Although the name of the ini file described there is wrong (it's NWConfig instead of the documented one, as noted before), everything else should be fully accurate in their description.
For example, for VictSkinID, here's a direct excerpt from the pdf:
As for the best way to find out the meshes (for VictModel), textures (for VictSkin) and such, the Unreal Editor itself is still the best tool for the job, as long, of course, you know what to look for.VictSkinID: Multitexture index the VictSkin corresponds to;
If it's a custom package, you could use UTPT to open it (Unreal Tournament Package Tool), in order to only see the contents of that package.
But even so, in some cases it's not really easy to understand where stuff like this is defined.
For instance, in the case of the Xan player, it's not so obvious at all.
For Xan (the standard one) the mesh to filter by (VictModel) can be checked in the TBoss class (the Xan player class):
namely the Mesh property, which is set as
LodMesh'Botpack.Boss', thus the VictModel to match with would be "Botpack.Boss".
As for the skins, it's even less obvious, as these aren't set in any default properties or so, nor even imported in this class.
Instead, you would have to check the code to understand that they come from the BossSkins package.
Also, the Xan skin is composed by 4 multiskins, however you only actually need to match just one of them for each team.
Since this gore mod can have meshes and skins loosely matched through wildcards, you don't need to know the full name of it, you just need to know at least part of it, so your configuration would look like this:
Code: Select all
In the current mod you're limited to red, green and silver/black blood colors, meaning there isn't blue or yellow (to match the other teams), because it would increase the package file size a lot more and there were no use-cases for it yet at the time (although having different blood types per team sounds fun, which in that case would have been made sense, so maybe a lost opportunity).
However, you can create custom blood packages and add it to the BldTypes in the configuration (up to 8), although it takes a little bit of work to do it (change all existing blood textures to the color you want, maybe through hue shifting, then create the class to import them and list them, then a bit more code to define decal classes and a few other things in respect to this specific color scheme).