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Tutorials
Skinning Tutorial For UnrealED, Cynical Modder Author email
.: Publication date 16-Jan-2007 :: Reads: 1339 :: Review :: Print current page :: Print all:.
To skin with unrealED, you only need a few simple tools. First and foremost you need Unreal Tournament 99 edition. GOTY or regular will do just fine as they both come with UnrealED. This tutorial is split up into 2 sections. Contents --------------------------------------------------- 1a. - Editing the Pictures 1b. - Making the texture pack 1c. - Making the INT file 1a. - Editing the Pictures --------------------------------------------------- First thing you need is the pictures you will want to edit. You can get these from the texture packs that comes with the game. (ie. SoldierSkins.utx) From within this texture pack you can get (export) all the textures for the certain type of skin that you want to make. (Basic graphic editing will be essential for this part of the tutorial.) In the SoldierSkins texture pack each skin will be started with a certain code. For example, BLKT, or GARD and the following letters after. This is how you know which textures go with that certain skin. After successful extraction of these textures load them up into your primary photo editor. In this tutorial I will be using Adobe Photoshop. As a reminder, any changes done to any of these textures, the textures must be saved as in Indexed texture. You can check this in the menu, Image - Mode - Indexed. In this example I will be just darkening the pictures a little just to give a hint of a little more stealth. It will be harder for people to see you in them darker corners. Chosing each file of the textures, go to the menu, Image - Adjustments - Brightness and Contrast. Change the brightness to -60 and the contrast to -25. This will give just enough darkness to each of the textures to not be so easily seen. Of course you can choose whichever setting you wish but this is my preferred setting. After words, save your textures one by one as you darken them. Once you have gone through all of the textures you are ready to move onto the next section of this tutorial. 1b. - Making the Texture Pack ----------------------------------------------------- To make your texture pack, (which is quite easy) just load UnrealED. Open the texture browser and click on the menu, File - Import. Choose the first texture in your folder of textures. When you choose it, you will see a box come up asking for some information. The Package is the Main most important information you will need. To Name your package you will need to follow UT's naming convention. Each skin package must start with the kind of skin you are making. If you are making a Soldier Skin, then it must be SoldierSkins_NameOfPackage. For Example I would call mine something like, SoldierSkins_Test just to test out the package. Leave the name as it is in the filename as you exported it. As far as the group, just leave that blank. You can only import one texture file at a time. If you import more than one texture file at a time unreal may become unstable and crash on you and that is not a good thing. After you have imported all your textures into your texture pack, click the Menu, File - save. Save it and your texture pack is done. Once you have done all this you are ready to move onto the next section of this tutorial. 1c. - Making the INT file ------------------------------------------------------- Now making the INT file for your new skin pack is probly the easiest or most difficult thing to do in making a new skin. It all depends on how well you get the hang of it. Start off by making a new text file somewhere and do a file - save as... Once you do this save the INT file as the same name as your Texture Pack. In the filename box you must type in the filename like this or you won't get a INT file easily. "SoldierSkins_Test.INT" You must include the quotes. Once you have saved the file you can type in the information you need within the INT file to make it point to your skin textures within the texture pack. I will show some examples and break them down a little to hopefully give you a better understanding of what you are typing. [public] Object=(Name=SoldierSkins.blkt1,Class=Texture,Description="Marine") Object=(Name=SoldierSkins.blkt2,Class=Texture) Object=(Name=SoldierSkins.blkt3,Class=Texture) Object=(Name=SoldierSkins.blkt4,Class=Texture) Object=(Name=SoldierSkins.blkt4Malcom,Class=Texture,Description="Malcom") Object=(Name=SoldierSkins.blkt4Othello,Class=Texture,Description="Othello") Object=(Name=SoldierSkins.blkt4Riker,Class=Texture,Description="Riker") Object=(Name=SoldierSkins.blkt5Malcom,Class=Texture) Object=(Name=SoldierSkins.blkt5Othello,Class=Texture) Object=(Name=SoldierSkins.blkt5Riker,Class=Texture) Object=(Name=SoldierSkins.blkt1T_0,Class=Texture) Object=(Name=SoldierSkins.blkt1T_1,Class=Texture) Object=(Name=SoldierSkins.blkt1T_2,Class=Texture) Object=(Name=SoldierSkins.blkt1T_3,Class=Texture) Object=(Name=SoldierSkins.blkt2T_0,Class=Texture) Object=(Name=SoldierSkins.blkt2T_1,Class=Texture) Object=(Name=SoldierSkins.blkt2T_2,Class=Texture) Object=(Name=SoldierSkins.blkt2T_3,Class=Texture) [Public] This is always needed in an INT file. Always as the first line. Object=(Name=SoldierSkins.blkt1,Class=Texture,Description="Marine") Object is the object you will be loading. In this case it will be a skin pack. Name=SoldierSkins_Test. is what we named our texture pack. The .blkt1 and so forth is the name of the texture that is within the texture pack itself. The Description don't matter what it says. This is what will show up in your game to choose your skin in the player setup for the skin you want to use. The other descriptions are the names of the faces that you can also choose in the player setup. So that is a basic breakdown of the whole INT file. You must have one line for each texture within your texture pack. After you get done, save the INT file and you are ready to load your game and test out your new skin. 2. - Error Problems ----------------------------------------------------------- If the texture will not load when you import the texture through unrealED then there is something unrealED does not like. In most cases, the image size is not 256x256. This is important. Also another case is that the image is not indexed. All indexed means is basically 8bit colors. If the skin does not load into the game for you to choose or the game closes out when you choose the skin then either there is something missing that you have listed in your INT file that the game can not find or something is typed wrong in the INT file. If you want an example of how everything is put together then you can read SoldierSkins.INT in the system folder, and you can load SoldierSkins.utx in unrealED to look at the name convention and it's just as simple as putting 1 and 1 together to make 3. :) Enjoy and have fun.
.: Return to subject Creating Skins :: Return to Subjects index :.
 
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