How does one go about skinning monsters?

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EvilGrins
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Re: How does one go about skinning monsters?

Post by EvilGrins » Mon Sep 16, 2013 12:39 am

There's a trick to skinning monsters that's so simple it hurts me that I didn't notice it before. Although, ironically, it doesn't seem to work so well on the Warlords.

Ironically in that a stretch back I edited a map, for Redeemer battles, that had monsters on it and it was bugging me that when the Warlords on it died they ditched the skin I gave them and reverted back to the default Warlord skin. So I did a blurb and sent it to a few forums for wiser heads to show me how to fix it.

These:
http://unreal-games.livejournal.com/74171.html
Yeah, not all my stuff comes to ut99.org

I was shown a way to setup a new corpse, just for the map, that would incorporate the skin I wanted... and if I ever have to do this again for a Warlord this is what I'll use, but months later when I edited MA-TheLonelySouls I found another method.

Ordinarily to skin a monster on a map you put the skin you want under 'MyLevel' and then attach it to the monster's properties here:
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Each monster-class is a different one of those slots, you just need to find the right one. However, the doesn't keep your skin on the monster when it dies.

I accidentally found this:
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Right in the open, so simple that it says 'skin' and I never noticed it before. Selecting your chosen skin here not only puts it on your monster... it remains on it after the thing gets killed.

No need to make a special corpse for each skinned class... except, of course, the Warlord.

Still not sure why that one monster is so different. Well, except maybe the Gasbag, as it's one of the only Unreal monsters that uses more than 1 texture.
http://unreal-games.livejournal.com/
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medor wrote:Replace Skaarj with EvilGrins :mrgreen:
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UnrealGGecko
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Re: How does one go about skinning monsters?

Post by UnrealGGecko » Mon Sep 16, 2013 2:52 pm

EvilGrins wrote:
GEx wrote:If ya want I might try to ask THUNDERBOLT about those skins, since he's still pretty active at destinationUnreal. :wink:
I'd appreciate that, though I'm more interested in the Titan than the Brutes.
Seems he's not as active as I thought. Last post was about a month ago.

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Re: How does one go about skinning monsters?

Post by EvilGrins » Mon Sep 16, 2013 6:57 pm

GEx wrote:
EvilGrins wrote:
GEx wrote:If ya want I might try to ask THUNDERBOLT about those skins, since he's still pretty active at destinationUnreal. :wink:
I'd appreciate that, though I'm more interested in the Titan than the Brutes.
Seems he's not as active as I thought. Last post was about a month ago.
For no reason, after you suggested it, I popped over there and dropped him a PM.

No response so far.
http://unreal-games.livejournal.com/
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medor wrote:Replace Skaarj with EvilGrins :mrgreen:
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Re: How does one go about skinning monsters?

Post by EvilGrins » Fri Nov 01, 2013 9:38 pm

Edit of the skins made for the AlternatePawns.u Krall:
Image

Videos for the development of the AlternatePawns.u showed a brown Krall that was excluded from the actual file, so I whipped this up.
http://unreal-games.livejournal.com/
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medor wrote:Replace Skaarj with EvilGrins :mrgreen:
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Re: How does one go about skinning monsters?

Post by EvilGrins » Tue Aug 12, 2014 2:57 pm

A stretch back I saw a thing about hi-res monster skins and downloaded it, and then lost it on my computer. I just found it, so here:
http://www.mediafire.com/download/0fz8t ... rSkins.zip

I'm not sure why they were made, as I've been told any kind of hi-res textures would crash UT.
http://unreal-games.livejournal.com/
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medor wrote:Replace Skaarj with EvilGrins :mrgreen:
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Re: How does one go about skinning monsters?

Post by EvilGrins » Wed Dec 23, 2015 7:58 am

As DevilFish have been coming up a lot lately...
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...used this in an edit not too long ago, looks great on the fishy.

One of many monster skins I got off UnrealSP's forum.
http://unreal-games.livejournal.com/
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medor wrote:Replace Skaarj with EvilGrins :mrgreen:
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Re: How does one go about skinning monsters?

Post by papercoffee » Wed Dec 23, 2015 4:01 pm

Show this skin to MrLoathsome he is need of new fish skins :mrgreen:

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Re: How does one go about skinning monsters? - Like This.

Post by MrLoathsome » Wed Dec 23, 2015 11:25 pm

I snagged it last night. Will be adding it to the FrickinSharks before the next RC release.

*Edit - Here are a few pics of the FrickinSharks with the skin EG posted on them:
Pics also show off nicely the scorch marks the Sharks laser is leaving.

Last shot is a good example of the difference between 128x128x256 skin v.s. 256x256x256 skin.
(Note the file sizes are almost identical. 33k or so...)
Shot0022.jpg
Shot0023.jpg
Shot0024.jpg
Shot0025.jpg
When I was taking these shots, the sharks were busy attacking Horseflys.
And they were killing them. (Had BadNews4 running at the time...)

Imagine if Horsefly/Deadbodyflys could bite, and were perhaps a bit larger, and would go after players or other
pawns that disturbed them.... (Anybody got any bug skins?)
You do not have the required permissions to view the files attached to this post.
blarg

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Re: How does one go about skinning monsters?

Post by MrLoathsome » Thu Dec 24, 2015 2:54 pm

Monsters are cool.

I mean, BUMP! :tongue:
blarg

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Re: How does one go about skinning monsters?

Post by JackGriffin » Sun Dec 27, 2015 9:30 pm

I got to test these (thank you Loath for that). These things are very cool and he's pulled them off quite well. They attack from all sorts of angles, even directly overhead, and just a couple of them means very real trouble for a player. This is worth looking at when he gets them done because it's unique but useful, and funny is a bonus.

Great Job Loath, as always.
So long, and thanks for all the fish

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Re: How does one go about skinning monsters?

Post by EvilGrins » Thu Oct 06, 2016 6:30 pm

Project on OldUnreal's forum of trying to get around using High-Res graphics in-game revealed this beauty:
Image

Now that's a skin I'd like to get my hands on!

Made by a guy who goes by Lightning_Hunter.

He also made this:
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http://unreal-games.livejournal.com/
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medor wrote:Replace Skaarj with EvilGrins :mrgreen:
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Re: How does one go about skinning monsters?

Post by EvilGrins » Thu Apr 06, 2017 6:23 am

These are supposedly skins for female Nali:
Image Image Image

Now, it's possible they're just for an earlier design of the Nali but the faces on them look decidedly more feminine to me.
http://unreal-games.livejournal.com/
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medor wrote:Replace Skaarj with EvilGrins :mrgreen:
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Re: How does one go about skinning monsters?

Post by papercoffee » Thu Apr 06, 2017 11:37 am

EvilGrins wrote:Now, it's possible they're just for an earlier design of the Nali but the faces on them look decidedly more feminine to me.
It looks not more feminine but more human. These must be the alpha skins of the Nali.

EDIT----------------------------------------
Here, that's how they look like.

Image
Image
Image
Image

Not very feminine.

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Re: How does one go about skinning monsters?

Post by EvilGrins » Thu Apr 06, 2017 8:44 pm

papercoffee wrote:Not very feminine.
Nali are aliens, and compared to what the current Nali looks like... those might as well be supermodels.
http://unreal-games.livejournal.com/
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Re: How does one go about skinning monsters?

Post by EvilGrins » Mon Oct 09, 2017 1:28 am

Skinning monsters I've learned some discrepancies between species.

UTDMT are based on the Stone Titan, which is ideal for team games; skinning a Stone Titan it will keep the skin you put on it when it dies, but the normal Titan that doesn't happen.

SkaarjGunners hang onto their skin after death but not all the other Skaarj Military monsters do.

Recently going over the UTDMWarlord, similar to the normal Warlord, it doesn't hang onto it's skin when it dies... but fortunately it does respawn with the skin placed on it:
Image

Going by the best skin-sets I've got for Warlords, I'm using these to come up with team skins for them:
Image Image Image
http://unreal-games.livejournal.com/
Image
medor wrote:Replace Skaarj with EvilGrins :mrgreen:
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