The first step to making your custom skin is to make sure you have the correct bitmaps. You need create these textures:
You should create these images in a program that can save 32 bit targas such as Paintshop Pro. All of these, except the GUI image, may have alpha channels, for transparency or specular masks, or normal maps which would be an additional 24 bit Targa image. However this is not required.
These need to be imported, using SWATed, into a texture package (.utx) and setup with shaders.
To do this open the texture browser(view/show texture browser) in SWATed and select file/import
when the import dialog box comes up, browse to select your textures, and hit ok.
Now another dialog will appear. Enter your new texture package name in the field at the top (eg: Suspect1_officerTex) and the name of your texture should appear in the bottom field. Make sure you have 'create mip maps' turned on. Set the compression type to DXT1 for images without an alpha channel and hit ok.
Your texture will appear in the browser. Click the save button and save your new package in ../SWAT4/ContentExpansion/textures/
Now select file/new and enter a name to create a new shader. It must have a unique name. This will bring up it's properties with several slots for different textures.
To assign your texture to the shader, click on a texture in the texture browser, and then click on the small '>' to the right of the slot marked 'Diffuse'. This will bring up a small menu. Select 'use'. You may also assign textures to other slots but the diffuse slot is the only required slot.
Create shaders for all the textures you imported, except the GUI image, then assign the textures to their respective shaders.
In the class browser(view/show class browser) expand the actor class, scroll down, and then expand the equipment class. Make sure you have 'all' selected and 'show unplaceable' selected.
Here you will find the SwatCustomSkin class. Right click on this and select 'new...'
Now give your new class a name ending in 'CustomSkin'. Eg: 'suspect1CustomSkin'
Make the package name the same as the class name but without 'CustomSkin' on the end. Eg: 'suspect1'
Save this class in the ../swat4/contentExpansion/customSkins/ folder with the same name as the package. Eg: 'suspect1' When you save it set 'Save as type' to 'all files' and type in an extension of '.skn'.
Right click on your new class and select 'Default properties...'
This will bring up the attribute editor showing the attributes for the custom skin. For a custom skin the important attributes are in the 'customSkin' section.
Scroll down and expand this section and you will see several attributes:
You should set these attributes so that they reflect the textures you imported in step one. To set them, open your texture package in the texture browser and select a texture then click on the '>' and select 'use' as you did for the shader in step 1.
Here is an explanation what each one should be set to:
Once you have set all these attributes save your class package. Make sure you set 'Save as type' to 'all files' and save over the class package you created in step 2.
Now startup a multiplayer game of SWAT4: The Stetchkov Conspiracy and select your skin. To distribute your texture to other players send them both the .utx file and the .skn file. Otherwise they will not be able to view the skin.
Step 1: create a texture package
Step 2: Make a new SwatCustomSkin class
Step 3: Setup your skin
TEAMVALID_All - your skin can be used by either team
TEAMVALID_SWATonly - your skin can be only used by SWAT
TEAMVALID_SuspectsOnly - your skin can be only used by the suspects