Home !Features  !Skins !


 

Unreal Tournament Skinning FAQ
Answering your frequently asked questions about skinning

Contents

What can you tell me about UT skins?
How do I make a skin for Epic's Unreal Tournament?
What about the palette?
How can I view how a UT skin looks over the model?


Additional editing by Krow and Ceptos.

What can you tell me about Unreal Tournament skins?

Unreal Tournament skinning is very much like Unreal's, but this one supports multiple images for a skin, so you can make much more detailed skins. The palette is still 256 undefined colours, but you can have 256 different colours on each image of the skin, so you almost don't have to worry about colours.

When UT was announced, I had the hope that this new Unreal would have a better skin support, but seems like the Epic guys do not notice us skinners very much, and they used the same damn method of the .UTX and the .INT files.

 

How do I make a skin for Epic's Unreal Tournament?

Grab yourself the skin meshes and get painting. The skinmeshes are available in the files section. When you have finished the skin, chop it into 256X256 pixel images if you were working with a large image.

Assuming that you have the 3 or 4 256-colour PCX files of your skin, you'll also need a 5th 64 x 64 image of your skin's head for the game to put on the hud.

Name your images with a 4 digit name and a number. Using the example "skin" name your skins: skin1.pcx, skin2.pcx, skin3.pcx and skin4.pcx and the 64 x 64 image skin5.pcx. If you've made multiple faces for your skin, you have to name them the following way (assuming that "skin4.pcx" is the head), skin4NAME-OF-THE-FACE.pcx. You'll need multiple face icons too, name them (assuming that "skin5.pcx" is the head icon) skin5NAME-OF-THE-FACE.pcx.

You can also have team colours in Unreal Tournment. These colours are Red, Blue, Green and Yellow. Only 2 textures on the skin can have team colours, and they are named as follows (using the male soldier model as an example)

skin1.pcx = base chest/ back
skin1t_0.pcx = Red team version of chest/ back
skin1t_1.pcx = Blue team version of chest/ back
skin1t_2.pcx = Green team version of chest/ back
skin1t_3.pcx = Yellow team version of chest/ back
skin2.pcx = base legs/boots
skin2t_0.pcx = Red team version of legs/ boots
skin2t_1.pcx = Blue team version of legs/ boots
skin2t_2.pcx = Green team version of legs boots
skin2t_3.pcx = Yellow team version of legs/ boots
skin3.pcx = base arms/ shoulder pads
skin4.pcx = base face/ hair/ neck/ headset/ hand/ boot bottom
skin4Johnson.pcx = a face called Johnson, which will show up in the face selction menu.
skin5Johnson.pcx = a 64x64 portrait of Johnson's face used in the HUD when Johnson talks.

Now you're ready to go inserting your skin in the game, open UnrealEd, make sure "Textures" is selected in the top right menu, if it is, click on NEW on the bottom right menu, this makes a new texture container file, name the file whatever you want, it doesn't matter 'cause you'll delete it anyway, and hit OK, now click "Import" and select your skin's images and hit OK, now you have your skins in the container file, click "Save" now you have to name the file with the model you skinned followed by your skin name, for example SoldierSkins_SkinName, on the Textures directory.

Now you need to make a .INT file to tell UT how the texture should be used, open notepad and add the following lines:

[public]

Object=(Name=[texture pack name].skin1,Class=Texture,Description="A Description")
Object=(Name=[texture pack name].skin2,Class=Texture)
Object=(Name=[texture pack name].skin3,Class=Texture)
Object=(Name=[texture pack name].skin4,Class=Texture)
Object=(Name=[texture pack name].skin5,Class=Texture)

Object=(Name=[texture pack name].skin1t_0,Class=Texture)
Object=(Name=[texture pack name].skin1t_1,Class=Texture)
Object=(Name=[texture pack name].skin2t_0,Class=Texture)
Object=(Name=[texture pack name].skin2t_1,Class=Texture)
Object=(Name=[texture pack name].skin3t_0,Class=Texture)
Object=(Name=[texture pack name].skin3t_1,Class=Texture)
Object=(Name=[texture pack name].skin4t_0,Class=Texture)
Object=(Name=[texture pack name].skin5t_1,Class=Texture)

Object=(Name=[texture pack name].skin1Johnson,Class=Texture,Description="Johnson")
Object=(Name=[texture pack name].skin5Johnson,Class=Texture

The INT file should be saved in the /System directory under Unreal Tournament.

 

What about the palette?

Unreal Tournament, like Unreal, doesn't have a specific palette, but the images of the skins must have a 256 colour depth, just make each part of the skin in 24 bits, and then reduce it to 256, and you can also use 256 DIFFERENT colours in each image of the skin, so you don't have to worry very much about colours.

 

How can I view how a Unreal Tournament skin looks over the model?

Check out the files section for UT model viewers.

 

 Home/News

 FAQ
  » Half-Life
  » Quake
  » Quake 2
  » Quake 3
  » Serious Sam
  » Tribes 2
  » Unreal
  » Unreal Tournament


 Features

 Files and Resources

 Message Boards
  » General Discussion
  » Skinning
  » Tutorials
  » Rants and Raves


 Jobs
  » Skinners wanted
  » Skinners for hire

 Tutorials

 Links

 

The Skindom Staff

Help Us!




Creation Storm !

Link to us and get free candy from Krow !
Link to us and get free candy !

 


FAQs | Features | Files | Message Board | Jobs | Skins | Tutorials | Links

Copyright © 2000-2001 Skindom. All rights reserved. Privacy policy.
Question or Comment ? E-mail Webmaster