KF2 Weapon Skin Creation: Getting Started
Overview
All Killing Floor 2 weapon skins start from a single master material. They have a series of parameters and static switches that change the features of the material. This document serves as a reference for what weapon skin material parameter does and how to get started making Killing Floor 2 weapon skins for the Killing Floor 2 Steam Workshop.
Getting Started
The first step on creating a weapon skin for Killing Floor 2 is deciding which weapon to make a skin for. Each weapon and equipment item in the game has an initialized weapon skin material instance. They serve as an initial state for the weapon skin and it's what you'll use to get started when making a weapon skin of your choice.
You'll need to open the Killing Floor 2 SDK, open the content browser and navigate to KFGame>BrewedPC>Packages>Weapons. Select the parent weapon folder of your choice, right click on it and fully load the folder. That will load the weapon skin packages for that weapon. All of the weapon skin packages start with the prefix "WEP_SKIN" so alternatively you can use the search bar on the top and type "wep skin" and select the "material instance (constant) filter check box to get a quick view of the weapon skin init materials. Also, below is a package path for each weapon skin init material.
Starting a new Skin
- In the Killing Floor 2 SDK Open the content browser
- On the lower bottom half of your content browser click the "NEW" button.
- A new package window will pop up
- Give your package a new name by following this naming convention: WEP_<WeaponName>_<SkinName>_MAT under the Package field.
- Give your new material instance(constant) a by following this naming convention: WEP_<WeaponName>_<SkinName>_MIC under the Name field
- Under the factory drop-down select "MaterialInstanceConstant"
- If you were making a dotted weapon skin for an AR15, your box should look something like this:
- Press OK
- A new material instance will pop up.
- Save your package, it will be under "New Packages" at the bottom of the content browser on the left.
- Save it in Program Files (x86)\Steam\SteamApps\common\killingfloor2\KFGame\BrewedPC\Packages (you can create a folder if you want to)
- Find the parent material you want to base your skin off of using the links below.
- Select your parent mic package > right click and "fully load".
- Select the Init skin material you want to work from.
- Assign it to the parent of your new mic.
- Find and select the 1st person folder of your weapon (its in the same folder as the Skin Mat package.
- Select the mesh and click the green arrow "Use Selected StaticMesh in Content Browser" This will allow you to see your skin on the mesh.
- Save your package again. Check out KF2 Weapon Skin Creation: Material Reference for how to use the material.
Init Weapon Materials Reference
Below is a list of all the package names and mic names for all of the init weapon and equipment skin materials.
Commando Perk Weapons
MaterialInstanceConstant'WEP_1P_AR15_9mm_SKIN_MAT.Wep_Skin_Init_AR15_MIC'
MaterialInstanceConstant'WEP_1P_L85A2_SKIN_MAT.Wep_Skin_Init_L85A2_MIC'
MaterialInstanceConstant'WEP_1P_AK12_SKIN_MAT.Wep_Skin_AK12_Init_MIC'
MaterialInstanceConstant'WEP_1P_SCAR_SKIN_MAT.Wep_Skin_Init_SCAR_MIC'
Support Perk Weapons
MaterialInstanceConstant'WEP_1P_MB500_SKIN_MAT.Wep_Skin_MB500_Init_MIC'
MaterialInstanceConstant'WEP_1P_Double_Barrel_SKIN_MAT.Wep_Skin_Double_Barrel_Init_MIC'
MaterialInstanceConstant'WEP_1P_M4Shotgun_SKIN_MAT.Wep_Skin_M4Shotgun_Init_MIC'
MaterialInstanceConstant'WEP_1P_AA12_SKIN_MAT.Wep_Skin_AA12_Init_MIC'
Berserker Perk Weapons
MaterialInstanceConstant'WEP_1P_Crovel_SKIN_MAT.Wep_Skin_Crovel_Init_MIC'
MaterialInstanceConstant'WEP_1P_Nail_Shotgun_SKIN_MAT.Wep_Skin_Nail_Shotgun_Init_MIC'
MaterialInstanceConstant'WEP_1P_Pulverizer_SKIN_MAT.Wep_Skin_Pulverizer_Init_MIC'
MaterialInstanceConstant'WEP_1P_SawBlade_SKIN_MAT.WEP_Skin_SawBlade_Init_MIC'
Medic Perk Weapons
All of the medic weapons use the medic pistol material. The SMG, shotgun and assault rifle also have another material id for it's specific components. Therefore, when making a medic weapon skin, you have to set up two materials (unless you are creating a medic pistol weapon skin)
// Medic Pistol
MaterialInstanceConstant'WEP_1P_Medic_Pistol_SKIN_MAT.WEP_Skin_Medic_Pistol_Init_MIC
// Medic SMG
MATERIAL ID 0: MaterialInstanceConstant'WEP_1P_Medic_Pistol_SKIN_MAT.WEP_Skin_Medic_Pistol_Init_MIC'
MATERIAL ID 1: MaterialInstanceConstant'WEP_1P_Medic_Shotgun_SKIN_MAT.Wep_Skin_Medic_Shotgun_Init_MIC'
// Medic Shotgun
MATERIAL ID 0: MaterialInstanceConstant'WEP_1P_Medic_Pistol_SKIN_MAT.WEP_Skin_Medic_Pistol_Init_MIC'
MATERIAL ID 1: MaterialInstanceConstant'WEP_1P_Medic_smg_SKIN_MAT.Wep_Medic_SMG_Init_MIC'
// Medic Assault Rifle
MATERIAL ID 0: MaterialInstanceConstant'WEP_1P_Medic_Assault_SKIN_MAT.Wep_Skin_Medic_Assault_Init_MIC'
MATERIAL ID 1: MaterialInstanceConstant'WEP_1P_Medic_Pistol_SKIN_MAT.WEP_Skin_Medic_Pistol_Init_MIC'
Firebug Perk Weapons
MaterialInstanceConstant'Wep_1P_CaulkBurn_SKIN_MAT.Wep_Skin_CaulkBurn_Init_MIC'
MaterialInstanceConstant'Wep_1P_DragonsBreath_SKIN_MAT.Wep_Skin_DragonsBreath_Init_MIC'
MaterialInstanceConstant'Wep_1P_Flamethrower_SKIN_MAT.Wep_Skin_Flamethrower_Init_MIC'
MaterialInstanceConstant'WEP_1P_Microwave_Gun_SKIN_MAT.Wep_Skin_Microwave_Gun_Init_MIC'
Demolition Perk Weapons
MaterialInstanceConstant'WEP_1P_HX25_Pistol_SKIN_MAT.Wep_Skin_HX25_Pistol_Init_MIC'
MaterialInstanceConstant'WEP_1P_C4_SKIN_MAT.Wep_Skin_C4_Init_MIC'
MaterialInstanceConstant'WEP_1P_M79_SKIN_MAT.Wep_Skin_M79_Init_MIC'
MaterialInstanceConstant'WEP_1P_RPG7_SKIN_MAT.Wep_Skin_RPG7_Init_MIC'
Common Weapons and Equipment
MaterialInstanceConstant'WEP_1P_9MM_SKIN_MAT.Wep_Skin_9MM_Init_MIC'
MaterialInstanceConstant'WEP_1P_Healer_SKIN_MAT.Wep_Skin_Healer_Init_MIC'
MaterialInstanceConstant'WEP_1P_Welder_SKIN_MAT.WEP_Skin_Welder_Init_MIC'
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