In order to ease units reskin, here is an example you can download: EyelessOne Variation.zip



In the Remapping.xml file, you will be able to redefine the path of the used textures.

We have used a simple texture in the example which must be black and white.

Here is the one used for the Eyeless Ones unit:





In order to know the name of each MaterialData and MaterialProperty, you can use the following in-game command line (when the game has the --enablemoddingtools option enabled!):

/UnitBodyInspector



You can export the 3D mesh (.dae format) and the textures (.png format) of each in-game unit and hero.





You can edit the textures with any image editing software, and check the result with Google SketchUp.





The faction color area is defined by the FactionMask Map. You should be able to create your own mask and declare it in the Remapping.xml file. For example:

[PHP]

Textures/MyOwnMask.png

[/PHP]



The naming convention used by our 3D artists for the assets of EL does not follow the same naming convention as the tool (unit body inspector).

You can use your own convention as long as the Remapping.xml file is consistant.

For example:

[PHP]

Textures/MyOwnTexture1.png

Textures/MyOwnTexture2.png

Textures/MyOwnTexture3.png

Textures/MyOwnTexture4.png

Textures/MyOwnMask.png

[/PHP]



What you cannot change is the Name of the Material (here Ch_Eyeless_One), and the Name of the Material Properties (_MainTex, _BumpMap, _SpecMap, _IlluminMap, _FactionMaskMap_). All of the properties are not used by each Material. For example, the Water Garduian doesn't use the _SpecMap and _IlluminMap properties. The UnitBodyInspector tool will give you this info.





smiley: warningSide note: smiley: warning

It appears we forgot to take into account the hero variations (same unitbody, but different skins).

Our technical director will make a fix but during the meantime, you can edit the Public\Simulation\UnitBodyDefinition.xml file and create unit bodies for each Hero variation in order to retrieve the data with the UnitBodyInspector tool.

Variations are given by the Public\Simulation\UnitProfiles[Hero].xml file.

Here is an example for the BL heroes: UnitBodyDefinitions.zip