Please tell me how to make a skin for the weapon you want.
well, the process is relatively simple. but complex as i believe you are quite new over the editor.
for starter, a basic comprehension is necessary regarding entities.blk which can be found over this lovely thread:
after that,
as it goes for your case,
there are two methods.
the first one is through override the base gun.
and the second is through creating a new gun with the color applied.
i’ll go with the second one. and then the first one.
here is an example
test_colt_walker_gun{
_use:t="colt_walker_gun"
item__weapTemplate:t="test_colt_walker_gun"
item__template:t="test_colt_walker_gun_item"
"animchar__objTexReplace:object"{
"western_weapon_handgun_a_tex_d*":t="ger_camo_winter_grey*"
"western_weapon_handgun_a_tex_n*":t="western_weapon_handgun_a_tex_n*"
}
}
test_colt_walker_gun_item{
_use:t="colt_walker_gun_item"
item__weapTemplate:t="test_colt_walker_gun"
item__template:t="test_colt_walker_gun_item"
"animchar__objTexReplace:object"{
"western_weapon_handgun_a_tex_d*":t="ger_camo_winter_grey*"
"western_weapon_handgun_a_tex_n*":t="western_weapon_handgun_a_tex_n*"
}
}
so, you usally want to look for X_gun & X_gun_item.
( X is for the gun you are looking for. )
X_gun = the gun when is located in your hands
X_gun_item = the gun when is located on the map, or dropped from dead bodies
in order to appear in both cases and not only one, you’ll need to apply it on both.
next, to explain is:
"animchar__objTexReplace:object"{
"Z*":t="Y*"
}
}
this little node allows you to take one texture, and replace it with another.
therefore, in this case, and in the example,
i took western_weapon_handgun_a_tex_d and i replaced it with a tank camouflage ( ger_camo_winter_grey ) .
the weapons texture can be found by opening the various dxp named after them.
just go over your folder game, and type the weapon name. most time it will appear:
and upon opening:
you’ll occasionalyl find X_tex_d$hq* X_tex_ao$hq* & X_tex_n$hq* etc.
more than often, you’ll want to look for the tex_d$hq* and remove the $hq.
so that you are left with tex_d*. the * is very essential, or the texture will not apply as it’s very specific.
and as it goes for textures to replace it with, there’s my own catalogue:
in the comment or the first arrows you’ll find some of the camouflages.
the second method used above, as briefly explained, is to create new weapons opposed as replacing ones.
it can be a bit challenging or daunting but i usually use it so it does not replace other type of weapons.
the first method, using the override is a bit easier, but it will change also player weapons.
regardless, here is the code:
colt_walker_gun{
_override:b=yes
"animchar__objTexReplace:object"{
"western_weapon_handgun_a_tex_d*":t="ger_camo_winter_grey*"
"western_weapon_handgun_a_tex_n*":t="western_weapon_handgun_a_tex_n*"
}
}
colt_walker_gun_item{
_override:b=yes
"animchar__objTexReplace:object"{
"western_weapon_handgun_a_tex_d*":t="ger_camo_winter_grey*"
"western_weapon_handgun_a_tex_n*":t="western_weapon_handgun_a_tex_n*"
}
}