Model Skinning?
-
- Experienced
- Posts: 98
- Joined: Fri Aug 08, 2014 6:07 pm
Model Skinning?
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?
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?
- {S.o.W}DeathMask
- Skilled
- Posts: 161
- Joined: Sun Feb 09, 2014 7:42 pm
Re: Model Skinning?
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).
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).
-
- Experienced
- Posts: 98
- Joined: Fri Aug 08, 2014 6:07 pm
Re: Model Skinning?
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.
So I have problems with the *.int making.
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.
So I have problems with the *.int making.
- papercoffee
- Godlike
- Posts: 10448
- Joined: Wed Jul 15, 2009 11:36 am
- Personal rank: coffee addicted !!!
- Location: Cologne, the city with the big cathedral.
- Contact:
-
- Experienced
- Posts: 98
- Joined: Fri Aug 08, 2014 6:07 pm
Re: Model Skinning?
Don't really understand the question, what you mean?papercoffee wrote:What dimension has your new skin?
- Hellkeeper
- Inhuman
- Posts: 905
- Joined: Tue Feb 25, 2014 12:32 pm
- Personal rank: Soulless Automaton
- Location: France
- Contact:
Re: Model Skinning?
He's probably asking for the size of the texture in pixels.
You must construct additional pylons.
-
- Experienced
- Posts: 98
- Joined: Fri Aug 08, 2014 6:07 pm
Re: Model Skinning?
It's 256x256, why?Hellkeeper wrote:He's probably asking for the size of the texture in pixels.
- Dr.Flay
- Godlike
- Posts: 3348
- Joined: Thu Aug 04, 2011 9:26 pm
- Personal rank: Chaos Evangelist
- Location: Kernow, UK
- Contact:
Re: Model Skinning?
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.
Make sure you have set the texture "LOD" to be a skin not a "World" texture.
UT99.org House Rules
ChaosUT https://chaoticdreams.org
Your Unreal resources: https://yourunreal.wordpress.com
The UT99/UnReal Directory: https://forumdirectory.freeforums.org
Find me on Steam and GoG
ChaosUT https://chaoticdreams.org
Your Unreal resources: https://yourunreal.wordpress.com
The UT99/UnReal Directory: https://forumdirectory.freeforums.org
Find me on Steam and GoG
-
- Experienced
- Posts: 98
- Joined: Fri Aug 08, 2014 6:07 pm
Re: Model Skinning?
That's what about I'm talking but I don't know how I don't understand the lines...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.
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")
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")
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")
- {S.o.W}DeathMask
- Skilled
- Posts: 161
- Joined: Sun Feb 09, 2014 7:42 pm
Re: Model Skinning?
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.
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.
- papercoffee
- Godlike
- Posts: 10448
- Joined: Wed Jul 15, 2009 11:36 am
- Personal rank: coffee addicted !!!
- Location: Cologne, the city with the big cathedral.
- Contact:
Re: Model Skinning?
I was just wondering why SkinMaker can't load your skin. 1024x1024 skins can be a problem for example.Forum|User wrote:It's 256x256, why?Hellkeeper wrote:He's probably asking for the size of the texture in pixels.
- EvilGrins
- Godlike
- Posts: 9727
- Joined: Thu Jun 30, 2011 8:12 pm
- Personal rank: God of Fudge
- Location: Palo Alto, CA
- Contact:
Re: Model Skinning?
This is a highly simplified version of how I skin without UTskinmaker · http://www.ut99.org/viewtopic.php?f=13&t=5411
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
1) You can't just create a new .int, the skin also needs a new .utx as well.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!
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/
Smilies · viewtopic.php?f=8&t=13758medor wrote:Replace Skaarj with EvilGrins
-
- Experienced
- Posts: 98
- Joined: Fri Aug 08, 2014 6:07 pm
Re: Model Skinning?
papercoffee wrote:I was just wondering why SkinMaker can't load your skin. 1024x1024 skins can be a problem for example.Forum|User wrote:It's 256x256, why?Hellkeeper wrote:He's probably asking for the size of the texture in pixels.
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?Forum|User wrote:...Because a lot model don't have the *.skmez & *.skmm file, so I can't load it to UT Skin Maker....
@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.
- EvilGrins
- Godlike
- Posts: 9727
- Joined: Thu Jun 30, 2011 8:12 pm
- Personal rank: God of Fudge
- Location: Palo Alto, CA
- Contact:
Re: Model Skinning?
I'll get on that right away.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.
http://unreal-games.livejournal.com/
Smilies · viewtopic.php?f=8&t=13758medor wrote:Replace Skaarj with EvilGrins