TDS_LandsknechtSoldier_TexturesPack
version 1.0

Author			:	Tiens (Baletskaya Tatiana), Russia
Contact Info		:	tiens1978@rambler.ru
Date of Release		:	19th January 2009

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These textures were made for Beleg Cthalion and his Thief Deadly Shadows FMs, but they can be used with other non-commercial fan-missions and mods. The purpose was to create a new TDS character named Landsknecht Soldier, based on original TDS thughs and peasants, without changing their mesh.

If you want to use the textures in this texture pack in a Fan-made Mission (FM) or edit them for your own FM or for distributing such a texture to anyone, you must give proper credits about the Author of this pack in your readme or an easily noticed location in your FM files.

!!! LEGAL:

!!! This and the following text must be included in the credits or readme: 
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The textures may not be used on commercial projects without the author(s) expressed hand written permission. 

TDS Landsknecht Soldier Series Textures and Normal Maps Made By Tiens (Baletskaya Tatiana), Russia:
tiens1978@rambler.ru

The original Ion Storm textures are used as a base/guide. 
Original textures Copyright  2003-2004 Ion Storm, L.P.; Eidos Inc.

Tiens is not in any way affiliated with EIDOS, so any need of support pertaining to the use of this texture pack can not be directed to the company.

Leather texture was downloaded from CG Textures (http://www.cgtextures.com/) and edited.

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Installation:

To create a new Landsknecht Soldier character I advise you to make a simple re-skining of some original AIs. It could be any other way but I just do not know it. 

First af all, some things to remember:

- Back up anything you are going to change.

- There's texture for Landsknecht's plume in this pack (LandsknechtSoldier_PERO.dds). If you wish to use it - rename it as NATmoss_256_D.dds (or like other original TDS texture from NAT.mlb, that has alfa-chanel (transparant parts) in it's properties) and replace the original one. Then you should re-skin some mesh (for example, mesh from Nature folder named "NATweb-tile") with this texture. And attach this mesh to NPC's beret. I advise you to create in Actor Browser new actors both for "plume alone" and "beret with plume".

- There's no faces or heads in this pack so if you need them you can copy and rename any of the original faces/heads from ...\CONTENT\T3\PCTextures folder listed below:

	Face_Male_D.dds - for Diffuse texture
	Face_Male_N.dds - for Normal texture
	
	Head_Male_D.dds - for Diffuse texture
	Head_Male_N.dds - for Normal texture
	
And now let's begin:

1) Find out which skins the mesh you are going to use for your new Landsknecht has in the list of MaterialSkin property. Open TDS Editor textures' dialog to check which textures are used for these original characters' skins. Make a choice which of original TDS textures would be replaced with Landsknecht ones. 

For example:

- There are 9 different styles of Landsknechts uniforms in this pack and I wish to use 1 of them. But I need original TDS thughs and peasants too. 

- I'm going to use the mesh with RagdollTag named "med_short" and SceletalTag named "maleshirtpants" - it's Peasant body. Or the mesh with RagdollTag named "med_short" and SceletalTag named "MaleShirtPants_02" - it's Thugh body. 

- So I'll replace skins (property is named MaterialSkin) for group named "Orland". Orland's face and head looks bad here so I have to replace them.

- So I'll replace all the original textures named:

Orland_Face_D.dds - face
Orland_Face_N.dds - face

Orland_H_D.dds - head
Orland_H_N.dds - head

Orland_L_D.dds - legs
Orland_L_N.dds - legs

Orland_U_D.dds - body
Orland_U_N.dds - body

2) make sure that your Editor is closed and make a backup of all the original textures you are going to replace.

3) unpack this archive to any folder you like and rename all Landsknecht textures with names of all original textures you are going to replace.

For example:
- if I'll re-skin MaterialSkin for Orland then Landsknecht textures with names...

	copy the original Face_Male_D.dds - Face
	copy the original Face_Male_N.dds - Face
	
	copy the original Head_Male_D.dds - Head
	copy the original Head_Male_N.dds - Head

	LandsknechtSoldier_LEGS_BLUE-RED.dds - Legs
	LandsknechtSoldier_LEGS_NORMAL.dds - Legs

	LandsknechtSoldier_BODY_BLUE-RED.dds - Body
	LandsknechtSoldier_BODY_NORMAL.dds - Body

...will get these names:

	Orland_Face_D.dds - face
	Orland_Face_N.dds - face

	Orland_H_D.dds - head
	Orland_H_N.dds - head

	Orland_L_D.dds - legs
	Orland_L_N.dds - legs

	Orland_U_D.dds - body
	Orland_U_N.dds - body

3) copy all these new renamed textures into ...\CONTENT\T3\PCTextures and ...\CONTENT\T3\Textures\Characters folders

4) open the Editor 

5) open textures' dialog

6) import matlibs: T3_Characters.mlb

7) make sure that new textures are shown in the dialog (if not - make sure that all new textures are in ...\CONTENT\T3\PCTextures and ...\CONTENT\T3\Textures\Characters folders)

8) to see new textures in work load any mission, reskin characters with suitable RagdollTag and SceletalTag properties, rebuild, save and play the game in test mode - they will upply automatically

9) REMEMBER that you don't need to include these textures or mlb-files into your FM's zip.
