Traditional Workflow
Using skins in GTFO is not new, it’s been around long before I got into trying out skins and using them. The “traditional” method of skin creation involves more or less the following steps (or so I’ve learned).
- Locate the meshes for the gear parts of the guns that we want to change the skin of.
- Export those meshes.
- Assemble the meshes in a program like Blender then re-export for skin creation use.
- Import these meshes into a texture editor like Substance 3D Painter.
- Create the actual skins in the editor.
- Export the the texture images.
- Open the specific
.assetfiles inGTFO_Datathat stores the textures for gear parts of the gun we are skinning. - (optional) create an individual copy of these
.assetfiles so we have a backup. - Modify our copy of the
.assetfiles to include the textures that we have exported in step 5. - Replace the game’s
.assetfiles inGTFO_Datawith our copy- This step installs the textures
The Catch
This workflow and method also comes with a few catches:
- After installing a skin, reverting to vanilla skins involves re-verifying in-game files (unless you have backups of the .asset files)
- The skins are also now a part of the game, meaning reinstalling the game involves reinstalling the skins.
- Because GTFO shares gear parts across different weapons. Some weapons that were not intended to be customized also have some gear part modified because a skin for a different gear happens to modify that part, making it look out of place.
- You cannot use skins that overlap in the
.assetfiles they modify together — explicit modification to the.assetfile(s) to include textures for both skins is required. - As a result, a lot of times you can’t perfectly mix and match skins across different authors.
- As another side-effect, sometimes it is impossible to only use a subset of the skins distributed by an author.
- Even if it is technically possible, doing so involves figuring out which asset files modify which gear.
- You cannot use skins that overlap in the
- Managing asset files is a pain — people usually have a LUT for which asset files contains what gear parts and have to cross reference each time.
What this Mod Achieves
This mod currently1 optimizes steps 7 to 10 of the workflow, making the process a breeze by using the SkinGroup Editor. Skins will also no longer break because of game changes2. It also completely eliminates any of the 6 catches that I’ve mentioned above.
Footnotes
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I do plan on simplifying the mesh exporting workflow so that reassembly is no longer needed. That would turn steps 1 to 3 in the workflow to a simple button press in-game. ↩
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Though there was a security update that broke most skins, let’s be honest, this game is probably never getting another update. ↩