Dreamcast Unreal Tournement Textures

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TeamXlink
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Dreamcast Unreal Tournement Textures

Post by TeamXlink » Sun Jul 31, 2011 5:35 pm

These are the Dreamcast Unreal Tournament textures.


DCMINITEX.UTX
DCMINITEX.7z
Dreamcast Unreal Tournament Textures #1
(64.56 KiB) Downloaded 207 times
DCTEX.UTX
DCTEX.7z
Dreamcast Unreal Tournament Textures #2
(1.05 MiB) Downloaded 186 times

EDIT: I've compressed them and re-uploaded them.
Last edited by TeamXlink on Sun Jul 31, 2011 8:33 pm, edited 1 time in total.

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Re: Dreamcast Unreal Tournement Textures

Post by Creavion » Sun Jul 31, 2011 8:28 pm

TeamXlink wrote:These are the Dreamcast Unreal Tournament textures.


DCMINITEX.UTX
DCMINITEX.UTX
DCTEX.UTX was too large to upload as an attachment, it has been uploaded to an external site.
http://dl.dropbox.com/u/1671897/DCTEX.UTX
Winzip, Winrar... somehow able to compress files, never heard? ... with expection of pictures thats something you are usually doing.

Edit: Your UTX as RAR = 1,2 MB = thus able to be attached to your post.

Edit 2: Now you're talking! Good boy. :tongue:
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Re: Dreamcast Unreal Tournement Textures

Post by TeamXlink » Sun Jul 31, 2011 8:35 pm

Creavion wrote:
TeamXlink wrote:These are the Dreamcast Unreal Tournament textures.


DCMINITEX.UTX
DCMINITEX.UTX
DCTEX.UTX was too large to upload as an attachment, it has been uploaded to an external site.
http://dl.dropbox.com/u/1671897/DCTEX.UTX
Winzip, Winrar... somehow able to compress files, never heard? ... with expection of pictures thats something you are usually doing.
I've compressed them, re-uploaded and edited the first post.-

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Re: Dreamcast Unreal Tournement Textures

Post by Creavion » Sun Jul 31, 2011 8:58 pm

Does not seem you tested them, but there is no way to open them. UTPT -> Stream Read Error, any other UnrealEd crashes with an attempt. The dream cast build was most likely way to special adjusted to the console.
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Re: Dreamcast Unreal Tournement Textures

Post by TeamXlink » Sun Jul 31, 2011 9:12 pm

Creavion wrote:Does not seem you tested them, but there is no way to open them. UTPT -> Stream Read Error, any other UnrealEd crashes with an attempt. The dream cast build was most likely way to special adjusted to the console.
They don't work in UnrealED.

Hence the lack of pictures.

However, I thought they might be of use too someone.

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Re: Dreamcast Unreal Tournement Textures

Post by papercoffee » Sun Jul 31, 2011 9:42 pm

but maybe they can be converted?

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Re: Dreamcast Unreal Tournement Textures

Post by Creavion » Sun Jul 31, 2011 9:46 pm

papercoffee wrote:but maybe they can be converted?
and HOW? Those utx files are completly useless to us, but I am looking forward for any possible good suggestion, but I dont see this happening. :roll:
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Re: Dreamcast Unreal Tournement Textures

Post by papercoffee » Sun Jul 31, 2011 10:18 pm

How is it with milkshape ...can this program open .utx files? (don't know cause I never used it)

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Re: Dreamcast Unreal Tournement Textures

Post by Creavion » Mon Aug 01, 2011 6:37 am

papercoffee wrote:How is it with milkshape ...can this program open .utx files? (don't know cause I never used it)
Obviously not, paper. You can open different MESH formats from different games with it and if not even any UnrealEd attempt succeeded why should be milkshape be able to open that stuff, does not make any sense ...
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Re: Dreamcast Unreal Tournement Textures

Post by papercoffee » Mon Aug 01, 2011 8:48 am

Mhm ....so you don't open existing meshes/models with its texture pack ?! Ok learned something again.
But how do you export your mesh/model in Milkshape? You don't convert in Milkshape the UV-map to a utx-file?
I should try this program the next time.

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Re: Dreamcast Unreal Tournement Textures

Post by Feralidragon » Mon Aug 01, 2011 10:27 am

No, MilkShape cannot edit or open utx whatsoever, even because generally when importing models the worse thing you can do is creating .utx files for them.
MS3D only serves the purpose to build the model itself.

Process of creating a model in MS3D:
1) - You build the 3D model itself;
2) - Assign groups to handle for UV mapping;
3) - Open it with an external UV mapping utility (both me and Gen (I think) use LithUnwrap, since it opens ms3d files directly) and make the UV mapping;
4) - Open it again with MS3D to animate it (if animation is needed);
5) - Merge groups of the same material for UT correct multiskinning;
6) - Export into .psa/.psk or _a.3d/_d.3d (I still export into _a.3d/_d.3d for compatibility in UT without any bonus pack, you would be surprised on how many people do not update their UT with the BPs).

From there, the actual skins are edited in photoshop or paint shop or mspaint, or gimp or whatever (I use the first 3 from the ones I mentioned).

After the skinning, you have to export the skin to a 256-color .bmp file (yeah, I know UT supports pcx, but pcx=potential trouble, do not use them, pcx is a f*cked format, bmp is cleaner and universal).

Then, for the actual import and skin assignment as storage, you don't create an utx for the skin, the skin stays together in the same .u file the model itself is stored, this the the "right" thing to do. Therefore, what's done is creating an Unreal Class (.uc file) and give it some exec import directives to import the model and skins during compile, and in the end you get something like "mystuff.u" where skins, models, sounds, icons, etc, are stored in a single .u file, and this is how it's done.

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Re: Dreamcast Unreal Tournement Textures

Post by papercoffee » Mon Aug 01, 2011 1:20 pm

:shock: ....sounds "simple" .... ok I have much to learn. But maybe I can manage to build my own skins/models for FF.

to Topic: this means there is no way to open the Dreamcast utx files ...what a bummer!

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Re: Dreamcast Unreal Tournement Textures

Post by EvilGrins » Mon Aug 01, 2011 6:04 pm

1) .7z is a compressed file type that Winrar can open, I've come across it before from only 1 specific Unreal site which had some good monster packages on it a long time ago.

2) Rather than give us a .utx file you yourself say we can't open, why not send us a .zip file with the individual texture files that are in it? That way we don't need a special editor to view them, we can just look at them as is.

3) I recently downloaded Dreamcast models that were converted to a UT99 format. So, it must be possible to open Dreamcast .utx somehow. I suggest some creative googling.
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Re: Dreamcast Unreal Tournement Textures

Post by UT Sniper (SJA94) » Mon Aug 01, 2011 7:09 pm

There is a possibility to open them, but you would have to make an app to do just the thing. There is a oggextract that exports sound from .Upk files. so its possible but unlikly. If i had an advanced knowlage of c++ i would look into it but, i can only make simple Applications at the moment. if you look in the right place there might be an app for this kind of thing.

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Re: Dreamcast Unreal Tournement Textures

Post by Feralidragon » Tue Aug 02, 2011 10:18 am

Well, I don't know much about C++ since I hadn't any time to start anything on it, but what I understood that oggextract does is looking for binary patterns that only exist in ogg files: header, content, etc, and extract those and save that raw binary data into the same folder.

Therefore, considering that .utx files are pretty much .bmp files (although utx seperates the data file from the 256-color pallete, I think from the way it strutures the texture files themselves within the package), I think it would be just about doing the same thing, as long you know how the bmp is formed, and then is just about looking for those binary patterns (I am sure C++ makes this kind of stuff easy once you know the hex patterns).

Again, never did anything in C++, but I guess the potential extractor would work somewhat like this.

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