Because Leo requested it, I went ahead and did the dampener and Voicebox (I didn't think anyone cared about these items). That officially means all the inventory items are complete. I've only had one person step up for beta testing. Is anyone else interested?
[Released] Unreal HD Skins [UT] [227]
- Lightning Hunter
- Skaarj Elder
- Posts: 1291
- Joined: 11 Nov 2007, 22:12
- Location: Pervert.
Subject: Re: High-Res Skin Project / Request for Skinners!
Post Posted: 17 Oct 2016, 03:01
- Preki
- Skaarj Warrior
- Posts: 91
- Joined: 29 Nov 2012, 18:57
- Location: Poland
Subject: Re: High-Res Skin Project / Request for Skinners!
Post Posted: 17 Oct 2016, 09:19
Say - I'm interested. I wasn't doing any stuff for the community anyway (no mods, maps and mutators, let alone whole mappacks, so testing this little baby would be nice
- Lightning Hunter
- Skaarj Elder
- Posts: 1291
- Joined: 11 Nov 2007, 22:12
- Location: Pervert.
Subject: Re: High-Res Skin Project / Request for Skinners!
Post Posted: 17 Oct 2016, 18:33
Great, I will send you the beta once it is packaged and ready, Preki. If you could send me a PM with your engine of choice (UT99 or Unreal 227i), as well as your system specs - that would be great.
Does anyone know why these lines force a dependency on Upak.u? The lines I'm referring to begin at "Else If" with JGPredator1 and JGPredator2. The lines about the Predator skins "JPredator1 and Jpredator2" do not create a dependency with Upak. Upak is not even referenced, so I'm not sure why these two skins force a dependency.
Does anyone know why these lines force a dependency on Upak.u? The lines I'm referring to begin at "Else If" with JGPredator1 and JGPredator2. The lines about the Predator skins "JPredator1 and Jpredator2" do not create a dependency with Upak. Upak is not even referenced, so I'm not sure why these two skins force a dependency.
Code: Select all
//Predator
if(A.Mesh.Name == 'Predator')
{
if( A.MultiSkins[1] == None )
A.MultiSkins[1] = Texture'HDSkins2.HDJPredator1';
if( A.MultiSkins[2] == None )
A.MultiSkins[2] = Texture'HDSkins2.HDJPredator2';
else if( A.MultiSkins[1] == Texture'JGPredator1' )
A.MultiSkins[1] = Texture'HDSkins2.HDJGPredator1';
if( A.MultiSkins[2] == Texture'JGPredator2' )
A.MultiSkins[2] = Texture'HDSkins2.HDJGPredator2';
}
Last edited by Lightning Hunter on 17 Oct 2016, 21:35, edited 1 time in total.
- Lightning Hunter
- Skaarj Elder
- Posts: 1291
- Joined: 11 Nov 2007, 22:12
- Location: Pervert.
Subject: Re: High-Res Skin Project / Request for Skinners!
Post Posted: 17 Oct 2016, 20:54
Nevermind, Casey at OldUnreal solved this issue.
I have a new issue. I noticed thousands of "accessed None" errors in in the UT log, such as these:
This is just a fraction of what appears in the log. Here is the current code for SpawnNotify:
I have a new issue. I noticed thousands of "accessed None" errors in in the UT log, such as these:
Code: Select all
ScriptWarning: HDSkinsNotify Vortex2.HDSkinsNotify0 (Function HDSkinsMut.HDSkinsNotify.ModifyThing:27C7) Accessed None
ScriptWarning: HDSkinsNotify Vortex2.HDSkinsNotify0 (Function HDSkinsMut.HDSkinsNotify.ModifyThing:2842) Accessed None
ScriptWarning: HDSkinsNotify Vortex2.HDSkinsNotify0 (Function HDSkinsMut.HDSkinsNotify.ModifyThing:28BD) Accessed None
ScriptWarning: HDSkinsNotify Vortex2.HDSkinsNotify0 (Function HDSkinsMut.HDSkinsNotify.ModifyThing:290A) Accessed None
ScriptWarning: HDSkinsNotify Vortex2.HDSkinsNotify0 (Function HDSkinsMut.HDSkinsNotify.ModifyThing:2957) Accessed None
ScriptWarning: HDSkinsNotify Vortex2.HDSkinsNotify0 (Function HDSkinsMut.HDSkinsNotify.ModifyThing:29A4) Accessed None
ScriptWarning: HDSkinsNotify Vortex2.HDSkinsNotify0 (Function HDSkinsMut.HDSkinsNotify.ModifyThing:29F1) Accessed None
ScriptWarning: HDSkinsNotify Vortex2.HDSkinsNotify0 (Function HDSkinsMut.HDSkinsNotify.ModifyThing:2A3E) Accessed None
ScriptWarning: HDSkinsNotify Vortex2.HDSkinsNotify0 (Function HDSkinsMut.HDSkinsNotify.ModifyThing:2C42) Accessed None
ScriptWarning: HDSkinsNotify Vortex2.HDSkinsNotify0 (Function HDSkinsMut.HDSkinsNotify.ModifyThing:2E76) Accessed None
ScriptWarning: HDSkinsNotify Vortex2.HDSkinsNotify0 (Function HDSkinsMut.HDSkinsNotify.ModifyGibs:1823) Accessed None
ScriptWarning: HDSkinsNotify Vortex2.HDSkinsNotify0 (Function HDSkinsMut.HDSkinsNotify.ModifyGibs:189E) Accessed None
ScriptWarning: HDSkinsNotify Vortex2.HDSkinsNotify0 (Function HDSkinsMut.HDSkinsNotify.ModifyGibs:1919) Accessed None
ScriptWarning: HDSkinsNotify Vortex2.HDSkinsNotify0 (Function HDSkinsMut.HDSkinsNotify.ModifyGibs:1994) Accessed None
ScriptWarning: HDSkinsNotify Vortex2.HDSkinsNotify0 (Function HDSkinsMut.HDSkinsNotify.ModifyGibs:1A0F) Accessed None
ScriptWarning: HDSkinsNotify Vortex2.HDSkinsNotify0 (Function HDSkinsMut.HDSkinsNotify.ModifyGibs:1A8A) Accessed None
ScriptWarning: HDSkinsNotify Vortex2.HDSkinsNotify0 (Function HDSkinsMut.HDSkinsNotify.ModifyGibs:1B05) Accessed None
ScriptWarning: HDSkinsNotify Vortex2.HDSkinsNotify0 (Function HDSkinsMut.HDSkinsNotify.ModifyGibs:1B52) Accessed None
ScriptWarning: HDSkinsNotify Vortex2.HDSkinsNotify0 (Function HDSkinsMut.HDSkinsNotify.ModifyGibs:1B9F) Accessed None
ScriptWarning: HDSkinsNotify Vortex2.HDSkinsNotify0 (Function HDSkinsMut.HDSkinsNotify.ModifyGibs:1C1A) Accessed None
ScriptWarning: HDSkinsNotify Vortex2.HDSkinsNotify0 (Function HDSkinsMut.HDSkinsNotify.ModifyGibs:1C67) Accessed None
ScriptWarning: HDSkinsNotify Vortex2.HDSkinsNotify0 (Function HDSkinsMut.HDSkinsNotify.ModifyGibs:1CB4) Accessed None
ScriptWarning: HDSkinsNotify Vortex2.HDSkinsNotify0 (Function HDSkinsMut.HDSkinsNotify.ModifyGibs:1D01) Accessed None
ScriptWarning: HDSkinsNotify Vortex2.HDSkinsNotify0 (Function HDSkinsMut.HDSkinsNotify.ModifyGibs:1D4E) Accessed None
ScriptWarning: HDSkinsNotify Vortex2.HDSkinsNotify0 (Function HDSkinsMut.HDSkinsNotify.ModifyThing:27C7) Accessed None
ScriptWarning: HDSkinsNotify Vortex2.HDSkinsNotify0 (Function HDSkinsMut.HDSkinsNotify.ModifyThing:2842) Accessed None
ScriptWarning: HDSkinsNotify Vortex2.HDSkinsNotify0 (Function HDSkinsMut.HDSkinsNotify.ModifyThing:28BD) Accessed None
ScriptWarning: HDSkinsNotify Vortex2.HDSkinsNotify0 (Function HDSkinsMut.HDSkinsNotify.ModifyThing:290A) Accessed None
ScriptWarning: HDSkinsNotify Vortex2.HDSkinsNotify0 (Function HDSkinsMut.HDSkinsNotify.ModifyThing:2957) Accessed None
ScriptWarning: HDSkinsNotify Vortex2.HDSkinsNotify0 (Function HDSkinsMut.HDSkinsNotify.ModifyThing:29A4) Accessed None
ScriptWarning: HDSkinsNotify Vortex2.HDSkinsNotify0 (Function HDSkinsMut.HDSkinsNotify.ModifyThing:29F1) Accessed None
ScriptWarning: HDSkinsNotify Vortex2.HDSkinsNotify0 (Function HDSkinsMut.HDSkinsNotify.ModifyThing:2A3E) Accessed None
ScriptWarning: HDSkinsNotify Vortex2.HDSkinsNotify0 (Function HDSkinsMut.HDSkinsNotify.ModifyThing:2C42) Accessed None
ScriptWarning: HDSkinsNotify Vortex2.HDSkinsNotify0 (Function HDSkinsMut.HDSkinsNotify.ModifyThing:2E76) Accessed None
ScriptWarning: HDSkinsNotify Vortex2.HDSkinsNotify0 (Function HDSkinsMut.HDSkinsNotify.ModifyGibs:1823) Accessed None
ScriptWarning: HDSkinsNotify Vortex2.HDSkinsNotify0 (Function HDSkinsMut.HDSkinsNotify.ModifyGibs:189E) Accessed None
ScriptWarning: HDSkinsNotify Vortex2.HDSkinsNotify0 (Function HDSkinsMut.HDSkinsNotify.ModifyGibs:1919) Accessed None
ScriptWarning: HDSkinsNotify Vortex2.HDSkinsNotify0 (Function HDSkinsMut.HDSkinsNotify.ModifyGibs:1994) Accessed None
ScriptWarning: HDSkinsNotify Vortex2.HDSkinsNotify0 (Function HDSkinsMut.HDSkinsNotify.ModifyGibs:1A0F) Accessed None
ScriptWarning: HDSkinsNotify Vortex2.HDSkinsNotify0 (Function HDSkinsMut.HDSkinsNotify.ModifyGibs:1A8A) Accessed None
This is just a fraction of what appears in the log. Here is the current code for SpawnNotify:
Code: Select all
#exec OBJ LOAD FILE="HDSkins2.utx"
//=============================================================================
// HDSkinNotify.
//=============================================================================
class HDSkinsNotify expands SpawnNotify;
var Actor PendingActors[64];
var int PendingActorsCount;
//============================================================
simulated function PostBeginPlay()
{
local Actor A;
foreach AllActors( Class'Actor', A )
ModifyThing(A);
Super.PostBeginPlay();
}
//============================================================
event Actor SpawnNotification( actor A )
{
ModifyThing(A);
return A;
}
function Tick(float deltaTime)
{
local int i;
local actor A;
for(i=0;i<PendingActorsCount;i++)
{
A = PendingActors[i];
ModifyGibs(A);
}
PendingActorsCount = 0;
}
//============================================================
function ModifyThing( Actor A )
{
//.......................................Scripted Pawns.......................................
//Skaarj Warrior
if( A.Mesh == LodMesh'UnrealShare.Skaarjw' )
{
if( A.Skin == None )
A.Skin = Texture'HDSkins2.HDSkaarjw1';
else if( A.Skin == Texture'SkaarjL' )
A.Skin = Texture'HDSkins2.HDSkaarjL';
else if( A.Skin == Texture'Skaarjw2' )
A.Skin = Texture'HDSkins2.HDSkaarjw2';
else if( A.Skin == Texture'Skaarjw3' )
A.Skin = Texture'HDSkins2.HDSkaarjw3';
else if( A.Skin == Texture'Skaarjw4' )
A.Skin = Texture'HDSkins2.HDSkaarjw4';
else if( A.Skin == Texture'Skaarjw5' )
A.Skin = Texture'HDSkins2.HDSkaarjw5';
}
//Skaarj Trooper
if( A.Mesh == LodMesh'UnrealI.sktrooper' )
{
if( A.Skin == Texture'sktrooper1' )
A.Skin = Texture'HDSkins2.HDsktrooper1';
else if( A.Skin == None ) //Replaces pre-placed Carcass skins
A.Skin = Texture'HDSkins2.HDsktrooper1';
else if( A.Skin == Texture'sktrooper2' )
A.Skin = Texture'HDSkins2.HDsktrooper2';
else if( A.Skin == Texture'sktrooper3' )
A.Skin = Texture'HDSkins2.HDsktrooper3';
}
//Skaarj Warlord
if( A.Mesh == LodMesh'UnrealI.WarlordM' )
{
if( A.MultiSkins[0] == None )
A.MultiSkins[0] = Texture'HDSkins2.HDJWarlord1';
if( A.MultiSkins[1] == None )
A.MultiSkins[1] = Texture'HDSkins2.HDJWarlord1';
}
//Skaarj Queen
if( A.Mesh == LodMesh'UnrealI.SkQueen' )
{
if( A.MultiSkins[1] == None )
A.MultiSkins[1] = Texture'HDSkins2.HDJQueen1';
}
//Pupae
if( A.Mesh == LodMesh'UnrealI.Pupae1' )
{
A.Mesh = LodMesh'HDSkinsMut.PupaeFix';
if( A.MultiSkins[0] == None )
A.MultiSkins[0] = Texture'HDSkins2.HDJPupae1';
if( A.MultiSkins[1] == None )
A.MultiSkins[1] = Texture'HDSkins2.HDJPupae1';
}
//Gasbag
if( A.Mesh == LodMesh'UnrealI.GasbagM' )
{
if( A.MultiSkins[5] == None )
A.MultiSkins[5] = Texture'HDSkins2.HDGasbag1';
if( A.MultiSkins[6] == None )
A.MultiSkins[6] = Texture'HDSkins2.HDGasbag2';
}
//Titan
if( A.Mesh == LodMesh'UnrealI.Titan1' )
{
A.Mesh = LodMesh'HDSkinsMut.TitanX';
if( A.Skin == None )
A.Skin = Texture'HDSkins2.HDJTitan1';
else if( A.Skin == Texture'JTitan2' )
A.Skin = Texture'HDSkins2.HDJTitan2';
}
//Brute
if( A.Mesh == LodMesh'UnrealShare.Brute1' )
{
if( A.Skin == None )
A.Skin = Texture'HDSkins2.HDJBrute1';
else if( A.Skin == Texture'Brute2' )
A.Skin = Texture'HDSkins2.HDBrute2';
else if( A.Skin == Texture'Brute3' )
A.Skin = Texture'HDSkins2.HDBrute3';
}
//Krall
if( A.Mesh == LodMesh'UnrealI.KrallM' )
{
if( A.Skin == None )
A.Skin = Texture'HDSkins2.HDJKrall';
else if( A.Skin == Texture'EKrall' )
A.Skin = Texture'HDSkins2.HDEKrall';
}
//Mercenary
if( A.Mesh == LodMesh'UnrealI.Merc' )
{
A.Mesh = LodMesh'HDSkinsMut.MercFix';
if( A.Skin == None )
A.Skin = Texture'HDSkins2.HDJMerc1';
else if( A.Skin == Texture'JMerc2' )
A.Skin = Texture'HDSkins2.HDJMerc2';
}
//Devilfish
if( A.Mesh == LodMesh'UnrealShare.fish' )
{
if( A.MultiSkins[1] == None )
A.MultiSkins[1] = Texture'HDSkins2.HDJFish1';
}
//Squid
if( A.Mesh == LodMesh'UnrealI.Squid1' )
{
if( A.MultiSkins[1] == None )
A.MultiSkins[1] = Texture'HDSkins2.HDJSquid1';
}
//Fly
if( A.Mesh == LodMesh'UnrealShare.FlyM' )
{
if( A.MultiSkins[1] == None )
A.MultiSkins[1] = Texture'HDSkins2.HDJFly1';
}
//Manta
if( A.Mesh == LodMesh'UnrealShare.Manta1' )
{
if( A.Skin == None )
A.Skin = Texture'HDSkins2.HDJManta1';
else if( A.Skin == Texture'JManta2' )
A.Skin = Texture'HDSkins2.HDJManta2';
}
//Tentacle
if( A.Mesh == LodMesh'UnrealShare.Tentacle1' )
{
if( A.MultiSkins[1] == None )
A.MultiSkins[1] = Texture'HDSkins2.HDJTentacle1';
}
//Slith
if( A.Mesh == LodMesh'UnrealShare.Slith1' )
{
if( A.Skin == None )
A.Skin = Texture'HDSkins2.HDJSlith1';
}
//Cow
if( A.Mesh == LodMesh'UnrealShare.NaliCow' )
{
if( A.Skin == None )
A.Skin = Texture'HDSkins2.HDJCow1';
}
//Nali
if( A.Mesh == LodMesh'UnrealShare.Nali1' )
{
if( A.Skin == None )
A.Skin = Texture'HDSkins2.HDJNali1';
else if( A.Skin == Texture'JNali2' )
A.Skin = Texture'HDSkins2.HDJNali2';
}
//Crucified Nali
if( A.Mesh == LodMesh'UnrealShare.CrossNali' )
{
if( A.Skin == None )
A.Skin = Texture'HDSkins2.HDJNali1';
else if( A.Skin == Texture'JNali2' )
A.Skin = Texture'HDSkins2.HDJNali2';
}
//.......................................Flock Pawns.......................................
//Nali Rabbit
if( A.Mesh == LodMesh'UnrealShare.Rabbit' )
{
if( A.MultiSkins[1] == None )
A.MultiSkins[1] = Texture'HDSkins2.HDJRabbit1';
}
//Bird
if( A.Mesh == LodMesh'UnrealShare.Bird' )
{
if( A.MultiSkins[1] == None )
A.MultiSkins[1] = Texture'HDSkins2.HDJBird11';
}
//...................................Player Skins.......................................
//Female One (Gina)
if( A.Mesh == LodMesh'UnrealShare.Female1' )
{
if( A.Skin == None )
A.Skin = Texture'HDSkins2.HDgina';
else if( A.Skin == Texture'Gina' )
A.Skin = Texture'HDSkins2.HDgina';
}
//...................................Player Carcasses.......................................
//Female One Body
if( A.Mesh == LodMesh'UnrealShare.Fem1body' )
{
//This fixes the longstanding incorrect skin bug in Unreal
if( A.Skin == None )
A.Skin = Texture'HDSkins2.HDgina';
//Just in case someone set the correct Gina skin in a map
else if( A.Skin == Texture'Gina' )
A.Skin = Texture'HDSkins2.HDgina';
}
//Female Two Body (No high-res skin yet; merely fixes bug)
if( A.Mesh == LodMesh'UnrealShare.Fem2Body' )
{
//This fixes the longstanding incorrect skin bug in Unreal
if( A.Skin == None )
A.Skin = Texture'UnrealShare.Skins.Sonya';
}
//.......................................Decorations.......................................
//Tree1
if( A.Mesh == LodMesh'UnrealShare.Tree1M' )
{
if( A.MultiSkins[1] == None )
A.MultiSkins[1] = Texture'HDSkins2.HDJTree11';
}
//Tree2
if( A.Mesh == LodMesh'UnrealShare.Tree2M' )
{
if( A.MultiSkins[1] == None )
A.MultiSkins[1] = Texture'HDSkins2.HDJTree21';
}
//Tree3
if( A.Mesh == LodMesh'UnrealShare.Tree3M' )
{
if( A.MultiSkins[1] == None )
A.MultiSkins[1] = Texture'HDSkins2.HDJTree31';
}
//Tree4
if( A.Mesh == LodMesh'UnrealShare.Tree4M' )
{
if( A.MultiSkins[1] == None )
A.MultiSkins[1] = Texture'HDSkins2.HDJTree41';
}
//Tree5
if( A.Mesh == LodMesh'UnrealShare.Tree5M' )
{
if( A.MultiSkins[1] == None )
A.MultiSkins[1] = Texture'HDSkins2.HDJTree51';
}
//Tree6
if( A.Mesh == LodMesh'UnrealShare.Tree6M' )
{
if( A.MultiSkins[1] == None )
A.MultiSkins[1] = Texture'HDSkins2.HDJTree61';
}
//Tree7
if( A.Mesh == LodMesh'UnrealShare.Tree7M' )
{
if( A.MultiSkins[1] == None )
A.MultiSkins[1] = Texture'HDSkins2.HDJTree71';
}
//Tree8
if( A.Mesh == LodMesh'UnrealShare.Tree8M' )
{
if( A.MultiSkins[1] == None )
A.MultiSkins[1] = Texture'HDSkins2.HDJTree81';
}
//Tree9
if( A.Mesh == LodMesh'UnrealShare.Tree9M' )
{
if( A.MultiSkins[1] == None )
A.MultiSkins[1] = Texture'HDSkins2.HDJTree91';
}
//Tree10
if( A.Mesh == LodMesh'UnrealShare.Tree10M' )
{
if( A.MultiSkins[1] == None )
A.MultiSkins[1] = Texture'HDSkins2.HDJTree101';
}
//Tree11
if( A.Mesh == LodMesh'UnrealShare.Tree11M' )
{
if( A.MultiSkins[1] == None )
A.MultiSkins[1] = Texture'HDSkins2.HDJTree111';
}
//Tree12
if( A.Mesh == LodMesh'UnrealShare.Tree12M' )
{
if( A.MultiSkins[1] == None )
A.MultiSkins[1] = Texture'HDSkins2.HDJTree121';
}
//Plant1
if( A.Mesh == LodMesh'UnrealShare.Plant1M' )
{
if( A.MultiSkins[1] == None )
A.MultiSkins[1] = Texture'HDSkins2.HDJPlant11';
}
//Plant2
if( A.Mesh == LodMesh'UnrealShare.Plant2M' )
{
if( A.MultiSkins[1] == None )
A.MultiSkins[1] = Texture'HDSkins2.HDJPlant21';
}
//Plant3
if( A.Mesh == LodMesh'UnrealShare.Plant3M' )
{
if( A.MultiSkins[1] == None )
A.MultiSkins[1] = Texture'HDSkins2.HDJPlant31';
}
//Plant4
if( A.Mesh == LodMesh'UnrealShare.Plant4M' )
{
if( A.MultiSkins[1] == None )
A.MultiSkins[1] = Texture'HDSkins2.HDJPlant41';
}
//Plant5
if( A.Mesh == LodMesh'UnrealShare.Plant5M' )
{
if( A.MultiSkins[1] == None )
A.MultiSkins[1] = Texture'HDSkins2.HDJPlant41';
}
//Plant6
if( A.Mesh == LodMesh'UnrealShare.Plant6M' )
{
if( A.MultiSkins[1] == None )
A.MultiSkins[1] = Texture'HDSkins2.HDJPlant61';
}
//Plant7
if( A.Mesh == LodMesh'UnrealShare.Plant7M' )
{
if( A.MultiSkins[1] == None )
A.MultiSkins[1] = Texture'HDSkins2.HDJPlant61';
}
//SeaWeed
if( A.Mesh == Mesh'UnrealShare.SeaWeedM' )
{
if( A.MultiSkins[1] == None )
A.MultiSkins[1] = Texture'HDSkins2.HDJSeaWeed1';
}
//Wooden Box
if( A.Mesh == LodMesh'UnrealShare.WoodenBoxM' )
{
if( A.MultiSkins[1] == None )
A.MultiSkins[1] = Texture'HDSkins2.HDJWoodenBox1';
}
//Steel Box
if( A.Mesh == LodMesh'UnrealShare.SteelBoxM' )
{
if( A.MultiSkins[1] == None )
A.MultiSkins[1] = Texture'HDSkins2.HDJSteelBox1';
}
//Barrel
if( A.Mesh == LodMesh'UnrealShare.BarrelM' )
{
if( A.Skin == Texture'JBarrel1' )
A.Skin = Texture'HDSkins2.HDJBarrel1';
}
//Steel Barrel
if( A.Mesh == LodMesh'UnrealShare.steelbarrelM' )
{
if( A.Skin == None )
A.Skin = Texture'HDSkins2.HDJSteelBarrel1';
else if( A.Skin == Texture'Jsteelbarrel2' )
A.Skin = Texture'HDSkins2.HDJSteelBarrel2';
}
//Sludge Barrel
if( A.Mesh == LodMesh'UnrealI.sbarrel' )
{
if( A.MultiSkins[1] == None )
A.MultiSkins[1] = Texture'HDSkins2.HDJsbarrel1';
}
//Book
if( A.Mesh == LodMesh'UnrealShare.BookM' )
{
if( A.Skin == None )
A.Skin = Texture'HDSkins2.HDJBook1';
else if( A.Skin == Texture'JBook2' )
A.Skin = Texture'HDSkins2.HDJBook2';
else if( A.Skin == Texture'JBook3' )
A.Skin = Texture'HDSkins2.HDJBook3';
else if( A.Skin == Texture'JBook4' )
A.Skin = Texture'HDSkins2.HDJBook4';
}
//Boulder
if( A.Mesh == LodMesh'UnrealShare.BoulderM' )
{
if( A.MultiSkins[1] == None )
A.MultiSkins[1] = Texture'HDSkins2.HDJBoulder1';
}
//TBoulder (thrown by Titans)
if( A.Mesh == LodMesh'UnrealI.TBoulder' )
{
if( A.MultiSkins[1] == None )
A.MultiSkins[1] = Texture'HDSkins2.HDJBoulder1';
}
//Chest
if( A.Mesh == LodMesh'UnrealShare.ChestM' )
{
if( A.MultiSkins[1] == None )
A.MultiSkins[1] = Texture'HDSkins2.HDJChest1';
}
//Sign
if( A.Mesh == LodMesh'UnrealShare.Sign1M' )
{
if( A.MultiSkins[1] == None )
A.MultiSkins[1] = Texture'HDSkins2.HDJSign11';
}
//Flag 1
if( A.Mesh == LodMesh'UnrealI.Flag1M' )
{
if( A.Skin == None )
A.Skin = Texture'HDSkins2.HDJFlag11';
else if( A.Skin == Texture'JFlag12' )
A.Skin = Texture'HDSkins2.HDJFlag12';
}
//Flag 2
if( A.Mesh == LodMesh'UnrealI.Flag2M' )
{
if( A.MultiSkins[1] == None )
A.MultiSkins[1] = Texture'HDSkins2.HDJFlag21';
}
//Flag 3
if( A.Mesh == LodMesh'UnrealI.Flag3M' )
{
if( A.MultiSkins[1] == None )
A.MultiSkins[1] = Texture'HDSkins2.HDJFlag31';
}
//Tapestry1
if( A.Mesh == LodMesh'UnrealI.Tap' )
{
if( A.MultiSkins[1] == None )
A.MultiSkins[1] = Texture'HDSkins2.HDJTap1';
}
//Moon One
if( A.Mesh == Mesh'UnrealI.Moon1' )
{
if( A.Skin == Texture'JMoon1' )
A.Skin = Texture'HDSkins2.HDJMoon1';
//Moon Two
else if( A.Skin == Texture'MoonTwo' )
A.Skin = Texture'HDSkins2.HDMoonTwo';
}
//Moon Three
if( A.Mesh == Mesh'UnrealI.Moon3M' )
{
if( A.Skin == None )
A.Skin = Texture'HDSkins2.HDJMoon3';
}
//Monk Statue
if( A.Mesh == LodMesh'UnrealShare.MonkStatueM' )
{
if( A.MultiSkins[1] == None )
A.MultiSkins[1] = Texture'HDSkins2.HDJMonkStatue1';
}
//Monk Statue
if( A.Mesh == LodMesh'UnrealShare.NaliStatueM' )
{
if( A.MultiSkins[1] == None )
A.MultiSkins[1] = Texture'HDSkins2.HDJNaliStatue1';
}
//Lantern
if( A.Mesh == LodMesh'UnrealShare.LanternM' )
{
if( A.MultiSkins[1] == None )
A.MultiSkins[1] = Texture'HDSkins2.HDJLantern1';
}
//Knife (Uses same skin as Lantern for some reason)
if( A.Mesh == Mesh'UnrealShare.KnifeM' )
{
if( A.MultiSkins[1] == None )
A.MultiSkins[1] = Texture'HDSkins2.HDJLantern1';
}
//Lantern2
if( A.Mesh == LodMesh'UnrealShare.Lantern2M' )
{
if( A.MultiSkins[1] == None )
A.MultiSkins[1] = Texture'HDSkins2.HDJLantern1';
}
//Lamp1
if( A.Mesh == LodMesh'UnrealI.Lamp1M' )
{
if( A.MultiSkins[1] == None )
A.MultiSkins[1] = Texture'HDSkins2.HDJLamp11';
}
//Lamp4
if( A.Mesh == LodMesh'UnrealI.Lamp4M' )
{
if( A.MultiSkins[1] == None )
A.MultiSkins[1] = Texture'HDSkins2.HDJLamp41';
}
//Sconce
if( A.Mesh == Mesh'UnrealShare.sconceM' )
{
if( A.Skin == None )
A.Skin = Texture'HDSkins2.HDJsconce1';
}
//Table1
if( A.Mesh == LodMesh'UnrealI.Table1' )
{
if( A.MultiSkins[1] == None )
A.MultiSkins[1] = Texture'HDSkins2.HDJTable11';
}
//Chair
if( A.Mesh == LodMesh'UnrealI.Chair1' )
{
if( A.MultiSkins[1] == None )
A.MultiSkins[1] = Texture'HDSkins2.HDJChair11';
}
//Pottery0
if( A.Mesh == LodMesh'UnrealShare.Pottery0M' )
{
if( A.MultiSkins[1] == None )
A.MultiSkins[1] = Texture'HDSkins2.HDJPottery01';
}
//Pottery1
if( A.Mesh == LodMesh'UnrealShare.Pottery1M' )
{
if( A.MultiSkins[1] == None )
A.MultiSkins[1] = Texture'HDSkins2.HDJPottery11';
}
//Pottery2
if( A.Mesh == LodMesh'UnrealShare.Pottery2M' )
{
if( A.MultiSkins[1] == None )
A.MultiSkins[1] = Texture'HDSkins2.HDJPottery21';
}
//Vase1
if( A.Mesh == LodMesh'UnrealShare.vaseM' )
{
if( A.MultiSkins[1] == None )
A.MultiSkins[1] = Texture'HDSkins2.HDJVase1';
}
//Urn
if( A.Mesh == LodMesh'UnrealShare.UrnM' )
{
if( A.MultiSkins[1] == None )
A.MultiSkins[1] = Texture'HDSkins2.HDJUrn1';
}
//Escape Pod
if( A.Mesh == LodMesh'UnrealI.Escapep' )
{
if( A.MultiSkins[1] == None )
A.MultiSkins[1] = Texture'HDSkins2.HDJEscapep1';
}
//Cryopod
if( A.Mesh == LodMesh'UnrealI.CryopodM' )
{
if( A.MultiSkins[1] == None )
A.MultiSkins[1] = Texture'HDSkins2.HDJCryopod1';
}
//Fan
if( A.Mesh == LodMesh'UnrealShare.Fan2M' )
{
if( A.MultiSkins[1] == None )
A.MultiSkins[1] = Texture'HDSkins2.HDJFan21';
}
//Dice
if( A.Mesh == Mesh'UnrealI.DiceM' )
{
if( A.Skin == None )
A.Skin = Texture'HDSkins2.HDJDice1';
}
//Wire
if( A.Mesh == LodMesh'UnrealShare.WireM' )
{
if( A.MultiSkins[1] == None )
A.MultiSkins[1] = Texture'HDSkins2.HDJWire1';
}
//Candle
if( A.Mesh == LodMesh'UnrealShare.CandleM' )
{
if( A.MultiSkins[1] == None )
A.MultiSkins[1] = Texture'HDSkins2.HDJCandle1';
}
//Candle2
if( A.Mesh == LodMesh'UnrealShare.Candl2' )
{
if( A.MultiSkins[1] == None )
A.MultiSkins[1] = Texture'HDSkins2.HDJCandl21';
}
//Robot (This skin is not complete, and is merely a placeholder with a detail texture)
if( A.Mesh == LodMesh'UnrealI.RobotM' )
{
if( A.MultiSkins[1] == None )
A.MultiSkins[1] = Texture'HDSkins2.HDJRobot1';
}
//.......................................Inventory.......................................
//Dispersion Pistol
if( A.Mesh == LodMesh'UnrealShare.DPistolPick' )
{
if(Inventory(A) != none && Inventory(A).PlayerViewMesh == mesh'UnrealShare.DPistol')
Inventory(A).PlayerViewMesh = mesh'DPistolFix';
if( A.MultiSkins[1] == None )
A.MultiSkins[1] = Texture'HDSkins2.HDDPistol1';
}
//Automag
if( A.Mesh == LodMesh'UnrealShare.AutoMagPickup' )
{
if( A.MultiSkins[1] == None )
A.MultiSkins[1] = Texture'HDSkins2.HDAutoma1';
}
//Stinger
if( A.Mesh == LodMesh'UnrealShare.StingerPickup' )
{
if( A.MultiSkins[1] == None )
A.MultiSkins[1] = Texture'HDSkins2.HDSting1';
}
//ASMD
if( A.Mesh == LodMesh'UnrealShare.ASMDPick' )
{
if( A.MultiSkins[1] == None )
A.MultiSkins[1] = Texture'HDSkins2.HDASMD1';
}
//Eightball
if( A.Mesh == LodMesh'UnrealShare.EightPick' )
{
if( A.MultiSkins[1] == None )
A.MultiSkins[1] = Texture'HDSkins2.HDJeightB1';
}
//Flak Cannon
if( A.Mesh == LodMesh'UnrealI.FlakPick' )
{
if( A.MultiSkins[1] == None )
A.MultiSkins[1] = Texture'HDSkins2.HDJFlak1';
}
//RazorJack
if( A.Mesh == LodMesh'UnrealI.RazPick' )
{
if( A.MultiSkins[1] == None )
A.MultiSkins[1] = Texture'HDSkins2.HDJRazor1';
}
//Rifle
if( A.Mesh == LodMesh'UnrealI.RiPick' )
{
if( A.MultiSkins[1] == None )
A.MultiSkins[1] = Texture'HDSkins2.HDJRifle1';
}
//Minigun
if( A.Mesh == LodMesh'UnrealI.minipick' )
{
if( A.MultiSkins[1] == None )
A.MultiSkins[1] = Texture'HDSkins2.HDminigun1';
}
//GES Bio Rifle
if(A.Mesh == mesh'UnrealI.BRiflePick')
{
if(Inventory(A) != none && Inventory(A).PlayerViewMesh == mesh'UnrealI.BRifle')
Inventory(A).PlayerViewMesh = mesh'HDSkinsMut.BRifleFix';
if(A.MultiSkins[1] == none)
A.MultiSkins[1] = texture'HDSkins2.HDJBRifle1';
}
//Clip
if( A.Mesh == LodMesh'UnrealShare.ClipM' )
{
if( A.MultiSkins[2] == None )
A.MultiSkins[2] = Texture'HDSkins2.HDJClip1';
}
//Stinger Tarydium Ammo
if( A.Mesh == LodMesh'UnrealShare.TarydiumPickup' )
{
if( A.MultiSkins[4] == None )
A.MultiSkins[4] = Texture'HDSkins2.HDJTaryPick1';
}
//ASMD Core
if( A.Mesh == LodMesh'UnrealShare.ASMDAmmoM' )
{
if( A.MultiSkins[1] == None )
A.MultiSkins[1] = Texture'HDSkins2.HDJAsmdAmmo1';
}
//Rocket Can
if( A.Mesh == LodMesh'UnrealShare.RocketCanMesh' )
{
if( A.MultiSkins[1] == None )
A.MultiSkins[1] = Texture'HDSkins2.HDJRocketCan1';
}
//Flak Box
if( A.Mesh == LodMesh'UnrealI.flakboxMesh' )
{
if( A.MultiSkins[1] == None )
A.MultiSkins[1] = Texture'HDSkins2.HDJPickup1';
}
//Flak Shell
if( A.Mesh == LodMesh'UnrealI.FlakShAm' )
{
if( A.MultiSkins[1] == None )
A.MultiSkins[1] = Texture'HDSkins2.HDJFlakShel1';
}
//RazorJack Ammo
if( A.Mesh == LodMesh'UnrealI.RazorAmmoMesh' )
{
if( A.MultiSkins[1] == None )
A.MultiSkins[1] = Texture'HDSkins2.HDJPickup21';
}
//GES Sludge Ammo
if( A.Mesh == LodMesh'UnrealI.sludgemesh' )
{
if( A.MultiSkins[1] == None )
A.MultiSkins[1] = Texture'HDSkins2.HDJPickup1';
}
//Rifle Box
if( A.Mesh == LodMesh'UnrealI.RifleBullets' )
{
if( A.MultiSkins[1] == None )
A.MultiSkins[1] = Texture'HDSkins2.HDRifleBul1';
}
//Rifle Round
if( A.Mesh == LodMesh'UnrealI.RifleRoundM' )
{
if( A.MultiSkins[1] == None )
A.MultiSkins[1] = Texture'HDSkins2.HDRifleR1';
}
//Shell Box
if( A.Mesh == LodMesh'UnrealShare.ShellBoxMesh' )
{
if( A.MultiSkins[1] == None )
A.MultiSkins[1] = Texture'HDSkins2.HDJPickup21';
}
//Amplifier
if( A.Mesh == LodMesh'UnrealShare.AmplifierM' )
{
if( A.MultiSkins[1] == None )
A.MultiSkins[1] = Texture'HDSkins2.HDJAmplifier1';
}
//Flare
if( A.Mesh == LodMesh'UnrealShare.FlareM' )
{
if( A.MultiSkins[1] == None )
A.MultiSkins[1] = Texture'HDSkins2.HDJMisc1';
}
//Flashlight
if( A.Mesh == LodMesh'UnrealShare.Flashl' )
{
if( A.MultiSkins[1] == None )
A.MultiSkins[1] = Texture'HDSkins2.HDJFlashl1';
}
//Bandage
if( A.Mesh == LodMesh'UnrealShare.bandage' )
{
if( A.MultiSkins[1] == None )
A.MultiSkins[1] = Texture'HDSkins2.HDJband1';
}
//Health
if( A.Mesh == LodMesh'UnrealShare.HealthM' )
{
if( A.Skin == None )
A.Skin = Texture'HDSkins2.HDJHealth1';
}
//Super Health
if( A.Mesh == LodMesh'UnrealShare.SuperHealthMesh' )
{
if( A.MultiSkins[1] == None )
A.MultiSkins[1] = Texture'HDSkins2.HDJSHealth1';
}
//Nali Fruit
if( A.Mesh == LodMesh'UnrealShare.NaliFruitMesh' )
{
if( A.MultiSkins[1] == None )
A.MultiSkins[1] = Texture'HDSkins2.HDJNaliFruit1';
}
//Seed
if( A.Mesh == LodMesh'UnrealI.Seed' )
{
if( A.MultiSkins[1] == None )
A.MultiSkins[1] = Texture'HDSkins2.HDJSeed1';
}
//Shield Belt
if( A.Mesh == LodMesh'UnrealShare.ShieldBeltMesh' )
{
if( A.MultiSkins[1] == None )
A.MultiSkins[1] = Texture'HDSkins2.HDABelt1';
}
//Armor
if( A.Mesh == LodMesh'UnrealShare.ArmorM' )
{
if( A.MultiSkins[7] == None )
A.MultiSkins[7] = Texture'HDSkins2.HDJArmor1';
}
//Invisibility
if( A.Mesh == LodMesh'UnrealI.InvisibilityMesh' )
{
if( A.MultiSkins[1] == None )
A.MultiSkins[1] = Texture'HDSkins2.HDJInvisibility1';
}
//Asbestos Suit
if( A.Mesh == LodMesh'UnrealShare.Suit' )
{
if( A.MultiSkins[1] == None )
A.MultiSkins[1] = Texture'HDSkins2.HDASuit1';
}
//Toxin Suit
if( A.Mesh == LodMesh'UnrealI.ToxSuit' )
{
if( A.MultiSkins[1] == None )
A.MultiSkins[1] = Texture'HDSkins2.HDAToxSuit1';
}
//Search Light
if( A.Mesh == LodMesh'UnrealI.BigFlash' )
{
if( A.MultiSkins[1] == None )
A.MultiSkins[1] = Texture'HDSkins2.HDJBigFlash1';
}
//Universal Translator
if( A.Mesh == LodMesh'UnrealShare.TranslatorMesh' )
{
if( A.MultiSkins[1] == None )
A.MultiSkins[1] = Texture'HDSkins2.HDJTranslator1';
}
//Force Field
if( A.Mesh == LodMesh'UnrealI.ForceFieldPick' )
{
if( A.MultiSkins[1] == None )
A.MultiSkins[1] = Texture'HDSkins2.HDaforce1';
}
//Scuba Gear
if( A.Mesh == LodMesh'UnrealShare.Scuba' )
{
if( A.MultiSkins[1] == None )
A.MultiSkins[1] = Texture'HDSkins2.HDASC1';
}
//Kevlar
if( A.Mesh == LodMesh'UnrealShare.KevSuit' )
{
if( A.MultiSkins[1] == None )
A.MultiSkins[1] = Texture'HDSkins2.HDAkevSuit1';
}
//Jump Boots
if( A.Mesh == LodMesh'UnrealI.lboot' )
{
if( A.MultiSkins[1] == None )
A.MultiSkins[1] = Texture'HDSkins2.HDJlBoot1';
}
//Weapon Powerup
if( A.Mesh == Mesh'UnrealShare.WeaponPowerUpMesh' )
{
if( A.MultiSkins[1] == None )
A.MultiSkins[1] = Texture'HDSkins2.HDaPower1';
}
//Voicebox
if( A.Mesh == Mesh'UnrealShare.VoiceBoxMesh' )
{
if( A.MultiSkins[1] == None )
A.MultiSkins[1] = Texture'HDSkins2.HDAinv1';
}
//Dampener
if( A.Mesh == Mesh'UnrealI.DampenerM' )
{
if( A.MultiSkins[1] == None )
A.MultiSkins[1] = Texture'HDSkins2.HDAinv1';
}
//.................................Projectiles............................................
//Flak Shell Projectile
if( A.Mesh == LodMesh'UnrealI.FlakSh' )
{
if( A.MultiSkins[1] == None )
A.MultiSkins[1] = Texture'HDSkins2.HDJFlakShel1';
}
//Razor Jack Projectile
if( A.Mesh == LodMesh'UnrealI.RazorB' )
{
if( A.MultiSkins[1] == None )
A.MultiSkins[1] = Texture'HDSkins2.HDJRazor1';
}
//Stinger Tarydium Projectile
if( A.Mesh == LodMesh'UnrealShare.TarydiumProjectile' )
{
if( A.MultiSkins[4] == None )
A.MultiSkins[4] = Texture'HDSkins2.HDJShells1';
}
//.................................RTNP Stuff............................................
//Predator
if(A.Mesh.Name == 'Predator')
{
if( A.MultiSkins[1] == None )
A.MultiSkins[1] = Texture'HDSkins2.HDJPredator1';
if( A.MultiSkins[2] == None )
A.MultiSkins[2] = Texture'HDSkins2.HDJPredator2';
if( A.MultiSkins[1] == Texture(DynamicLoadObject("UPak.JGPredator1",Class'Texture')))
A.MultiSkins[1] = Texture'HDSkins2.HDJGPredator1';
if( A.MultiSkins[2] == Texture(DynamicLoadObject("UPak.JGPredator2",Class'Texture')))
A.MultiSkins[2] = Texture'HDSkins2.HDJGPredator2';
}
//Spinner
if(A.Mesh.Name == 'Spinner')
{
if( A.MultiSkins[1] == None )
A.MultiSkins[1] = Texture'HDSkins2.HDJSpinner1';
if( A.MultiSkins[2] == None )
A.MultiSkins[2] = Texture'HDSkins2.HDJSpinner2';
}
//UMS Dropbox
if(A.Mesh.Name == 'Dropbox')
{
if( A.MultiSkins[1] == None )
A.MultiSkins[1] = Texture'HDSkins2.HDJdropbox1';
}
//RTNP CAR Clip
if(A.Mesh.Name == 'CARammo')
{
if( A.MultiSkins[1] == None )
A.MultiSkins[1] = Texture'HDSkins2.HDJnewcar3';
}
//RTNP Rocket Launcher Ammo
if(A.Mesh.Name == 'RLAmmo')
{
if( A.MultiSkins[1] == None )
A.MultiSkins[1] = Texture'HDSkins2.HDJRL1st2';
}
//RTNP Grenade Ammo
if(A.Mesh.Name == 'GLAmmo')
{
if( A.MultiSkins[1] == None )
A.MultiSkins[1] = Texture'HDSkins2.HDJGL3rd1';
}
//RTNP Fixed Grenade Ammo (Used in RTNPUE; This will fix the already fixed fix :P )
if(A.Mesh.Name == 'FixedGLAmmo')
{
if( A.MultiSkins[1] == None )
A.MultiSkins[1] = Texture'HDSkins2.HDJGL3rd1';
}
//RTNP CAR
if(A.Mesh.Name == 'CARpickup')
{
if(A.Skin == none &&
A.MultiSkins[1] == none &&
A.MultiSkins[2] == none &&
A.MultiSkins[3] == none &&
A.MultiSkins[4] == none &&
A.MultiSkins[5] == none)
{
A.Mesh = mesh'HDSkinsMut.CARpickupHD';
if(Inventory(A) != none)
{
if(Inventory(A).PickupViewMesh.Name == 'CARpickup')
Inventory(A).PickupViewMesh = mesh'HDSkinsMut.CARpickupHD';
if(Inventory(A).PlayerViewMesh.Name == 'CAR1st')
Inventory(A).PlayerViewMesh = mesh'HDSkinsMut.CAR1stHD';
if(Inventory(A).ThirdPersonMesh.Name == 'CAR3rd')
Inventory(A).ThirdPersonMesh = mesh'HDSkinsMut.CAR3rdHD';
}
A.MultiSkins[1] = texture'HDSkins2.HDJnewcar1';
A.MultiSkins[2] = texture'HDSkins2.JCar1st0';
A.MultiSkins[3] = texture'HDSkins2.HDJnewcar3';
A.MultiSkins[4] = texture'HDSkins2.HDJnewcar2';
A.MultiSkins[5] = texture'HDSkins2.HDJCAR3rd1';
}
}
//RTNP Rocket Launcher
if(A.Mesh.Name == 'RLpickup')
{
if(A.Skin == none &&
A.MultiSkins[1] == none &&
A.MultiSkins[2] == none &&
A.MultiSkins[3] == none &&
A.MultiSkins[4] == none &&
A.MultiSkins[5] == none &&
A.MultiSkins[6] == none)
{
A.Mesh = mesh'HDSkinsMut.RLpickupHD';
if(Inventory(A) != none)
{
if(Inventory(A).PickupViewMesh.Name == 'RLpickup')
Inventory(A).PickupViewMesh = mesh'HDSkinsMut.RLpickupHD';
if(Inventory(A).PlayerViewMesh.Name == 'RL1st')
Inventory(A).PlayerViewMesh = mesh'HDSkinsMut.RL1stHD';
if(Inventory(A).ThirdPersonMesh.Name == 'RL3rd')
Inventory(A).ThirdPersonMesh = mesh'HDSkinsMut.RL3rdHD';
}
A.MultiSkins[1] = texture'HDSkins2.HDJRL1st1';
A.MultiSkins[2] = texture'HDSkins2.HDJRL1st2';
A.MultiSkins[3] = texture'HDSkins2.HDJRL1st3';
A.MultiSkins[4] = texture'HDSkins2.HDJRL1st1';
A.MultiSkins[5] = texture'HDSkins2.HDJRL1st2';
A.MultiSkins[6] = texture'HDSkins2.JRL1st4';
}
}
//RTNP Grenade Launcher
if(A.Mesh.Name == 'GLpickup')
{
if(A.Skin == none &&
A.MultiSkins[1] == none &&
A.MultiSkins[2] == none &&
A.MultiSkins[4] == none &&
A.MultiSkins[5] == none)
{
A.Mesh = mesh'HDSkinsMut.GLpickupHD';
if(Inventory(A) != none)
{
if(Inventory(A).PickupViewMesh.Name == 'GLpickup')
Inventory(A).PickupViewMesh = mesh'HDSkinsMut.GLpickupHD';
if(Inventory(A).PlayerViewMesh.Name == 'GL1st')
Inventory(A).PlayerViewMesh = mesh'HDSkinsMut.GL1stHD';
if(Inventory(A).ThirdPersonMesh.Name == 'GL3rd')
Inventory(A).ThirdPersonMesh = mesh'HDSkinsMut.GL3rdHD';
}
A.MultiSkins[1] = texture'HDSkins2.HDJGL1st1';
A.MultiSkins[2] = texture'HDSkins2.JGL1st2';
A.MultiSkins[4] = texture'HDSkins2.HDJGL1st4';
A.MultiSkins[5] = texture'HDSkins2.HDJGL3rd1';
}
}
if(A.Class.Name == 'olCreatureChunks')
{
if(PendingActorsCount<64)
{
PendingActors[PendingActorsCount] = A;
PendingActorsCount++;
}
else
{
log("Too many gibs - some won't be reskinned.");
}
return;
}
ModifyGibs(A);
}
function ModifyGibs(actor A)
{
//.......................................Gibs...........................................
if( A.Mesh == LodMesh'UnrealI.BigChunk1' )
{
if( A.MultiSkins[1] == None )
A.MultiSkins[1] = Texture'HDSkins2.HDJgcow1';
}
if( A.Mesh == LodMesh'UnrealI.BigChunk2' )
{
if( A.MultiSkins[1] == None )
A.MultiSkins[1] = Texture'HDSkins2.HDJgcow1';
}
if( A.Mesh == LodMesh'UnrealI.GasArm1' )
{
if( A.MultiSkins[1] == None )
A.MultiSkins[1] = Texture'HDSkins2.HDJGas1';
}
if( A.Mesh == LodMesh'UnrealI.GasArm2' )
{
if( A.MultiSkins[1] == None )
A.MultiSkins[1] = Texture'HDSkins2.HDJGas2';
}
if( A.Mesh == LodMesh'UnrealI.GasHand' )
{
if( A.MultiSkins[1] == None )
A.MultiSkins[1] = Texture'HDSkins2.HDJGas1';
}
if( A.Mesh == LodMesh'UnrealI.GasHead' )
{
if( A.MultiSkins[1] == None )
A.MultiSkins[1] = Texture'HDSkins2.HDJGas2';
}
if( A.Mesh == LodMesh'UnrealI.GasPart' )
{
if( A.MultiSkins[1] == None )
A.MultiSkins[1] = Texture'HDSkins2.HDJGas1';
}
if( A.Mesh == LodMesh'UnrealI.KrallFoot' )
{
if( A.MultiSkins[1] == None )
A.MultiSkins[1] = Texture'HDSkins2.HDJgkrl0';
}
if( A.Mesh == LodMesh'UnrealI.KrallHand' )
{
if( A.MultiSkins[1] == None )
A.MultiSkins[1] = Texture'HDSkins2.HDJgkrl1';
}
if( A.Mesh == LodMesh'UnrealI.KrallHead' )
{
if( A.MultiSkins[1] == None )
A.MultiSkins[1] = Texture'HDSkins2.HDJgkrl1';
}
if( A.Mesh == LodMesh'UnrealI.KrallPiece' )
{
if( A.MultiSkins[1] == None )
A.MultiSkins[1] = Texture'HDSkins2.HDJgkrl0';
}
if( A.Mesh == LodMesh'UnrealI.KrallWeapon' )
{
if( A.MultiSkins[1] == None )
A.MultiSkins[1] = Texture'HDSkins2.HDJgkrl0';
}
if( A.Mesh == LodMesh'UnrealI.MercArm' )
{
if( A.MultiSkins[1] == None )
A.MultiSkins[1] = Texture'HDSkins2.HDJmerce1';
}
if( A.Mesh == LodMesh'UnrealI.MercFoot' )
{
if( A.MultiSkins[1] == None )
A.MultiSkins[1] = Texture'HDSkins2.HDJmerce1';
}
if( A.Mesh == LodMesh'UnrealI.MercGun' )
{
if( A.MultiSkins[1] == None )
A.MultiSkins[1] = Texture'HDSkins2.HDJmerce1';
}
if( A.Mesh == LodMesh'UnrealI.MercHead' )
{
if( A.MultiSkins[1] == None )
A.MultiSkins[1] = Texture'HDSkins2.HDJmerce2';
}
if( A.Mesh == LodMesh'UnrealI.MercLeg' )
{
if( A.MultiSkins[1] == None )
A.MultiSkins[1] = Texture'HDSkins2.HDJmerce2';
}
if( A.Mesh == LodMesh'UnrealI.MercPart' )
{
if( A.MultiSkins[1] == None )
A.MultiSkins[1] = Texture'HDSkins2.HDJmerce2';
}
if( A.Mesh == LodMesh'UnrealI.PupaeBody' )
{
if( A.MultiSkins[1] == None )
A.MultiSkins[1] = Texture'HDSkins2.HDJgpupae1';
}
if( A.Mesh == LodMesh'UnrealI.PupaeHead' )
{
if( A.MultiSkins[1] == None )
A.MultiSkins[1] = Texture'HDSkins2.HDJgpupae1';
}
if( A.Mesh == LodMesh'UnrealI.PupaeLeg1' )
{
if( A.MultiSkins[1] == None )
A.MultiSkins[1] = Texture'HDSkins2.HDJgpupae1';
}
if( A.Mesh == LodMesh'UnrealI.PupaeLeg2' )
{
if( A.MultiSkins[1] == None )
A.MultiSkins[1] = Texture'HDSkins2.HDJgpupae1';
}
if( A.Mesh == LodMesh'UnrealI.PupaeLeg3' )
{
if( A.MultiSkins[1] == None )
A.MultiSkins[1] = Texture'HDSkins2.HDJgpupae1';
}
if( A.Mesh == LodMesh'UnrealI.SkaarjBody' )
{
if( A.MultiSkins[1] == None )
A.MultiSkins[1] = Texture'HDSkins2.HDJGSkaarj1';
}
if( A.Mesh == LodMesh'UnrealI.SkaarjHead' )
{
if( A.MultiSkins[1] == None )
A.MultiSkins[1] = Texture'HDSkins2.HDJGSkaarj1';
}
if( A.Mesh == LodMesh'UnrealI.SkaarjLeg' )
{
if( A.MultiSkins[1] == None )
A.MultiSkins[1] = Texture'HDSkins2.HDJGSkaarj2';
}
if( A.Mesh == LodMesh'UnrealI.SkaarjBody' )
{
if( A.MultiSkins[1] == None )
A.MultiSkins[1] = Texture'HDSkins2.HDJGSkaarj1';
}
if( A.Mesh == LodMesh'UnrealI.SquidBody' )
{
if( A.MultiSkins[1] == None )
A.MultiSkins[1] = Texture'HDSkins2.HDJGSquid';
}
if( A.Mesh == LodMesh'UnrealI.SquidPart' )
{
if( A.MultiSkins[1] == None )
A.MultiSkins[1] = Texture'HDSkins2.HDJGSquid';
}
if( A.Mesh == LodMesh'UnrealI.SquidTail' )
{
if( A.MultiSkins[1] == None )
A.MultiSkins[1] = Texture'HDSkins2.HDJGSquid';
}
if( A.Mesh == LodMesh'UnrealI.SquidTail2' )
{
if( A.MultiSkins[1] == None )
A.MultiSkins[1] = Texture'HDSkins2.HDJGSquid';
}
if( A.Mesh == LodMesh'UnrealI.SquidTail3' )
{
if( A.MultiSkins[1] == None )
A.MultiSkins[1] = Texture'HDSkins2.HDJGSquid';
}
if( A.Mesh == LodMesh'UnrealI.SquidTail4' )
{
if( A.MultiSkins[1] == None )
A.MultiSkins[1] = Texture'HDSkins2.HDJGSquid';
}
if( A.Mesh == LodMesh'UnrealI.SquidTail5' )
{
if( A.MultiSkins[1] == None )
A.MultiSkins[1] = Texture'HDSkins2.HDJGSquid';
}
if( A.Mesh == LodMesh'UnrealI.WarlordArm' )
{
if( A.MultiSkins[1] == None )
A.MultiSkins[1] = Texture'HDSkins2.HDJGWar1';
}
if( A.Mesh == LodMesh'UnrealI.WarlordFoot' )
{
if( A.MultiSkins[1] == None )
A.MultiSkins[1] = Texture'HDSkins2.HDJGWar2';
}
if( A.Mesh == LodMesh'UnrealI.WarlordGun' )
{
if( A.MultiSkins[1] == None )
A.MultiSkins[1] = Texture'HDSkins2.HDJGWar1';
}
if( A.Mesh == LodMesh'UnrealI.WarlordHand' )
{
if( A.MultiSkins[1] == None )
A.MultiSkins[1] = Texture'HDSkins2.HDJGWar2';
}
if( A.Mesh == LodMesh'UnrealI.WarlordHead' )
{
if( A.MultiSkins[1] == None )
A.MultiSkins[1] = Texture'HDSkins2.HDJGWar2';
}
if( A.Mesh == LodMesh'UnrealI.WarlordLeg' )
{
if( A.MultiSkins[1] == None )
A.MultiSkins[1] = Texture'HDSkins2.HDJGWar1';
}
if( A.Mesh == LodMesh'UnrealI.WarlordWing' )
{
A.Mesh = LodMesh'HDSkinsMut.WarlordWingFix'; //Fix for the one-sided non-masked Wing
if( A.MultiSkins[1] == None )
A.MultiSkins[1] = Texture'HDSkins2.HDJGWar1';
}
if( A.Mesh == LodMesh'UnrealShare.Arm1M' )
{
if( A.MultiSkins[1] == None )
A.MultiSkins[1] = Texture'HDSkins2.HDJArm11';
}
if( A.Mesh == LodMesh'UnrealShare.BigChunk1' )
{
if( A.MultiSkins[1] == None )
A.MultiSkins[1] = Texture'HDSkins2.HDJGCow1';
}
if( A.Mesh == LodMesh'UnrealShare.BigChunk2' )
{
if( A.MultiSkins[1] == None )
A.MultiSkins[1] = Texture'HDSkins2.HDJGCow1';
}
if( A.Mesh == LodMesh'UnrealShare.Body1' )
{
if( A.MultiSkins[1] == None )
A.MultiSkins[1] = Texture'HDSkins2.HDJBody11';
}
if( A.Mesh == LodMesh'UnrealShare.BruteFoot' )
{
if( A.MultiSkins[1] == None )
A.MultiSkins[1] = Texture'HDSkins2.HDJGbrt';
}
if( A.Mesh == LodMesh'UnrealShare.BruteHand' )
{
if( A.MultiSkins[1] == None )
A.MultiSkins[1] = Texture'HDSkins2.HDJGbrt';
}
if( A.Mesh == LodMesh'UnrealShare.BruteHead' )
{
if( A.MultiSkins[1] == None )
A.MultiSkins[1] = Texture'HDSkins2.HDJGbrt';
}
if( A.Mesh == LodMesh'UnrealShare.BrutePiece' )
{
if( A.MultiSkins[1] == None )
A.MultiSkins[1] = Texture'HDSkins2.HDJGbrt';
}
if( A.Mesh == LodMesh'UnrealShare.CowBody1' )
{
if( A.MultiSkins[1] == None )
A.MultiSkins[1] = Texture'HDSkins2.HDJGCow1';
}
if( A.Mesh == LodMesh'UnrealShare.CowBody2' )
{
if( A.MultiSkins[1] == None )
A.MultiSkins[1] = Texture'HDSkins2.HDJGCow1';
}
if( A.Mesh == LodMesh'UnrealShare.CowFoot' )
{
if( A.MultiSkins[1] == None )
A.MultiSkins[1] = Texture'HDSkins2.HDJGCow1';
}
if( A.Mesh == LodMesh'UnrealShare.CowHead' )
{
if( A.MultiSkins[1] == None )
A.MultiSkins[1] = Texture'HDSkins2.HDJGCow2';
}
if( A.Mesh == LodMesh'UnrealShare.CowLeg' )
{
if( A.MultiSkins[1] == None )
A.MultiSkins[1] = Texture'HDSkins2.HDJGCow2';
}
if( A.Mesh == LodMesh'UnrealShare.CowTail' )
{
if( A.MultiSkins[1] == None )
A.MultiSkins[1] = Texture'HDSkins2.HDJGCow2';
}
if( A.Mesh == LodMesh'UnrealShare.FemHead1' )
{
if( A.MultiSkins[1] == None )
A.MultiSkins[1] = Texture'HDSkins2.HDJf2h1';
}
if( A.Mesh == LodMesh'UnrealShare.FishHead' )
{
if( A.MultiSkins[1] == None )
A.MultiSkins[1] = Texture'HDSkins2.HDJGFish1';
}
if( A.Mesh == LodMesh'UnrealShare.FishPart' )
{
if( A.MultiSkins[1] == None )
A.MultiSkins[1] = Texture'HDSkins2.HDJGFish1';
}
if( A.Mesh == LodMesh'UnrealShare.FishTail' )
{
if( A.MultiSkins[1] == None )
A.MultiSkins[1] = Texture'HDSkins2.HDJGFish1';
}
if( A.Mesh == LodMesh'UnrealShare.Leg1M' )
{
if( A.MultiSkins[1] == None )
A.MultiSkins[1] = Texture'HDSkins2.HDJLeg11';
}
if( A.Mesh == LodMesh'UnrealShare.LiverM' )
{
if( A.MultiSkins[1] == None )
A.MultiSkins[1] = Texture'HDSkins2.HDJParts1';
}
if( A.Mesh == LodMesh'UnrealShare.Male1Head' )
{
if( A.MultiSkins[1] == None )
A.MultiSkins[1] = Texture'HDSkins2.HDJm1h';
}
if( A.Mesh == LodMesh'UnrealShare.MantaHead' )
{
if( A.MultiSkins[1] == None )
A.MultiSkins[1] = Texture'HDSkins2.HDJmta1';
}
if( A.Mesh == LodMesh'UnrealShare.MantaPart' )
{
if( A.MultiSkins[1] == None )
A.MultiSkins[1] = Texture'HDSkins2.HDJmta1';
}
if( A.Mesh == LodMesh'UnrealShare.MantaTail' )
{
if( A.MultiSkins[1] == None )
A.MultiSkins[1] = Texture'HDSkins2.HDJmta1';
}
if( A.Mesh == LodMesh'UnrealShare.MantaWing1' )
{
if( A.MultiSkins[1] == None )
A.MultiSkins[1] = Texture'HDSkins2.HDJmta1';
}
if( A.Mesh == LodMesh'UnrealShare.MantaWing2' )
{
if( A.MultiSkins[1] == None )
A.MultiSkins[1] = Texture'HDSkins2.HDJmta1';
}
if( A.Mesh == LodMesh'UnrealShare.NaliFoot' )
{
if( A.MultiSkins[1] == None )
A.MultiSkins[1] = Texture'HDSkins2.HDJgnali2';
}
if( A.Mesh == LodMesh'UnrealShare.NaliHand1' )
{
if( A.MultiSkins[1] == None )
A.MultiSkins[1] = Texture'HDSkins2.HDJgnali1';
}
if( A.Mesh == LodMesh'UnrealShare.NaliHand2' )
{
if( A.MultiSkins[1] == None )
A.MultiSkins[1] = Texture'HDSkins2.HDJgnali1';
}
if( A.Mesh == LodMesh'UnrealShare.NaliHead' )
{
if( A.MultiSkins[1] == None )
A.MultiSkins[1] = Texture'HDSkins2.HDJgnali2';
}
if( A.Mesh == LodMesh'UnrealShare.NaliLeg' )
{
if( A.MultiSkins[1] == None )
A.MultiSkins[1] = Texture'HDSkins2.HDJgnali1';
}
if( A.Mesh == LodMesh'UnrealShare.NaliPart' )
{
if( A.MultiSkins[1] == None )
A.MultiSkins[1] = Texture'HDSkins2.HDJgnali2';
}
if( A.Mesh == LodMesh'UnrealShare.PHeartM' )
{
if( A.MultiSkins[1] == None )
A.MultiSkins[1] = Texture'HDSkins2.HDJMisc1';
}
if( A.Mesh == LodMesh'UnrealShare.SkaarjBody' )
{
if( A.MultiSkins[1] == None )
A.MultiSkins[1] = Texture'HDSkins2.HDJGSkaarj1';
}
if( A.Mesh == LodMesh'UnrealShare.SkaarjHand' )
{
if( A.MultiSkins[1] == None )
A.MultiSkins[1] = Texture'HDSkins2.HDJGSkaarj2';
}
if( A.Mesh == LodMesh'UnrealShare.SkaarjHead' )
{
if( A.MultiSkins[1] == None )
A.MultiSkins[1] = Texture'HDSkins2.HDJGSkaarj1';
}
if( A.Mesh == LodMesh'UnrealShare.SkaarjLeg' )
{
if( A.MultiSkins[1] == None )
A.MultiSkins[1] = Texture'HDSkins2.HDJGSkaarj2';
}
if( A.Mesh == LodMesh'UnrealShare.SkaarjTail' )
{
if( A.MultiSkins[1] == None )
A.MultiSkins[1] = Texture'HDSkins2.HDJGSkaarj2';
}
if( A.Mesh == LodMesh'UnrealShare.SlithArm' )
{
if( A.MultiSkins[1] == None )
A.MultiSkins[1] = Texture'HDSkins2.HDJGSlith1';
}
if( A.Mesh == LodMesh'UnrealShare.SlithHand' )
{
if( A.MultiSkins[1] == None )
A.MultiSkins[1] = Texture'HDSkins2.HDJGSlith1';
}
if( A.Mesh == LodMesh'UnrealShare.SlithHead' )
{
if( A.MultiSkins[1] == None )
A.MultiSkins[1] = Texture'HDSkins2.HDJGSlith2';
}
if( A.Mesh == LodMesh'UnrealShare.SlithPart' )
{
if( A.MultiSkins[1] == None )
A.MultiSkins[1] = Texture'HDSkins2.HDJGSlith2';
}
if( A.Mesh == LodMesh'UnrealShare.SlithTail' )
{
A.Mesh = LodMesh'HDSkinsMut.SlithTailFix'; //Fix for the one-sided non-masked tail
if( A.MultiSkins[1] == None )
A.MultiSkins[1] = Texture'HDSkins2.HDJGSlith1';
}
if( A.Mesh == LodMesh'UnrealShare.StomachM' )
{
if( A.MultiSkins[1] == None )
A.MultiSkins[1] = Texture'HDSkins2.HDJparts1';
}
if( A.Mesh == LodMesh'UnrealShare.TentArm' )
{
if( A.MultiSkins[1] == None )
A.MultiSkins[1] = Texture'HDSkins2.HDJGTent';
}
if( A.Mesh == LodMesh'UnrealShare.TentBody' )
{
if( A.MultiSkins[1] == None )
A.MultiSkins[1] = Texture'HDSkins2.HDJGTent';
}
if( A.Mesh == LodMesh'UnrealShare.TentHead' )
{
if( A.MultiSkins[1] == None )
A.MultiSkins[1] = Texture'HDSkins2.HDJGTent';
}
if( A.Mesh == LodMesh'UnrealShare.TentPart' )
{
if( A.MultiSkins[1] == None )
A.MultiSkins[1] = Texture'HDSkins2.HDJGTent';
}
if( A.Mesh == LodMesh'UnrealShare.ThighM' )
{
if( A.MultiSkins[1] == None )
A.MultiSkins[1] = Texture'HDSkins2.HDJparts1';
}
//RTNP Gibs
if(A.Mesh.Name == 'PredatorBody')
{
if( A.MultiSkins[1] == None )
A.MultiSkins[1] = Texture'HDSkins2.HDJGPredator1';
if( A.MultiSkins[2] == None )
A.MultiSkins[2] = Texture'HDSkins2.HDJGPredator2';
}
if(A.Mesh.Name == 'PredatorFoot')
{
if( A.MultiSkins[1] == None )
A.MultiSkins[1] = Texture'HDSkins2.HDJGPredator1';
if( A.MultiSkins[2] == None )
A.MultiSkins[2] = Texture'HDSkins2.HDJGPredator2';
}
if(A.Mesh.Name == 'PredatorHead')
{
if( A.MultiSkins[1] == None )
A.MultiSkins[1] = Texture'HDSkins2.HDJGPredator1';
if( A.MultiSkins[2] == None )
A.MultiSkins[2] = Texture'HDSkins2.HDJGPredator2';
}
if(A.Mesh.Name == 'PredatorLeftLeg')
{
if( A.MultiSkins[1] == None )
A.MultiSkins[1] = Texture'HDSkins2.HDJGPredator1';
if( A.MultiSkins[2] == None )
A.MultiSkins[2] = Texture'HDSkins2.HDJGPredator2';
}
if(A.Mesh.Name == 'PredatorRightLeg')
{
if( A.MultiSkins[1] == None )
A.MultiSkins[1] = Texture'HDSkins2.HDJGPredator1';
if( A.MultiSkins[2] == None )
A.MultiSkins[2] = Texture'HDSkins2.HDJGPredator2';
}
if(A.Mesh.Name == 'PredatorTail')
{
if( A.MultiSkins[1] == None )
A.MultiSkins[1] = Texture'HDSkins2.HDJGPredator1';
if( A.MultiSkins[2] == None )
A.MultiSkins[2] = Texture'HDSkins2.HDJGPredator2';
}
if(A.Mesh.Name == 'SpinnerBody')
{
if( A.MultiSkins[1] == None )
A.MultiSkins[1] = Texture'HDSkins2.HDJGSpinner1';
}
if(A.Mesh.Name == 'SpinnerClaw')
{
if( A.MultiSkins[1] == None )
A.MultiSkins[1] = Texture'HDSkins2.HDJGSpinner1';
}
if(A.Mesh.Name == 'SpinnerHead')
{
if( A.MultiSkins[1] == None )
A.MultiSkins[1] = Texture'HDSkins2.HDJGSpinner1';
if( A.MultiSkins[2] == None )
A.MultiSkins[2] = Texture'HDSkins2.HDJGSpinner2';
}
if(A.Mesh.Name == 'SpinnerLeg1')
{
if( A.MultiSkins[1] == None )
A.MultiSkins[1] = Texture'HDSkins2.HDJGSpinner1';
}
if(A.Mesh.Name == 'SpinnerLeg2')
{
if( A.MultiSkins[1] == None )
A.MultiSkins[1] = Texture'HDSkins2.HDJGSpinner1';
}
if(A.Mesh.Name == 'SpinnerLeg3')
{
if( A.MultiSkins[1] == None )
A.MultiSkins[1] = Texture'HDSkins2.HDJGSpinner1';
}
if(A.Mesh.Name == 'SpinnerLeg4')
{
if( A.MultiSkins[1] == None )
A.MultiSkins[1] = Texture'HDSkins2.HDJGSpinner1';
}
if(A.Mesh.Name == 'SpinnerTail')
{
if( A.MultiSkins[1] == None )
A.MultiSkins[1] = Texture'HDSkins2.HDJGSpinner2';
}
}
defaultproperties
{
}
- Lightning Hunter
- Skaarj Elder
- Posts: 1291
- Joined: 11 Nov 2007, 22:12
- Location: Pervert.
Subject: Re: [Beta Testing] Unreal HD Skins
Post Posted: 20 Oct 2016, 00:10
- Mister_Prophet
- Red Nemesis Leader
- Posts: 3099
- Joined: 11 Nov 2007, 23:30
- Location: Lost in Oraghar
Subject: Re: [Beta Testing] Unreal HD Skins
Post Posted: 20 Oct 2016, 02:54
Lightning Hunter, I don't have much to say other than that you are awesome for these
- editor Dave
- Skaarj Berserker
- Posts: 340
- Joined: 05 Apr 2008, 15:38
- Contact:
Subject: Re: [Beta Testing] Unreal HD Skins
Post Posted: 20 Oct 2016, 18:29
I only saw this thread just now and I can only agree with Prophet: The newly acquired level of detail is very refreshing!
Prisons of the Unforchers Retold - more info: https://www.unrealsp.org/viewtopic.php?f=4&t=4565
- Lightning Hunter
- Skaarj Elder
- Posts: 1291
- Joined: 11 Nov 2007, 22:12
- Location: Pervert.
Subject: Re: [Beta Testing] Unreal HD Skins
Post Posted: 20 Oct 2016, 21:22
Thanks, guys.
I intended to send off the beta last night, but saw a few more skins that could use minor tweaks. The beta will come out very soon though. I am still in need of one more beta tester. Anyone else interested?
I intended to send off the beta last night, but saw a few more skins that could use minor tweaks. The beta will come out very soon though. I am still in need of one more beta tester. Anyone else interested?
- Lightning Hunter
- Skaarj Elder
- Posts: 1291
- Joined: 11 Nov 2007, 22:12
- Location: Pervert.
Subject: Re: [Beta Testing] Unreal HD Skins
Post Posted: 21 Oct 2016, 08:14
I am uploading the beta very soon, but I wanted to show some updates I did to the Titan skin today. Since the Titan skin was the primary reason I launched this project to begin with, I felt it deserved extra attention. I think it looks even better now than before (at least I hope so):
- Lightning Hunter
- Skaarj Elder
- Posts: 1291
- Joined: 11 Nov 2007, 22:12
- Location: Pervert.
Subject: Re: [Beta Testing] Unreal HD Skins
Post Posted: 21 Oct 2016, 09:02
The Beta Has been sent to testers via PM.
- Lightning Hunter
- Skaarj Elder
- Posts: 1291
- Joined: 11 Nov 2007, 22:12
- Location: Pervert.
Subject: Re: [Beta Testing] Unreal HD Skins
Post Posted: 21 Oct 2016, 17:48
Ok, I need the help of the coders again. Leo noticed a bug in which actors that have "bhidden" set to true now show up in the game with the mutator enabled. This is because some of them have a mesh set (at least I think that's the issue). There must be a simple way to tell the mutator to keep meshes with bhidden = true actually hidden...
Edit: On further inspection, the problem is not what I thought it was. It appears that the LevelInfo icons are showing up in-game at location 0,0,0. These are supposed to be hidden, but for whatever reason the HD Skins mutator makes them visible as an icon in-game.
Edit #2: Yrex, I sent you a PM for another gib problem (this time with 227i).
Here is all the current SpawnNotify code:
Edit: On further inspection, the problem is not what I thought it was. It appears that the LevelInfo icons are showing up in-game at location 0,0,0. These are supposed to be hidden, but for whatever reason the HD Skins mutator makes them visible as an icon in-game.
Edit #2: Yrex, I sent you a PM for another gib problem (this time with 227i).
Here is all the current SpawnNotify code:
Code: Select all
#exec OBJ LOAD FILE="HDSkins2.utx"
//=============================================================================
// HDSkinNotify.
//=============================================================================
class HDSkinsNotify expands SpawnNotify;
var Actor PendingActors[64];
var int PendingActorsCount;
//============================================================
simulated function PostBeginPlay()
{
local Actor A;
foreach AllActors( Class'Actor', A )
ModifyThing(A);
Super.PostBeginPlay();
}
//============================================================
event Actor SpawnNotification( actor A )
{
ModifyThing(A);
return A;
}
function Tick(float deltaTime)
{
local int i;
local actor A;
for(i=0;i<PendingActorsCount;i++)
{
A = PendingActors[i];
ModifyGibs(A);
}
PendingActorsCount = 0;
}
//============================================================
function ModifyThing( Actor A )
{
if(A.Mesh != None)
{
//.......................................Scripted Pawns.......................................
//Skaarj Warrior
if( A.Mesh == LodMesh'UnrealShare.Skaarjw' )
{
if( A.Skin == None )
A.Skin = Texture'HDSkins2.HDSkaarjw1';
else if( A.Skin == Texture'SkaarjL' )
A.Skin = Texture'HDSkins2.HDSkaarjL';
else if( A.Skin == Texture'Skaarjw2' )
A.Skin = Texture'HDSkins2.HDSkaarjw2';
else if( A.Skin == Texture'Skaarjw3' )
A.Skin = Texture'HDSkins2.HDSkaarjw3';
else if( A.Skin == Texture'Skaarjw4' )
A.Skin = Texture'HDSkins2.HDSkaarjw4';
else if( A.Skin == Texture'Skaarjw5' )
A.Skin = Texture'HDSkins2.HDSkaarjw5';
}
//Skaarj Trooper
if( A.Mesh == LodMesh'UnrealI.sktrooper' )
{
if( A.Skin == None )
A.Skin = Texture'HDSkins2.HDsktrooper1';
if( A.Skin == Texture'sktrooper1' )
A.Skin = Texture'HDSkins2.HDsktrooper1';
else if( A.Skin == None ) //Replaces pre-placed Carcass skins
A.Skin = Texture'HDSkins2.HDsktrooper1';
else if( A.Skin == Texture'sktrooper2' )
A.Skin = Texture'HDSkins2.HDsktrooper2';
else if( A.Skin == Texture'sktrooper3' )
A.Skin = Texture'HDSkins2.HDsktrooper3';
}
//Skaarj Warlord
if( A.Mesh == LodMesh'UnrealI.WarlordM' )
{
if( A.MultiSkins[0] == None )
A.MultiSkins[0] = Texture'HDSkins2.HDJWarlord1';
if( A.MultiSkins[1] == None )
A.MultiSkins[1] = Texture'HDSkins2.HDJWarlord1';
}
//Skaarj Queen
if( A.Mesh == LodMesh'UnrealI.SkQueen' )
{
if( A.MultiSkins[1] == None )
A.MultiSkins[1] = Texture'HDSkins2.HDJQueen1';
}
//Pupae
if( A.Mesh == LodMesh'UnrealI.Pupae1' )
{
A.Mesh = LodMesh'HDSkinsMut.PupaeFix';
if( A.MultiSkins[0] == None )
A.MultiSkins[0] = Texture'HDSkins2.HDJPupae1';
if( A.MultiSkins[1] == None )
A.MultiSkins[1] = Texture'HDSkins2.HDJPupae1';
}
//Gasbag
if( A.Mesh == LodMesh'UnrealI.GasbagM' )
{
if( A.MultiSkins[5] == None )
A.MultiSkins[5] = Texture'HDSkins2.HDGasbag1';
if( A.MultiSkins[6] == None )
A.MultiSkins[6] = Texture'HDSkins2.HDGasbag2';
}
//Titan
if( A.Mesh == LodMesh'UnrealI.Titan1' )
{
A.Mesh = LodMesh'HDSkinsMut.TitanX';
if( A.Skin == None )
A.Skin = Texture'HDSkins2.HDJTitan1';
else if( A.Skin == Texture'JTitan2' )
A.Skin = Texture'HDSkins2.HDJTitan2';
}
//Brute
if( A.Mesh == LodMesh'UnrealShare.Brute1' )
{
if( A.Skin == None )
A.Skin = Texture'HDSkins2.HDJBrute1';
else if( A.Skin == Texture'Brute2' )
A.Skin = Texture'HDSkins2.HDBrute2';
else if( A.Skin == Texture'Brute3' )
A.Skin = Texture'HDSkins2.HDBrute3';
}
//Krall
if( A.Mesh == LodMesh'UnrealI.KrallM' )
{
if( A.Skin == None )
A.Skin = Texture'HDSkins2.HDJKrall';
else if( A.Skin == Texture'EKrall' )
A.Skin = Texture'HDSkins2.HDEKrall';
}
//Mercenary
if( A.Mesh == LodMesh'UnrealI.Merc' )
{
A.Mesh = LodMesh'HDSkinsMut.MercFix';
if( A.Skin == None )
A.Skin = Texture'HDSkins2.HDJMerc1';
else if( A.Skin == Texture'JMerc2' )
A.Skin = Texture'HDSkins2.HDJMerc2';
}
//Devilfish
if( A.Mesh == LodMesh'UnrealShare.fish' )
{
if( A.MultiSkins[1] == None )
A.MultiSkins[1] = Texture'HDSkins2.HDJFish1';
}
//Squid
if( A.Mesh == LodMesh'UnrealI.Squid1' )
{
if( A.MultiSkins[1] == None )
A.MultiSkins[1] = Texture'HDSkins2.HDJSquid1';
}
//Fly
if( A.Mesh == LodMesh'UnrealShare.FlyM' )
{
if( A.MultiSkins[1] == None )
A.MultiSkins[1] = Texture'HDSkins2.HDJFly1';
}
//Manta
if( A.Mesh == LodMesh'UnrealShare.Manta1' )
{
if( A.Skin == None )
A.Skin = Texture'HDSkins2.HDJManta1';
else if( A.Skin == Texture'JManta2' )
A.Skin = Texture'HDSkins2.HDJManta2';
}
//Tentacle
if( A.Mesh == LodMesh'UnrealShare.Tentacle1' )
{
if( A.MultiSkins[1] == None )
A.MultiSkins[1] = Texture'HDSkins2.HDJTentacle1';
}
//Slith
if( A.Mesh == LodMesh'UnrealShare.Slith1' )
{
if( A.Skin == None )
A.Skin = Texture'HDSkins2.HDJSlith1';
}
//Cow
if( A.Mesh == LodMesh'UnrealShare.NaliCow' )
{
if( A.Skin == None )
A.Skin = Texture'HDSkins2.HDJCow1';
}
//Nali
if( A.Mesh == LodMesh'UnrealShare.Nali1' )
{
if( A.Skin == None )
A.Skin = Texture'HDSkins2.HDJNali1';
else if( A.Skin == Texture'JNali2' )
A.Skin = Texture'HDSkins2.HDJNali2';
}
//Crucified Nali
if( A.Mesh == LodMesh'UnrealShare.CrossNali' )
{
if( A.Skin == None )
A.Skin = Texture'HDSkins2.HDJNali1';
else if( A.Skin == Texture'JNali2' )
A.Skin = Texture'HDSkins2.HDJNali2';
}
//.......................................Flock Pawns.......................................
//Nali Rabbit
if( A.Mesh == LodMesh'UnrealShare.Rabbit' )
{
if( A.MultiSkins[1] == None )
A.MultiSkins[1] = Texture'HDSkins2.HDJRabbit1';
}
//Bird
if( A.Mesh == LodMesh'UnrealShare.Bird' )
{
if( A.MultiSkins[1] == None )
A.MultiSkins[1] = Texture'HDSkins2.HDJBird11';
}
//Biter Fish
if( A.Mesh == LodMesh'UnrealShare.AmbientFish' )
{
if( A.Skin == None )
A.Skin = Texture'HDSkins2.HDJFish21';
else if( A.Skin == Texture'JFish21' )
A.Skin = Texture'HDSkins2.HDJFish21';
else if( A.Skin == Texture'JFish22' )
A.Skin = Texture'HDSkins2.HDJFish22';
else if( A.Skin == Texture'JFish23' )
A.Skin = Texture'HDSkins2.HDJFish23';
else if( A.Skin == Texture'JFish24' )
A.Skin = Texture'HDSkins2.HDJFish24';
else if( A.Skin == Texture'JFish25' )
A.Skin = Texture'HDSkins2.HDJFish25';
else if( A.Skin == Texture'JFish26' )
A.Skin = Texture'HDSkins2.HDJFish26';
}
//...................................Player Skins.......................................
//Female One (Gina)
if( A.Mesh == LodMesh'UnrealShare.Female1' )
{
if( A.Skin == None )
A.Skin = Texture'HDSkins2.HDgina';
else if( A.Skin == Texture'Gina' )
A.Skin = Texture'HDSkins2.HDgina';
}
//...................................Player Carcasses.......................................
//Female One Body
if( A.Mesh == LodMesh'UnrealShare.Fem1body' )
{
//This fixes the longstanding incorrect skin bug in Unreal
if( A.Skin == None )
A.Skin = Texture'HDSkins2.HDgina';
//Just in case someone set the correct Gina skin in a map
else if( A.Skin == Texture'Gina' )
A.Skin = Texture'HDSkins2.HDgina';
}
//Female Two Body (No high-res skin yet; merely fixes bug)
if( A.Mesh == LodMesh'UnrealShare.Fem2Body' )
{
//This fixes the longstanding incorrect skin bug in Unreal
if( A.Skin == None )
A.Skin = Texture'UnrealShare.Skins.Sonya';
}
//.......................................Decorations.......................................
//Tree1
if( A.Mesh == LodMesh'UnrealShare.Tree1M' )
{
if( A.MultiSkins[1] == None )
A.MultiSkins[1] = Texture'HDSkins2.HDJTree11';
}
//Tree2
if( A.Mesh == LodMesh'UnrealShare.Tree2M' )
{
if( A.MultiSkins[1] == None )
A.MultiSkins[1] = Texture'HDSkins2.HDJTree21';
}
//Tree3
if( A.Mesh == LodMesh'UnrealShare.Tree3M' )
{
if( A.MultiSkins[1] == None )
A.MultiSkins[1] = Texture'HDSkins2.HDJTree31';
}
//Tree4
if( A.Mesh == LodMesh'UnrealShare.Tree4M' )
{
if( A.MultiSkins[1] == None )
A.MultiSkins[1] = Texture'HDSkins2.HDJTree41';
}
//Tree5
if( A.Mesh == LodMesh'UnrealShare.Tree5M' )
{
if( A.MultiSkins[1] == None )
A.MultiSkins[1] = Texture'HDSkins2.HDJTree51';
}
//Tree6
if( A.Mesh == LodMesh'UnrealShare.Tree6M' )
{
if( A.MultiSkins[1] == None )
A.MultiSkins[1] = Texture'HDSkins2.HDJTree61';
}
//Tree7
if( A.Mesh == LodMesh'UnrealShare.Tree7M' )
{
if( A.MultiSkins[1] == None )
A.MultiSkins[1] = Texture'HDSkins2.HDJTree71';
}
//Tree8
if( A.Mesh == LodMesh'UnrealShare.Tree8M' )
{
if( A.MultiSkins[1] == None )
A.MultiSkins[1] = Texture'HDSkins2.HDJTree81';
}
//Tree9
if( A.Mesh == LodMesh'UnrealShare.Tree9M' )
{
if( A.MultiSkins[1] == None )
A.MultiSkins[1] = Texture'HDSkins2.HDJTree91';
}
//Tree10
if( A.Mesh == LodMesh'UnrealShare.Tree10M' )
{
if( A.MultiSkins[1] == None )
A.MultiSkins[1] = Texture'HDSkins2.HDJTree101';
}
//Tree11
if( A.Mesh == LodMesh'UnrealShare.Tree11M' )
{
if( A.MultiSkins[1] == None )
A.MultiSkins[1] = Texture'HDSkins2.HDJTree111';
}
//Tree12
if( A.Mesh == LodMesh'UnrealShare.Tree12M' )
{
if( A.MultiSkins[1] == None )
A.MultiSkins[1] = Texture'HDSkins2.HDJTree121';
}
//Plant1
if( A.Mesh == LodMesh'UnrealShare.Plant1M' )
{
if( A.MultiSkins[1] == None )
A.MultiSkins[1] = Texture'HDSkins2.HDJPlant11';
}
//Plant2
if( A.Mesh == LodMesh'UnrealShare.Plant2M' )
{
if( A.MultiSkins[1] == None )
A.MultiSkins[1] = Texture'HDSkins2.HDJPlant21';
}
//Plant3
if( A.Mesh == LodMesh'UnrealShare.Plant3M' )
{
if( A.MultiSkins[1] == None )
A.MultiSkins[1] = Texture'HDSkins2.HDJPlant31';
}
//Plant4
if( A.Mesh == LodMesh'UnrealShare.Plant4M' )
{
if( A.MultiSkins[1] == None )
A.MultiSkins[1] = Texture'HDSkins2.HDJPlant41';
}
//Plant5
if( A.Mesh == LodMesh'UnrealShare.Plant5M' )
{
if( A.MultiSkins[1] == None )
A.MultiSkins[1] = Texture'HDSkins2.HDJPlant41';
}
//Plant6
if( A.Mesh == LodMesh'UnrealShare.Plant6M' )
{
if( A.MultiSkins[1] == None )
A.MultiSkins[1] = Texture'HDSkins2.HDJPlant61';
}
//Plant7
if( A.Mesh == LodMesh'UnrealShare.Plant7M' )
{
if( A.MultiSkins[1] == None )
A.MultiSkins[1] = Texture'HDSkins2.HDJPlant61';
}
//SeaWeed
if( A.Mesh == Mesh'UnrealShare.SeaWeedM' )
{
if( A.MultiSkins[1] == None )
A.MultiSkins[1] = Texture'HDSkins2.HDJSeaWeed1';
}
//Wooden Box
if( A.Mesh == LodMesh'UnrealShare.WoodenBoxM' )
{
if( A.MultiSkins[1] == None )
A.MultiSkins[1] = Texture'HDSkins2.HDJWoodenBox1';
}
//Steel Box
if( A.Mesh == LodMesh'UnrealShare.SteelBoxM' )
{
if( A.MultiSkins[1] == None )
A.MultiSkins[1] = Texture'HDSkins2.HDJSteelBox1';
}
//Barrel
if( A.Mesh == LodMesh'UnrealShare.BarrelM' )
{
if( A.Skin == None )
A.Skin = Texture'HDSkins2.HDJBarrel1';
if( A.Skin == Texture'JBarrel1' )
A.Skin = Texture'HDSkins2.HDJBarrel1';
}
//Steel Barrel
if( A.Mesh == LodMesh'UnrealShare.steelbarrelM' )
{
if( A.Skin == None )
A.Skin = Texture'HDSkins2.HDJSteelBarrel1';
else if( A.Skin == Texture'Jsteelbarrel2' )
A.Skin = Texture'HDSkins2.HDJSteelBarrel2';
}
//Sludge Barrel
if( A.Mesh == LodMesh'UnrealI.sbarrel' )
{
if( A.MultiSkins[1] == None )
A.MultiSkins[1] = Texture'HDSkins2.HDJsbarrel1';
}
//Book
if( A.Mesh == LodMesh'UnrealShare.BookM' )
{
if( A.Skin == None )
A.Skin = Texture'HDSkins2.HDJBook1';
else if( A.Skin == Texture'JBook2' )
A.Skin = Texture'HDSkins2.HDJBook2';
else if( A.Skin == Texture'JBook3' )
A.Skin = Texture'HDSkins2.HDJBook3';
else if( A.Skin == Texture'JBook4' )
A.Skin = Texture'HDSkins2.HDJBook4';
}
//Boulder
if( A.Mesh == LodMesh'UnrealShare.BoulderM' )
{
if( A.MultiSkins[1] == None )
A.MultiSkins[1] = Texture'HDSkins2.HDJBoulder1';
}
//TBoulder (thrown by Titans)
if( A.Mesh == LodMesh'UnrealI.TBoulder' )
{
if( A.MultiSkins[1] == None )
A.MultiSkins[1] = Texture'HDSkins2.HDJBoulder1';
}
//Chest
if( A.Mesh == LodMesh'UnrealShare.ChestM' )
{
if( A.MultiSkins[1] == None )
A.MultiSkins[1] = Texture'HDSkins2.HDJChest1';
}
//Sign
if( A.Mesh == LodMesh'UnrealShare.Sign1M' )
{
if( A.MultiSkins[1] == None )
A.MultiSkins[1] = Texture'HDSkins2.HDJSign11';
}
//Flag 1
if( A.Mesh == LodMesh'UnrealI.Flag1M' )
{
if( A.Skin == None )
A.Skin = Texture'HDSkins2.HDJFlag11';
else if( A.Skin == Texture'JFlag12' )
A.Skin = Texture'HDSkins2.HDJFlag12';
}
//Flag 2
if( A.Mesh == LodMesh'UnrealI.Flag2M' )
{
if( A.MultiSkins[1] == None )
A.MultiSkins[1] = Texture'HDSkins2.HDJFlag21';
}
//Flag 3
if( A.Mesh == LodMesh'UnrealI.Flag3M' )
{
if( A.MultiSkins[1] == None )
A.MultiSkins[1] = Texture'HDSkins2.HDJFlag31';
}
//Tapestry1
if( A.Mesh == LodMesh'UnrealI.Tap' )
{
if( A.MultiSkins[1] == None )
A.MultiSkins[1] = Texture'HDSkins2.HDJTap1';
}
//Moon One
if( A.Mesh == Mesh'UnrealI.Moon1' )
{
if( A.Skin == None )
A.Skin = Texture'HDSkins2.HDJMoon1';
if( A.Skin == Texture'JMoon1' )
A.Skin = Texture'HDSkins2.HDJMoon1';
//Moon Two
else if( A.Skin == Texture'MoonTwo' )
A.Skin = Texture'HDSkins2.HDMoonTwo';
}
//Moon Three
if( A.Mesh == Mesh'UnrealI.Moon3M' )
{
if( A.Skin == None )
A.Skin = Texture'HDSkins2.HDJMoon3';
}
//Monk Statue
if( A.Mesh == LodMesh'UnrealShare.MonkStatueM' )
{
if( A.MultiSkins[1] == None )
A.MultiSkins[1] = Texture'HDSkins2.HDJMonkStatue1';
}
//Monk Statue
if( A.Mesh == LodMesh'UnrealShare.NaliStatueM' )
{
if( A.MultiSkins[1] == None )
A.MultiSkins[1] = Texture'HDSkins2.HDJNaliStatue1';
}
//Lantern
if( A.Mesh == LodMesh'UnrealShare.LanternM' )
{
if( A.MultiSkins[1] == None )
A.MultiSkins[1] = Texture'HDSkins2.HDJLantern1';
}
//Knife (Uses same skin as Lantern for some reason)
if( A.Mesh == Mesh'UnrealShare.KnifeM' )
{
if( A.MultiSkins[1] == None )
A.MultiSkins[1] = Texture'HDSkins2.HDJLantern1';
}
//Lantern2
if( A.Mesh == LodMesh'UnrealShare.Lantern2M' )
{
if( A.MultiSkins[1] == None )
A.MultiSkins[1] = Texture'HDSkins2.HDJLantern1';
}
//Lamp1
if( A.Mesh == LodMesh'UnrealI.Lamp1M' )
{
if( A.MultiSkins[1] == None )
A.MultiSkins[1] = Texture'HDSkins2.HDJLamp11';
}
//Lamp4
if( A.Mesh == LodMesh'UnrealI.Lamp4M' )
{
if( A.MultiSkins[1] == None )
A.MultiSkins[1] = Texture'HDSkins2.HDJLamp41';
}
//Sconce
if( A.Mesh == Mesh'UnrealShare.sconceM' )
{
if( A.Skin == None )
A.Skin = Texture'HDSkins2.HDJsconce1';
}
//Table1
if( A.Mesh == LodMesh'UnrealI.Table1' )
{
if( A.MultiSkins[1] == None )
A.MultiSkins[1] = Texture'HDSkins2.HDJTable11';
}
//Chair
if( A.Mesh == LodMesh'UnrealI.Chair1' )
{
if( A.MultiSkins[1] == None )
A.MultiSkins[1] = Texture'HDSkins2.HDJChair11';
}
//Pottery0
if( A.Mesh == LodMesh'UnrealShare.Pottery0M' )
{
if( A.MultiSkins[1] == None )
A.MultiSkins[1] = Texture'HDSkins2.HDJPottery01';
}
//Pottery1
if( A.Mesh == LodMesh'UnrealShare.Pottery1M' )
{
if( A.MultiSkins[1] == None )
A.MultiSkins[1] = Texture'HDSkins2.HDJPottery11';
}
//Pottery2
if( A.Mesh == LodMesh'UnrealShare.Pottery2M' )
{
if( A.MultiSkins[1] == None )
A.MultiSkins[1] = Texture'HDSkins2.HDJPottery21';
}
//Vase1
if( A.Mesh == LodMesh'UnrealShare.vaseM' )
{
if( A.MultiSkins[1] == None )
A.MultiSkins[1] = Texture'HDSkins2.HDJVase1';
}
//Urn
if( A.Mesh == LodMesh'UnrealShare.UrnM' )
{
if( A.MultiSkins[1] == None )
A.MultiSkins[1] = Texture'HDSkins2.HDJUrn1';
}
//Escape Pod
if( A.Mesh == LodMesh'UnrealI.Escapep' )
{
if( A.MultiSkins[1] == None )
A.MultiSkins[1] = Texture'HDSkins2.HDJEscapep1';
}
//Cryopod
if( A.Mesh == LodMesh'UnrealI.CryopodM' )
{
if( A.MultiSkins[1] == None )
A.MultiSkins[1] = Texture'HDSkins2.HDJCryopod1';
}
//Fan
if( A.Mesh == LodMesh'UnrealShare.Fan2M' )
{
if( A.MultiSkins[1] == None )
A.MultiSkins[1] = Texture'HDSkins2.HDJFan21';
}
//Dice
if( A.Mesh == Mesh'UnrealI.DiceM' )
{
if( A.Skin == None )
A.Skin = Texture'HDSkins2.HDJDice1';
}
//Wire
if( A.Mesh == LodMesh'UnrealShare.WireM' )
{
if( A.MultiSkins[1] == None )
A.MultiSkins[1] = Texture'HDSkins2.HDJWire1';
}
//Candle
if( A.Mesh == LodMesh'UnrealShare.CandleM' )
{
if( A.MultiSkins[1] == None )
A.MultiSkins[1] = Texture'HDSkins2.HDJCandle1';
}
//Candle2
if( A.Mesh == LodMesh'UnrealShare.Candl2' )
{
if( A.MultiSkins[1] == None )
A.MultiSkins[1] = Texture'HDSkins2.HDJCandl21';
}
//Robot (This skin is not complete, and is merely a placeholder with a detail texture)
if( A.Mesh == LodMesh'UnrealI.RobotM' )
{
if( A.MultiSkins[1] == None )
A.MultiSkins[1] = Texture'HDSkins2.HDJRobot1';
}
//.......................................Inventory.......................................
//Dispersion Pistol
if( A.Mesh == LodMesh'UnrealShare.DPistolPick' )
{
if(Inventory(A) != none && Inventory(A).PlayerViewMesh == mesh'UnrealShare.DPistol')
Inventory(A).PlayerViewMesh = mesh'DPistolFix';
if( A.MultiSkins[1] == None )
A.MultiSkins[1] = Texture'HDSkins2.HDDPistol1';
}
//Automag
if( A.Mesh == LodMesh'UnrealShare.AutoMagPickup' )
{
if( A.MultiSkins[1] == None )
A.MultiSkins[1] = Texture'HDSkins2.HDAutoma1';
}
//Stinger
if( A.Mesh == LodMesh'UnrealShare.StingerPickup' )
{
if( A.MultiSkins[1] == None )
A.MultiSkins[1] = Texture'HDSkins2.HDSting1';
}
//ASMD
if( A.Mesh == LodMesh'UnrealShare.ASMDPick' )
{
if( A.MultiSkins[1] == None )
A.MultiSkins[1] = Texture'HDSkins2.HDASMD1';
}
//Eightball
if( A.Mesh == LodMesh'UnrealShare.EightPick' )
{
if( A.MultiSkins[1] == None )
A.MultiSkins[1] = Texture'HDSkins2.HDJeightB1';
}
//Flak Cannon
if( A.Mesh == LodMesh'UnrealI.FlakPick' )
{
if( A.MultiSkins[1] == None )
A.MultiSkins[1] = Texture'HDSkins2.HDJFlak1';
}
//RazorJack
if( A.Mesh == LodMesh'UnrealI.RazPick' )
{
if( A.MultiSkins[1] == None )
A.MultiSkins[1] = Texture'HDSkins2.HDJRazor1';
}
//Rifle
if( A.Mesh == LodMesh'UnrealI.RiPick' )
{
if( A.MultiSkins[1] == None )
A.MultiSkins[1] = Texture'HDSkins2.HDJRifle1';
}
//Minigun
if( A.Mesh == LodMesh'UnrealI.minipick' )
{
if( A.MultiSkins[1] == None )
A.MultiSkins[1] = Texture'HDSkins2.HDminigun1';
}
//GES Bio Rifle
if(A.Mesh == mesh'UnrealI.BRiflePick')
{
if(Inventory(A) != none && Inventory(A).PlayerViewMesh == mesh'UnrealI.BRifle')
Inventory(A).PlayerViewMesh = mesh'HDSkinsMut.BRifleFix';
if(A.MultiSkins[1] == none)
A.MultiSkins[1] = texture'HDSkins2.HDJBRifle1';
}
//Clip
if( A.Mesh == LodMesh'UnrealShare.ClipM' )
{
if( A.MultiSkins[2] == None )
A.MultiSkins[2] = Texture'HDSkins2.HDJClip1';
}
//Stinger Tarydium Ammo
if( A.Mesh == LodMesh'UnrealShare.TarydiumPickup' )
{
if( A.MultiSkins[4] == None )
A.MultiSkins[4] = Texture'HDSkins2.HDJTaryPick1';
}
//ASMD Core
if( A.Mesh == LodMesh'UnrealShare.ASMDAmmoM' )
{
if( A.MultiSkins[1] == None )
A.MultiSkins[1] = Texture'HDSkins2.HDJAsmdAmmo1';
}
//Rocket Can
if( A.Mesh == LodMesh'UnrealShare.RocketCanMesh' )
{
if( A.MultiSkins[1] == None )
A.MultiSkins[1] = Texture'HDSkins2.HDJRocketCan1';
}
//Flak Box
if( A.Mesh == LodMesh'UnrealI.flakboxMesh' )
{
if( A.MultiSkins[1] == None )
A.MultiSkins[1] = Texture'HDSkins2.HDJPickup1';
}
//Flak Shell
if( A.Mesh == LodMesh'UnrealI.FlakShAm' )
{
if( A.MultiSkins[1] == None )
A.MultiSkins[1] = Texture'HDSkins2.HDJFlakShel1';
}
//RazorJack Ammo
if( A.Mesh == LodMesh'UnrealI.RazorAmmoMesh' )
{
if( A.MultiSkins[1] == None )
A.MultiSkins[1] = Texture'HDSkins2.HDJPickup21';
}
//GES Sludge Ammo
if( A.Mesh == LodMesh'UnrealI.sludgemesh' )
{
if( A.MultiSkins[1] == None )
A.MultiSkins[1] = Texture'HDSkins2.HDJPickup1';
}
//Rifle Box
if( A.Mesh == LodMesh'UnrealI.RifleBullets' )
{
if( A.MultiSkins[1] == None )
A.MultiSkins[1] = Texture'HDSkins2.HDRifleBul1';
}
//Rifle Round
if( A.Mesh == LodMesh'UnrealI.RifleRoundM' )
{
if( A.MultiSkins[1] == None )
A.MultiSkins[1] = Texture'HDSkins2.HDRifleR1';
}
//Shell Box
if( A.Mesh == LodMesh'UnrealShare.ShellBoxMesh' )
{
if( A.MultiSkins[1] == None )
A.MultiSkins[1] = Texture'HDSkins2.HDJPickup21';
}
//Amplifier
if( A.Mesh == LodMesh'UnrealShare.AmplifierM' )
{
if( A.MultiSkins[1] == None )
A.MultiSkins[1] = Texture'HDSkins2.HDJAmplifier1';
}
//Flare
if( A.Mesh == LodMesh'UnrealShare.FlareM' )
{
if( A.MultiSkins[1] == None )
A.MultiSkins[1] = Texture'HDSkins2.HDJMisc1';
}
//Flashlight
if( A.Mesh == LodMesh'UnrealShare.Flashl' )
{
if( A.MultiSkins[1] == None )
A.MultiSkins[1] = Texture'HDSkins2.HDJFlashl1';
}
//Bandage
if( A.Mesh == LodMesh'UnrealShare.bandage' )
{
if( A.MultiSkins[1] == None )
A.MultiSkins[1] = Texture'HDSkins2.HDJband1';
}
//Health
if( A.Mesh == LodMesh'UnrealShare.HealthM' )
{
if( A.Skin == None )
A.Skin = Texture'HDSkins2.HDJHealth1';
}
//Super Health
if( A.Mesh == LodMesh'UnrealShare.SuperHealthMesh' )
{
if( A.MultiSkins[1] == None )
A.MultiSkins[1] = Texture'HDSkins2.HDJSHealth1';
}
//Nali Fruit
if( A.Mesh == LodMesh'UnrealShare.NaliFruitMesh' )
{
if( A.MultiSkins[1] == None )
A.MultiSkins[1] = Texture'HDSkins2.HDJNaliFruit1';
}
//Seed
if( A.Mesh == LodMesh'UnrealI.Seed' )
{
if( A.MultiSkins[1] == None )
A.MultiSkins[1] = Texture'HDSkins2.HDJSeed1';
}
//Shield Belt
if( A.Mesh == LodMesh'UnrealShare.ShieldBeltMesh' )
{
if( A.MultiSkins[1] == None )
A.MultiSkins[1] = Texture'HDSkins2.HDABelt1';
}
//Armor
if( A.Mesh == LodMesh'UnrealShare.ArmorM' )
{
if( A.MultiSkins[7] == None )
A.MultiSkins[7] = Texture'HDSkins2.HDJArmor1';
}
//Invisibility
if( A.Mesh == LodMesh'UnrealI.InvisibilityMesh' )
{
if( A.MultiSkins[1] == None )
A.MultiSkins[1] = Texture'HDSkins2.HDJInvisibility1';
}
//Asbestos Suit
if( A.Mesh == LodMesh'UnrealShare.Suit' )
{
if( A.MultiSkins[1] == None )
A.MultiSkins[1] = Texture'HDSkins2.HDASuit1';
}
//Toxin Suit
if( A.Mesh == LodMesh'UnrealI.ToxSuit' )
{
if( A.MultiSkins[1] == None )
A.MultiSkins[1] = Texture'HDSkins2.HDAToxSuit1';
}
//Search Light
if( A.Mesh == LodMesh'UnrealI.BigFlash' )
{
if( A.MultiSkins[1] == None )
A.MultiSkins[1] = Texture'HDSkins2.HDJBigFlash1';
}
//Universal Translator
if( A.Mesh == LodMesh'UnrealShare.TranslatorMesh' )
{
if( A.MultiSkins[1] == None )
A.MultiSkins[1] = Texture'HDSkins2.HDJTranslator1';
}
//Force Field
if( A.Mesh == LodMesh'UnrealI.ForceFieldPick' )
{
if( A.MultiSkins[1] == None )
A.MultiSkins[1] = Texture'HDSkins2.HDaforce1';
}
//Scuba Gear
if( A.Mesh == LodMesh'UnrealShare.Scuba' )
{
if( A.MultiSkins[1] == None )
A.MultiSkins[1] = Texture'HDSkins2.HDASC1';
}
//Kevlar
if( A.Mesh == LodMesh'UnrealShare.KevSuit' )
{
if( A.MultiSkins[1] == None )
A.MultiSkins[1] = Texture'HDSkins2.HDAkevSuit1';
}
//Jump Boots
if( A.Mesh == LodMesh'UnrealI.lboot' )
{
if( A.MultiSkins[1] == None )
A.MultiSkins[1] = Texture'HDSkins2.HDJlBoot1';
}
//Weapon Powerup
if( A.Mesh == Mesh'UnrealShare.WeaponPowerUpMesh' )
{
if( A.MultiSkins[1] == None )
A.MultiSkins[1] = Texture'HDSkins2.HDaPower1';
}
//Voicebox
if( A.Mesh == Mesh'UnrealShare.VoiceBoxMesh' )
{
if( A.MultiSkins[1] == None )
A.MultiSkins[1] = Texture'HDSkins2.HDAinv1';
}
//Dampener
if( A.Mesh == Mesh'UnrealI.DampenerM' )
{
if( A.MultiSkins[1] == None )
A.MultiSkins[1] = Texture'HDSkins2.HDAinv1';
}
//.................................Projectiles............................................
//Flak Shell Projectile
if( A.Mesh == LodMesh'UnrealI.FlakSh' )
{
if( A.MultiSkins[1] == None )
A.MultiSkins[1] = Texture'HDSkins2.HDJFlakShel1';
}
//Razor Jack Projectile
if( A.Mesh == LodMesh'UnrealI.RazorB' )
{
if( A.MultiSkins[1] == None )
A.MultiSkins[1] = Texture'HDSkins2.HDJRazor1';
}
//Stinger Tarydium Projectile
if( A.Mesh == LodMesh'UnrealShare.TarydiumProjectile' )
{
if( A.MultiSkins[4] == None )
A.MultiSkins[4] = Texture'HDSkins2.HDJShells1';
}
//.................................RTNP Stuff............................................
//Predator
if(A.Mesh.Name == 'Predator')
{
if( A.MultiSkins[1] == None )
A.MultiSkins[1] = Texture'HDSkins2.HDJPredator1';
if( A.MultiSkins[2] == None )
A.MultiSkins[2] = Texture'HDSkins2.HDJPredator2';
if( A.MultiSkins[1] == Texture(DynamicLoadObject("UPak.JGPredator1",Class'Texture')))
A.MultiSkins[1] = Texture'HDSkins2.HDJGPredator1';
if( A.MultiSkins[2] == Texture(DynamicLoadObject("UPak.JGPredator2",Class'Texture')))
A.MultiSkins[2] = Texture'HDSkins2.HDJGPredator2';
}
//Spinner
if(A.Mesh.Name == 'Spinner')
{
if( A.MultiSkins[1] == None )
A.MultiSkins[1] = Texture'HDSkins2.HDJSpinner1';
if( A.MultiSkins[2] == None )
A.MultiSkins[2] = Texture'HDSkins2.HDJSpinner2';
}
//UMS Dropbox
if(A.Mesh.Name == 'Dropbox')
{
if( A.MultiSkins[1] == None )
A.MultiSkins[1] = Texture'HDSkins2.HDJdropbox1';
}
//RTNP CAR Clip
if(A.Mesh.Name == 'CARammo')
{
if( A.MultiSkins[1] == None )
A.MultiSkins[1] = Texture'HDSkins2.HDJnewcar3';
}
//RTNP Rocket Launcher Ammo
if(A.Mesh.Name == 'RLAmmo')
{
if( A.MultiSkins[1] == None )
A.MultiSkins[1] = Texture'HDSkins2.HDJRL1st2';
}
//RTNP Grenade Ammo
if(A.Mesh.Name == 'GLAmmo')
{
if( A.MultiSkins[1] == None )
A.MultiSkins[1] = Texture'HDSkins2.HDJGL3rd1';
}
//RTNP Fixed Grenade Ammo (Used in RTNPUE; This will fix the already fixed fix :P )
if(A.Mesh.Name == 'FixedGLAmmo')
{
if( A.MultiSkins[1] == None )
A.MultiSkins[1] = Texture'HDSkins2.HDJGL3rd1';
}
//RTNP CAR
if(A.Mesh.Name == 'CARpickup')
{
if(A.Skin == none &&
A.MultiSkins[1] == none &&
A.MultiSkins[2] == none &&
A.MultiSkins[3] == none &&
A.MultiSkins[4] == none &&
A.MultiSkins[5] == none)
{
A.Mesh = mesh'HDSkinsMut.CARpickupHD';
if(Inventory(A) != none)
{
if(Inventory(A).PickupViewMesh.Name == 'CARpickup')
Inventory(A).PickupViewMesh = mesh'HDSkinsMut.CARpickupHD';
if(Inventory(A).PlayerViewMesh.Name == 'CAR1st')
Inventory(A).PlayerViewMesh = mesh'HDSkinsMut.CAR1stHD';
if(Inventory(A).ThirdPersonMesh.Name == 'CAR3rd')
Inventory(A).ThirdPersonMesh = mesh'HDSkinsMut.CAR3rdHD';
}
A.MultiSkins[1] = texture'HDSkins2.HDJnewcar1';
A.MultiSkins[2] = texture'HDSkins2.JCar1st0';
A.MultiSkins[3] = texture'HDSkins2.HDJnewcar3';
A.MultiSkins[4] = texture'HDSkins2.HDJnewcar2';
A.MultiSkins[5] = texture'HDSkins2.HDJCAR3rd1';
}
}
//RTNP Rocket Launcher
if(A.Mesh.Name == 'RLpickup')
{
if(A.Skin == none &&
A.MultiSkins[1] == none &&
A.MultiSkins[2] == none &&
A.MultiSkins[3] == none &&
A.MultiSkins[4] == none &&
A.MultiSkins[5] == none &&
A.MultiSkins[6] == none)
{
A.Mesh = mesh'HDSkinsMut.RLpickupHD';
if(Inventory(A) != none)
{
if(Inventory(A).PickupViewMesh.Name == 'RLpickup')
Inventory(A).PickupViewMesh = mesh'HDSkinsMut.RLpickupHD';
if(Inventory(A).PlayerViewMesh.Name == 'RL1st')
Inventory(A).PlayerViewMesh = mesh'HDSkinsMut.RL1stHD';
if(Inventory(A).ThirdPersonMesh.Name == 'RL3rd')
Inventory(A).ThirdPersonMesh = mesh'HDSkinsMut.RL3rdHD';
}
A.MultiSkins[1] = texture'HDSkins2.HDJRL1st1';
A.MultiSkins[2] = texture'HDSkins2.HDJRL1st2';
A.MultiSkins[3] = texture'HDSkins2.HDJRL1st3';
A.MultiSkins[4] = texture'HDSkins2.HDJRL1st1';
A.MultiSkins[5] = texture'HDSkins2.HDJRL1st2';
A.MultiSkins[6] = texture'HDSkins2.JRL1st4';
}
}
//RTNP Grenade Launcher
if(A.Mesh.Name == 'GLpickup')
{
if(A.Skin == none &&
A.MultiSkins[1] == none &&
A.MultiSkins[2] == none &&
A.MultiSkins[4] == none &&
A.MultiSkins[5] == none)
{
A.Mesh = mesh'HDSkinsMut.GLpickupHD';
if(Inventory(A) != none)
{
if(Inventory(A).PickupViewMesh.Name == 'GLpickup')
Inventory(A).PickupViewMesh = mesh'HDSkinsMut.GLpickupHD';
if(Inventory(A).PlayerViewMesh.Name == 'GL1st')
Inventory(A).PlayerViewMesh = mesh'HDSkinsMut.GL1stHD';
if(Inventory(A).ThirdPersonMesh.Name == 'GL3rd')
Inventory(A).ThirdPersonMesh = mesh'HDSkinsMut.GL3rdHD';
}
A.MultiSkins[1] = texture'HDSkins2.HDJGL1st1';
A.MultiSkins[2] = texture'HDSkins2.JGL1st2';
A.MultiSkins[4] = texture'HDSkins2.HDJGL1st4';
A.MultiSkins[5] = texture'HDSkins2.HDJGL3rd1';
}
}
}
if(A.Class.Name == 'olCreatureChunks')
{
if(PendingActorsCount<64)
{
PendingActors[PendingActorsCount] = A;
PendingActorsCount++;
}
else
{
log("Too many gibs - some won't be reskinned.");
}
return;
}
ModifyGibs(A);
}
function ModifyGibs(actor A)
{
if(A.Mesh != None)
{
//.......................................Gibs...........................................
if( A.Mesh == LodMesh'UnrealI.BigChunk1' )
{
if( A.MultiSkins[1] == None )
A.MultiSkins[1] = Texture'HDSkins2.HDJgcow1';
}
if( A.Mesh == LodMesh'UnrealI.BigChunk2' )
{
if( A.MultiSkins[1] == None )
A.MultiSkins[1] = Texture'HDSkins2.HDJgcow1';
}
if( A.Mesh == LodMesh'UnrealI.GasArm1' )
{
if( A.MultiSkins[1] == None )
A.MultiSkins[1] = Texture'HDSkins2.HDJGas1';
}
if( A.Mesh == LodMesh'UnrealI.GasArm2' )
{
if( A.MultiSkins[1] == None )
A.MultiSkins[1] = Texture'HDSkins2.HDJGas2';
}
if( A.Mesh == LodMesh'UnrealI.GasHand' )
{
if( A.MultiSkins[1] == None )
A.MultiSkins[1] = Texture'HDSkins2.HDJGas1';
}
if( A.Mesh == LodMesh'UnrealI.GasHead' )
{
if( A.MultiSkins[1] == None )
A.MultiSkins[1] = Texture'HDSkins2.HDJGas2';
}
if( A.Mesh == LodMesh'UnrealI.GasPart' )
{
if( A.MultiSkins[1] == None )
A.MultiSkins[1] = Texture'HDSkins2.HDJGas1';
}
if( A.Mesh == LodMesh'UnrealI.KrallFoot' )
{
if( A.MultiSkins[1] == None )
A.MultiSkins[1] = Texture'HDSkins2.HDJgkrl0';
}
if( A.Mesh == LodMesh'UnrealI.KrallHand' )
{
if( A.MultiSkins[1] == None )
A.MultiSkins[1] = Texture'HDSkins2.HDJgkrl1';
}
if( A.Mesh == LodMesh'UnrealI.KrallHead' )
{
if( A.MultiSkins[1] == None )
A.MultiSkins[1] = Texture'HDSkins2.HDJgkrl1';
}
if( A.Mesh == LodMesh'UnrealI.KrallPiece' )
{
if( A.MultiSkins[1] == None )
A.MultiSkins[1] = Texture'HDSkins2.HDJgkrl0';
}
if( A.Mesh == LodMesh'UnrealI.KrallWeapon' )
{
if( A.MultiSkins[1] == None )
A.MultiSkins[1] = Texture'HDSkins2.HDJgkrl0';
}
if( A.Mesh == LodMesh'UnrealI.MercArm' )
{
if( A.MultiSkins[1] == None )
A.MultiSkins[1] = Texture'HDSkins2.HDJmerce1';
}
if( A.Mesh == LodMesh'UnrealI.MercFoot' )
{
if( A.MultiSkins[1] == None )
A.MultiSkins[1] = Texture'HDSkins2.HDJmerce1';
}
if( A.Mesh == LodMesh'UnrealI.MercGun' )
{
if( A.MultiSkins[1] == None )
A.MultiSkins[1] = Texture'HDSkins2.HDJmerce1';
}
if( A.Mesh == LodMesh'UnrealI.MercHead' )
{
if( A.MultiSkins[1] == None )
A.MultiSkins[1] = Texture'HDSkins2.HDJmerce2';
}
if( A.Mesh == LodMesh'UnrealI.MercLeg' )
{
if( A.MultiSkins[1] == None )
A.MultiSkins[1] = Texture'HDSkins2.HDJmerce2';
}
if( A.Mesh == LodMesh'UnrealI.MercPart' )
{
if( A.MultiSkins[1] == None )
A.MultiSkins[1] = Texture'HDSkins2.HDJmerce2';
}
if( A.Mesh == LodMesh'UnrealI.PupaeBody' )
{
if( A.MultiSkins[1] == None )
A.MultiSkins[1] = Texture'HDSkins2.HDJgpupae1';
}
if( A.Mesh == LodMesh'UnrealI.PupaeHead' )
{
if( A.MultiSkins[1] == None )
A.MultiSkins[1] = Texture'HDSkins2.HDJgpupae1';
}
if( A.Mesh == LodMesh'UnrealI.PupaeLeg1' )
{
if( A.MultiSkins[1] == None )
A.MultiSkins[1] = Texture'HDSkins2.HDJgpupae1';
}
if( A.Mesh == LodMesh'UnrealI.PupaeLeg2' )
{
if( A.MultiSkins[1] == None )
A.MultiSkins[1] = Texture'HDSkins2.HDJgpupae1';
}
if( A.Mesh == LodMesh'UnrealI.PupaeLeg3' )
{
if( A.MultiSkins[1] == None )
A.MultiSkins[1] = Texture'HDSkins2.HDJgpupae1';
}
if( A.Mesh == LodMesh'UnrealI.SkaarjBody' )
{
if( A.MultiSkins[1] == None )
A.MultiSkins[1] = Texture'HDSkins2.HDJGSkaarj1';
}
if( A.Mesh == LodMesh'UnrealI.SkaarjHead' )
{
if( A.MultiSkins[1] == None )
A.MultiSkins[1] = Texture'HDSkins2.HDJGSkaarj1';
}
if( A.Mesh == LodMesh'UnrealI.SkaarjLeg' )
{
if( A.MultiSkins[1] == None )
A.MultiSkins[1] = Texture'HDSkins2.HDJGSkaarj2';
}
if( A.Mesh == LodMesh'UnrealI.SkaarjBody' )
{
if( A.MultiSkins[1] == None )
A.MultiSkins[1] = Texture'HDSkins2.HDJGSkaarj1';
}
if( A.Mesh == LodMesh'UnrealI.SquidBody' )
{
if( A.MultiSkins[1] == None )
A.MultiSkins[1] = Texture'HDSkins2.HDJGSquid';
}
if( A.Mesh == LodMesh'UnrealI.SquidPart' )
{
if( A.MultiSkins[1] == None )
A.MultiSkins[1] = Texture'HDSkins2.HDJGSquid';
}
if( A.Mesh == LodMesh'UnrealI.SquidTail' )
{
if( A.MultiSkins[1] == None )
A.MultiSkins[1] = Texture'HDSkins2.HDJGSquid';
}
if( A.Mesh == LodMesh'UnrealI.SquidTail2' )
{
if( A.MultiSkins[1] == None )
A.MultiSkins[1] = Texture'HDSkins2.HDJGSquid';
}
if( A.Mesh == LodMesh'UnrealI.SquidTail3' )
{
if( A.MultiSkins[1] == None )
A.MultiSkins[1] = Texture'HDSkins2.HDJGSquid';
}
if( A.Mesh == LodMesh'UnrealI.SquidTail4' )
{
if( A.MultiSkins[1] == None )
A.MultiSkins[1] = Texture'HDSkins2.HDJGSquid';
}
if( A.Mesh == LodMesh'UnrealI.SquidTail5' )
{
if( A.MultiSkins[1] == None )
A.MultiSkins[1] = Texture'HDSkins2.HDJGSquid';
}
if( A.Mesh == LodMesh'UnrealI.WarlordArm' )
{
if( A.MultiSkins[1] == None )
A.MultiSkins[1] = Texture'HDSkins2.HDJGWar1';
}
if( A.Mesh == LodMesh'UnrealI.WarlordFoot' )
{
if( A.MultiSkins[1] == None )
A.MultiSkins[1] = Texture'HDSkins2.HDJGWar2';
}
if( A.Mesh == LodMesh'UnrealI.WarlordGun' )
{
if( A.MultiSkins[1] == None )
A.MultiSkins[1] = Texture'HDSkins2.HDJGWar1';
}
if( A.Mesh == LodMesh'UnrealI.WarlordHand' )
{
if( A.MultiSkins[1] == None )
A.MultiSkins[1] = Texture'HDSkins2.HDJGWar2';
}
if( A.Mesh == LodMesh'UnrealI.WarlordHead' )
{
if( A.MultiSkins[1] == None )
A.MultiSkins[1] = Texture'HDSkins2.HDJGWar2';
}
if( A.Mesh == LodMesh'UnrealI.WarlordLeg' )
{
if( A.MultiSkins[1] == None )
A.MultiSkins[1] = Texture'HDSkins2.HDJGWar1';
}
if( A.Mesh == LodMesh'UnrealI.WarlordWing' )
{
A.Mesh = LodMesh'HDSkinsMut.WarlordWingFix'; //Fix for the one-sided non-masked Wing
if( A.MultiSkins[1] == None )
A.MultiSkins[1] = Texture'HDSkins2.HDJGWar1';
}
if( A.Mesh == LodMesh'UnrealShare.Arm1M' )
{
if( A.MultiSkins[1] == None )
A.MultiSkins[1] = Texture'HDSkins2.HDJArm11';
}
if( A.Mesh == LodMesh'UnrealShare.BigChunk1' )
{
if( A.MultiSkins[1] == None )
A.MultiSkins[1] = Texture'HDSkins2.HDJGCow1';
}
if( A.Mesh == LodMesh'UnrealShare.BigChunk2' )
{
if( A.MultiSkins[1] == None )
A.MultiSkins[1] = Texture'HDSkins2.HDJGCow1';
}
if( A.Mesh == LodMesh'UnrealShare.Body1' )
{
if( A.MultiSkins[1] == None )
A.MultiSkins[1] = Texture'HDSkins2.HDJBody11';
}
if( A.Mesh == LodMesh'UnrealShare.BruteFoot' )
{
if( A.MultiSkins[1] == None )
A.MultiSkins[1] = Texture'HDSkins2.HDJGbrt';
}
if( A.Mesh == LodMesh'UnrealShare.BruteHand' )
{
if( A.MultiSkins[1] == None )
A.MultiSkins[1] = Texture'HDSkins2.HDJGbrt';
}
if( A.Mesh == LodMesh'UnrealShare.BruteHead' )
{
if( A.MultiSkins[1] == None )
A.MultiSkins[1] = Texture'HDSkins2.HDJGbrt';
}
if( A.Mesh == LodMesh'UnrealShare.BrutePiece' )
{
if( A.MultiSkins[1] == None )
A.MultiSkins[1] = Texture'HDSkins2.HDJGbrt';
}
if( A.Mesh == LodMesh'UnrealShare.CowBody1' )
{
if( A.MultiSkins[1] == None )
A.MultiSkins[1] = Texture'HDSkins2.HDJGCow1';
}
if( A.Mesh == LodMesh'UnrealShare.CowBody2' )
{
if( A.MultiSkins[1] == None )
A.MultiSkins[1] = Texture'HDSkins2.HDJGCow1';
}
if( A.Mesh == LodMesh'UnrealShare.CowFoot' )
{
if( A.MultiSkins[1] == None )
A.MultiSkins[1] = Texture'HDSkins2.HDJGCow1';
}
if( A.Mesh == LodMesh'UnrealShare.CowHead' )
{
if( A.MultiSkins[1] == None )
A.MultiSkins[1] = Texture'HDSkins2.HDJGCow2';
}
if( A.Mesh == LodMesh'UnrealShare.CowLeg' )
{
if( A.MultiSkins[1] == None )
A.MultiSkins[1] = Texture'HDSkins2.HDJGCow2';
}
if( A.Mesh == LodMesh'UnrealShare.CowTail' )
{
if( A.MultiSkins[1] == None )
A.MultiSkins[1] = Texture'HDSkins2.HDJGCow2';
}
if( A.Mesh == LodMesh'UnrealShare.FemHead1' )
{
if( A.MultiSkins[1] == None )
A.MultiSkins[1] = Texture'HDSkins2.HDJf2h1';
}
if( A.Mesh == LodMesh'UnrealShare.FishHead' )
{
if( A.MultiSkins[1] == None )
A.MultiSkins[1] = Texture'HDSkins2.HDJGFish1';
}
if( A.Mesh == LodMesh'UnrealShare.FishPart' )
{
if( A.MultiSkins[1] == None )
A.MultiSkins[1] = Texture'HDSkins2.HDJGFish1';
}
if( A.Mesh == LodMesh'UnrealShare.FishTail' )
{
if( A.MultiSkins[1] == None )
A.MultiSkins[1] = Texture'HDSkins2.HDJGFish1';
}
if( A.Mesh == LodMesh'UnrealShare.Leg1M' )
{
if( A.MultiSkins[1] == None )
A.MultiSkins[1] = Texture'HDSkins2.HDJLeg11';
}
if( A.Mesh == LodMesh'UnrealShare.LiverM' )
{
if( A.MultiSkins[1] == None )
A.MultiSkins[1] = Texture'HDSkins2.HDJParts1';
}
if( A.Mesh == LodMesh'UnrealShare.Male1Head' )
{
if( A.MultiSkins[1] == None )
A.MultiSkins[1] = Texture'HDSkins2.HDJm1h';
}
if( A.Mesh == LodMesh'UnrealShare.MantaHead' )
{
if( A.MultiSkins[1] == None )
A.MultiSkins[1] = Texture'HDSkins2.HDJmta1';
}
if( A.Mesh == LodMesh'UnrealShare.MantaPart' )
{
if( A.MultiSkins[1] == None )
A.MultiSkins[1] = Texture'HDSkins2.HDJmta1';
}
if( A.Mesh == LodMesh'UnrealShare.MantaTail' )
{
if( A.MultiSkins[1] == None )
A.MultiSkins[1] = Texture'HDSkins2.HDJmta1';
}
if( A.Mesh == LodMesh'UnrealShare.MantaWing1' )
{
if( A.MultiSkins[1] == None )
A.MultiSkins[1] = Texture'HDSkins2.HDJmta1';
}
if( A.Mesh == LodMesh'UnrealShare.MantaWing2' )
{
if( A.MultiSkins[1] == None )
A.MultiSkins[1] = Texture'HDSkins2.HDJmta1';
}
if( A.Mesh == LodMesh'UnrealShare.NaliFoot' )
{
if( A.MultiSkins[1] == None )
A.MultiSkins[1] = Texture'HDSkins2.HDJgnali2';
}
if( A.Mesh == LodMesh'UnrealShare.NaliHand1' )
{
if( A.MultiSkins[1] == None )
A.MultiSkins[1] = Texture'HDSkins2.HDJgnali1';
}
if( A.Mesh == LodMesh'UnrealShare.NaliHand2' )
{
if( A.MultiSkins[1] == None )
A.MultiSkins[1] = Texture'HDSkins2.HDJgnali1';
}
if( A.Mesh == LodMesh'UnrealShare.NaliHead' )
{
if( A.MultiSkins[1] == None )
A.MultiSkins[1] = Texture'HDSkins2.HDJgnali2';
}
if( A.Mesh == LodMesh'UnrealShare.NaliLeg' )
{
if( A.MultiSkins[1] == None )
A.MultiSkins[1] = Texture'HDSkins2.HDJgnali1';
}
if( A.Mesh == LodMesh'UnrealShare.NaliPart' )
{
if( A.MultiSkins[1] == None )
A.MultiSkins[1] = Texture'HDSkins2.HDJgnali2';
}
if( A.Mesh == LodMesh'UnrealShare.PHeartM' )
{
if( A.MultiSkins[1] == None )
A.MultiSkins[1] = Texture'HDSkins2.HDJMisc1';
}
if( A.Mesh == LodMesh'UnrealShare.SkaarjBody' )
{
if( A.MultiSkins[1] == None )
A.MultiSkins[1] = Texture'HDSkins2.HDJGSkaarj1';
}
if( A.Mesh == LodMesh'UnrealShare.SkaarjHand' )
{
if( A.MultiSkins[1] == None )
A.MultiSkins[1] = Texture'HDSkins2.HDJGSkaarj2';
}
if( A.Mesh == LodMesh'UnrealShare.SkaarjHead' )
{
if( A.MultiSkins[1] == None )
A.MultiSkins[1] = Texture'HDSkins2.HDJGSkaarj1';
}
if( A.Mesh == LodMesh'UnrealShare.SkaarjLeg' )
{
if( A.MultiSkins[1] == None )
A.MultiSkins[1] = Texture'HDSkins2.HDJGSkaarj2';
}
if( A.Mesh == LodMesh'UnrealShare.SkaarjTail' )
{
if( A.MultiSkins[1] == None )
A.MultiSkins[1] = Texture'HDSkins2.HDJGSkaarj2';
}
if( A.Mesh == LodMesh'UnrealShare.SlithArm' )
{
if( A.MultiSkins[1] == None )
A.MultiSkins[1] = Texture'HDSkins2.HDJGSlith1';
}
if( A.Mesh == LodMesh'UnrealShare.SlithHand' )
{
if( A.MultiSkins[1] == None )
A.MultiSkins[1] = Texture'HDSkins2.HDJGSlith1';
}
if( A.Mesh == LodMesh'UnrealShare.SlithHead' )
{
if( A.MultiSkins[1] == None )
A.MultiSkins[1] = Texture'HDSkins2.HDJGSlith2';
}
if( A.Mesh == LodMesh'UnrealShare.SlithPart' )
{
if( A.MultiSkins[1] == None )
A.MultiSkins[1] = Texture'HDSkins2.HDJGSlith2';
}
if( A.Mesh == LodMesh'UnrealShare.SlithTail' )
{
A.Mesh = LodMesh'HDSkinsMut.SlithTailFix'; //Fix for the one-sided non-masked tail
if( A.MultiSkins[1] == None )
A.MultiSkins[1] = Texture'HDSkins2.HDJGSlith1';
}
if( A.Mesh == LodMesh'UnrealShare.StomachM' )
{
if( A.MultiSkins[1] == None )
A.MultiSkins[1] = Texture'HDSkins2.HDJparts1';
}
if( A.Mesh == LodMesh'UnrealShare.TentArm' )
{
if( A.MultiSkins[1] == None )
A.MultiSkins[1] = Texture'HDSkins2.HDJGTent';
}
if( A.Mesh == LodMesh'UnrealShare.TentBody' )
{
if( A.MultiSkins[1] == None )
A.MultiSkins[1] = Texture'HDSkins2.HDJGTent';
}
if( A.Mesh == LodMesh'UnrealShare.TentHead' )
{
if( A.MultiSkins[1] == None )
A.MultiSkins[1] = Texture'HDSkins2.HDJGTent';
}
if( A.Mesh == LodMesh'UnrealShare.TentPart' )
{
if( A.MultiSkins[1] == None )
A.MultiSkins[1] = Texture'HDSkins2.HDJGTent';
}
if( A.Mesh == LodMesh'UnrealShare.ThighM' )
{
if( A.MultiSkins[1] == None )
A.MultiSkins[1] = Texture'HDSkins2.HDJparts1';
}
//RTNP Gibs
if(A.Mesh.Name == 'PredatorBody')
{
if( A.MultiSkins[1] == None )
A.MultiSkins[1] = Texture'HDSkins2.HDJGPredator1';
if( A.MultiSkins[2] == None )
A.MultiSkins[2] = Texture'HDSkins2.HDJGPredator2';
}
if(A.Mesh.Name == 'PredatorFoot')
{
if( A.MultiSkins[1] == None )
A.MultiSkins[1] = Texture'HDSkins2.HDJGPredator1';
if( A.MultiSkins[2] == None )
A.MultiSkins[2] = Texture'HDSkins2.HDJGPredator2';
}
if(A.Mesh.Name == 'PredatorHead')
{
if( A.MultiSkins[1] == None )
A.MultiSkins[1] = Texture'HDSkins2.HDJGPredator1';
if( A.MultiSkins[2] == None )
A.MultiSkins[2] = Texture'HDSkins2.HDJGPredator2';
}
if(A.Mesh.Name == 'PredatorLeftLeg')
{
if( A.MultiSkins[1] == None )
A.MultiSkins[1] = Texture'HDSkins2.HDJGPredator1';
if( A.MultiSkins[2] == None )
A.MultiSkins[2] = Texture'HDSkins2.HDJGPredator2';
}
if(A.Mesh.Name == 'PredatorRightLeg')
{
if( A.MultiSkins[1] == None )
A.MultiSkins[1] = Texture'HDSkins2.HDJGPredator1';
if( A.MultiSkins[2] == None )
A.MultiSkins[2] = Texture'HDSkins2.HDJGPredator2';
}
if(A.Mesh.Name == 'PredatorTail')
{
if( A.MultiSkins[1] == None )
A.MultiSkins[1] = Texture'HDSkins2.HDJGPredator1';
if( A.MultiSkins[2] == None )
A.MultiSkins[2] = Texture'HDSkins2.HDJGPredator2';
}
if(A.Mesh.Name == 'SpinnerBody')
{
if( A.MultiSkins[1] == None )
A.MultiSkins[1] = Texture'HDSkins2.HDJGSpinner1';
}
if(A.Mesh.Name == 'SpinnerClaw')
{
if( A.MultiSkins[1] == None )
A.MultiSkins[1] = Texture'HDSkins2.HDJGSpinner1';
}
if(A.Mesh.Name == 'SpinnerHead')
{
if( A.MultiSkins[1] == None )
A.MultiSkins[1] = Texture'HDSkins2.HDJGSpinner1';
if( A.MultiSkins[2] == None )
A.MultiSkins[2] = Texture'HDSkins2.HDJGSpinner2';
}
if(A.Mesh.Name == 'SpinnerLeg1')
{
if( A.MultiSkins[1] == None )
A.MultiSkins[1] = Texture'HDSkins2.HDJGSpinner1';
}
if(A.Mesh.Name == 'SpinnerLeg2')
{
if( A.MultiSkins[1] == None )
A.MultiSkins[1] = Texture'HDSkins2.HDJGSpinner1';
}
if(A.Mesh.Name == 'SpinnerLeg3')
{
if( A.MultiSkins[1] == None )
A.MultiSkins[1] = Texture'HDSkins2.HDJGSpinner1';
}
if(A.Mesh.Name == 'SpinnerLeg4')
{
if( A.MultiSkins[1] == None )
A.MultiSkins[1] = Texture'HDSkins2.HDJGSpinner1';
}
if(A.Mesh.Name == 'SpinnerTail')
{
if( A.MultiSkins[1] == None )
A.MultiSkins[1] = Texture'HDSkins2.HDJGSpinner2';
}
}
}
defaultproperties
{
}
- gopostal
- Skaarj Lord
- Posts: 152
- Joined: 01 Aug 2008, 06:35
Subject: Re: [Beta Testing] Unreal HD Skins
Post Posted: 22 Oct 2016, 18:26
I dug out my server yesterday (Unreal coop) and tossed this on to do some online testing. It crashes my client when I try to join. I mirrored my server on my local game and it loads and plays correctly. That tells me replication is the problem. I was really smashed yesterday so I just didn't do any more work on it.
This morning I got up and did a bit of light code testing for you guys. In essence I think you'll need to decide if this is going to be used on servers or if it is strictly a mod to be used offline. The issue currently with the code is that it tries to adjust a ton of decos and such that have bStatic or bNoDelete. That's causing the online crashing of the client.
You have a couple of options. You could:
A) Just ignore this and continue coding the mod for offline use. That's what I'd do.
B) Recode the mod with switches to exclude any actors that have the two above "b" settings. You can't adjust these on the fly on those actors, they have to be replaced in order to clear those limits. That's why you can't add pathnodes at runtime for example.
If you plan on making this available for servers then it's going to need quite a lot of work and subsequent testing. You'll also need to develop replication for the settings.
If you want to continue online development:
Honestly I'd consider moving away from spawn notify and use a timer check if this were my mod. Go through the actor list, make your skin changes... but also insert a change into something like "bLensFlare". That's not used at all so just make it True if you have checked an actor (whether or not you make changes). Add code to have it skip checking any actors with bLensFlare set to true and this should speed everything up to an acceptable level. I've used this exact method before in MH and it works fine. You can also code exclusions for the "b" settings above too as you are checking actors. It's going to be a little messy and somewhat complicated but it's doable. There's going to be problems though, just see DieHard's problems with trying these same things.
Also please don't let me forget to mention that offline these textures are simply gorgeous. Playing through a couple of the default maps was like walking outside with a fresh set of contacts on. Things are just crisp and clear, like the air is thinner and you can just see better. Well done doesn't quite do justice to the work here.
Email me if I can be any other help. I can't do much (this bit wiped me out) but I'm really hoping this project gets fully done.
This morning I got up and did a bit of light code testing for you guys. In essence I think you'll need to decide if this is going to be used on servers or if it is strictly a mod to be used offline. The issue currently with the code is that it tries to adjust a ton of decos and such that have bStatic or bNoDelete. That's causing the online crashing of the client.
You have a couple of options. You could:
A) Just ignore this and continue coding the mod for offline use. That's what I'd do.
B) Recode the mod with switches to exclude any actors that have the two above "b" settings. You can't adjust these on the fly on those actors, they have to be replaced in order to clear those limits. That's why you can't add pathnodes at runtime for example.
If you plan on making this available for servers then it's going to need quite a lot of work and subsequent testing. You'll also need to develop replication for the settings.
If you want to continue online development:
Honestly I'd consider moving away from spawn notify and use a timer check if this were my mod. Go through the actor list, make your skin changes... but also insert a change into something like "bLensFlare". That's not used at all so just make it True if you have checked an actor (whether or not you make changes). Add code to have it skip checking any actors with bLensFlare set to true and this should speed everything up to an acceptable level. I've used this exact method before in MH and it works fine. You can also code exclusions for the "b" settings above too as you are checking actors. It's going to be a little messy and somewhat complicated but it's doable. There's going to be problems though, just see DieHard's problems with trying these same things.
Also please don't let me forget to mention that offline these textures are simply gorgeous. Playing through a couple of the default maps was like walking outside with a fresh set of contacts on. Things are just crisp and clear, like the air is thinner and you can just see better. Well done doesn't quite do justice to the work here.
Email me if I can be any other help. I can't do much (this bit wiped me out) but I'm really hoping this project gets fully done.
- Lightning Hunter
- Skaarj Elder
- Posts: 1291
- Joined: 11 Nov 2007, 22:12
- Location: Pervert.
Subject: Re: [Beta Testing] Unreal HD Skins
Post Posted: 22 Oct 2016, 19:05
Thank you for testing this out online and giving such detailed feedback, gopostal. It is true that with most of my past projects, offline support was my primary focus. I think for now, I will focus on getting this released for people offline, so I don't have to start scrapping large portions of code in the middle of the beta testing process. However, there is nothing stopping us from working on a server-only version later on. I think the two should be separate in this case. There are plenty of mods out there with two versions (client-side and server-side), so I don't see this being an issue. I could even rename the files if necessary so as to avoid conflicts. In the end, I think most people will be using this offline anyway, but we can try to join forces after this is over!
Thank you for your compliments on my work. You are very welcome to continue being part of the beta testing process, even if you can't test this on your server at this time!
Thank you for your compliments on my work. You are very welcome to continue being part of the beta testing process, even if you can't test this on your server at this time!
- Lightning Hunter
- Skaarj Elder
- Posts: 1291
- Joined: 11 Nov 2007, 22:12
- Location: Pervert.
Subject: Re: [Beta Testing] Unreal HD Skins
Post Posted: 01 Nov 2016, 01:47
So unless I hear any objection from the beta testers, I have decided to try and release this pack on Friday the 4th of this week. That is 4 days from now. So far, none of the beta testers have found anything wrong with the latest version I uploaded, so I think I can start preparing the public release. Beta testers will get a copy of the public version in the next few days to verify it is in good working order.
If anyone objects, speak now or forever hold your peace.
If anyone objects, speak now or forever hold your peace.
- Lightning Hunter
- Skaarj Elder
- Posts: 1291
- Joined: 11 Nov 2007, 22:12
- Location: Pervert.
Subject: Re: [Beta Testing] Unreal HD Skins
Post Posted: 05 Nov 2016, 05:27
The public release has in fact been uploaded to Moddb, but for whatever reason they are taking their time authorizing the file for download. I uploaded it last night and did not expect them to take longer than 24 hours... I don't want to use other sites just yet, because I want everything to be in sync. I consider Moddb to be the home of this project, so I would prefer people download it from there. If Monday comes around and there is still no authorization, I will put up a temporary download link to Mediafire.
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