| Put Yourself in Spec Ops 2 "Editing Spec Ops
2 Textures: Character Face Textures"
Notes: Changing/Editing SO2 textures is different for D3D and VOODOO users...
This tutorial assumes you are a PhotoShop user, but other programs could be used as
well.
Basically what you'll be doing... (See Example 1)

Example 1
D3D Users:
What you need:
PhotoShop (or similar paint program)
Old ranger face and your new one
(See Example 2)

Example 2
This is a fairly easy task to do. Go to your Textures folder in your SO2
directory. Anything named "r_(insert name here).tga" is a character texture. The
"r" denotes ranger. For example, "r_face.tga", "r_arm.tga",
"r_leg.tga", you get the idea. Pull any "r_face.tga" textures into
PhotoShop (or your paint program). You should make backup copies, just in case.
Now that you've got your ranger's face in there, lets change it. (Important note:
do NOT RESIZE any textures, you could exceed the texture budget for any given level) The
existing ranger faces will serve as a template to work with. Basically, you want your new
face to line up with the old one. Working in layers in PhotoShop will make this easy. You
want the eyes, nose, and mouth to line up (even if you're doing a Cyclops).
(How the current face texture was done... Two photos were taken: side and front
shots. The side shot and front shot are basically blended together in PhotoShop using your
clone tool. If you can imagine something from Texas Chainsaw Massacre, it's like someone's
face is removed by cutting down the back of their head. It looks like a flattened version
of their face. This is somewhat similar to a cylindrical map. Half of the face was
blended/cloned with a side of the face, when that's done, half was copied and pasted and
flipped horizontally. This basically mirrored the side just finished.)
Take a photograph of someone facing straight towards the camera and drop that in as a
new layer. Scale (Cntrl T) the new face to match up with the original. (See Example
3)

Example 3
This is easy if you drop down the new face's opacity down a bit. Basically, just line
up the eyes, nose, and mouth. You get the idea. Now that it's basically
scaled/proportioned correctly, time to clean up the sides. (See Example 4)

Example 4
There are many ways you could do this next step; layer mask, clone tool, eraser, etc. I
decided to use a layer mask to clean up my texture. (This method probably only applies to
PhotoShop users) (See Example 5).

Example 5
I created a layer mask on my new face layer. This layer mask will enable me to
"mask" out parts of the layer without actually deleting parts of the layer (make
sure it's linked to my layer, so if you move anything, they will stay together and stay
aligned). Fill your layer mask black. Make sure you fill the mask and not
the layer. So now by filling it black, you're layer should be completely
transparent. Now paint with your airbrush with white on the layer mask where you
want the layer to be visible or opaque. (See Example 6)

Example 6
Black and white determine what is visible when using a layer mask.
Painting white (on the layer mask) should make your new face visible. Paint black if
you want it to be transparent. You may wish to use an airbrush because you get soft edges,
which blend smoother. Paint until just enough of the new face shows through. (See
Example 7)

Example 7
Now you might want to do a hue adjustment (Cntrl U) on your face and sides to make them
match up. (See Example 8)

Example 8
Adjust to your liking. Now flatten that the layers.
When fully satisfied, save back into your SO2/Textures folder as
"r_face1.tga" or whichever you were overwriting. (NOTE: Make sure it's a 24 bit,
TGA). You're done. Now start up the game and see your masterpiece. Good luck. (See
Example 9)

Example 9

VOODOO Users:
What you need:
PhotoShop (or similar paint program)
Old ranger face and your new one
*WinTex2 (3df converter) (59 kb)
--Follow previous D3D instructions all the way up to saving your final
"r_face.tga" texture... this will be converted to a 3df. A 3df is the file
format VOODOO/Glide uses for textures (Direct3D uses tga's)
-Also, backup any 3df's before you over write them.
-3df's should be sized to 64x64, maybe 128x128. Check the file size of the 3df before
you overwrite it. Make note of it. After you save your new one, make sure they're the same
size (file size) as the old one.
You've got your final TGA ready from the steps above. Unzip the WinTex2.zip file.
Read the readme.txt file and run the WinTex2.exe. Now that you're up and running, convert
that your new TGA to a 3df.
Carlos Naranjo
3D Artist
Thanx to Rob James for his "WinTex2" 3df converter and permission to
use it.
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