some of the skins I've made/edited

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EvilGrins
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Re: some of the skins I've made/edited

Post by EvilGrins »

The biggest problem with editing some skins is evening out the colors.
Image Image Image Image Image

This is a complete set, another of Chris Ollis' superhero skins, and I've some ideas for team colors... but the green parts are all flesh and they don't match.

If I were to even attempt this, I'd have to even out the greens.
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Re: some of the skins I've made/edited

Post by papercoffee »

That's what you do in a more versatile picture editing tool.

Edit--------------------------------
Try this it's a reverse-engineered Photoshop clone.
https://www.photopea.com/
Nearly everything works as in the original.
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EvilGrins
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Re: some of the skins I've made/edited

Post by EvilGrins »

The neverending project... Star Trek Red Shirts.

Due to restrictions of where team colors can go on the Male Soldier model, and trying to stay as close to original series Trek canon, team colors are the hold up. Because in the series Red Shirts don't wear a lot of gear and the ranks in Starfleet are really only visible on their sleeves.

May be eternally regulated to a mainly MonsterHunt skin type, due to that.
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EvilGrins
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Re: some of the skins I've made/edited

Post by EvilGrins »

Most of what I post in here are ideas for stuff I might try and build, but there's no guarantee I'll necessarily get on it ever or at least anytime soon.

Still, some ideas are more compelling than others.
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Re: some of the skins I've made/edited

Post by EvilGrins »

Random idea, been kicking around in my head a couple weeks.

Obviously not done: team colors to gauntlets, bolt on chest, boots, and belt eventually.
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Re: some of the skins I've made/edited

Post by EvilGrins »

UTW is the logo for the clan/group and former forum of ut-world.eu, and I recently reached out to one of their skinners to ask if I could use some of the parts of their skins for mapping projects.

That and I kinda wanna update the old skins for 4 team colors as they primarily only used 2.

They've got a number of HALL OF FAME maps that have display cases of their players by the skins they used.
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EvilGrins
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Re: some of the skins I've made/edited

Post by EvilGrins »

Currently working on...
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Re: some of the skins I've made/edited

Post by EvilGrins »

Progress: mostly done, still tweaking a bit.
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Re: some of the skins I've made/edited

Post by EvilGrins »

Because I was working from textures LeoTCK already had provided, slapping this together wasn't at all difficult. Just needed to take the time, which really was all of about 5 minutes.

Default textures for the Nali model are 512x512, but to avoid any issues I reduced to 256x256; there's more than 1 set of these textures, some others don't have full team colors and will need adjusting.

Not releasing yet as I want to see if I can find a way around the Talk Texture difficulty.
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Re: some of the skins I've made/edited

Post by OjitroC »

EvilGrins wrote: Wed Nov 16, 2022 11:40 am
Not releasing yet as I want to see if I can find a way around the Talk Texture difficulty.
I don't use the Nali Player/Bot so I'm not familiar with the issue with the Talk Texture.

However this is the int for the default Nali tnalimeshskins.utx

Code: Select all

[public]
Object=(Name=TNaliMeshSkins.Priest,Class=Texture,Description="Priest")
Object=(Name=TNaliMeshSkins.Ouboudah,Class=Texture,Description="Ouboudah")
Object=(Name=TNaliMeshSkins.T_Nali_0,Class=Texture)
Object=(Name=TNaliMeshSkins.T_Nali_1,Class=Texture)
Object=(Name=TNaliMeshSkins.T_Nali_2,Class=Texture)
Object=(Name=TNaliMeshSkins.T_Nali_3,Class=Texture)
There is no reference to the Talk Textures and, looking in the utx, the Talk Textures/Faces are named nali-face and priest-face. It seems to me that the code requires the Face (Talk Texture) to include the figure '5' as, for example, in tskmskins.Warr5Dominator or tskmskins.Warr5Guardian from the default Tskmskins.utx for the Skaarj Hybrid (I assume that these Talk Textures work OK?).

None of the .int files for the custom TNalimesh skins that I have contain references to the Face/Talk Texture.

Perhaps this is the source of the problem?
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Re: some of the skins I've made/edited

Post by EvilGrins »

OjitroC wrote: Wed Nov 16, 2022 2:30 pmI don't use the Nali Player/Bot so I'm not familiar with the issue with the Talk Texture.
Well...
EvilGrins wrote: Sun Nov 13, 2022 1:22 amAlso even with the fix, there's one thing that wasn't fixed. Talk Textures from the default Nali still are used no matter which Nali skin you're using.
...from the NaliFix thread.
OjitroC wrote: Wed Nov 16, 2022 2:30 pmThere is no reference to the Talk Textures and, looking in the utx, the Talk Textures/Faces are named nali-face and priest-face.
I'm familiar, but the basic structure of all UT-models allows for a Talk Textures, and I've found others that didn't have them still allowed them to be utilized if properly edited into the .int & .utx files.

Basic structure is that all models are broken into segments, each segment is numbered. Those for the talk texture and the face on the model are numbers 4 & 5.

Sktroopers don't have one either, but I managed to make a custom one and setup the files so all my Sktroopers use it.
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OjitroC
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Re: some of the skins I've made/edited

Post by OjitroC »

EvilGrins wrote: Wed Nov 16, 2022 10:12 pm
EvilGrins wrote: Sun Nov 13, 2022 1:22 amAlso even with the fix, there's one thing that wasn't fixed. Talk Textures from the default Nali still are used no matter which Nali skin you're using.
...from the NaliFix thread.
It was 'fixed', in a sense, but nobody seems to have looked at the code for the talktexture for the tnali2 in the nalifix.u. This is the relevant extract

Code: Select all

	// Set the talktexture (contains other changes too: deletions)
	if( Pawn(SkinActor) != None )
	{
		
			Pawn(SkinActor).PlayerReplicationInfo.TalkTexture = Texture(DynamicLoadObject(SkinName$"-Face", class'Texture'));
			if ( Pawn(SkinActor).PlayerReplicationInfo.TalkTexture == None )
				Pawn(SkinActor).PlayerReplicationInfo.TalkTexture = Texture(DynamicLoadObject("TNaliMeshSkins.nali-Face", class'Texture'));
		
		
	}
It looks to me that the TalkTexture must have the suffix '-Face' to the TalkTexture name and that if there is no TalkTexture (or, of course, if the TalkTexture has the wrong name) the default 'nali-Face' is used as the TalkTexture. This seems to be the cause of the issue?

Automatically merged

Just checked the Readme for NaliFix and it says in relation to the TalkTexture
Additional Info : For talktextures (the faces in the HUD), call them yourskinname-FACE for the nali ...
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EvilGrins
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Re: some of the skins I've made/edited

Post by EvilGrins »

OjitroC wrote: Wed Nov 16, 2022 11:48 pmIt looks to me that the TalkTexture must have the suffix '-Face' to the TalkTexture name and that if there is no TalkTexture (or, of course, if the TalkTexture has the wrong name) the default 'nali-Face' is used as the TalkTexture. This seems to be the cause of the issue?
Which is why to a previous skin edit for Nali, I included a textture for "spidey-face" but it didn't entirely work.

Worked only when team colors not used.
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Re: some of the skins I've made/edited

Post by EvilGrins »

Slight update on the Captain Marvel skin... needs a belt, better defined chest emblem.

When it's done, easy conversion for Black Adam.
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Re: some of the skins I've made/edited

Post by EvilGrins »

I'm going a lot slower on this than I should, but due to subtle differences the Black Adam skin will probably be done before the Shazam skin.

Mostly due to belt selection.

That and I gotta figure out if I wanna customize a special head/face for it or go with defaults... though I do have a Picard head so a bald look isn't impossible.
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Last edited by EvilGrins on Sat Apr 22, 2023 8:01 pm, edited 1 time in total.