Model Skinning?

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Model Skinning?

Post by Forum|User »

Hi,

How I can skinning a model without the UT Skin Maker? I read somewhere it's possible with editing or crate a new *.int file. Somebody can explain me how do it?
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{S.o.W}DeathMask
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Re: Model Skinning?

Post by {S.o.W}DeathMask »

That's how I do:
1) Get the Textures;
2) Use Adobe Photoshop CS4 (If you don't want to buy it, use GIMP, that's good too), and save the image in a .pcx format (color scale profile, don't use RGB, I can give you some tips about it);
3) Import with Unrealed;
4) Write the .int with Notepad.

Why using Photoshop/GIMP? More options, more doors open.

Why Color Scale profile? If you import with UnrealEd RGB profile images, textures will come out with extremely low quality, with dots etc. (same will happen with Color Scale conversion, but there at least you can fix that).
{S.o.W}DeathMask, 9 times CWC UT2003, 1 time EMKTC.

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Re: Model Skinning?

Post by Forum|User »

No, you don't understand what I mean! I want to re-texture a model only with create a new *.int file!
I know first off all I need to make the texture, it's already done but like I said I can't make the model with UT Skin Maker.
Because a lot model don't have the *.skmez & *.skmm file, so I can't load it to UT Skin Maker.
Here is an example, I have the (_@_)_Warlord skin and I want to make for myself a brand new UT2K4 Styled Warlord. Hope now you get it what I mean.

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So I have problems with the *.int making. :(
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Re: Model Skinning?

Post by papercoffee »

What dimension has your new skin?
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Re: Model Skinning?

Post by Forum|User »

papercoffee wrote:What dimension has your new skin?
Don't really understand the question, what you mean? :shock:
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Hellkeeper
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Re: Model Skinning?

Post by Hellkeeper »

He's probably asking for the size of the texture in pixels.
You must construct additional pylons.
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Re: Model Skinning?

Post by Forum|User »

Hellkeeper wrote:He's probably asking for the size of the texture in pixels.
It's 256x256, why?
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Re: Model Skinning?

Post by Dr.Flay »

You should be able to just edit an existing warlord int file by swapping the texture info to yours and then save with your skin name.
Make sure you have set the texture "LOD" to be a skin not a "World" texture.
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Re: Model Skinning?

Post by Forum|User »

Dr.Flay wrote:You should be able to just edit an existing warlord int file by swapping the texture info to yours and then save with your skin name.
That's what about I'm talking but I don't know how I don't understand the lines...

Here is the Alien_Warlord *.int file

Code: Select all

[Public]
Object=(Name=Alien_Warlord.Alien_WarlordBot,Class=Class,MetaClass=BotPack.Bot,Description="(_@_)_Warlord")
Object=(Name=Alien_Warlord.Alien_Warlord,Class=Class,Metaclass=BotPack.TournamentPlayer,Description="(_@_)_Warlord")
There is no info about the textures!...

Now let's take a look an other model, Sabbath Cat.

Code: Select all

[Public]
Object=(Name=SabbSkins.Sabb1,Class=Texture,Description="Sabbath Cat")
Object=(Name=SabbSkins.Sabb1T_0,Class=Texture)
Object=(Name=SabbSkins.Sabb1T_1,Class=Texture)
Object=(Name=SabbSkins.Sabb1T_2,Class=Texture)
Object=(Name=SabbSkins.Sabb1T_3,Class=Texture)
Object=(Name=SabbSkins.Sabb2Face,Class=Texture,Description="Sabbath Cat")
And here is an other Sabbath Cat (Kitty Belle) what made like how I want.

Code: Select all

[public]
Object=(Name=SabbSkinsKB.Sabb1,Class=Texture,Description="KittyBelle")
Object=(Name=SabbSkinsKB.Sabb1T_0,Class=Texture)
Object=(Name=SabbSkinsKB.Sabb1T_1,Class=Texture)
Object=(Name=SabbSkinsKB.Sabb1T_2,Class=Texture)
Object=(Name=SabbSkinsKB.Sabb1T_3,Class=Texture)
Object=(Name=SabbSkinsKB.Sabb2Face,Class=Texture,Description="KittyBelle")
First off all I don't understand these lines, the second problem is "every" *.int file looks like similiar, that's why this confuse me. :confused2:
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{S.o.W}DeathMask
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Re: Model Skinning?

Post by {S.o.W}DeathMask »

Then you should use a little logic:
Considering standard "Male Soldier" model (UT)'s name is "Soldier", all skins related to such model start with "Soldier" as prefix (SoldierSkins, SoldierSkins_CustomSkin etc.) as well as Sabbath Cat (Model name: Sabb, skins name: SabbSkins, SabbSKins_CustomSkins).

Following such logic, I assume "(_@_)_Warlord" model referrence should be "Warlord". Try checking if you find a .int filename named "WarlordSkins".int or something like it, and apply the above stated logic to it.
{S.o.W}DeathMask, 9 times CWC UT2003, 1 time EMKTC.

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Re: Model Skinning?

Post by papercoffee »

Forum|User wrote:
Hellkeeper wrote:He's probably asking for the size of the texture in pixels.
It's 256x256, why?
I was just wondering why SkinMaker can't load your skin. 1024x1024 skins can be a problem for example.
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Re: Model Skinning?

Post by EvilGrins »

This is a highly simplified version of how I skin without UTskinmaker · http://www.ut99.org/viewtopic.php?f=13&t=5411
Forum|User wrote:No, you don't understand what I mean! I want to re-texture a model only with create a new *.int file!
1) You can't just create a new .int, the skin also needs a new .utx as well.

2) You new .int, minus the extension, should be the same filename as your new .utx and beyond that, what's inside the .int should correspond to your new .utx

My best advice, it's how I lerarned to do it, is to look at you existing .utx & .int for the model as you got it. Look to see what's in both of them, get an understanding of that, and then try to do the same thing creating new files of both. Probably won't work the 1st time (took me like 5 tries when I started) but you'll eventually get it.

Open the .utx with UnrealEd, and I view/edit .int files with Windows' Notepad.exe
http://unreal-games.livejournal.com/
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medor wrote:Replace Skaarj with EvilGrins :mrgreen:
Smilies · viewtopic.php?f=8&t=13758
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Re: Model Skinning?

Post by Forum|User »

papercoffee wrote:
Forum|User wrote:
Hellkeeper wrote:He's probably asking for the size of the texture in pixels.
It's 256x256, why?
I was just wondering why SkinMaker can't load your skin. 1024x1024 skins can be a problem for example.
Forum|User wrote:...Because a lot model don't have the *.skmez & *.skmm file, so I can't load it to UT Skin Maker....
It's simple, when I download the model, these files are not available. That's why I can't make a new model with UTSM, now you get it?

@EvilGrins
Can you show for us how you make a new *.int file step-to-step for a model? I'm would be really glad.
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Re: Model Skinning?

Post by EvilGrins »

Forum|User wrote:@EvilGrins
Can you show for us how you make a new *.int file step-to-step for a model? I'm would be really glad.
I'll get on that right away.
http://unreal-games.livejournal.com/
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medor wrote:Replace Skaarj with EvilGrins :mrgreen:
Smilies · viewtopic.php?f=8&t=13758
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