new questions.
If something goes wrong and/or you need help, PM me.
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[center]:siren:[B]Usefull Stuff[/B]:siren:[/center]
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[center][i]Thanks to denry13 for suggesting [/i][b][url=http://www.hl2source.com/?content=projects&id=vtftool]VTF Explorer[/url][/b], [i]stills a personal choice though.[/i]
[I]Thanks to Ev!LHavoc for pointing out a possible need[/I]
[I]Some users might need[/I] [B][url=http://www.microsoft.com/downloads/details.aspx?FamilyID=262d25e3-f589-4842-8157-034d1e7cf3a3&displaylang=en]Net Framework[/url][/B][I]to open/use certain files/programs[/I]
[i]If you need logos and such to pimp your skin here's a good friend to remember[/i] [b][url]www.google.co.uk[/url][/b].
[i]If you lack of textures or want to make fabric looking skins, there are textures of every kind for you to use at[/i] [b][url=http://www.mayang.com/textures/index.htm]Mayang.com[/url][/b]
[b][url=http://developer.nvidia.com/object/photoshop_dds_plugins.html]Nvidia Normal map Plug-In for Photoshop[/url][/b] [i](Moderate experience required)[/i].
[i]More textures at[/i] [b][url=http://textures.forrest.cz/]Forrest.cz[/url][/b]
[i]Thanks to watevaman for providing a link to[/i] [b][url=http://members.home.nl/m.weisbeek/gimp/]GIMP basics and important issues.[/url][/b]
[i]Good photoshop brushes at[/i] [b][url=http://www.photoshopbrushes.com/brushes.htm]Photoshopbrushes.com[/url][/b][/center]
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[center]:siren:[i][highlight]Big, big thanks to cloud_strife for providing a really useful link to a[/highlight][/i] [b][url=http://nifelheim.dyndns.org/%7ecocidius/normalmap/]GIMP normal map Plug-In[/url][/b]:siren:.
:siren:[i][highlight]it's so awesome it deserves to be highlighted and sirened!!![/highlight][/i]:siren:[/center]
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[center][URL=http://imageshack.us][IMG]http://img372.imageshack.us/img372/5863/advanced23tv.png[/IMG][/URL]
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[i][highlight]Hexing section, By request[/highlight][/i]
[URL=http://imageshack.us][IMG]http://img362.imageshack.us/img362/9507/referencefinal5cd.png[/IMG][/URL][/center]
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[list][b]What is hexing?[/b]
Hexing, might have more than one meaning, but in Garry's mod we use "hexing" as term to describe the action of [I]making one model a completely new one[/I].[/list]
[list][b]How can you do that?[/b]
By using a hex editor. A hex editor is a binary file editor that allows a user to manipulate binary files, hex editors were designed to edit sector data and most likely, we're going to do that throught this tutorial.[/list]
[list][b]What is so good about hexing? I mean, i can still download and install skins without it.[/b]
I highly doubt, that you can download 20 skins and use them all without overwriting them and that's hexing all about, making a old model a new one, so let's start.[/list]
[list][b]What do i need to start hexing?[/b]
A hex editor, [b][url=http://www.chmaas.handshake.de/delphi/freeware/xvi32/xvi32.htm#download]XVI32[/url][/b] is a reliable and free hex editor we can use, you will also need [b][url=http://nemesis.thewavelength.net/index.php?p=1&c=76&o=120]GCFScape[/url][/b] to access the models and the materials also look up in the [highlight]useful stuff section[/highlight] you might need Net.Framework.[/list]
[list][B]Okay, i downloaded XVI32 and GCFScape, both are working, what the heck now?[/B]
If your desktop is messed up, clean it up a bit.
Now we're ready, first create a folder named [b]Materials[/b] and another, named [b]Models[/b] (those folders are going to be the hex source from now on).
Open GCFScape.
[i]Note: for this tutorial we're going to hex a terrorist leet, why?, because it's easy, you don't need to download anything and because i've a made a how to create a spawn code that match fine with this.[/i]
As i said before open your GCFScape and browse a file called [highlight]Counter strike source shared[/highlight]
Follow this path; cstrike > models > player.
This place, therefore, is where the counter strike source models are located.
Each model has six files.
a [highlight]dx80.vtx[/highlight].
a [highlight]dx90.vtx[/highlight].
a [highlight]mdl[/highlight].
a [highlight]phy[/highlight].
a [highlight]sw.vtx[/highlight].
and a [highlight]vvd[/highlight].
[I]Note: not all the models are split up in six files, though, CSS models are, you'll always have to use them all[/I]
We're still trying to focus in the leet crew, so select the t_leet files (remember there are six)
and export them to your [b]models[/b] folder in your desktop.
Now get inside the [B]models[/B] and create a new folder called player (i'll explain later why), select your current files and drop them in there.
Now you have the models, go now to counter strike source shared and follow this new path.
cstrike > materials > models > player > t_leet
Copy everything and send it to [b]materials[/b] in your desktop.
[QUOTE=Sh4d0w]create a new folder called player (i'll explain later why)[/QUOTE]
Now it's time to explain, it is pretty simple because follows the same path you used to find it in first place (models > player) see?.
Do the same with the [B]materials[/B] as well (materials > models > player > t_leet).
So far, it should look like this.
[URL=http://imageshack.us][IMG]http://img487.imageshack.us/img487/9478/example5jt.png[/IMG][/URL]
[I]Note: from now on we don't need GCFScape anymore, just XVI32.[/I][/list]
[list][b]I have the models and the materials[/b]
Great, now to hex.
Open XVI32 and browse t_leet.mdl inside [i]models/player[/i]
This is what you get:
[URL=http://imageshack.us][IMG]http://img155.imageshack.us/img155/2995/xvi32example16ya.png[/IMG][/URL]
And we're going to edit [ player/t_leet.mdl ], be careful when you edit this, the new name must have the same amount of letters than the old one.
(Example: you can change "player" into "ratler" but not "player" into "player[highlight]1[/highlight]" because exceeds the limits).
Same for "t_leet".
When you hex something by yoursef, use names of your choice, but for now change "player" into "shadow" and "t_leet" into "sh4d0w" :D, so it looks like this:
[URL=http://imageshack.us][IMG]http://img70.imageshack.us/img70/7154/xvi32example39mw.png[/IMG][/URL]
What you just edited is the path to the models, and later you'll have to enter your [B]models[/B] folder and change the old names into the new ones but for now let's stick into the hexing matter.
Go to the bottom of the file (in XVI32) you'll see this:
[URL=http://imageshack.us][IMG]http://img223.imageshack.us/img223/7604/xvi32example67ga.png[/IMG][/URL]
What we're going to edit this time, is [ player/t_leet ] again but first of all i want to show you something.
materials > models > player > t_leet ; This is the path you've used to find your materials and what is inside a folder named [B]materials[/B] in your desktop remember?.
look at my picture again.
[URL=http://imageshack.us][IMG]http://img226.imageshack.us/img226/5056/xvi32example26up.png[/IMG][/URL]
Can you see any resemblance? haha, yes because it's all conected.
[I]Note: at the beginning of the hex what we changed was the models path and what we ARE going to change now it's the Materials path
Models at first ; Materials at the bottom.[/I]
Do the same you've done with the models, "player" into "shadow" and "t_leet" into "sh4d0w".
[URL=http://imageshack.us][IMG]http://img475.imageshack.us/img475/4654/xvi32example43md.png[/IMG][/URL]
Press save (the flopy disk) and we're done with the models.
Now, the we have to rename some [highlight]folders[/highlight].
go to [b]models[/b] and change "player" into "shadow".
Get inside "shadow".
you'll see this.
t_leet.[highlight]dx80.vtx[/highlight].
t_leet.[highlight]dx90.vtx[/highlight].
t_leet.[highlight]mdl[/highlight].
t_leet.[highlight]phy[/highlight].
t_leet.[highlight]sw.vtx[/highlight].
t_leet.[highlight]vvd[/highlight].
Change all the "t_leet"s into "sh4d0w"s.
sh4d0w.[highlight]dx80.vtx[/highlight].
sh4d0w.[highlight]dx90.vtx[/highlight].
sh4d0w.[highlight]mdl[/highlight].
sh4d0w.[highlight]phy[/highlight].
sh4d0w.[highlight]sw.vtx[/highlight].
sh4d0w.[highlight]vvd[/highlight].
Good, now lets move into the [b]materials[/b].
Get into materials/models.
Rename "player" to "shadow".
Now you have to change the path of the [highlight]VMT[/highlight]s
(Example:
Unedited vmt path: [code]
"vertexlitgeneric"
{
"$baseTexture" "models\player\t_leet\t_leet"
"$envmap" "env_cubemap"
"$bumpmap" "models/player/t_leet/t_leet_normal"
"$normalmapalphaenvmapmask" 1
"$envmapcontrast" 0.3
"$envmapsaturation" 0.7
"$envmaptint" "[ 0.36 0.36 0.36 ]"
}[/code]
Edited vmt path: [code]
"vertexlitgeneric"
{
"$baseTexture" "models/[highlight]shadow/sh4d0w[/highlight]\t_leet"
"$envmap" "env_cubemap"
"$bumpmap" "models/[highlight]shadow/sh4d0w[/highlight]/t_leet_normal"
"$normalmapalphaenvmapmask" 1
"$envmapcontrast" 0.3
"$envmapsaturation" 0.7
"$envmaptint" "[ 0.36 0.36 0.36 ]"
}
[/code]
Do the same with the rest of the VMTs.[/list]
[I]Note: the only thing you'll have to edit in the vtms is [B]\player\t_leet\[/B] because those are the old names or your renamed folders.[/I]
Congratulations! you have hexed your first model!, if there's something here you don't understand feel free to ask me via Private messages.
If you need help fast and i'm not online here's a link to [b][url=http://forums.facepunchstudios.com/showthread.php?t=137323]Watevaman's hexing tutorial[/url][/b], you can also ask him.
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[center]:siren:Now you'll need to create a spawn code for the recently hexed skin.:siren:
:siren:I've made one, it's right above the [highlight]Usefull Stuff[/highlight] setion.:siren:
Have fun. (it's not a suggestion, it's a fucking order bwahahahaha)[/center]
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[b]Edit:[/b]
I've made a mistake while changing the thread title name, [U]EVERYTHING you need to about skinning![/U], should be [u]EVERYTHING you need to [I]know[/I] about skinning![/u]
It'd cool if a moderator change it :).
[center]New layout ----- Usefull Stuff Section added.
How to install a skin & How to create a spawn code section added.
Remember if you have a problem or a suggestion, this is right place to share.
[highlight]Only for photoshop user's[/highlight] section revised and expanded
Super cool GIMP normal map Plug-In added
How to hex special section added[/center]
This should stop some questions like "How do you skin?!"
Thanks alot bro. :) [/thanks]
Good thread. Got my suggestion to be stickied. Covers everything... I think. Also, GCFScape = bad. VTFExplorer = good. You can see VTF-s before extracting and it doesn't need steam to be closed. Also, small typing errors: I is spelled with big letter. ;) And not "enought"?
Alright, so after reading the 'GCF isn't as good as VTF.Explorer' I decided to download it.
<as you can see I was having troubles with the GCFExplorer anyways.>
But! When I goto look for my .VTF files in the 'counter-strike source shared' folder, I get <Just so I don't keep spamming the forums with these Huge pics>
[url]http://i19.photobucket.com/albums/b153/HavocPrime/NoVTF.jpg[/url]
They're all VTX, and PHY. Etc.
Any help?
[IMG]http://i19.photobucket.com/albums/b153/HavocPrime/Eep.jpg[/IMG] /cry
Great thread man!
Since when did you come SO prepared for this?
[QUOTE=Oddbrother]Since when did you come SO prepared for this?[/QUOTE]
Since when you overuse that word???.
Haha, i'm a skinner, what do you expect.
[B]Edit:[/B]
New layout :D.
[QUOTE=Ev!LHavoc]Alright, so after reading the 'GCF isn't as good as VTF.Explorer' I decided to download it.
<as you can see I was having troubles with the GCFExplorer anyways.>
But! When I goto look for my .VTF files in the 'counter-strike source shared' folder, I get <Just so I don't keep spamming the forums with these Huge pics>
[url]http://i19.photobucket.com/albums/b153/HavocPrime/NoVTF.jpg[/url]
They're all VTX, and PHY. Etc.
Any help?
[IMG]http://i19.photobucket.com/albums/b153/HavocPrime/Eep.jpg[/IMG] /cry[/QUOTE]
Don't run steam while you try to open a GFC
P.S: A moderator should stick this :)
This could have a stickaroni.
[QUOTE=Ev!LHavoc]Alright, so after reading the 'GCF isn't as good as VTF.Explorer' I decided to download it.
<as you can see I was having troubles with the GCFExplorer anyways.>
But! When I goto look for my .VTF files in the 'counter-strike source shared' folder, I get <Just so I don't keep spamming the forums with these Huge pics>
[url]http://i19.photobucket.com/albums/b153/HavocPrime/NoVTF.jpg[/url]
They're all VTX, and PHY. Etc.
Any help?
[IMG]http://i19.photobucket.com/albums/b153/HavocPrime/Eep.jpg[/IMG] /cry[/QUOTE]
Don't look in /models, look in /materials/models
I reccomend that VTFEdit be added to this list, it's a great program for editing .vmts and can also preview/convert .vtfs.
Good job anyway, should be stickied.
[QUOTE=neoshroomish]I reccomend that VTFEdit be added to this list, it's a great program for editing .vmts and can also preview/convert .vtfs.
Good job anyway, should be stickied.[/QUOTE]
VTFEdit a.k.a VTFLib.
No, VTFLib and VTFEdit aren't the same as far as I know.
[QUOTE=MagNet]No, VTFLib and VTFEdit aren't the same as far as I know.[/QUOTE]
Yes, they are.
Want to check?.
VTFEdit:
[url]http://www.hl2spain.com/foro/index.php?showtopic=9033&st=0&#entry67174960[/url]
VTFLib:
[url]http://nemesis.thewavelength.net/index.php?c=149#p149[/url]
Very damn nice! Even though I can already skin, and know where everything is, this is still great.
great tutorial, just awesome. I'll bookmark this for future reference.
This should be a Sticky !!!=D great tutorial. I know how to skin anyway but here have a thanks and a 5
Alpha channels do not just perform "shiny" or "glow" effects, nor is it just black and white. They support greyscale gradients, the lighter the shade, the more pronounced the effect, the darker they are, the less pronounced.
You may use an alpha channel on your diffuse textures to achieve either transparency or self-illumination (not both).
You may use a separate texture for an environment map (which relfects the nearest cubemap in the level), the lighter it is, the more it reflects.
The alpha channel in normal maps is not obligatory. You only need to include it if you want an environment map along with your normal map.
If you are using a separate texture for your environment map, it's not required that you use your normal map's alpha channel. However, if you use the normal map's alpha it will use less texture memory, so it's a good idea.
If your texture does not have an alpha channel, save it as DXT1. Otherwise it will save it with a blank alpha channel and that's a waste of texture memory. DXT5 will save with an 8-bit alpha channel, that will allow gradients between black and white. DXT3 will save with a 1-bit alpha, that allows only black and white (not very desireable, so it's not often used, however if your alpha channel only has black and white, use this - it will save memory texture).
Thanks, i didn't have time to explain it as good as you.
I'll use yours as main reference.
Dude thanks a million
The closest thing to .vtf is MODELNAME.sw.vtx
what the hell do i do with .sw.vtx??
Edit*
Ok it's in souce materials.gcf
if anyone is having trouble finding materials...
[QUOTE=Crimson66]The closest thing to .vtf is MODELNAME.sw.vtx
what the hell do i do with .sw.vtx??
Edit*
Ok it's in souce materials.gcf
if anyone is having trouble finding materials...[/QUOTE]
Okay...?
Wrong thread?.
Make a point please.
Ok, i'm a GIMP user and I want to make skins, where is the section for that? Can you add one please?
As I stated in Zeem's thread, here's a helpful hint for those with access to the Gimp only.
[quote=Watevaman]I have something you might want to add for users who can only use the GIMP. On this page, at the bottom is a plugin and instructions on how to use certain plugins and filters in the GIMP.
[url]http://members.home.nl/m.weisbeek/gimp/[/url][/quote]
That didn't help much. :( Let me figure it out my self, I might do something right.
[b]Edit:[/b]
No offence to anyone, I just want to figure it out by myself now.
[QUOTE=purvisdavid2]Ok, i'm a GIMP user and I want to make skins, where is the section for that? Can you add one please?[/QUOTE]
The photoshop section is there because of the VTF Plug-In which the GIMP does not support.
The GIMP doesn't have RAM problems aswell.
[QUOTE=purvisdavid2]That didn't help much. :( Let me figure it out my self, I might do something right.
[b]Edit:[/b]
No offence to anyone, I just want to figure it out by myself now.[/QUOTE]
What kind of question is that, you already made skins before, what do you need?.
No, never. I want to know, how do I install that VTFlib thing for GIMP and how do I get it to run?
[QUOTE=purvisdavid2]how do I install that VTFlib thing for GIMP[/QUOTE]
VTFLib is an [b]individual[/b] program.
[QUOTE=purvisdavid2]how do I get it to run?[/QUOTE]
Download, install, double click in the shortcut.
Duh, I got it to work. Now, how do I make camo get on the skin, any help Watevaman? You used GIMP for a while, any help please?
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