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| 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. | |
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