MoreSkinsMinus
This is an update to old Moreskins from nstr discord, adds x new skins and a 'framework' for unused skin indexes, more info on TS page README.md
Last updated | 2 years ago |
Total downloads | 7181 |
Total rating | 9 |
Categories | Mods Client-side |
Dependency string | Creamy_jpg-MoreSkinsMinus-0.1.2 |
Dependants | 4 other packages depend on this package |
This mod requires the following mods to function
README
MoreSkins -
Version v0.1.2
Changelog:
- Changed naming for some of the skins focused heavily on warpaint restoration
- fixed 04 skin index for R-201 Carbine
- this version of moreskins- will be a part of titanframework in the future
📲Contact info:
Discord id: Creamy#5877
NS Discord Server:
For Crashes - Please refer #modding_chat and @ me, before creating a ticket for the support team
For Skins - Please refer to #skin_chat and make sure to @ me
ℹ️Info
This is a slight modification of MoreSkins mod by feIix#4397 🔗[Link to message containing original .zip] which adds even more unreleased skins and attempts to create a framework for remaining unused texture families to add 'support' for multiple custom skins per weapon.
Gallery with images is at the bottom.
Installation
Install via thundersore/VTOL is preffered, but if you are installing this mod manually follow standard instal procedure.
⚠️WARNING⚠️
Make sure to remove any moreskins warpaints before updating to this version to avoid locking yourself out of northstar, If any issues arise my contact info is above
If future updates reqiure persistence cleanup, I'll notify you through changelog
🎴 Resources for skin creators
With moreskins- you can use more skin slots for recolours etc. all weapons have between 6-8 available positions with exception to wingman elite/p2016/RE-45/Charge Rifle/MGL which can only use 1 warpaint slot due to persistence issues.
First, we need to convert our png/jpeg etc. images into .dds
. I strongly suggest using paint for everything as a beginner, but If you'd like a better compression quality for BC1_UNORM_SRGB use texconv
.
Tools:
RePak
https://r2northstar.readthedocs.io/en/latest/guides/rpakmodding.html ; https://github.com/r-ex/RePak/releases/tag/1.2.0Paint.Net
https://www.getpaint.net/texconv
(optional) https://github.com/Microsoft/DirectXTex/wiki/Texconv
Texture maps support:
_col
/_spc
/_cav
/_ao
/_ilm
- BC1-7 srgb compression + R8G8B8A etc._gls
/_opa
/_msk
- BC4U only_nml
- BC5U only
_col
/_spc
etc. maps can use a wide variety of compression techniques that vary in quality and size, the smallest of which is the BC1 srgb (2mb+), and best quality to size is BC7 (4mb+) If you are using paint it is recomended to use BC7 for colour maps if majority of the texture is below .5 gamma. If instead you plan on using texconv
for BC1_UNORM_SRGB then use theese commands in cmd.
texconv -f BC1_UNORM_srgb -srgb -dx10 -nologo -tonemap -bc d -y example.png
for texture with mipmapstexconv -f BC1_UNORM_srgb -srgb -m 1 -dx10 -nologo -tonemap -bc d -y example.png
for texture w/o mipmaps
Make sure that your cmd
directory is the same as where your texconv.exe
is located.
Once your textures are ready to get converted you'll need to create a map file (example.json) in which we'll create a material that'll replace the preexisting textures. This is the safest way when dealing with unrealesed skins.
Example map.json
which replaced fade warpaint with mw19 gold w/o mipmaps:
{
"name": "r101_sfp_prime_06",
"assetsDir": "../assets",
"outputDir": "../rpaks",
"version": 7,
"files":[
{
"$type":"txtr",
"path":"texture\\models\\Weapons_R2\\r101_sfp\\r101_sfp_prime_06_col",
"saveDebugName": true,
"disableStreaming": true
},
{
"$type":"txtr",
"path":"texture\\models\\Weapons_R2\\r101_sfp\\r101_sfp_prime_06_gls",
"saveDebugName": true,
"disableStreaming": true
},
{
"$type":"txtr",
"path":"texture\\models\\Weapons_R2\\r101_sfp\\r101_sfp_prime_06_nml",
"saveDebugName": true,
"disableStreaming": true
},
{
"$type":"txtr",
"path":"texture\\models\\Weapons_R2\\r101_sfp\\r101_sfp_prime_06_spc",
"saveDebugName": true,
"disableStreaming": true
},
{
"$type":"matl",
"visibilityflags": "opaque",
"faceflags": 6,
"version":12,
"path":"models/Weapons_R2/r101_sfp/r101_sfp_prime_06",
"type": "skn",
"subtype":"viewmodel",
"surface": "default",
"width": 2048,
"height": 2048,
"visibilityflags": "opaque",
"materialrefs": [ "code_private/depth_shadow", "code_private/depth_prepass", "code_private/depth_vsm" ],
"faceflags": 6,
"albedotint": [ 1.0, 1.0, 1.0],
"selfillumtint": [ 1.0, 1.0, 1.0],
"textures":[
"texture/models/Weapons_R2/r101_sfp/r101_sfp_prime_06_col",
"texture/models/Weapons_R2/r101_sfp/r101_sfp_prime_06_nml",
"texture/models/Weapons_R2/r101_sfp/r101_sfp_prime_06_gls",
"texture/models/Weapons_R2/r101_sfp/r101_sfp_prime_06_spc",
"",
"",
"",
"",
"",
"",
"",
"texture/models/Weapons_R2/r101_sfp/r101_sfp_ao",
"texture/models/Weapons_R2/r101_sfp/r101_sfp_cav"
]
}
]
}
NOTE:
You don't need to put every custom texture in exact same directory, only the "path" and textures we source from vanilla rpaks, need the correct directory.
To get the full path of the texture you'll need Legion+
. Make sure to enable full paths, and them RMB
on the desired texture, next ctrl+c
and ctrl+v
into something that can contain text.
Example rpak.json
which you should put in my_mod_name/paks
:
{
"Preload":
{
"common.rpak": false
},
"Postload":
{
"r101_sfp_prime_06.rpak": "common.rpak"
}
}
Although Im not 100% sure wether Preload is even necessary, imo better safe than sorry. Postload prevents infinite loading by loading our custom rpak after vanilla assets.
Hopefully this'll be ennough to get you a rough idea of how easy rpak modding truly is. good luck ⭐
📷 Gallery (🔘 represent skins w/o vanilla skins)
Assault Rifles
SMGs
LMGs
Other
Have fun <3