Rifle skinning?

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Fuzz_Ball
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Rifle skinning?

Post by Fuzz_Ball »

I hope this pertains to this topic as I'm having problems editing a skin for a rifle.

For starters, I've been modifying an existing weapon's properties as well as its appearance.
The scripting has gone almost as planned but the changes to the skin are not turning out well.

The constant problem is what looks like a BSP error or spike along the scope and thru the forend or front stock.
Now, I've tried numerous skins AND meshes from identical weapons and nothing has changed or improved.
It's a Bunny Duster / BinSlayer type frame and I'm having trouble locating the original mesh.
I couldn't find it in Botpack or Unrealshare.u
error-7.jpg
duster-v-sniper.jpg
duster-v-sniper.jpg (28.14 KiB) Viewed 2939 times
I've exported the .pcx and .bmp using WOTGreal and UTPT. Edited them using Photoshop CS3, MS Paint, GIMP and tried Milkshape.
Applying the alpha channels, according to Unrealwiki prevents the files from being saved in either .pcx or .bmp.

Can anyone help describe the steps in order to:

1. export the files from the .U in order to keep the channels intact.
2. WHICH file type do I edit and what graphics program should I use.
3. How do I apply the proper channels, format (RGB, etc.) and is that neccessary?
4. What "Save As" steps do I follow?

I'm sure I'm omitting a step or two. It seems unlikely that of all the tools I have, I still can't do a simple task.
I'm having a hard time finding tutorial info to help me with the technical aspects of editing for UT.
Can anyone help point me in the right direction?
Many of my ideas are not being put to good use because of this obstacle.
Included is the visual glitch and the mesh.
Thanks for any help and advice.
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papercoffee
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Re: Rifle skinning?

Post by papercoffee »

First of all why didn't you try to contact the creator of the original weapon?
Second has this error nothing to do with the Texture but more with the model of the weapon ...maybe went something wrong when you exported the mesh out of the .u file.
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Fuzz_Ball
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Re: Rifle skinning?

Post by Fuzz_Ball »

papercoffee wrote:First of all why didn't you try to contact the creator of the original weapon?
Second has this error nothing to do with the Texture but more with the model of the weapon ...maybe went something wrong when you exported the mesh out of the .u file.
Yeah, PC I suspect the model is at fault here.
There are so many versions that use this model - I can only hope that the author of the version I have is still active
and that this is the original.

Is it possible that all of those versions are using the same faulty model?
Why do none of the other weapons using the model have this problem?

So, this a custom model and not part of native UT?
It does seem that something went wrong with the export but - every single time from so many different weapons?
Aside from the aforementioned export methods; WOT, UTPT, is there a better, more reliable way to export meshes?
Does my UT environment need to have something present to better facilitate exporting?
So much to learn, I'd like to know if I'm doing this right at all.
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papercoffee
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Re: Rifle skinning?

Post by papercoffee »

I'm more a texture artist and not a modeler ...but it seems that those exported models are broken because they was build bad in the first place.

And no this model is no native UT weapon ...it's custom one.
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Fuzz_Ball
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Re: Rifle skinning?

Post by Fuzz_Ball »

Thanks, Mr. Coffee.
Looks like I'll need an alternative.
Hooray! More stuff to learn!
:rock:
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-=SoP=-axewound
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Re: Rifle skinning?

Post by -=SoP=-axewound »

I've had issues with this model in the past. You'll need to use umodel to extract without the stray vertices:
http://www.gildor.org/en/projects/umodel
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Fuzz_Ball
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Re: Rifle skinning?

Post by Fuzz_Ball »

Hey, thanks, Axewound!
This info and link is exactly what I'm looking for.
Does this mean the mesh can be fixed without a complete retexturing?
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Re: Rifle skinning?

Post by -=SoP=-axewound »

Yes, just replace the mesh files with those from the umodel extract and recompile.
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