Heavy Metal: F.A.K.K.² (FAKK2) is a third-person shooter computer game made by Ritual Entertainment in 2000. A sequel to the Heavy Metal 2000 animated movie, the game stars Julie in her quest to save her home planet of Eden from GITH, an ancient entity seeking to conquer the universe. Using a variety of weapons, Julie must now fight off GITH's forces while at the same time uncovering a secret hidden deep within the planet.

Post tutorial Report RSS Fakk2 Basic Skinning Tutorial

This is a tutorial on how to make a custom skin for Julie.

Posted by on - Intermediate Skinning

Tutorial originally written by Aquatarkus. Mirrored here for archival purposes.


Fakk2 Basic Skinning Tutorial

Preparation; you will need:
A: "Winzip" to extract the files.
B: "tgaconvert" and "ftxconvert" from the "FakkTools" kit. (FakkTools)
C: Any paint program that can handle TGA formats. (Adobe Photoshop 5 - recommended)

Step 1: Open and extract the following ftx skin files from the pak0.pk3 file to
your empty “my documents” folder. (using Winzip)
Using Julie's "Flight Suit" as an example.

models/players/newjulie/julie1_skin1.ftx      // julie pants/boots/blades/sheath
models/players/newjulie/julie2_skin1.ftx      // julie front and back body/pouches
models/players/newjulie/julie3_skin1.ftx      // julie head/sunglasses/mouth

Step 2: Convert the skins ftx files to tga with “ftxconvert”
(drag and drop the ftx file onto the ftxconvert program, a new tga file is made)

Step 3: Now paint the tga files to your liking. (with your paint program)
(save the tga files as 24 bit - for the most compatibility with other machines)

Step 4: Convert the painted tga files back into ftx with “tgaconvert”
(drag and drop the tga file onto the tgaconvert program, a new ftx file is made)
(Discard or move the tga files and converters, they are no longer needed.)

Step 5: Using Winzip,
a: Create a new zip file and move it to the desktop.
b: Double-click the new winzip file
c: Click the "add" button and locate the "models" folder inside your "My Documents" folder.
d: Single-click and highlight the "models" folder in the winzip window.
e: Once highlighted, click the "add with wildcards"

Step 6: Rename the new zip file in the following manner. (p-z)(anyname).(pk3)
E.G.: wfakkskin.pk3 xfakk.pk3 vfakk5.pk3 etc.......

Step 7: Place the new PK3 file into the Fakk2/Fakk folder.

Run the game, and the new skin should replace the original flight suit.

Enjoy.........

Note: In some cases, Winzip may not recognize the suffix of PK3, thus preventing the
inital extraction. Simply rename the .PK3 file to .ZIP before your initial extraction.
Winzip should also be installed with the "Traditional" settings.

Advanced Skinning Tutorial

Converting your skins into Models

You can turn your skins into separate MODELS
Run ANY or ALL of your models without substituting the original 5 skins
and without conflicting with other skins you recieve.
Cycle through them anytime during gameplay.
As models instead of a skin, you can;
Create custom Armpad, Shoulderpad, and Kneepads for each skin.
Control effects for the sunglasses and bootlights on a per skin basis.

Introduction:
This tutorial is intended for individuals who already make fakk2 skins.
You can enjoy the paint effects you create on all the skin parts, run all the skins in-game, and make adjustments to the sunglasses alpha settings, and bootlight effects if desired.
Have custom painted Armpads, Shoulderpads, and Kneepads for each skin.
With this tutorial, you're actually making separate game models, that cannot conflict with other skin makers skins, or the original 5 julie skins.

Preparation: (General file extraction and skin making review)
A: Extract the SIX ftx skin files from the pak0.pk3 file to your empty
“my documents” folder.

models/players/newjulie/julie1_skin1.ftx         // julie pants/boots/blades
models/players/newjulie/julie2_skin1.ftx         // julie shirt/body/pouches
models/players/newjulie/julie3_skin1.ftx         // julie head/glasses
models/players/newjulie/julie4.ftx                   // julie metal armpad blades holder
models/players/newjulie/julie5.ftx                   // julie metal shoulderpad blades holder
models/players/newjulie/julie6.ftx                   // julie metal kneepad blades holder

B: Extract the “julie.tik” file from the pak0.pk3 file.

models/julie.tik

C: Extract the “julie_base.tik” file from the pak0.pk3 file.

models/julie_base.tik

D: Extract the “beau.shader” file from the pak0.pk3 file also.

scripts/beau.shader

E: Convert the skins ftx files to tga with “ftxconvert”
F: Now paint the 6 tga files to your liking.
(saving as 24 bit will not harm or prevent alpha adjustments in the sunglasses)
G: Convert the painted tga files back into ftx with “tgaconvert”
(Discard the tga files and converters, they are no longer needed.)

MODEL MAKING INSTRUCTIONS:

(always substitute COOLNAME with the name of your new skin)

1: Rename your 6 repainted fakk ftx skins in the following manner:
from julie1_skin1.ftx to julie1_COOLNAME.ftx
from julie2_skin1.ftx to julie2_COOLNAME.ftx
from julie3_skin1.ftx to julie3_COOLNAME.ftx
from julie4.ftx to COOLNAME4.ftx
from julie5.ftx to COOLNAME5.ftx
from julie6.ftx to COOLNAME6.ftx

2: Edit the Julie.tik file for your new skin:

TIKI
$include models/julie_base_COOLNAME.tik   // for painted armpad,shoulder,kneepad

setup
   {
   surface skin1 shader julie1_COOLNAME.tga
   surface skin2 shader julie2_COOLNAME.tga
   surface skin3 shader julie3_COOLNAME.tga
   surface holster shader julie1_COOLNAME.tga
   surface holster_item shader julie2_COOLNAME.tga
   surface pouch shader julie2_COOLNAME.tga
   surface bun shader julie3_COOLNAME.tga
   surface bootlights shader COOLNAMEbootlights    // for painted bootlights
   surface glasses shader COOLNAMEglasses              // for painted glasses
   surface armpad_spikes shader COOLNAMEspikes        // for painted spikes
   surface kneepad_spikes shader COOLNAMEspikes             // for painted spikes
   surface shoulderpad_spikes shader COOLNAMEspikes        // for painted spikes
   }

4: Save the new julie.tik file.

5: Rename the julie.tik file to julie_COOLNAME.tik

6: Edit the extracted beau.shader file to create a custom shader file for your skin:
DELETE EVERY LINE in the beau.shader file:
PASTE in the lines below, and substitute COOLNAME with your skin name.
(in addition, you can adjust the alphaGen constant for shades, and the rgbGen wave sin for the bootlights if desired in here)

COOLNAMEspikes
{
   nomipmaps
   cull none
   {
      map models/players/newjulie/julie1_COOLNAME.tga
      rgbGen lightingDiffuse
   }
   {
      map textures/metals/envmap_glasses_nomipmap.tga
      blendFunc GL_DST_COLOR GL_ONE
      tcGen environment
   }
}

COOLNAMEglasses
{
   nomipmaps
   cull none
   {
      map models/players/newjulie/julie3_COOLNAME.tga
      blendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA
      rgbGen lightingDiffuse
      alphaGen constant 0.9000000

   }
   {
      map textures/metals/envmap_glasses_nomipmap.tga
      blendFunc GL_ONE GL_ONE
      tcGen environment
   }
}

COOLNAMEbootlights
{
   nomipmaps
   {
      map models/players/newjulie/julie1_COOLNAME.tga
      rgbGen lightingDiffuse
   }
   {
      map models/players/newjulie/julie1_COOLNAME.tga
      blendFunc GL_ONE GL_ONE
   rgbGen wave sin 0.5 0.5 1.0 0.25
   }
}

COOLNAMEshoulder
{
   nomipmaps
   cull none
   {
      map models/players/newjulie/COOLNAME5.tga
      rgbGen lightingDiffuse
   }
   {
      map textures/metals/envmap_glasses_nomipmap.tga
      blendFunc GL_DST_COLOR GL_ONE
      tcGen environment
   }
}

COOLNAMEarmpad
{
   nomipmaps
   cull none
   {
      map models/players/newjulie/COOLNAME4.tga
      rgbGen lightingDiffuse
   }
   {
      map textures/metals/envmap_glasses_nomipmap.tga
      blendFunc GL_DST_COLOR GL_ONE
      tcGen environment
   }
}

COOLNAMEkneepad
{
   nomipmaps
   cull none
   {
      map models/players/newjulie/COOLNAME6.tga
      rgbGen lightingDiffuse
   }
   {
      map textures/metals/envmap_glasses_nomipmap.tga
      blendFunc GL_DST_COLOR GL_ONE
      tcGen environment
   }
}

7: Save the beau.shader file with the same name.

8: Rename the beau.shader file to COOLNAME.shader

9: Edit the julie_base.tik (substitute COOLNAME where shown with your skin name)

setup
   {
   scale 1.0
   path models/players/newjulie
   skelmodel julie_base.skb

   radius  20
   surface armpad shader COOLNAMEarmpad
   surface kneepad shader COOLNAMEkneepad
   surface shoulderpad shader COOLNAMEshoulder
   surface all flags nomipmaps
   }

10: Save the julie_base.tik file

11: Rename the julie_base file to "julie_base_COOLNAME.tik"

12: Zip the entire package with the same paths(folders) they are currently in.

13: Rename the zip file to “zCOOLNAME.pk3”

14: Move the pk3 file into your FAKK2/FAKK folder.

You now have an addon pak that will run 6 skins in your fakk2 game.
(repeat the above steps to create a 7th, 8th, 9th, etc custom Julie model skin.)

15: Switch the models at anytime with the console command:

script $player model julie_COOLNAME.tik
changeoutfit 5 (to view your armorpads, blades, and shades)
(Grab and modify “players.cfg” to make model switching faster)

(Grab and modify “players.cfg” to make model switching faster)

For an example to use as a template, grab the Aquatarkus model "Meddle" or "CoCo"

Post a comment

Your comment will be anonymous unless you join the community. Or sign in with your social account: