A skinning problem (PS2WarMachine)
Posted: Sun Jun 16, 2019 6:05 pm
Hello there. It's been a while since I posted on this forum, but I've recently started playing UT again and I'm trying to set up some nice bot matches like in the good ol' days.
My immediate problem is the PS2WarMachine, ported to the PC version by Psychic_313 (I think) back in the day. The author had converted a few skins made by others to work on this model. This included SoldierSkins such as Overkill or Krow's Metallian. I've been trying my hand at converting another skinpack (not made by me) to the War Machine model for personal use, but the way this works is a bit too opaque for me.
I've found that each skin for this model comes with a *.u file in addition to the *.int. As far as I could see, the only contents of the *.u file is a script that says (from the Overkill conversion skin):
(Actors > Info > GenericSkinInfo > PS2WarMachineSkinInfo > PS2WarMachineSkins_P3Ov_P3Ov)
Since all this is supposed to be referencing (as far as I can see) is the *.utx file supplied by the SoldierSkins_Overkill skin, I think there must be more to the process, but I'm at a loss.
Does anybody have a clue as to how this is done?
My immediate problem is the PS2WarMachine, ported to the PC version by Psychic_313 (I think) back in the day. The author had converted a few skins made by others to work on this model. This included SoldierSkins such as Overkill or Krow's Metallian. I've been trying my hand at converting another skinpack (not made by me) to the War Machine model for personal use, but the way this works is a bit too opaque for me.
I've found that each skin for this model comes with a *.u file in addition to the *.int. As far as I could see, the only contents of the *.u file is a script that says (from the Overkill conversion skin):
(Actors > Info > GenericSkinInfo > PS2WarMachineSkinInfo > PS2WarMachineSkins_P3Ov_P3Ov)
Code: Select all
class PS2WarMachineSkins_P3Ov_P3Ov extends PS2WarMachineSkinInfo;
// PS2 War Machine version of the Overkill skin by Shane Caudle
// Converted by Simon 'Psychic_313' McVittie
#exec TEXTURE IMPORT NAME=P3OvCCybot FILE=P3OvCCybot.pcx LODSET=2 MIPS=OFF
#exec TEXTURE IMPORT NAME=P3OvCDrak FILE=P3OvCDrak.pcx LODSET=2 MIPS=OFF
#exec TEXTURE IMPORT NAME=P3OvCMak FILE=P3OvCMak.pcx LODSET=2 MIPS=OFF
#exec TEXTURE IMPORT NAME=P3OvCRail FILE=P3OvCRail.pcx LODSET=2 MIPS=OFF
#exec TEXTURE IMPORT NAME=P3OvCZaron FILE=P3OvCZaron.pcx LODSET=2 MIPS=OFF
Does anybody have a clue as to how this is done?