Custom Textures?

M1sterS1rM1sterS1r Join Date: 2013-02-12 Member: 183014Members
I've been looking around for how to make custom textures on the guns and buildings for Marines, using Launch Pad, and I can't quite find any. It's all about making your own mods and gametypes. Is there a tutorial or a page Im missing somewhere?

Again, all I want to do is learn how to change the colors of everything and how it looks. Thanks in advance, and sorry if this has been asked a million times!

Comments

  • HowserHowser UK Join Date: 2010-02-08 Member: 70488Members, NS2 Playtester, Squad Five Blue, Reinforced - Shadow, WC 2013 - Shadow, Subnautica Playtester, Retired Community Developer
    edited March 2013
    I'm not entirely sure. but if you play in launch pad, make a new mod,set to cosmetic and you'll have to google the rest :P I know you publish through launch pad...
    but I can say you should get the nividia plugin to open existing skins and export them on standard settings once you're happy with them.
  • M1sterS1rM1sterS1r Join Date: 2013-02-12 Member: 183014Members
    I've downloaded the nVidia Plugin, I just dont know how to open the original Marine textures or edit them, or even save them. Im sure I can Google how to save them and stuff but I dont even know where to view the textures to edit them.
  • Kouji_SanKouji_San Sr. Hινε Uρкεερεг - EUPT Deputy The Netherlands Join Date: 2003-05-13 Member: 16271Members, NS2 Playtester, Squad Five Blue
    If you don't have Photoshop, you can use PAINT.NET. I think it has an integrated dds plugin.
  • HowserHowser UK Join Date: 2010-02-08 Member: 70488Members, NS2 Playtester, Squad Five Blue, Reinforced - Shadow, WC 2013 - Shadow, Subnautica Playtester, Retired Community Developer
    assuming you're using photoshop:
    open file, type select D3D/DDS
    go to: C:\Program Files (x86)\Steam\steamapps\common\natural selection 2\ns2\models\marine\male
    you should see the files there and the naming conventions are quite obvious. Textures ending with _spec _illum _normal are the texture files for specularity (shiny shiny) luminosity (light spots) and normal (bump map) respectively. To edit the diffuse/albedo (colour map) you want the one without any of these proceeding the name. once you've edited it you save as (ctrl+shift+s) in type select D3D/DDS and give it the name silimar to the original.
    look for the corresponding .material file and edit the albedomap = to call up your new diffuse texture.
    Hope that makes sense
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