ividyon will never get this done, will he.

[Released] Unreal HD Skins [UT] [227]

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User avatar Lightning Hunter
Skaarj Elder Skaarj Elder
Posts: 1280
Joined: 11 Nov 2007, 22:12
Location: Pervert.

Subject: Re: High-Res Skin Project / Request for Skinners!

Post Posted: 09 Jun 2016, 09:24

I have been working on the Beta skins lately, which are used in RTNP:UE. In particular, I was always a huge fan of the beta Krall skin, so I had to update it. I also did the Krall Fanatic, which is of course also in RTNP:UE:

Beta Krall:
Image

Beta Krall Elite:
Image

Krall Fanatic:
Image
For High-Res Unreal skins, click here.
For the RTNP "Ultimate Edition" HD, click here.

Image

User avatar Teridax
Skaarj Warlord Skaarj Warlord
Posts: 878
Joined: 11 Apr 2009, 04:10

Subject: Re: High-Res Skin Project / Request for Skinners!

Post Posted: 09 Jun 2016, 15:32

Looking great, as usual! It's amazing how much more defined you're able to make them look.
Image

UBerserker
Nali Priest Nali Priest
Posts: 7926
Joined: 11 Nov 2007, 21:00

Subject: Re: High-Res Skin Project / Request for Skinners!

Post Posted: 09 Jun 2016, 17:26

Silent Hill Krall
ImageImage

User avatar Lightning Hunter
Skaarj Elder Skaarj Elder
Posts: 1280
Joined: 11 Nov 2007, 22:12
Location: Pervert.

Subject: Re: High-Res Skin Project / Request for Skinners!

Post Posted: 10 Jun 2016, 08:03

Beta Slith:
Image
Image

Nitrogen Slith, which is just a blue version of the Beta Slith. Used only twice in RTNPUE:
Image
For High-Res Unreal skins, click here.
For the RTNP "Ultimate Edition" HD, click here.

Image

User avatar Lightning Hunter
Skaarj Elder Skaarj Elder
Posts: 1280
Joined: 11 Nov 2007, 22:12
Location: Pervert.

Subject: Re: High-Res Skin Project / Request for Skinners!

Post Posted: 14 Jun 2016, 00:18

Does anyone know how to replace MyLevel skins using a mutator? Nobody has answered this question yet, but it can't be that difficult. This is a mutator that was written by sn260591 over at oldunreal that replaces skins with DXT1 textures by checking for the mesh and skin. If I change the skin to something contained in "MyLevel" it does not work. Any ideas?

Most of this code is just all the various skins being replaced:

Code: Select all

class HDSkins_mutator expands Mutator;

#exec OBJ LOAD FILE=TitanX.u PACKAGE=HDSkins

struct STex
{
   var string   Old[8];
   var string   New[8];
};

struct SData
{
   var string   Mesh;
   var string   MeshNew;
   var bool   bMultiSkins;
   var int   TexNum;
   var STex   Tex[6];
};

var struct SGroup
{
   var int DataNum;
   var SData Data[70];
} Group[3];

function bool CheckReplacement(Actor Other, out byte bSuperRelevant)
{
   local int g, i, j, m;
   local bool bDone;

   if (Other.Mesh == None)
      return true;

   if (Other.IsA('ScriptedPawn') || Other.IsA('Carcass') || Other.IsA('FlockPawn'))
      g = 0;
   else if (Other.IsA('Decoration'))
      g = 1;
   else if (Other.IsA('Inventory'))
      g = 2;
   else
      return true;

   for (i = 0; i < Group[g].DataNum; i++)
   {
      if (string(Other.Mesh) ~= Group[g].Data[i].Mesh)
      {
         if (Group[g].Data[i].MeshNew != "")
            Other.Mesh = mesh(DynamicLoadObject(Group[g].Data[i].MeshNew, Class'Mesh'));

         for (j = 0; j < Group[g].Data[i].TexNum; j++)
         {
            if (!(Group[g].Data[i].bMultiSkins))
            {
               if (string(Other.Skin) ~= Group[g].Data[i].Tex[j].Old[0])
               {
                  Other.Skin = texture(DynamicLoadObject(Group[g].Data[i].Tex[j].New[0], Class'Texture'));
                  return true;
               }
            }
            else
            {
               for (m = 0; m < 8; m++)
               {
                  if (Group[g].Data[i].Tex[j].New[m] != "")
                  {
                     if (string(Other.MultiSkins[m]) ~= Group[g].Data[i].Tex[j].Old[m])
                     {
                        Other.MultiSkins[m] = texture(DynamicLoadObject(Group[g].Data[i].Tex[j].New[m], Class'Texture'));
                        bDone = True;
                     }
                  }
               }

               if (bDone)
                  return true;
            }
         }
      }
   }

   return true;
}

function PreBeginPlay()
{
//ScriptedPawn and Carcass--------------------------------------------------------------------------
   Group[0].DataNum = 24;

   //SkaarjWarrior Group
   Group[0].Data[0].Mesh = "UnrealShare.Skaarjw";
   Group[0].Data[0].TexNum = 6;
   //Skaarj Warrior
   Group[0].Data[0].Tex[0].Old[0] = "None";
   Group[0].Data[0].Tex[0].New[0] = "HDSkins2.HDSkaarjw1";
   //Skaarj Berserker
   Group[0].Data[0].Tex[1].Old[0] = "UnrealI.Skins.Skaarjw2";
   Group[0].Data[0].Tex[1].New[0] = "HDskins2.HDSkaarjw2";
   //Ice Skaarj
   Group[0].Data[0].Tex[2].Old[0] = "UnrealI.Skins.Skaarjw3";
   Group[0].Data[0].Tex[2].New[0] = "HDskins2.HDSkaarjw3";
   //Skaarj Scout
   Group[0].Data[0].Tex[3].Old[0] = "UnrealShare.Skins.Skaarjw4";
   Group[0].Data[0].Tex[3].New[0] = "HDskins2.HDSkaarjw4";
   //Skaarj Assassin
   Group[0].Data[0].Tex[4].Old[0] = "UnrealI.Skins.Skaarjw5";
   Group[0].Data[0].Tex[4].New[0] = "HDRTNPUE.HDBetaSkaarj";
//HDskins2.HDSkaarjw5
   //Skaarj Lord
   Group[0].Data[0].Tex[5].Old[0] = "UnrealI.Skins.SkaarjL";
   Group[0].Data[0].Tex[5].New[0] = "HDskins2.HDSkaarjL";

   //SkaarjTrooper Group
   Group[0].Data[1].Mesh = "UnrealI.sktrooper";
   Group[0].Data[1].TexNum = 3;
   //Skaarj Trooper
   Group[0].Data[1].Tex[0].Old[0] = "UnrealI.Skins.sktrooper1";
   Group[0].Data[1].Tex[0].New[0] = "HDSkins2.HDsktrooper1";
   //Skaarj Gunner
   Group[0].Data[1].Tex[1].Old[0] = "UnrealI.Skins.sktrooper2";
   Group[0].Data[1].Tex[1].New[0] = "HDskins2.HDsktrooper2";
   //Skaarj Officer
   Group[0].Data[1].Tex[2].Old[0] = "UnrealI.Skins.sktrooper3";
   Group[0].Data[1].Tex[2].New[0] = "HDskins2.HDsktrooper3";

   //Warlord Group
   Group[0].Data[2].Mesh = "UnrealI.WarlordM";
   Group[0].Data[2].bMultiSkins = True;
   Group[0].Data[2].TexNum = 1;
   //Warlord
   Group[0].Data[2].Tex[0].Old[0] = "None";
   Group[0].Data[2].Tex[0].New[0] = "HDSkins2.HDJWarlord1";
   Group[0].Data[2].Tex[0].Old[1] = "None";
   Group[0].Data[2].Tex[0].New[1] = "HDSkins2.HDJWarlord1";

   //Skaarj Queen Group
   Group[0].Data[3].Mesh = "UnrealI.SkQueen";
   Group[0].Data[3].bMultiSkins = True;
   Group[0].Data[3].TexNum = 1;
   //Skaarj Queen
   Group[0].Data[3].Tex[0].Old[1] = "None";
   Group[0].Data[3].Tex[0].New[1] = "HDSkins2.HDJQueen1";

   //Pupae Group
   Group[0].Data[4].Mesh = "UnrealI.Pupae1";
   Group[0].Data[4].bMultiSkins = True;
   Group[0].Data[4].TexNum = 1;
   //Pupae
   Group[0].Data[4].Tex[0].Old[0] = "None";
   Group[0].Data[4].Tex[0].New[0] = "HDSkins2.HDJPupae1";
   Group[0].Data[4].Tex[0].Old[1] = "None";
   Group[0].Data[4].Tex[0].New[1] = "HDSkins2.HDJPupae1";

   //Titan Group
   Group[0].Data[5].Mesh = "UnrealI.Titan1";
   Group[0].Data[5].MeshNew = "HDSkins.TitanX";
   Group[0].Data[5].TexNum = 2;
   //Titan
   Group[0].Data[5].Tex[0].Old[0] = "None";
   Group[0].Data[5].Tex[0].New[0] = "HDSkins2.HDJTitan1";
   //Stone Titan
   Group[0].Data[5].Tex[1].Old[0] = "UnrealI.Skins.JTitan2";
   Group[0].Data[5].Tex[1].New[0] = "HDSkins2.HDJTitan2";

   //Brute Group
   Group[0].Data[6].Mesh = "UnrealShare.Brute1";
   Group[0].Data[6].TexNum = 6;
   //Brute
   Group[0].Data[6].Tex[0].Old[0] = "None";
   Group[0].Data[6].Tex[0].New[0] = "HDSkins2.HDBrute1";
   //Behemoth
   Group[0].Data[6].Tex[1].Old[0] = "UnrealI.Skins.Brute2";
   Group[0].Data[6].Tex[1].New[0] = "HDskins2.HDBrute2";
   //Lesser Brute
   Group[0].Data[6].Tex[2].Old[0] = "UnrealShare.Skins.Brute3";
   Group[0].Data[6].Tex[2].New[0] = "HDskins2.HDBrute3";
   //Beta Brute
   Group[0].Data[6].Tex[3].Old[0] = "zcu97Unreali.Skins.jbetabrute2";
   Group[0].Data[6].Tex[3].New[0] = "HDRTNPUE.HDjbetabrute2";
   //Beta Lesser Brute
   Group[0].Data[6].Tex[4].Old[0] = "zcu97Unreali.Skins.jbetabrute3";
   Group[0].Data[6].Tex[4].New[0] = "HDRTNPUE.HDjbetabrute3";
   //Beta Brute Behemoth
   Group[0].Data[6].Tex[5].Old[0] = "zcu97Unreali.Skins.jbetabrute1";
   Group[0].Data[6].Tex[5].New[0] = "HDRTNPUE.HDjbetabrute1";

   //Krall Group
   Group[0].Data[7].Mesh = "UnrealI.KrallM";
   Group[0].Data[7].TexNum = 5;
   //Krall
   Group[0].Data[7].Tex[0].Old[0] = "None";
   Group[0].Data[7].Tex[0].New[0] = "HDSkins2.HDJKrall";
   //Krall Elite
   Group[0].Data[7].Tex[1].Old[0] = "UnrealI.Skins.EKrall";
   Group[0].Data[7].Tex[1].New[0] = "HDSkins2.HDEKrall";
   //Beta Krall
   Group[0].Data[7].Tex[2].Old[0] = "zcu97Unreali.Skins.jbetakrall";
   Group[0].Data[7].Tex[2].New[0] = "HDRTNPUE.HDjbetakrall";
   //Beta Krall Elite
   Group[0].Data[7].Tex[3].Old[0] = "zcu97Unreali.Skins.jbetaekrall";
   Group[0].Data[7].Tex[3].New[0] = "HDRTNPUE.HDjbetaekrall";
   //Krall Fanatic
   Group[0].Data[7].Tex[4].Old[0] = "MyLevel.EnhKFanatic";
   Group[0].Data[7].Tex[4].New[0] = "HDRTNPUE.HDEnhKFanatic";


   //Mercenary Group
   Group[0].Data[8].Mesh = "UnrealI.Merc";
   Group[0].Data[8].TexNum = 4;
   //Mercenary
   Group[0].Data[8].Tex[0].Old[0] = "None";
   Group[0].Data[8].Tex[0].New[0] = "HDSkins2.HDJMerc1";
   //Mercenary Elite
   Group[0].Data[8].Tex[1].Old[0] = "UnrealI.Skins.JMerc2";
   Group[0].Data[8].Tex[1].New[0] = "HDSkins2.HDJMerc2";
   //Beta Mercenary
   Group[0].Data[8].Tex[2].Old[0] = "zcu97Unreali.Skins.jbetamerc1";
   Group[0].Data[8].Tex[2].New[0] = "HDRTNPUE.HDtoughmerc";
   //Beta Mercenary Elite
   Group[0].Data[8].Tex[3].Old[0] = "zcu97Unreali.Skins.jbetamerc2";
   Group[0].Data[8].Tex[3].New[0] = "HDRTNPUE.HDjbetamerc2";

   //Gasbag Group
   Group[0].Data[9].Mesh = "UnrealI.GasbagM";
   Group[0].Data[9].bMultiSkins = True;
   Group[0].Data[9].TexNum = 1;
   //Gasbag
   Group[0].Data[9].Tex[0].Old[5] = "None";
   Group[0].Data[9].Tex[0].New[5] = "HDSkins2.HDGasbag1";
   Group[0].Data[9].Tex[0].Old[6] = "None";
   Group[0].Data[9].Tex[0].New[6] = "HDSkins2.HDGasbag2";

   //Devilfish Group
   Group[0].Data[10].Mesh = "UnrealShare.fish";
   Group[0].Data[10].bMultiSkins = True;
   Group[0].Data[10].TexNum = 1;
   //Devilfish
   Group[0].Data[10].Tex[0].Old[1] = "None";
   Group[0].Data[10].Tex[0].New[1] = "HDSkins2.HDJFish1";

   //Squid Group
   Group[0].Data[11].Mesh = "UnrealI.Squid1";
   Group[0].Data[11].bMultiSkins = True;
   Group[0].Data[11].TexNum = 1;
   //Squid
   Group[0].Data[11].Tex[0].Old[1] = "None";
   Group[0].Data[11].Tex[0].New[1] = "HDSkins2.HDJSquid1";

   //Fly Group
   Group[0].Data[12].Mesh = "UnrealShare.FlyM";
   Group[0].Data[12].bMultiSkins = True;
   Group[0].Data[12].TexNum = 1;
   //Fly
   Group[0].Data[12].Tex[0].Old[1] = "None";
   Group[0].Data[12].Tex[0].New[1] = "HDSkins2.HDJFly1";

   //Manta Group
   Group[0].Data[13].Mesh = "UnrealShare.Manta1";
   Group[0].Data[13].TexNum = 2;
   //Manta
   Group[0].Data[13].Tex[0].Old[0] = "None";
   Group[0].Data[13].Tex[0].New[0] = "HDSkins2.HDJManta1";
   //Cave Manta
   Group[0].Data[13].Tex[1].Old[0] = "UnrealShare.Skins.JManta2";
   Group[0].Data[13].Tex[1].New[0] = "HDSkins2.HDJManta2";

   //Tentacle Group
   Group[0].Data[14].Mesh = "UnrealShare.Tentacle1";
   Group[0].Data[14].bMultiSkins = True;
   Group[0].Data[14].TexNum = 1;
   //Tentacle
   Group[0].Data[14].Tex[0].Old[1] = "None";
   Group[0].Data[14].Tex[0].New[1] = "HDSkins2.HDJTentacle1";

   //Slith Group
   Group[0].Data[15].Mesh = "UnrealShare.Slith1";
   Group[0].Data[15].TexNum = 3;
   //Slith
   Group[0].Data[15].Tex[0].Old[0] = "None";
   Group[0].Data[15].Tex[0].New[0] = "HDSkins2.HDJSlith1";
   //Fire Slith
   Group[0].Data[15].Tex[1].Old[0] = "zcu97Unreali.Skins.jbetaslithF";
   Group[0].Data[15].Tex[1].New[0] = "HDRTNPUE.HDjbetaslithF";
   //Nitrogen Slith
   Group[0].Data[15].Tex[2].Old[0] = "U2rtnp.Skins.JNSlith1";
   Group[0].Data[15].Tex[2].New[0] = "HDRTNPUE.HDJNSlith1";

   //Cow Group
   Group[0].Data[16].Mesh = "UnrealShare.NaliCow";
   Group[0].Data[16].TexNum = 1;
   //Cow
   Group[0].Data[16].Tex[0].Old[0] = "None";
   Group[0].Data[16].Tex[0].New[0] = "HDSkins2.HDJCow1";

   //Nali Group
   Group[0].Data[17].Mesh = "UnrealShare.Nali1";
   Group[0].Data[17].TexNum = 2;
   //Nali
   Group[0].Data[17].Tex[0].Old[0] = "None";
   Group[0].Data[17].Tex[0].New[0] = "HDSkins2.HDJNali1";
   //Nali Priest
   Group[0].Data[17].Tex[1].Old[0] = "UnrealShare.Skins.JNali2";
   Group[0].Data[17].Tex[1].New[0] = "HDSkins2.HDJNali2";

   //Predator Group
   Group[0].Data[18].Mesh = "Upak.Predator";
   Group[0].Data[18].bMultiSkins = True;
   Group[0].Data[18].TexNum = 1;
   //Predator
   Group[0].Data[18].Tex[0].Old[1] = "None";
   Group[0].Data[18].Tex[0].New[1] = "HDSkins2.HDJPredator1";
   Group[0].Data[18].Tex[0].Old[2] = "None";
   Group[0].Data[18].Tex[0].New[2] = "HDSkins2.HDJPredator2";

   //Spinner Group
   Group[0].Data[19].Mesh = "Upak.Spinner";
   Group[0].Data[19].bMultiSkins = True;
   Group[0].Data[19].TexNum = 1;
   //Spinner
   Group[0].Data[19].Tex[0].Old[1] = "None";
   Group[0].Data[19].Tex[0].New[1] = "HDSkins2.HDJSpinner1";
   Group[0].Data[19].Tex[0].Old[2] = "None";
   Group[0].Data[19].Tex[0].New[2] = "HDSkins2.HDJSpinner2";

   //Crucified Nali
   Group[0].Data[20].Mesh = "UnrealShare.CrossNali";
   Group[0].Data[20].TexNum = 1;
   //Nali
   Group[0].Data[20].Tex[0].Old[0] = "None";
   Group[0].Data[20].Tex[0].New[0] = "HDSkins2.HDJNali1";

//Player Carcasses

   //Female One Carcass Group
   Group[0].Data[21].Mesh = "UnrealShare.Fem1body";
   Group[0].Data[21].TexNum = 2;
   //Gina Carcass Default Skin (fixes bug in Unreal)
   Group[0].Data[21].Tex[0].Old[0] = "None";
   Group[0].Data[21].Tex[0].New[0] = "HDSkins2.HDgina";
   //Gina Carcass Skin (Just in case someone set the correct skin)
   Group[0].Data[21].Tex[1].Old[0] = "UnrealShare.Skins.Gina";
   Group[0].Data[21].Tex[1].New[0] = "HDSkins2.HDgina";

//Flock Pawns

   //Nali Rabbit Group
   Group[0].Data[22].Mesh = "UnrealShare.Rabbit";
   Group[0].Data[22].bMultiSkins = True;
   Group[0].Data[22].TexNum = 1;
   //Nali Rabbit
   Group[0].Data[22].Tex[0].Old[1] = "None";
   Group[0].Data[22].Tex[0].New[1] = "HDSkins2.HDJRabbit1";

   //Bird Group
   Group[0].Data[23].Mesh = "UnrealShare.Bird";
   Group[0].Data[23].bMultiSkins = True;
   Group[0].Data[23].TexNum = 1;
   //Bird
   Group[0].Data[23].Tex[0].Old[1] = "None";
   Group[0].Data[23].Tex[0].New[1] = "HDSkins2.HDJBird11";

//Decorations-----------------------------------------------------------------------------
   Group[1].DataNum = 66;

  //Trees

   //Tree1 Group
   Group[1].Data[0].Mesh = "UnrealShare.Tree1M";
   Group[1].Data[0].bMultiSkins = True;
   Group[1].Data[0].TexNum = 1;
   //Tree1
   Group[1].Data[0].Tex[0].Old[1] = "None";
   Group[1].Data[0].Tex[0].New[1] = "HDSkins2.HDJTree11";

   //Tree2 Group
   Group[1].Data[1].Mesh = "UnrealShare.Tree2M";
   Group[1].Data[1].bMultiSkins = True;
   Group[1].Data[1].TexNum = 1;
   //Tree2
   Group[1].Data[1].Tex[0].Old[1] = "None";
   Group[1].Data[1].Tex[0].New[1] = "HDSkins2.HDJTree21";

   //Tree3 Group
   Group[1].Data[2].Mesh = "UnrealShare.Tree3M";
   Group[1].Data[2].bMultiSkins = True;
   Group[1].Data[2].TexNum = 1;
   //Tree3
   Group[1].Data[2].Tex[0].Old[1] = "None";
   Group[1].Data[2].Tex[0].New[1] = "HDSkins2.HDJTree31";

   //Tree4 Group
   Group[1].Data[3].Mesh = "UnrealShare.Tree4M";
   Group[1].Data[3].bMultiSkins = True;
   Group[1].Data[3].TexNum = 1;
   //Tree4
   Group[1].Data[3].Tex[0].Old[1] = "None";
   Group[1].Data[3].Tex[0].New[1] = "HDSkins2.HDJTree41";

   //Tree5 Group
   Group[1].Data[4].Mesh = "UnrealShare.Tree5M";
   Group[1].Data[4].bMultiSkins = True;
   Group[1].Data[4].TexNum = 1;
   //Tree5
   Group[1].Data[4].Tex[0].Old[1] = "None";
   Group[1].Data[4].Tex[0].New[1] = "HDSkins2.HDJTree51";

   //Tree6 Group
   Group[1].Data[5].Mesh = "UnrealShare.Tree6M";
   Group[1].Data[5].bMultiSkins = True;
   Group[1].Data[5].TexNum = 1;
   //Tree6
   Group[1].Data[5].Tex[0].Old[1] = "None";
   Group[1].Data[5].Tex[0].New[1] = "HDSkins2.HDJTree61";

   //Tree7 Group
   Group[1].Data[6].Mesh = "UnrealShare.Tree7M";
   Group[1].Data[6].bMultiSkins = True;
   Group[1].Data[6].TexNum = 1;
   //Tree7
   Group[1].Data[6].Tex[0].Old[1] = "None";
   Group[1].Data[6].Tex[0].New[1] = "HDSkins2.HDJTree71";

   //Tree8 Group
   Group[1].Data[7].Mesh = "UnrealShare.Tree8M";
   Group[1].Data[7].bMultiSkins = True;
   Group[1].Data[7].TexNum = 1;
   //Tree8
   Group[1].Data[7].Tex[0].Old[1] = "None";
   Group[1].Data[7].Tex[0].New[1] = "HDSkins2.HDJTree81";

   //Tree9 Group
   Group[1].Data[8].Mesh = "UnrealShare.Tree9M";
   Group[1].Data[8].bMultiSkins = True;
   Group[1].Data[8].TexNum = 1;
   //Tree9
   Group[1].Data[8].Tex[0].Old[1] = "None";
   Group[1].Data[8].Tex[0].New[1] = "HDSkins2.HDJTree91";

   //Tree10 Group
   Group[1].Data[9].Mesh = "UnrealShare.Tree10M";
   Group[1].Data[9].bMultiSkins = True;
   Group[1].Data[9].TexNum = 1;
   //Tree10
   Group[1].Data[9].Tex[0].Old[1] = "None";
   Group[1].Data[9].Tex[0].New[1] = "HDSkins2.HDJTree101";

   //Tree11 Group
   Group[1].Data[10].Mesh = "UnrealShare.Tree11M";
   Group[1].Data[10].bMultiSkins = True;
   Group[1].Data[10].TexNum = 1;
   //Tree11
   Group[1].Data[10].Tex[0].Old[1] = "None";
   Group[1].Data[10].Tex[0].New[1] = "HDSkins2.HDJTree111";

   //Tree12 Group
   Group[1].Data[11].Mesh = "UnrealShare.Tree12M";
   Group[1].Data[11].bMultiSkins = True;
   Group[1].Data[11].TexNum = 1;
   //Tree12
   Group[1].Data[11].Tex[0].Old[1] = "None";
   Group[1].Data[11].Tex[0].New[1] = "HDSkins2.HDJTree121";

  //Plants

   //Plant1 Group
   Group[1].Data[12].Mesh = "UnrealShare.Plant1M";
   Group[1].Data[12].bMultiSkins = True;
   Group[1].Data[12].TexNum = 1;
   //Plant1
   Group[1].Data[12].Tex[0].Old[1] = "None";
   Group[1].Data[12].Tex[0].New[1] = "HDSkins2.HDJPlant11";

   //Plant2 Group
   Group[1].Data[13].Mesh = "UnrealShare.Plant2M";
   Group[1].Data[13].bMultiSkins = True;
   Group[1].Data[13].TexNum = 1;
   //Plant2
   Group[1].Data[13].Tex[0].Old[1] = "None";
   Group[1].Data[13].Tex[0].New[1] = "HDSkins2.HDJPlant21";

   //Plant3 Group
   Group[1].Data[14].Mesh = "UnrealShare.Plant3M";
   Group[1].Data[14].bMultiSkins = True;
   Group[1].Data[14].TexNum = 1;
   //Plant3
   Group[1].Data[14].Tex[0].Old[1] = "None";
   Group[1].Data[14].Tex[0].New[1] = "HDSkins2.HDJPlant31";

   //Plant4 Group
   Group[1].Data[15].Mesh = "UnrealShare.Plant4M";
   Group[1].Data[15].bMultiSkins = True;
   Group[1].Data[15].TexNum = 1;
   //Plant4
   Group[1].Data[15].Tex[0].Old[1] = "None";
   Group[1].Data[15].Tex[0].New[1] = "HDSkins2.HDJPlant41";

   //Plant5 Group
   Group[1].Data[16].Mesh = "UnrealShare.Plant5M";
   Group[1].Data[16].bMultiSkins = True;
   Group[1].Data[16].TexNum = 1;
   //Plant4
   Group[1].Data[16].Tex[0].Old[1] = "None";
   Group[1].Data[16].Tex[0].New[1] = "HDSkins2.HDJPlant41";

   //Plant6 Group
   Group[1].Data[17].Mesh = "UnrealShare.Plant6M";
   Group[1].Data[17].bMultiSkins = True;
   Group[1].Data[17].TexNum = 1;
   //Plant6
   Group[1].Data[17].Tex[0].Old[1] = "None";
   Group[1].Data[17].Tex[0].New[1] = "HDSkins2.HDJPlant61";

   //Plant7 Group
   Group[1].Data[18].Mesh = "UnrealShare.Plant7M";
   Group[1].Data[18].bMultiSkins = True;
   Group[1].Data[18].TexNum = 1;
   //Plant7
   Group[1].Data[18].Tex[0].Old[1] = "None";
   Group[1].Data[18].Tex[0].New[1] = "HDSkins2.HDJPlant61";

  //Boxes

   //Wooden Box Group
   Group[1].Data[20].Mesh = "UnrealShare.WoodenBoxM";
   Group[1].Data[20].bMultiSkins = True;
   Group[1].Data[20].TexNum = 1;
   //Wooden Box
   Group[1].Data[20].Tex[0].Old[1] = "None";
   Group[1].Data[20].Tex[0].New[1] = "HDSkins2.HDJWoodenBox1";

   //Steel Box Group
   Group[1].Data[21].Mesh = "UnrealShare.SteelBoxM";
   Group[1].Data[21].bMultiSkins = True;
   Group[1].Data[21].TexNum = 1;
   //Steel Box
   Group[1].Data[21].Tex[0].Old[1] = "None";
   Group[1].Data[21].Tex[0].New[1] = "HDSkins2.HDJSteelBox1";

  //Barrels

   //Barrel Group
   Group[1].Data[22].Mesh = "UnrealShare.BarrelM";
   Group[1].Data[22].TexNum = 1;
   //Barrel
   Group[1].Data[22].Tex[0].Old[0] = "UnrealShare.Skins.JBarrel1";
   Group[1].Data[22].Tex[0].New[0] = "HDSkins2.HDJBarrel1";

   //Steel Barrel Group
   Group[1].Data[23].Mesh = "UnrealShare.steelbarrelM";
   Group[1].Data[23].TexNum = 2;
   //Steel Barrel
   Group[1].Data[23].Tex[0].Old[0] = "None";
   Group[1].Data[23].Tex[0].New[0] = "HDSkins2.HDJSteelBarrel1";
   //Tarydium Barrel
   Group[1].Data[23].Tex[1].Old[0] = "UnrealShare.Skins.Jsteelbarrel2";
   Group[1].Data[23].Tex[1].New[0] = "HDSkins2.HDJSteelBarrel2";

   //Barrel Group
   Group[1].Data[24].Mesh = "UnrealI.sbarrel";
   Group[1].Data[24].bMultiSkins = True;
   Group[1].Data[24].TexNum = 1;
   //Barrel
   Group[1].Data[24].Tex[0].Old[1] = "None";
   Group[1].Data[24].Tex[0].New[1] = "HDSkins2.HDJsbarrel1";

   //Book Group
   Group[1].Data[25].Mesh = "UnrealShare.BookM";
   Group[1].Data[25].TexNum = 4;
   //Red Book (default)
   Group[1].Data[25].Tex[0].Old[0] = "None";
   Group[1].Data[25].Tex[0].New[0] = "HDSkins2.HDJBook1";
   //Yellow Book
   Group[1].Data[25].Tex[1].Old[0] = "UnrealShare.Skins.JBook2";
   Group[1].Data[25].Tex[1].New[0] = "HDSkins2.HDJBook2";
   //Green Book
   Group[1].Data[25].Tex[2].Old[0] = "UnrealShare.Skins.JBook3";
   Group[1].Data[25].Tex[2].New[0] = "HDSkins2.HDJBook3";
   //Blue Book
   Group[1].Data[25].Tex[3].Old[0] = "UnrealShare.Skins.JBook4";
   Group[1].Data[25].Tex[3].New[0] = "HDSkins2.HDJBook4";

   //Boulder Group
   Group[1].Data[26].Mesh = "UnrealShare.BoulderM";
   Group[1].Data[26].bMultiSkins = True;
   Group[1].Data[26].TexNum = 1;
   //Boulder
   Group[1].Data[26].Tex[0].Old[1] = "None";
   Group[1].Data[26].Tex[0].New[1] = "HDSkins2.HDJBoulder1";

   //Chest Group
   Group[1].Data[27].Mesh = "UnrealShare.ChestM";
   Group[1].Data[27].bMultiSkins = True;
   Group[1].Data[27].TexNum = 1;
   //Chest
   Group[1].Data[27].Tex[0].Old[1] = "None";
   Group[1].Data[27].Tex[0].New[1] = "HDSkins2.HDJChest1";

   //Sign Group
   Group[1].Data[28].Mesh = "UnrealShare.Sign1M";
   Group[1].Data[28].bMultiSkins = True;
   Group[1].Data[28].TexNum = 1;
   //Sign
   Group[1].Data[28].Tex[0].Old[1] = "None";
   Group[1].Data[28].Tex[0].New[1] = "HDSkins2.HDJSign11";

  //Moons

   //Moon One Group
   Group[1].Data[29].Mesh = "UnrealI.Moon1";
   Group[1].Data[29].TexNum = 1;
   //Moon One
   Group[1].Data[29].Tex[0].Old[0] = "UnrealI.Skins.JMoon1";
   Group[1].Data[29].Tex[0].New[0] = "HDSkins2.HDJMoon1";

   //Moon Two Group
   Group[1].Data[30].Mesh = "UnrealI.Moon1";
   Group[1].Data[30].TexNum = 1;
   //Moon Two
   Group[1].Data[30].Tex[0].Old[0] = "UnrealI.Skins.MoonTwo";
   Group[1].Data[30].Tex[0].New[0] = "HDSkins2.HDMoonTwo";

   //Moon Three Group
   Group[1].Data[31].Mesh = "UnrealI.Moon3M";
   Group[1].Data[31].TexNum = 1;
   //Moon Three
   Group[1].Data[31].Tex[0].Old[0] = "None";
   Group[1].Data[31].Tex[0].New[0] = "HDSkins2.HDJMoon3";

  //Flags

   //Flag 1 Group
   Group[1].Data[32].Mesh = "UnrealI.Flag1M";
   Group[1].Data[32].TexNum = 2;
   //Flag 1
   Group[1].Data[32].Tex[0].Old[0] = "None";
   Group[1].Data[32].Tex[0].New[0] = "HDSkins2.HDJFlag11";
   //Flag 1b
   Group[1].Data[32].Tex[1].Old[0] = "UnrealI.Skins.JFlag12";
   Group[1].Data[32].Tex[1].New[0] = "HDSkins2.HDJFlag12";

   //Flag 2 Group
   Group[1].Data[33].Mesh = "UnrealI.Flag2M";
   Group[1].Data[33].bMultiSkins = True;
   Group[1].Data[33].TexNum = 1;
   //Flag 2
   Group[1].Data[33].Tex[0].Old[1] = "None";
   Group[1].Data[33].Tex[0].New[1] = "HDSkins2.HDJFlag21";

   //Flag 3 Group
   Group[1].Data[34].Mesh = "UnrealI.Flag3M";
   Group[1].Data[34].bMultiSkins = True;
   Group[1].Data[34].TexNum = 1;
   //Flag 3
   Group[1].Data[34].Tex[0].Old[1] = "None";
   Group[1].Data[34].Tex[0].New[1] = "HDSkins2.HDJFlag31";

   //Tapestry1 Group
   Group[1].Data[35].Mesh = "UnrealI.Tap";
   Group[1].Data[35].bMultiSkins = True;
   Group[1].Data[35].TexNum = 1;
   //Tapestry1
   Group[1].Data[35].Tex[0].Old[1] = "None";
   Group[1].Data[35].Tex[0].New[1] = "HDSkins2.HDJTap1";

  //Statues

   //Monk Statue Group
   Group[1].Data[36].Mesh = "UnrealShare.MonkStatueM";
   Group[1].Data[36].bMultiSkins = True;
   Group[1].Data[36].TexNum = 1;
   //Monk Statue
   Group[1].Data[36].Tex[0].Old[1] = "None";
   Group[1].Data[36].Tex[0].New[1] = "HDSkins2.HDJMonkStatue1";

   //Nali Statue Group
   Group[1].Data[37].Mesh = "UnrealShare.NaliStatueM";
   Group[1].Data[37].bMultiSkins = True;
   Group[1].Data[37].TexNum = 1;
   //Nali Statue
   Group[1].Data[37].Tex[0].Old[1] = "None";
   Group[1].Data[37].Tex[0].New[1] = "HDSkins2.HDJNaliStatue1";

  //Lantern & Lamps

   //Lantern Group
   Group[1].Data[38].Mesh = "UnrealShare.LanternM";
   Group[1].Data[38].bMultiSkins = True;
   Group[1].Data[38].TexNum = 1;
   //Lantern
   Group[1].Data[38].Tex[0].Old[1] = "None";
   Group[1].Data[38].Tex[0].New[1] = "HDSkins2.HDJLantern1";

   //Lantern2 Group
   Group[1].Data[39].Mesh = "UnrealShare.Lantern2M";
   Group[1].Data[39].bMultiSkins = True;
   Group[1].Data[39].TexNum = 1;
   //Lantern2
   Group[1].Data[39].Tex[0].Old[1] = "None";
   Group[1].Data[39].Tex[0].New[1] = "HDSkins2.HDJLantern1";

   //Lamp1 Group
   Group[1].Data[40].Mesh = "UnrealI.Lamp1M";
   Group[1].Data[40].bMultiSkins = True;
   Group[1].Data[40].TexNum = 1;
   //Lamp1
   Group[1].Data[40].Tex[0].Old[1] = "None";
   Group[1].Data[40].Tex[0].New[1] = "HDSkins2.HDJLamp11";

   //Lamp4 Group
   Group[1].Data[41].Mesh = "UnrealI.Lamp4M";
   Group[1].Data[41].bMultiSkins = True;
   Group[1].Data[41].TexNum = 1;
   //Lamp4
   Group[1].Data[41].Tex[0].Old[1] = "None";
   Group[1].Data[41].Tex[0].New[1] = "HDSkins2.HDJLamp41";

   //Sconce Group
   Group[1].Data[42].Mesh = "UnrealShare.sconceM";
   Group[1].Data[42].TexNum = 1;
   //Sconce
   Group[1].Data[42].Tex[0].Old[0] = "None";
   Group[1].Data[42].Tex[0].New[0] = "HDSkins2.HDJsconce1";

  //Knife

   //Knife Group (uses same skin as lamp)
   Group[1].Data[43].Mesh = "UnrealShare.KnifeM";
   Group[1].Data[43].bMultiSkins = True;
   Group[1].Data[43].TexNum = 1;
   //Knife
   Group[1].Data[43].Tex[0].Old[1] = "None";
   Group[1].Data[43].Tex[0].New[1] = "HDSkins2.HDJLantern1";

//Table & Chair

   //Table Group
   Group[1].Data[44].Mesh = "UnrealI.Table1";
   Group[1].Data[44].bMultiSkins = True;
   Group[1].Data[44].TexNum = 1;
   //Table
   Group[1].Data[44].Tex[0].Old[1] = "None";
   Group[1].Data[44].Tex[0].New[1] = "HDSkins2.HDJTable11";

   //Chair Group
   Group[1].Data[45].Mesh = "UnrealI.Chair1";
   Group[1].Data[45].bMultiSkins = True;
   Group[1].Data[45].TexNum = 1;
   //Chair
   Group[1].Data[45].Tex[0].Old[1] = "None";
   Group[1].Data[45].Tex[0].New[1] = "HDSkins2.HDJChair11";

//Pottery

   //Pottery0 Group
   Group[1].Data[46].Mesh = "UnrealShare.Pottery0M";
   Group[1].Data[46].bMultiSkins = True;
   Group[1].Data[46].TexNum = 1;
   //Potter0
   Group[1].Data[46].Tex[0].Old[1] = "None";
   Group[1].Data[46].Tex[0].New[1] = "HDSkins2.HDJPottery01";

   //Pottery1 Group
   Group[1].Data[47].Mesh = "UnrealShare.Pottery1M";
   Group[1].Data[47].bMultiSkins = True;
   Group[1].Data[47].TexNum = 1;
   //Pottery1
   Group[1].Data[47].Tex[0].Old[1] = "None";
   Group[1].Data[47].Tex[0].New[1] = "HDSkins2.HDJPottery11";

   //Pottery2 Group
   Group[1].Data[48].Mesh = "UnrealShare.Pottery2M";
   Group[1].Data[48].bMultiSkins = True;
   Group[1].Data[48].TexNum = 1;
   //Pottery2
   Group[1].Data[48].Tex[0].Old[1] = "None";
   Group[1].Data[48].Tex[0].New[1] = "HDSkins2.HDJPottery21";

   //Vase1 Group
   Group[1].Data[49].Mesh = "UnrealShare.vaseM";
   Group[1].Data[49].bMultiSkins = True;
   Group[1].Data[49].TexNum = 1;
   //Vase1
   Group[1].Data[49].Tex[0].Old[1] = "None";
   Group[1].Data[49].Tex[0].New[1] = "HDSkins2.HDJVase1";

   //Urn Group
   Group[1].Data[50].Mesh = "UnrealShare.UrnM";
   Group[1].Data[50].bMultiSkins = True;
   Group[1].Data[50].TexNum = 1;
   //Urn
   Group[1].Data[50].Tex[0].Old[1] = "None";
   Group[1].Data[50].Tex[0].New[1] = "HDSkins2.HDJUrn1";

//Pods

   //EscapePod Group
   Group[1].Data[51].Mesh = "UnrealI.Escapep";
   Group[1].Data[51].bMultiSkins = True;
   Group[1].Data[51].TexNum = 1;
   //EscapePod
   Group[1].Data[51].Tex[0].Old[1] = "None";
   Group[1].Data[51].Tex[0].New[1] = "HDSkins2.HDJEscapep1";

   //Cryopod Group
   Group[1].Data[52].Mesh = "UnrealI.CryopodM";
   Group[1].Data[52].bMultiSkins = True;
   Group[1].Data[52].TexNum = 1;
   //Cryopod
   Group[1].Data[52].Tex[0].Old[1] = "None";
   Group[1].Data[52].Tex[0].New[1] = "HDSkins2.HDJCryopod1";

//Fan

   //Fan2 Group
   Group[1].Data[53].Mesh = "UnrealShare.Fan2M";
   Group[1].Data[53].bMultiSkins = True;
   Group[1].Data[53].TexNum = 1;
   //Fan2
   Group[1].Data[53].Tex[0].Old[1] = "None";
   Group[1].Data[53].Tex[0].New[1] = "HDSkins2.HDJFan21";

//Small Objects

   //Dice Group
   Group[1].Data[54].Mesh = "UnrealI.DiceM";
   Group[1].Data[54].TexNum = 1;
   //Dice
   Group[1].Data[54].Tex[0].Old[0] = "None";
   Group[1].Data[54].Tex[0].New[0] = "HDSkins2.HDJDice1";

   //Wire Group
   Group[1].Data[55].Mesh = "UnrealShare.WireM";
   Group[1].Data[55].bMultiSkins = True;
   Group[1].Data[55].TexNum = 1;
   //Wire
   Group[1].Data[55].Tex[0].Old[1] = "None";
   Group[1].Data[55].Tex[0].New[1] = "HDSkins2.HDJWire1";

   //Candle Group
   Group[1].Data[56].Mesh = "UnrealShare.CandleM";
   Group[1].Data[56].bMultiSkins = True;
   Group[1].Data[56].TexNum = 1;
   //Candle
   Group[1].Data[56].Tex[0].Old[1] = "None";
   Group[1].Data[56].Tex[0].New[1] = "HDSkins2.HDJCandle1";

   //Candle2 Group
   Group[1].Data[57].Mesh = "UnrealShare.Candl2";
   Group[1].Data[57].bMultiSkins = True;
   Group[1].Data[57].TexNum = 1;
   //Candle2
   Group[1].Data[57].Tex[0].Old[1] = "None";
   Group[1].Data[57].Tex[0].New[1] = "HDSkins2.HDJCandl21";

//SeaWeed

   //Seaweed Group
   Group[1].Data[58].Mesh = "UnrealShare.SeaWeedM";
   Group[1].Data[58].bMultiSkins = True;
   Group[1].Data[58].TexNum = 1;
   //Seaweed
   Group[1].Data[58].Tex[0].Old[1] = "None";
   Group[1].Data[58].Tex[0].New[1] = "HDSkins2.HDJSeaWeed1";

//RTNPUE DECORATIONS---------------------------

   //Pine Group
   Group[1].Data[59].Mesh = "rtnpdec.Pinem";
   Group[1].Data[59].TexNum = 1;
   //Pine
   Group[1].Data[59].Tex[0].Old[0] = "None";
   Group[1].Data[59].Tex[0].New[0] = "HDRTNPUE.HDJPine1";

   //Anvil Group
   Group[1].Data[60].Mesh = "rtnpdec.anvilm";
   Group[1].Data[60].bMultiSkins = True;
   Group[1].Data[60].TexNum = 1;
   //Anvil
   Group[1].Data[60].Tex[0].Old[1] = "None";
   Group[1].Data[60].Tex[0].New[1] = "HDRTNPUE.HDJanvil1";
   Group[1].Data[60].Tex[0].Old[2] = "None";
   Group[1].Data[60].Tex[0].New[2] = "HDRTNPUE.HDJsStone";
   Group[1].Data[60].Tex[0].Old[3] = "None";
   Group[1].Data[60].Tex[0].New[3] = "HDRTNPUE.HDJsHammer";

   //TableW Group
   Group[1].Data[61].Mesh = "rtnpdec.TableSTm";
   Group[1].Data[61].bMultiSkins = True;
   Group[1].Data[61].TexNum = 1;
   //TableW
   Group[1].Data[61].Tex[0].Old[1] = "None";
   Group[1].Data[61].Tex[0].New[1] = "HDRTNPUE.HDJTablest1";

   //Vase10 Group
   Group[1].Data[62].Mesh = "rtnpdec.vase10m";
   Group[1].Data[62].bMultiSkins = True;
   Group[1].Data[62].TexNum = 1;
   //Vase10
   Group[1].Data[62].Tex[0].Old[1] = "None";
   Group[1].Data[62].Tex[0].New[1] = "HDRTNPUE.HDJvase10";

   //Vase11 Group
   Group[1].Data[63].Mesh = "rtnpdec.vasecm";
   Group[1].Data[63].bMultiSkins = True;
   Group[1].Data[63].TexNum = 1;
   //Vase11
   Group[1].Data[63].Tex[0].Old[1] = "None";
   Group[1].Data[63].Tex[0].New[1] = "HDRTNPUE.HDJvase13";
   Group[1].Data[63].Tex[0].Old[2] = "None";
   Group[1].Data[63].Tex[0].New[2] = "HDRTNPUE.HDJvasebase";

   //Vase12 Group
   Group[1].Data[64].Mesh = "rtnpdec.vase12m";
   Group[1].Data[64].bMultiSkins = True;
   Group[1].Data[64].TexNum = 1;
   //Vase12
   Group[1].Data[64].Tex[0].Old[1] = "None";
   Group[1].Data[64].Tex[0].New[1] = "HDRTNPUE.HDJvasebase2";
   Group[1].Data[64].Tex[0].Old[2] = "None";
   Group[1].Data[64].Tex[0].New[2] = "HDRTNPUE.HDJvase12";

   //Banetree Group
   Group[1].Data[65].Mesh = "rtnpdec.Banetreem";
   Group[1].Data[65].bMultiSkins = True;
   Group[1].Data[65].TexNum = 1;
   //Banetree
   Group[1].Data[65].Tex[0].Old[1] = "None";
   Group[1].Data[65].Tex[0].New[1] = "HDRTNPUE.HDJbtree1";
   Group[1].Data[65].Tex[0].Old[2] = "None";
   Group[1].Data[65].Tex[0].New[2] = "HDRTNPUE.HDJbtree1";


//Inventory------------------------------------------------------------------------------
   Group[2].DataNum = 8;

  //Weapons

   //Dispersion Pistol Group
   Group[2].Data[0].Mesh = "UnrealShare.DPistolPick";
   Group[2].Data[0].bMultiSkins = True;
   Group[2].Data[0].TexNum = 1;
   //Dispersion Pistol
   Group[2].Data[0].Tex[0].Old[1] = "None";
   Group[2].Data[0].Tex[0].New[1] = "HDSkins2.HDDPistol1";

  //Ammo

   //Clip Group
   Group[2].Data[1].Mesh = "UnrealShare.ClipM";
   Group[2].Data[1].bMultiSkins = True;
   Group[2].Data[1].TexNum = 1;
   //Clip
   Group[2].Data[1].Tex[0].Old[2] = "None";
   Group[2].Data[1].Tex[0].New[2] = "HDSkins2.HDJClip1";

  //Powerups & Pickups

   //Amplifier Group
   Group[2].Data[2].Mesh = "UnrealShare.AmplifierM";
   Group[2].Data[2].bMultiSkins = True;
   Group[2].Data[2].TexNum = 1;
   //Amplifier
   Group[2].Data[2].Tex[0].Old[1] = "None";
   Group[2].Data[2].Tex[0].New[1] = "HDSkins2.HDJAmplifier1";

   //Flare Group
   Group[2].Data[3].Mesh = "UnrealShare.FlareM";
   Group[2].Data[3].bMultiSkins = True;
   Group[2].Data[3].TexNum = 1;
   //Flare
   Group[2].Data[3].Tex[0].Old[1] = "None";
   Group[2].Data[3].Tex[0].New[1] = "HDSkins2.HDJMisc1";

  //Flash Lights

   //Flashlight Group
   Group[2].Data[4].Mesh = "UnrealShare.Flashl";
   Group[2].Data[4].bMultiSkins = True;
   Group[2].Data[4].TexNum = 1;
   //Flashlight
   Group[2].Data[4].Tex[0].Old[1] = "None";
   Group[2].Data[4].Tex[0].New[1] = "HDSkins2.HDJFlashl1";

  //Health

   //Bandage Group
   Group[2].Data[5].Mesh = "UnrealShare.bandage";
   Group[2].Data[5].bMultiSkins = True;
   Group[2].Data[5].TexNum = 1;
   //Bandage
   Group[2].Data[5].Tex[0].Old[1] = "None";
   Group[2].Data[5].Tex[0].New[1] = "HDSkins2.HDJband1";

   //Health Group
   Group[2].Data[6].Mesh = "UnrealShare.HealthM";
   Group[2].Data[6].TexNum = 1;
   //Health
   Group[2].Data[6].Tex[0].Old[0] = "None";
   Group[2].Data[6].Tex[0].New[0] = "HDSkins2.HDJHealth1";

   //Nali Fruit Group
   Group[2].Data[7].Mesh = "UnrealShare.NaliFruitMesh";
   Group[2].Data[7].bMultiSkins = True;
   Group[2].Data[7].TexNum = 1;
   //Nali Fruit
   Group[2].Data[7].Tex[0].Old[1] = "None";
   Group[2].Data[7].Tex[0].New[1] = "HDSkins2.HDJNaliFruit1";
}

For High-Res Unreal skins, click here.
For the RTNP "Ultimate Edition" HD, click here.

Image

yrex
Skaarj Warrior Skaarj Warrior
Posts: 74
Joined: 07 Oct 2015, 11:19

Subject: Re: High-Res Skin Project / Request for Skinners!

Post Posted: 14 Jun 2016, 12:42

Try using mapname.texname (eg. DmDeck16.MyTex)
e-mail: ampoyrex at wp dot pl

User avatar Lightning Hunter
Skaarj Elder Skaarj Elder
Posts: 1280
Joined: 11 Nov 2007, 22:12
Location: Pervert.

Subject: Re: High-Res Skin Project / Request for Skinners!

Post Posted: 15 Jun 2016, 03:03

Thanks, that worked!
For High-Res Unreal skins, click here.
For the RTNP "Ultimate Edition" HD, click here.

Image

User avatar Lightning Hunter
Skaarj Elder Skaarj Elder
Posts: 1280
Joined: 11 Nov 2007, 22:12
Location: Pervert.

Subject: Re: High-Res Skin Project / Request for Skinners!

Post Posted: 16 Jun 2016, 05:19

I considered keeping this one a surprise, but figured what the heck. This is a heavily modified beta skaarj skin that will take the place of one of the RTNPUE Skaarj skins. Can anybody guess which one?

Image
For High-Res Unreal skins, click here.
For the RTNP "Ultimate Edition" HD, click here.

Image

User avatar jaypeezy
Skaarj Berserker Skaarj Berserker
Posts: 317
Joined: 25 Sep 2010, 04:32

Subject: Re: High-Res Skin Project / Request for Skinners!

Post Posted: 19 Jun 2016, 22:08

Holy crap, these are awesome skins! :tup: Hope you've got some Behemoth/Merc skins in the works.
I like creating skins now and then too, it's a nice way to get creative/kill some time. (Have some for Condition Zero player model I've been meaning to release)

User avatar Lightning Hunter
Skaarj Elder Skaarj Elder
Posts: 1280
Joined: 11 Nov 2007, 22:12
Location: Pervert.

Subject: Re: High-Res Skin Project / Request for Skinners!

Post Posted: 19 Jun 2016, 22:30

jaypeezy wrote:Holy crap, these are awesome skins! :tup: Hope you've got some Behemoth/Merc skins in the works.


All of the scripted pawn skins are done, including the Behemoth and Merc. ;)
For High-Res Unreal skins, click here.
For the RTNP "Ultimate Edition" HD, click here.

Image

User avatar Raven
Trustee Member Trustee Member
Posts: 807
Joined: 12 Nov 2007, 09:39
Location: Nørresundby
Contact:

Subject: Re: High-Res Skin Project / Request for Skinners!

Post Posted: 15 Jul 2016, 00:23

Holy crap - that looks kick ass. You plan to release it any time soon?
Madness, as you know, is like gravity…all it takes is a little push!
Image
http://turniej.unreal.pl/portfolio

User avatar Lightning Hunter
Skaarj Elder Skaarj Elder
Posts: 1280
Joined: 11 Nov 2007, 22:12
Location: Pervert.

Subject: Re: High-Res Skin Project / Request for Skinners!

Post Posted: 03 Sep 2016, 01:58

Ok people, I need some help and fast. This project has been on hold for nearly a month now, and the delay has been due to a seemingly tiny obstacle that I've found no solution for. The goal is simple: I NEED A METHOD TO IMPORT .DDS DXT1 FILES IN TO UT99'S UNREALSHARE.U system file.

If anyone remembers in the first post, I had mentioned a mutator that would replace the skins in UT99. however, I have come to discover that this mutator lags the game horribly (I verified that it is in fact the mutator, not the skins, lagging the game). In the end, I have decided to release this pack with replacement UnrealShare.u and UnrealI.u files that can be swapped in and out using a batch file. However, I cannot make such a release without any means of getting the skins in to UnrealShare.u. UnrealED that comes with 227i can import DXT1 textures, but this editor will not let you edit UT99's UnrealShare.u file. I have found no other solution to date. Casey's TextureMerger works with UnrealI, but not UnrealShare. Any ideas? I do not want months of hard work to go to waste.
For High-Res Unreal skins, click here.
For the RTNP "Ultimate Edition" HD, click here.

Image

User avatar Buff Skeleton
>:E >:E
Posts: 4140
Joined: 15 Dec 2007, 00:46

Subject: Re: High-Res Skin Project / Request for Skinners!

Post Posted: 03 Sep 2016, 02:54

Injecting shit into a core package seems like an overly difficult and worst-practices way to go here. Why not share the mutator code and see if people can figure out where the performance problems are?

Just swapping textures with a mutator and SpawnNotify really shouldn't be that expensive of an operation, so I'm curious what all is even going on under the hood there that would lag the game out.
Image

User avatar Lightning Hunter
Skaarj Elder Skaarj Elder
Posts: 1280
Joined: 11 Nov 2007, 22:12
Location: Pervert.

Subject: Re: High-Res Skin Project / Request for Skinners!

Post Posted: 03 Sep 2016, 03:23

Buff Skeleton wrote:Injecting shit into a core package seems like an overly difficult and worst-practices way to go here.


I agree, but I have no other choice unless someone can figure out the performance issue. Every time a certain action is performed (such as gibbing a monster) the game lags horribly. The lag occurs even if I disable all high-res textures and have the mutator simply search for textures - which tells me it has something to do with processing too much, too often. Here is the current mutator code, which replaces all the monsters and decos, including the beta skins used in RTNP:UE.

The bulk of this code is the lines used to replace skins. The code you will want to look at is all at the top (which was coded by sn260591 at OldUnreal).

Code: Select all

class HDSkins_mutator expands Mutator;

#exec OBJ LOAD FILE=TitanX.u PACKAGE=HDSkins

struct STex
{
   var string   Old[8];
   var string   New[8];
};

struct SData
{
   var string   Mesh;
   var string   MeshNew;
   var bool   bMultiSkins;
   var int   TexNum;
   var STex   Tex[24];
};

var struct SGroup
{
   var int DataNum;
   var SData Data[70];
} Group[3];

function bool CheckReplacement(Actor Other, out byte bSuperRelevant)
{
   local int g, i, j, m;
   local bool bDone;

   if (Other.Mesh == None)
      return true;

   if (Other.IsA('ScriptedPawn') || Other.IsA('Carcass') || Other.IsA('FlockPawn'))
      g = 0;
   else if (Other.IsA('Decoration'))
      g = 1;
   else if (Other.IsA('Inventory'))
      g = 2;
   else
      return true;

   for (i = 0; i < Group[g].DataNum; i++)
   {
      if (string(Other.Mesh) ~= Group[g].Data[i].Mesh)
      {
         if (Group[g].Data[i].MeshNew != "")
            Other.Mesh = mesh(DynamicLoadObject(Group[g].Data[i].MeshNew, Class'Mesh'));

         for (j = 0; j < Group[g].Data[i].TexNum; j++)
         {
            if (!(Group[g].Data[i].bMultiSkins))
            {
               if (string(Other.Skin) ~= Group[g].Data[i].Tex[j].Old[0])
               {
                  Other.Skin = texture(DynamicLoadObject(Group[g].Data[i].Tex[j].New[0], Class'Texture'));
                  return true;
               }
            }
            else
            {
               for (m = 0; m < 8; m++)
               {
                  if (Group[g].Data[i].Tex[j].New[m] != "")
                  {
                     if (string(Other.MultiSkins[m]) ~= Group[g].Data[i].Tex[j].Old[m])
                     {
                        Other.MultiSkins[m] = texture(DynamicLoadObject(Group[g].Data[i].Tex[j].New[m], Class'Texture'));
                        bDone = True;
                     }
                  }
               }

               if (bDone)
                  return true;
            }
         }
      }
   }

   return true;
}

function PreBeginPlay()
{
//ScriptedPawn and Carcass--------------------------------------------------------------------------
   Group[0].DataNum = 24;

   //SkaarjWarrior Group
   Group[0].Data[0].Mesh = "UnrealShare.Skaarjw";
   Group[0].Data[0].TexNum = 17;
   //Skaarj Warrior
   Group[0].Data[0].Tex[0].Old[0] = "None";
   Group[0].Data[0].Tex[0].New[0] = "HDSkins2.HDSkaarjw1";
   //Skaarj Berserker
   Group[0].Data[0].Tex[1].Old[0] = "UnrealI.Skins.Skaarjw2";
   Group[0].Data[0].Tex[1].New[0] = "HDskins2.HDSkaarjw2";
   //Ice Skaarj
   Group[0].Data[0].Tex[2].Old[0] = "UnrealI.Skins.Skaarjw3";
   Group[0].Data[0].Tex[2].New[0] = "HDskins2.HDSkaarjw3";
   //Skaarj Scout
   Group[0].Data[0].Tex[3].Old[0] = "UnrealShare.Skins.Skaarjw4";
   Group[0].Data[0].Tex[3].New[0] = "HDskins2.HDSkaarjw4";
   //Skaarj Assassin
   Group[0].Data[0].Tex[4].Old[0] = "UnrealI.Skins.Skaarjw5";
   Group[0].Data[0].Tex[4].New[0] = "HDskins2.HDSkaarjw5";
   //Skaarj Lord
   Group[0].Data[0].Tex[5].Old[0] = "UnrealI.Skins.SkaarjL";
   Group[0].Data[0].Tex[5].New[0] = "HDskins2.HDSkaarjL";
   //Skaarj Berserker Crypt
   Group[0].Data[0].Tex[6].Old[0] = "RTNPUE_Skins.SkaarjBerserkerCrypt";
   Group[0].Data[0].Tex[6].New[0] = "HDRTNPUE.HDSkaarjBerserkerCrypt";
   //Skaarj Crypt
   Group[0].Data[0].Tex[7].Old[0] = "RTNPUE_Skins.Skaarjcrypt";
   Group[0].Data[0].Tex[7].New[0] = "HDRTNPUE.HDSkaarjcrypt";
   //Skaarj Crypt 2
   Group[0].Data[0].Tex[8].Old[0] = "RTNPUE_Skins.Skaarjcrypt2";
   Group[0].Data[0].Tex[8].New[0] = "HDRTNPUE.HDSkaarjcrypt2";
   //Skaarj Crypt 2 v3
   Group[0].Data[0].Tex[9].Old[0] = "RTNPUE_Skins.Skaarjcrypt2v3";
   Group[0].Data[0].Tex[9].New[0] = "HDRTNPUE.HDSkaarjcrypt2v3";
   //Skaarj Crypt 3
   Group[0].Data[0].Tex[10].Old[0] = "RTNPUE_Skins.Skaarjcrypt3";
   Group[0].Data[0].Tex[10].New[0] = "HDRTNPUE.HDSkaarjcrypt3";
   //Skaarj Crypt 3 v2
   Group[0].Data[0].Tex[11].Old[0] = "RTNPUE_Skins.Skaarjcrypt3v2";
   Group[0].Data[0].Tex[11].New[0] = "HDRTNPUE.HDSkaarjcrypt3v2";
   //Skaarj Crypt Scout
   Group[0].Data[0].Tex[12].Old[0] = "RTNPUE_Skins.SkaarjCryptScout";
   Group[0].Data[0].Tex[12].New[0] = "HDRTNPUE.HDSkaarjCryptScout";
   //Skaarj Warrior Crypt
   Group[0].Data[0].Tex[13].Old[0] = "RTNPUE_Skins.SkaarjWarriorCrypt";
   Group[0].Data[0].Tex[13].New[0] = "HDRTNPUE.HDSkaarjWarriorCrypt";
   //Skaarj Warrior Crypt 2
   Group[0].Data[0].Tex[14].Old[0] = "RTNPUE_Skins.SkaarjWarriorCrypt2";
   Group[0].Data[0].Tex[14].New[0] = "HDRTNPUE.HDSkaarjWarriorCrypt2";
   //Toxic Skaarj
   Group[0].Data[0].Tex[15].Old[0] = "RTNPUE_Skins.ToxicSkaarj";
   Group[0].Data[0].Tex[15].New[0] = "HDRTNPUE.HDToxicSkaarj";
   //Beta Skaarj
   Group[0].Data[0].Tex[16].Old[0] = "RTNPUE_Skins.BetaSkaarj";
   Group[0].Data[0].Tex[16].New[0] = "HDRTNPUE.HDBetaSkaarj";

   //SkaarjTrooper Group
   Group[0].Data[1].Mesh = "UnrealI.sktrooper";
   Group[0].Data[1].TexNum = 3;
   //Skaarj Trooper
   Group[0].Data[1].Tex[0].Old[0] = "UnrealI.Skins.sktrooper1";
   Group[0].Data[1].Tex[0].New[0] = "HDSkins2.HDsktrooper1";
   //Skaarj Gunner
   Group[0].Data[1].Tex[1].Old[0] = "UnrealI.Skins.sktrooper2";
   Group[0].Data[1].Tex[1].New[0] = "HDskins2.HDsktrooper2";
   //Skaarj Officer
   Group[0].Data[1].Tex[2].Old[0] = "UnrealI.Skins.sktrooper3";
   Group[0].Data[1].Tex[2].New[0] = "HDskins2.HDsktrooper3";

   //Warlord Group
   Group[0].Data[2].Mesh = "UnrealI.WarlordM";
   Group[0].Data[2].bMultiSkins = True;
   Group[0].Data[2].TexNum = 3;
   //Warlord
   Group[0].Data[2].Tex[0].Old[0] = "None";
   Group[0].Data[2].Tex[0].New[0] = "HDSkins2.HDJWarlord1";
   Group[0].Data[2].Tex[0].Old[1] = "None";
   Group[0].Data[2].Tex[0].New[1] = "HDSkins2.HDJWarlord1";
   //Lesser Warlord
   Group[0].Data[2].Tex[1].Old[0] = "RTNPUE_Skins.LesserWarlord";
   Group[0].Data[2].Tex[1].New[0] = "HDRTNPUE.HDLesserWarlord";
   Group[0].Data[2].Tex[1].Old[1] = "RTNPUE_Skins.LesserWarlord";
   Group[0].Data[2].Tex[1].New[1] = "HDRTNPUE.HDLesserWarlord";
   //Great Warlord
   Group[0].Data[2].Tex[2].Old[0] = "RTNPUE_Skins.GreatWarlord";
   Group[0].Data[2].Tex[2].New[0] = "HDRTNPUE.HDGreatWarlord";
   Group[0].Data[2].Tex[2].Old[1] = "RTNPUE_Skins.GreatWarlord";
   Group[0].Data[2].Tex[2].New[1] = "HDRTNPUE.HDGreatWarlord";

   //Skaarj Queen Group
   Group[0].Data[3].Mesh = "UnrealI.SkQueen";
   Group[0].Data[3].bMultiSkins = True;
   Group[0].Data[3].TexNum = 1;
   //Skaarj Queen
   Group[0].Data[3].Tex[0].Old[1] = "None";
   Group[0].Data[3].Tex[0].New[1] = "HDSkins2.HDJQueen1";

   //Pupae Group
   Group[0].Data[4].Mesh = "UnrealI.Pupae1";
   Group[0].Data[4].bMultiSkins = True;
   Group[0].Data[4].TexNum = 1;
   //Pupae
   Group[0].Data[4].Tex[0].Old[0] = "None";
   Group[0].Data[4].Tex[0].New[0] = "HDSkins2.HDJPupae1";
   Group[0].Data[4].Tex[0].Old[1] = "None";
   Group[0].Data[4].Tex[0].New[1] = "HDSkins2.HDJPupae1";

   //Titan Group
   Group[0].Data[5].Mesh = "UnrealI.Titan1";
   Group[0].Data[5].MeshNew = "HDSkins.TitanX";
   Group[0].Data[5].TexNum = 4;
   //Titan
   Group[0].Data[5].Tex[0].Old[0] = "None";
   Group[0].Data[5].Tex[0].New[0] = "HDSkins2.HDJTitan1";
   //Stone Titan
   Group[0].Data[5].Tex[1].Old[0] = "UnrealI.Skins.JTitan2";
   Group[0].Data[5].Tex[1].New[0] = "HDSkins2.HDJTitan2";
   //Temple Titan
   Group[0].Data[5].Tex[2].Old[0] = "RTNPUE_Skins.TempleTitan2";
   Group[0].Data[5].Tex[2].New[0] = "HDRTNPUE.HDTempleTitan2";
   //Titan Alt
   Group[0].Data[5].Tex[3].Old[0] = "RTNPUE_Skins.Jtitan1_alt";
   Group[0].Data[5].Tex[3].New[0] = "HDRTNPUE.HDJtitan1_alt";

   //Brute Group
   Group[0].Data[6].Mesh = "UnrealShare.Brute1";
   Group[0].Data[6].TexNum = 6;
   //Brute
   Group[0].Data[6].Tex[0].Old[0] = "None";
   Group[0].Data[6].Tex[0].New[0] = "HDSkins2.HDBrute1";
   //Behemoth
   Group[0].Data[6].Tex[1].Old[0] = "UnrealI.Skins.Brute2";
   Group[0].Data[6].Tex[1].New[0] = "HDskins2.HDBrute2";
   //Lesser Brute
   Group[0].Data[6].Tex[2].Old[0] = "UnrealShare.Skins.Brute3";
   Group[0].Data[6].Tex[2].New[0] = "HDskins2.HDBrute3";
   //Beta Brute
   Group[0].Data[6].Tex[3].Old[0] = "zcu97Unreali.Skins.jbetabrute2";
   Group[0].Data[6].Tex[3].New[0] = "HDRTNPUE.HDjbetabrute2";
   //Beta Lesser Brute
   Group[0].Data[6].Tex[4].Old[0] = "zcu97Unreali.Skins.jbetabrute3";
   Group[0].Data[6].Tex[4].New[0] = "HDRTNPUE.HDjbetabrute3";
   //Beta Brute Behemoth
   Group[0].Data[6].Tex[5].Old[0] = "zcu97Unreali.Skins.jbetabrute1";
   Group[0].Data[6].Tex[5].New[0] = "HDRTNPUE.HDjbetabrute1";

   //Krall Group
   Group[0].Data[7].Mesh = "UnrealI.KrallM";
   Group[0].Data[7].TexNum = 7;
   //Krall
   Group[0].Data[7].Tex[0].Old[0] = "None";
   Group[0].Data[7].Tex[0].New[0] = "HDSkins2.HDJKrall";
   //Krall Elite
   Group[0].Data[7].Tex[1].Old[0] = "UnrealI.Skins.EKrall";
   Group[0].Data[7].Tex[1].New[0] = "HDSkins2.HDEKrall";
   //Beta Krall
   Group[0].Data[7].Tex[2].Old[0] = "zcu97Unreali.Skins.jbetakrall";
   Group[0].Data[7].Tex[2].New[0] = "HDRTNPUE.HDjbetakrall";
   //Beta Krall Elite
   Group[0].Data[7].Tex[3].Old[0] = "zcu97Unreali.Skins.jbetaekrall";
   Group[0].Data[7].Tex[3].New[0] = "HDRTNPUE.HDjbetaekrall";
   //Beta Krall Crypt
   Group[0].Data[7].Tex[4].Old[0] = "RTNPUE_Skins.KrallCrypt";
   Group[0].Data[7].Tex[4].New[0] = "HDRTNPUE.HDKrallCrypt";
   //Beta Krall Elite Crypt
   Group[0].Data[7].Tex[5].Old[0] = "RTNPUE_Skins.KrallEliteCrypt";
   Group[0].Data[7].Tex[5].New[0] = "HDRTNPUE.HDKrallEliteCrypt";
   //Krall Fanatic
   Group[0].Data[7].Tex[6].Old[0] = "RTNPUE_Skins.EnhKFanatic";
   Group[0].Data[7].Tex[6].New[0] = "HDRTNPUE.HDEnhKFanatic";


   //Mercenary Group
   Group[0].Data[8].Mesh = "UnrealI.Merc";
   Group[0].Data[8].TexNum = 6;
   //Mercenary
   Group[0].Data[8].Tex[0].Old[0] = "None";
   Group[0].Data[8].Tex[0].New[0] = "HDSkins2.HDJMerc1";
   //Mercenary Elite
   Group[0].Data[8].Tex[1].Old[0] = "UnrealI.Skins.JMerc2";
   Group[0].Data[8].Tex[1].New[0] = "HDSkins2.HDJMerc2";
   //Beta Mercenary
   Group[0].Data[8].Tex[2].Old[0] = "zcu97Unreali.Skins.jbetamerc1";
   Group[0].Data[8].Tex[2].New[0] = "HDRTNPUE.HDjbetamerc1";
   //Beta Mercenary Elite
   Group[0].Data[8].Tex[3].Old[0] = "zcu97Unreali.Skins.jbetamerc2";
   Group[0].Data[8].Tex[3].New[0] = "HDRTNPUE.HDjbetamerc2";
   //Beta Mercenary Elite
   Group[0].Data[8].Tex[4].Old[0] = "zcu97Unreali.Skins.jbetamerc2";
   Group[0].Data[8].Tex[4].New[0] = "HDRTNPUE.HDjbetamerc2";
   //Mercenary Master
   Group[0].Data[8].Tex[5].Old[0] = "RTNPUE_Skins.ToughMerc";
   Group[0].Data[8].Tex[5].New[0] = "HDRTNPUE.HDToughMerc";

   //Gasbag Group
   Group[0].Data[9].Mesh = "UnrealI.GasbagM";
   Group[0].Data[9].bMultiSkins = True;
   Group[0].Data[9].TexNum = 1;
   //Gasbag
   Group[0].Data[9].Tex[0].Old[5] = "None";
   Group[0].Data[9].Tex[0].New[5] = "HDSkins2.HDGasbag1";
   Group[0].Data[9].Tex[0].Old[6] = "None";
   Group[0].Data[9].Tex[0].New[6] = "HDSkins2.HDGasbag2";

   //Devilfish Group
   Group[0].Data[10].Mesh = "UnrealShare.fish";
   Group[0].Data[10].bMultiSkins = True;
   Group[0].Data[10].TexNum = 2;
   //Devilfish
   Group[0].Data[10].Tex[0].Old[1] = "None";
   Group[0].Data[10].Tex[0].New[1] = "HDSkins2.HDJFish1";
   //Beta Shark
   Group[0].Data[10].Tex[1].Old[1] = "RTNPUE_Skins.BetaShark";
   Group[0].Data[10].Tex[1].New[1] = "HDRTNPUE.HDBetaShark";

   //Squid Group
   Group[0].Data[11].Mesh = "UnrealI.Squid1";
   Group[0].Data[11].bMultiSkins = True;
   Group[0].Data[11].TexNum = 1;
   //Squid
   Group[0].Data[11].Tex[0].Old[1] = "None";
   Group[0].Data[11].Tex[0].New[1] = "HDSkins2.HDJSquid1";

   //Fly Group
   Group[0].Data[12].Mesh = "UnrealShare.FlyM";
   Group[0].Data[12].bMultiSkins = True;
   Group[0].Data[12].TexNum = 1;
   //Fly
   Group[0].Data[12].Tex[0].Old[1] = "None";
   Group[0].Data[12].Tex[0].New[1] = "HDSkins2.HDJFly1";

   //Manta Group
   Group[0].Data[13].Mesh = "UnrealShare.Manta1";
   Group[0].Data[13].TexNum = 2;
   //Manta
   Group[0].Data[13].Tex[0].Old[0] = "None";
   Group[0].Data[13].Tex[0].New[0] = "HDSkins2.HDJManta1";
   //Cave Manta
   Group[0].Data[13].Tex[1].Old[0] = "UnrealShare.Skins.JManta2";
   Group[0].Data[13].Tex[1].New[0] = "HDSkins2.HDJManta2";

   //Tentacle Group
   Group[0].Data[14].Mesh = "UnrealShare.Tentacle1";
   Group[0].Data[14].bMultiSkins = True;
   Group[0].Data[14].TexNum = 1;
   //Tentacle
   Group[0].Data[14].Tex[0].Old[1] = "None";
   Group[0].Data[14].Tex[0].New[1] = "HDSkins2.HDJTentacle1";

   //Slith Group
   Group[0].Data[15].Mesh = "UnrealShare.Slith1";
   Group[0].Data[15].TexNum = 3;
   //Slith
   Group[0].Data[15].Tex[0].Old[0] = "None";
   Group[0].Data[15].Tex[0].New[0] = "HDSkins2.HDJSlith1";
   //Fire Slith
   Group[0].Data[15].Tex[1].Old[0] = "zcu97Unreali.Skins.jbetaslithF";
   Group[0].Data[15].Tex[1].New[0] = "HDRTNPUE.HDjbetaslithF";
   //Nitrogen Slith
   Group[0].Data[15].Tex[2].Old[0] = "U2rtnp.Skins.JNSlith1";
   Group[0].Data[15].Tex[2].New[0] = "HDRTNPUE.HDJNSlith1";

   //Cow Group
   Group[0].Data[16].Mesh = "UnrealShare.NaliCow";
   Group[0].Data[16].TexNum = 1;
   //Cow
   Group[0].Data[16].Tex[0].Old[0] = "None";
   Group[0].Data[16].Tex[0].New[0] = "HDSkins2.HDJCow1";

   //Nali Group
   Group[0].Data[17].Mesh = "UnrealShare.Nali1";
   Group[0].Data[17].TexNum = 4;
   //Nali
   Group[0].Data[17].Tex[0].Old[0] = "None";
   Group[0].Data[17].Tex[0].New[0] = "HDSkins2.HDJNali1";
   //Nali Priest
   Group[0].Data[17].Tex[1].Old[0] = "UnrealShare.Skins.JNali2";
   Group[0].Data[17].Tex[1].New[0] = "HDSkins2.HDJNali2";
   //Beta Nali
   Group[0].Data[17].Tex[2].Old[0] = "RTNPUE_Skins.BetaNaliHybrid";
   Group[0].Data[17].Tex[2].New[0] = "HDRTNPUE.HDBetaNaliHybrid";
   //Beta Nali Priest
   Group[0].Data[17].Tex[3].Old[0] = "RTNPUE_Skins.BetaNaliHybridPriest";
   Group[0].Data[17].Tex[3].New[0] = "HDRTNPUE.HDBetaNaliHybridPriest";

   //Predator Group
   Group[0].Data[18].Mesh = "Upak.Predator";
   Group[0].Data[18].bMultiSkins = True;
   Group[0].Data[18].TexNum = 3;
   //Predator
   Group[0].Data[18].Tex[0].Old[1] = "None";
   Group[0].Data[18].Tex[0].New[1] = "HDSkins2.HDJPredator1";
   Group[0].Data[18].Tex[0].Old[2] = "None";
   Group[0].Data[18].Tex[0].New[2] = "HDSkins2.HDJPredator2";
   //Undead Predator
   Group[0].Data[18].Tex[1].Old[1] = "Upak.JGPredator1";
   Group[0].Data[18].Tex[1].New[1] = "HDSkins2.HDJGPredator1";
   Group[0].Data[18].Tex[1].Old[2] = "Upak.Skins.JGPredator2";
   Group[0].Data[18].Tex[1].New[2] = "HDSkins2.HDJGPredator2";
   //Snow Predator
   Group[0].Data[18].Tex[2].Old[1] = "RTNPUE_Skins.SnowPredator1";
   Group[0].Data[18].Tex[2].New[1] = "HDRTNPUE.HDSnowPredator1";
   Group[0].Data[18].Tex[2].Old[2] = "RTNPUE_Skins.SnowPredator";
   Group[0].Data[18].Tex[2].New[2] = "HDRTNPUE.HDSnowPredator";

   //Spinner Group
   Group[0].Data[19].Mesh = "Upak.Spinner";
   Group[0].Data[19].bMultiSkins = True;
   Group[0].Data[19].TexNum = 1;
   //Spinner
   Group[0].Data[19].Tex[0].Old[1] = "None";
   Group[0].Data[19].Tex[0].New[1] = "HDSkins2.HDJSpinner1";
   Group[0].Data[19].Tex[0].Old[2] = "None";
   Group[0].Data[19].Tex[0].New[2] = "HDSkins2.HDJSpinner2";

   //Crucified Nali
   Group[0].Data[20].Mesh = "UnrealShare.CrossNali";
   Group[0].Data[20].TexNum = 4;
   //Nali
   Group[0].Data[20].Tex[0].Old[0] = "None";
   Group[0].Data[20].Tex[0].New[0] = "HDSkins2.HDJNali1";
   //Nali Priest
   Group[0].Data[20].Tex[1].Old[0] = "UnrealShare.Skins.JNali2";
   Group[0].Data[20].Tex[1].New[0] = "HDSkins2.HDJNali2";
   //Beta Nali
   Group[0].Data[20].Tex[2].Old[0] = "RTNPUE_Skins.BetaNaliHybrid";
   Group[0].Data[20].Tex[2].New[0] = "HDRTNPUE.HDBetaNaliHybrid";
   //Beta Nali Priest
   Group[0].Data[20].Tex[3].Old[0] = "RTNPUE_Skins.BetaNaliHybridPriest";
   Group[0].Data[20].Tex[3].New[0] = "HDRTNPUE.HDBetaNaliHybridPriest";

//Player Carcasses

   //Female One Carcass Group
   Group[0].Data[21].Mesh = "UnrealShare.Fem1body";
   Group[0].Data[21].TexNum = 2;
   //Gina Carcass Default Skin (fixes bug in Unreal)
   Group[0].Data[21].Tex[0].Old[0] = "None";
   Group[0].Data[21].Tex[0].New[0] = "HDSkins2.HDgina";
   //Gina Carcass Skin (Just in case someone set the correct skin)
   Group[0].Data[21].Tex[1].Old[0] = "UnrealShare.Skins.Gina";
   Group[0].Data[21].Tex[1].New[0] = "HDSkins2.HDgina";

//Flock Pawns

   //Nali Rabbit Group
   Group[0].Data[22].Mesh = "UnrealShare.Rabbit";
   Group[0].Data[22].bMultiSkins = True;
   Group[0].Data[22].TexNum = 1;
   //Nali Rabbit
   Group[0].Data[22].Tex[0].Old[1] = "None";
   Group[0].Data[22].Tex[0].New[1] = "HDSkins2.HDJRabbit1";

   //Bird Group
   Group[0].Data[23].Mesh = "UnrealShare.Bird";
   Group[0].Data[23].bMultiSkins = True;
   Group[0].Data[23].TexNum = 1;
   //Bird
   Group[0].Data[23].Tex[0].Old[1] = "None";
   Group[0].Data[23].Tex[0].New[1] = "HDSkins2.HDJBird11";

//Decorations-----------------------------------------------------------------------------
   Group[1].DataNum = 67;

  //Trees

   //Tree1 Group
   Group[1].Data[0].Mesh = "UnrealShare.Tree1M";
   Group[1].Data[0].bMultiSkins = True;
   Group[1].Data[0].TexNum = 1;
   //Tree1
   Group[1].Data[0].Tex[0].Old[1] = "None";
   Group[1].Data[0].Tex[0].New[1] = "HDSkins2.HDJTree11";

   //Tree2 Group
   Group[1].Data[1].Mesh = "UnrealShare.Tree2M";
   Group[1].Data[1].bMultiSkins = True;
   Group[1].Data[1].TexNum = 1;
   //Tree2
   Group[1].Data[1].Tex[0].Old[1] = "None";
   Group[1].Data[1].Tex[0].New[1] = "HDSkins2.HDJTree21";

   //Tree3 Group
   Group[1].Data[2].Mesh = "UnrealShare.Tree3M";
   Group[1].Data[2].bMultiSkins = True;
   Group[1].Data[2].TexNum = 1;
   //Tree3
   Group[1].Data[2].Tex[0].Old[1] = "None";
   Group[1].Data[2].Tex[0].New[1] = "HDSkins2.HDJTree31";

   //Tree4 Group
   Group[1].Data[3].Mesh = "UnrealShare.Tree4M";
   Group[1].Data[3].bMultiSkins = True;
   Group[1].Data[3].TexNum = 1;
   //Tree4
   Group[1].Data[3].Tex[0].Old[1] = "None";
   Group[1].Data[3].Tex[0].New[1] = "HDSkins2.HDJTree41";

   //Tree5 Group
   Group[1].Data[4].Mesh = "UnrealShare.Tree5M";
   Group[1].Data[4].bMultiSkins = True;
   Group[1].Data[4].TexNum = 1;
   //Tree5
   Group[1].Data[4].Tex[0].Old[1] = "None";
   Group[1].Data[4].Tex[0].New[1] = "HDSkins2.HDJTree51";

   //Tree6 Group
   Group[1].Data[5].Mesh = "UnrealShare.Tree6M";
   Group[1].Data[5].bMultiSkins = True;
   Group[1].Data[5].TexNum = 1;
   //Tree6
   Group[1].Data[5].Tex[0].Old[1] = "None";
   Group[1].Data[5].Tex[0].New[1] = "HDSkins2.HDJTree61";

   //Tree7 Group
   Group[1].Data[6].Mesh = "UnrealShare.Tree7M";
   Group[1].Data[6].bMultiSkins = True;
   Group[1].Data[6].TexNum = 1;
   //Tree7
   Group[1].Data[6].Tex[0].Old[1] = "None";
   Group[1].Data[6].Tex[0].New[1] = "HDSkins2.HDJTree71";

   //Tree8 Group
   Group[1].Data[7].Mesh = "UnrealShare.Tree8M";
   Group[1].Data[7].bMultiSkins = True;
   Group[1].Data[7].TexNum = 1;
   //Tree8
   Group[1].Data[7].Tex[0].Old[1] = "None";
   Group[1].Data[7].Tex[0].New[1] = "HDSkins2.HDJTree81";

   //Tree9 Group
   Group[1].Data[8].Mesh = "UnrealShare.Tree9M";
   Group[1].Data[8].bMultiSkins = True;
   Group[1].Data[8].TexNum = 1;
   //Tree9
   Group[1].Data[8].Tex[0].Old[1] = "None";
   Group[1].Data[8].Tex[0].New[1] = "HDSkins2.HDJTree91";

   //Tree10 Group
   Group[1].Data[9].Mesh = "UnrealShare.Tree10M";
   Group[1].Data[9].bMultiSkins = True;
   Group[1].Data[9].TexNum = 1;
   //Tree10
   Group[1].Data[9].Tex[0].Old[1] = "None";
   Group[1].Data[9].Tex[0].New[1] = "HDSkins2.HDJTree101";

   //Tree11 Group
   Group[1].Data[10].Mesh = "UnrealShare.Tree11M";
   Group[1].Data[10].bMultiSkins = True;
   Group[1].Data[10].TexNum = 1;
   //Tree11
   Group[1].Data[10].Tex[0].Old[1] = "None";
   Group[1].Data[10].Tex[0].New[1] = "HDSkins2.HDJTree111";

   //Tree12 Group
   Group[1].Data[11].Mesh = "UnrealShare.Tree12M";
   Group[1].Data[11].bMultiSkins = True;
   Group[1].Data[11].TexNum = 1;
   //Tree12
   Group[1].Data[11].Tex[0].Old[1] = "None";
   Group[1].Data[11].Tex[0].New[1] = "HDSkins2.HDJTree121";

  //Plants

   //Plant1 Group
   Group[1].Data[12].Mesh = "UnrealShare.Plant1M";
   Group[1].Data[12].bMultiSkins = True;
   Group[1].Data[12].TexNum = 1;
   //Plant1
   Group[1].Data[12].Tex[0].Old[1] = "None";
   Group[1].Data[12].Tex[0].New[1] = "HDSkins2.HDJPlant11";

   //Plant2 Group
   Group[1].Data[13].Mesh = "UnrealShare.Plant2M";
   Group[1].Data[13].bMultiSkins = True;
   Group[1].Data[13].TexNum = 1;
   //Plant2
   Group[1].Data[13].Tex[0].Old[1] = "None";
   Group[1].Data[13].Tex[0].New[1] = "HDSkins2.HDJPlant21";

   //Plant3 Group
   Group[1].Data[14].Mesh = "UnrealShare.Plant3M";
   Group[1].Data[14].bMultiSkins = True;
   Group[1].Data[14].TexNum = 1;
   //Plant3
   Group[1].Data[14].Tex[0].Old[1] = "None";
   Group[1].Data[14].Tex[0].New[1] = "HDSkins2.HDJPlant31";

   //Plant4 Group
   Group[1].Data[15].Mesh = "UnrealShare.Plant4M";
   Group[1].Data[15].bMultiSkins = True;
   Group[1].Data[15].TexNum = 1;
   //Plant4
   Group[1].Data[15].Tex[0].Old[1] = "None";
   Group[1].Data[15].Tex[0].New[1] = "HDSkins2.HDJPlant41";

   //Plant5 Group
   Group[1].Data[16].Mesh = "UnrealShare.Plant5M";
   Group[1].Data[16].bMultiSkins = True;
   Group[1].Data[16].TexNum = 1;
   //Plant4
   Group[1].Data[16].Tex[0].Old[1] = "None";
   Group[1].Data[16].Tex[0].New[1] = "HDSkins2.HDJPlant41";

   //Plant6 Group
   Group[1].Data[17].Mesh = "UnrealShare.Plant6M";
   Group[1].Data[17].bMultiSkins = True;
   Group[1].Data[17].TexNum = 1;
   //Plant6
   Group[1].Data[17].Tex[0].Old[1] = "None";
   Group[1].Data[17].Tex[0].New[1] = "HDSkins2.HDJPlant61";

   //Plant7 Group
   Group[1].Data[18].Mesh = "UnrealShare.Plant7M";
   Group[1].Data[18].bMultiSkins = True;
   Group[1].Data[18].TexNum = 1;
   //Plant7
   Group[1].Data[18].Tex[0].Old[1] = "None";
   Group[1].Data[18].Tex[0].New[1] = "HDSkins2.HDJPlant61";

  //Boxes

   //Wooden Box Group
   Group[1].Data[20].Mesh = "UnrealShare.WoodenBoxM";
   Group[1].Data[20].bMultiSkins = True;
   Group[1].Data[20].TexNum = 1;
   //Wooden Box
   Group[1].Data[20].Tex[0].Old[1] = "None";
   Group[1].Data[20].Tex[0].New[1] = "HDSkins2.HDJWoodenBox1";

   //Steel Box Group
   Group[1].Data[21].Mesh = "UnrealShare.SteelBoxM";
   Group[1].Data[21].bMultiSkins = True;
   Group[1].Data[21].TexNum = 1;
   //Steel Box
   Group[1].Data[21].Tex[0].Old[1] = "None";
   Group[1].Data[21].Tex[0].New[1] = "HDSkins2.HDJSteelBox1";

  //Barrels

   //Barrel Group
   Group[1].Data[22].Mesh = "UnrealShare.BarrelM";
   Group[1].Data[22].TexNum = 1;
   //Barrel
   Group[1].Data[22].Tex[0].Old[0] = "UnrealShare.Skins.JBarrel1";
   Group[1].Data[22].Tex[0].New[0] = "HDSkins2.HDJBarrel1";

   //Steel Barrel Group
   Group[1].Data[23].Mesh = "UnrealShare.steelbarrelM";
   Group[1].Data[23].TexNum = 2;
   //Steel Barrel
   Group[1].Data[23].Tex[0].Old[0] = "None";
   Group[1].Data[23].Tex[0].New[0] = "HDSkins2.HDJSteelBarrel1";
   //Tarydium Barrel
   Group[1].Data[23].Tex[1].Old[0] = "UnrealShare.Skins.Jsteelbarrel2";
   Group[1].Data[23].Tex[1].New[0] = "HDSkins2.HDJSteelBarrel2";

   //Barrel Group
   Group[1].Data[24].Mesh = "UnrealI.sbarrel";
   Group[1].Data[24].bMultiSkins = True;
   Group[1].Data[24].TexNum = 1;
   //Barrel
   Group[1].Data[24].Tex[0].Old[1] = "None";
   Group[1].Data[24].Tex[0].New[1] = "HDSkins2.HDJsbarrel1";

   //Book Group
   Group[1].Data[25].Mesh = "UnrealShare.BookM";
   Group[1].Data[25].TexNum = 4;
   //Red Book (default)
   Group[1].Data[25].Tex[0].Old[0] = "None";
   Group[1].Data[25].Tex[0].New[0] = "HDSkins2.HDJBook1";
   //Yellow Book
   Group[1].Data[25].Tex[1].Old[0] = "UnrealShare.Skins.JBook2";
   Group[1].Data[25].Tex[1].New[0] = "HDSkins2.HDJBook2";
   //Green Book
   Group[1].Data[25].Tex[2].Old[0] = "UnrealShare.Skins.JBook3";
   Group[1].Data[25].Tex[2].New[0] = "HDSkins2.HDJBook3";
   //Blue Book
   Group[1].Data[25].Tex[3].Old[0] = "UnrealShare.Skins.JBook4";
   Group[1].Data[25].Tex[3].New[0] = "HDSkins2.HDJBook4";

   //Boulder Group
   Group[1].Data[26].Mesh = "UnrealShare.BoulderM";
   Group[1].Data[26].bMultiSkins = True;
   Group[1].Data[26].TexNum = 1;
   //Boulder
   Group[1].Data[26].Tex[0].Old[1] = "None";
   Group[1].Data[26].Tex[0].New[1] = "HDSkins2.HDJBoulder1";

   //Chest Group
   Group[1].Data[27].Mesh = "UnrealShare.ChestM";
   Group[1].Data[27].bMultiSkins = True;
   Group[1].Data[27].TexNum = 1;
   //Chest
   Group[1].Data[27].Tex[0].Old[1] = "None";
   Group[1].Data[27].Tex[0].New[1] = "HDSkins2.HDJChest1";

   //Sign Group
   Group[1].Data[28].Mesh = "UnrealShare.Sign1M";
   Group[1].Data[28].bMultiSkins = True;
   Group[1].Data[28].TexNum = 1;
   //Sign
   Group[1].Data[28].Tex[0].Old[1] = "None";
   Group[1].Data[28].Tex[0].New[1] = "HDSkins2.HDJSign11";

  //Moons

   //Moon One Group
   Group[1].Data[29].Mesh = "UnrealI.Moon1";
   Group[1].Data[29].TexNum = 1;
   //Moon One
   Group[1].Data[29].Tex[0].Old[0] = "UnrealI.Skins.JMoon1";
   Group[1].Data[29].Tex[0].New[0] = "HDSkins2.HDJMoon1";

   //Moon Two Group
   Group[1].Data[30].Mesh = "UnrealI.Moon1";
   Group[1].Data[30].TexNum = 1;
   //Moon Two
   Group[1].Data[30].Tex[0].Old[0] = "UnrealI.Skins.MoonTwo";
   Group[1].Data[30].Tex[0].New[0] = "HDSkins2.HDMoonTwo";

   //Moon Three Group
   Group[1].Data[31].Mesh = "UnrealI.Moon3M";
   Group[1].Data[31].TexNum = 1;
   //Moon Three
   Group[1].Data[31].Tex[0].Old[0] = "None";
   Group[1].Data[31].Tex[0].New[0] = "HDSkins2.HDJMoon3";

  //Flags

   //Flag 1 Group
   Group[1].Data[32].Mesh = "UnrealI.Flag1M";
   Group[1].Data[32].TexNum = 2;
   //Flag 1
   Group[1].Data[32].Tex[0].Old[0] = "None";
   Group[1].Data[32].Tex[0].New[0] = "HDSkins2.HDJFlag11";
   //Flag 1b
   Group[1].Data[32].Tex[1].Old[0] = "UnrealI.Skins.JFlag12";
   Group[1].Data[32].Tex[1].New[0] = "HDSkins2.HDJFlag12";

   //Flag 2 Group
   Group[1].Data[33].Mesh = "UnrealI.Flag2M";
   Group[1].Data[33].bMultiSkins = True;
   Group[1].Data[33].TexNum = 1;
   //Flag 2
   Group[1].Data[33].Tex[0].Old[1] = "None";
   Group[1].Data[33].Tex[0].New[1] = "HDSkins2.HDJFlag21";

   //Flag 3 Group
   Group[1].Data[34].Mesh = "UnrealI.Flag3M";
   Group[1].Data[34].bMultiSkins = True;
   Group[1].Data[34].TexNum = 1;
   //Flag 3
   Group[1].Data[34].Tex[0].Old[1] = "None";
   Group[1].Data[34].Tex[0].New[1] = "HDSkins2.HDJFlag31";

   //Tapestry1 Group
   Group[1].Data[35].Mesh = "UnrealI.Tap";
   Group[1].Data[35].bMultiSkins = True;
   Group[1].Data[35].TexNum = 1;
   //Tapestry1
   Group[1].Data[35].Tex[0].Old[1] = "None";
   Group[1].Data[35].Tex[0].New[1] = "HDSkins2.HDJTap1";

  //Statues

   //Monk Statue Group
   Group[1].Data[36].Mesh = "UnrealShare.MonkStatueM";
   Group[1].Data[36].bMultiSkins = True;
   Group[1].Data[36].TexNum = 1;
   //Monk Statue
   Group[1].Data[36].Tex[0].Old[1] = "None";
   Group[1].Data[36].Tex[0].New[1] = "HDSkins2.HDJMonkStatue1";

   //Nali Statue Group
   Group[1].Data[37].Mesh = "UnrealShare.NaliStatueM";
   Group[1].Data[37].bMultiSkins = True;
   Group[1].Data[37].TexNum = 1;
   //Nali Statue
   Group[1].Data[37].Tex[0].Old[1] = "None";
   Group[1].Data[37].Tex[0].New[1] = "HDSkins2.HDJNaliStatue1";

  //Lantern & Lamps

   //Lantern Group
   Group[1].Data[38].Mesh = "UnrealShare.LanternM";
   Group[1].Data[38].bMultiSkins = True;
   Group[1].Data[38].TexNum = 1;
   //Lantern
   Group[1].Data[38].Tex[0].Old[1] = "None";
   Group[1].Data[38].Tex[0].New[1] = "HDSkins2.HDJLantern1";

   //Lantern2 Group
   Group[1].Data[39].Mesh = "UnrealShare.Lantern2M";
   Group[1].Data[39].bMultiSkins = True;
   Group[1].Data[39].TexNum = 1;
   //Lantern2
   Group[1].Data[39].Tex[0].Old[1] = "None";
   Group[1].Data[39].Tex[0].New[1] = "HDSkins2.HDJLantern1";

   //Lamp1 Group
   Group[1].Data[40].Mesh = "UnrealI.Lamp1M";
   Group[1].Data[40].bMultiSkins = True;
   Group[1].Data[40].TexNum = 1;
   //Lamp1
   Group[1].Data[40].Tex[0].Old[1] = "None";
   Group[1].Data[40].Tex[0].New[1] = "HDSkins2.HDJLamp11";

   //Lamp4 Group
   Group[1].Data[41].Mesh = "UnrealI.Lamp4M";
   Group[1].Data[41].bMultiSkins = True;
   Group[1].Data[41].TexNum = 1;
   //Lamp4
   Group[1].Data[41].Tex[0].Old[1] = "None";
   Group[1].Data[41].Tex[0].New[1] = "HDSkins2.HDJLamp41";

   //Sconce Group
   Group[1].Data[42].Mesh = "UnrealShare.sconceM";
   Group[1].Data[42].TexNum = 1;
   //Sconce
   Group[1].Data[42].Tex[0].Old[0] = "None";
   Group[1].Data[42].Tex[0].New[0] = "HDSkins2.HDJsconce1";

  //Knife

   //Knife Group (uses same skin as lamp)
   Group[1].Data[43].Mesh = "UnrealShare.KnifeM";
   Group[1].Data[43].bMultiSkins = True;
   Group[1].Data[43].TexNum = 1;
   //Knife
   Group[1].Data[43].Tex[0].Old[1] = "None";
   Group[1].Data[43].Tex[0].New[1] = "HDSkins2.HDJLantern1";

//Table & Chair

   //Table Group
   Group[1].Data[44].Mesh = "UnrealI.Table1";
   Group[1].Data[44].bMultiSkins = True;
   Group[1].Data[44].TexNum = 1;
   //Table
   Group[1].Data[44].Tex[0].Old[1] = "None";
   Group[1].Data[44].Tex[0].New[1] = "HDSkins2.HDJTable11";

   //Chair Group
   Group[1].Data[45].Mesh = "UnrealI.Chair1";
   Group[1].Data[45].bMultiSkins = True;
   Group[1].Data[45].TexNum = 1;
   //Chair
   Group[1].Data[45].Tex[0].Old[1] = "None";
   Group[1].Data[45].Tex[0].New[1] = "HDSkins2.HDJChair11";

//Pottery

   //Pottery0 Group
   Group[1].Data[46].Mesh = "UnrealShare.Pottery0M";
   Group[1].Data[46].bMultiSkins = True;
   Group[1].Data[46].TexNum = 1;
   //Potter0
   Group[1].Data[46].Tex[0].Old[1] = "None";
   Group[1].Data[46].Tex[0].New[1] = "HDSkins2.HDJPottery01";

   //Pottery1 Group
   Group[1].Data[47].Mesh = "UnrealShare.Pottery1M";
   Group[1].Data[47].bMultiSkins = True;
   Group[1].Data[47].TexNum = 1;
   //Pottery1
   Group[1].Data[47].Tex[0].Old[1] = "None";
   Group[1].Data[47].Tex[0].New[1] = "HDSkins2.HDJPottery11";

   //Pottery2 Group
   Group[1].Data[48].Mesh = "UnrealShare.Pottery2M";
   Group[1].Data[48].bMultiSkins = True;
   Group[1].Data[48].TexNum = 1;
   //Pottery2
   Group[1].Data[48].Tex[0].Old[1] = "None";
   Group[1].Data[48].Tex[0].New[1] = "HDSkins2.HDJPottery21";

   //Vase1 Group
   Group[1].Data[49].Mesh = "UnrealShare.vaseM";
   Group[1].Data[49].bMultiSkins = True;
   Group[1].Data[49].TexNum = 1;
   //Vase1
   Group[1].Data[49].Tex[0].Old[1] = "None";
   Group[1].Data[49].Tex[0].New[1] = "HDSkins2.HDJVase1";

   //Urn Group
   Group[1].Data[50].Mesh = "UnrealShare.UrnM";
   Group[1].Data[50].bMultiSkins = True;
   Group[1].Data[50].TexNum = 1;
   //Urn
   Group[1].Data[50].Tex[0].Old[1] = "None";
   Group[1].Data[50].Tex[0].New[1] = "HDSkins2.HDJUrn1";

//Pods

   //EscapePod Group
   Group[1].Data[51].Mesh = "UnrealI.Escapep";
   Group[1].Data[51].bMultiSkins = True;
   Group[1].Data[51].TexNum = 1;
   //EscapePod
   Group[1].Data[51].Tex[0].Old[1] = "None";
   Group[1].Data[51].Tex[0].New[1] = "HDSkins2.HDJEscapep1";

   //Cryopod Group
   Group[1].Data[52].Mesh = "UnrealI.CryopodM";
   Group[1].Data[52].bMultiSkins = True;
   Group[1].Data[52].TexNum = 1;
   //Cryopod
   Group[1].Data[52].Tex[0].Old[1] = "None";
   Group[1].Data[52].Tex[0].New[1] = "HDSkins2.HDJCryopod1";

//Fan

   //Fan2 Group
   Group[1].Data[53].Mesh = "UnrealShare.Fan2M";
   Group[1].Data[53].bMultiSkins = True;
   Group[1].Data[53].TexNum = 1;
   //Fan2
   Group[1].Data[53].Tex[0].Old[1] = "None";
   Group[1].Data[53].Tex[0].New[1] = "HDSkins2.HDJFan21";

//Small Objects

   //Dice Group
   Group[1].Data[54].Mesh = "UnrealI.DiceM";
   Group[1].Data[54].TexNum = 1;
   //Dice
   Group[1].Data[54].Tex[0].Old[0] = "None";
   Group[1].Data[54].Tex[0].New[0] = "HDSkins2.HDJDice1";

   //Wire Group
   Group[1].Data[55].Mesh = "UnrealShare.WireM";
   Group[1].Data[55].bMultiSkins = True;
   Group[1].Data[55].TexNum = 1;
   //Wire
   Group[1].Data[55].Tex[0].Old[1] = "None";
   Group[1].Data[55].Tex[0].New[1] = "HDSkins2.HDJWire1";

   //Candle Group
   Group[1].Data[56].Mesh = "UnrealShare.CandleM";
   Group[1].Data[56].bMultiSkins = True;
   Group[1].Data[56].TexNum = 1;
   //Candle
   Group[1].Data[56].Tex[0].Old[1] = "None";
   Group[1].Data[56].Tex[0].New[1] = "HDSkins2.HDJCandle1";

   //Candle2 Group
   Group[1].Data[57].Mesh = "UnrealShare.Candl2";
   Group[1].Data[57].bMultiSkins = True;
   Group[1].Data[57].TexNum = 1;
   //Candle2
   Group[1].Data[57].Tex[0].Old[1] = "None";
   Group[1].Data[57].Tex[0].New[1] = "HDSkins2.HDJCandl21";

//SeaWeed

   //Seaweed Group
   Group[1].Data[58].Mesh = "UnrealShare.SeaWeedM";
   Group[1].Data[58].bMultiSkins = True;
   Group[1].Data[58].TexNum = 1;
   //Seaweed
   Group[1].Data[58].Tex[0].Old[1] = "None";
   Group[1].Data[58].Tex[0].New[1] = "HDSkins2.HDJSeaWeed1";

//RTNPUE DECORATIONS---------------------------

   //Pine Group
   Group[1].Data[59].Mesh = "rtnpdec.Pinem";
   Group[1].Data[59].TexNum = 1;
   //Pine
   Group[1].Data[59].Tex[0].Old[0] = "None";
   Group[1].Data[59].Tex[0].New[0] = "HDRTNPUE.HDJPine1";

   //Anvil Group
   Group[1].Data[60].Mesh = "rtnpdec.anvilm";
   Group[1].Data[60].bMultiSkins = True;
   Group[1].Data[60].TexNum = 1;
   //Anvil
   Group[1].Data[60].Tex[0].Old[1] = "None";
   Group[1].Data[60].Tex[0].New[1] = "HDRTNPUE.HDJanvil1";
   Group[1].Data[60].Tex[0].Old[2] = "None";
   Group[1].Data[60].Tex[0].New[2] = "HDRTNPUE.HDJsStone";
   Group[1].Data[60].Tex[0].Old[3] = "None";
   Group[1].Data[60].Tex[0].New[3] = "HDRTNPUE.HDJsHammer";

   //TableW Group
   Group[1].Data[61].Mesh = "rtnpdec.TableSTm";
   Group[1].Data[61].bMultiSkins = True;
   Group[1].Data[61].TexNum = 1;
   //TableW
   Group[1].Data[61].Tex[0].Old[1] = "None";
   Group[1].Data[61].Tex[0].New[1] = "HDRTNPUE.HDJTablest1";

   //Vase10 Group
   Group[1].Data[62].Mesh = "rtnpdec.vase10m";
   Group[1].Data[62].bMultiSkins = True;
   Group[1].Data[62].TexNum = 1;
   //Vase10
   Group[1].Data[62].Tex[0].Old[1] = "None";
   Group[1].Data[62].Tex[0].New[1] = "HDRTNPUE.HDJvase10";

   //Vase11 Group
   Group[1].Data[63].Mesh = "rtnpdec.vasecm";
   Group[1].Data[63].bMultiSkins = True;
   Group[1].Data[63].TexNum = 1;
   //Vase11
   Group[1].Data[63].Tex[0].Old[1] = "None";
   Group[1].Data[63].Tex[0].New[1] = "HDRTNPUE.HDJvase13";
   Group[1].Data[63].Tex[0].Old[2] = "None";
   Group[1].Data[63].Tex[0].New[2] = "HDRTNPUE.HDJvasebase";

   //Vase12 Group
   Group[1].Data[64].Mesh = "rtnpdec.vase12m";
   Group[1].Data[64].bMultiSkins = True;
   Group[1].Data[64].TexNum = 1;
   //Vase12
   Group[1].Data[64].Tex[0].Old[1] = "None";
   Group[1].Data[64].Tex[0].New[1] = "HDRTNPUE.HDJvasebase2";
   Group[1].Data[64].Tex[0].Old[2] = "None";
   Group[1].Data[64].Tex[0].New[2] = "HDRTNPUE.HDJvase12";

   //Banetree Group
   Group[1].Data[65].Mesh = "rtnpdec.Banetreem";
   Group[1].Data[65].bMultiSkins = True;
   Group[1].Data[65].TexNum = 1;
   //Banetree
   Group[1].Data[65].Tex[0].Old[1] = "None";
   Group[1].Data[65].Tex[0].New[1] = "HDRTNPUE.HDJbtree1";
   Group[1].Data[65].Tex[0].Old[2] = "None";
   Group[1].Data[65].Tex[0].New[2] = "HDRTNPUE.HDJbtree1";

   //Pine Group
   Group[1].Data[66].Mesh = "UnrealShare.BookM";
   Group[1].Data[66].TexNum = 1;
   //Pirate Book
   Group[1].Data[66].Tex[0].Old[0] = "Fhub6.PirateBook";
   Group[1].Data[66].Tex[0].New[0] = "HDRTNPUE.HDPirateBook";


//Inventory------------------------------------------------------------------------------
   Group[2].DataNum = 8;

  //Weapons

   //Dispersion Pistol Group
   Group[2].Data[0].Mesh = "UnrealShare.DPistolPick";
   Group[2].Data[0].bMultiSkins = True;
   Group[2].Data[0].TexNum = 1;
   //Dispersion Pistol
   Group[2].Data[0].Tex[0].Old[1] = "None";
   Group[2].Data[0].Tex[0].New[1] = "HDSkins2.HDDPistol1";

  //Ammo

   //Clip Group
   Group[2].Data[1].Mesh = "UnrealShare.ClipM";
   Group[2].Data[1].bMultiSkins = True;
   Group[2].Data[1].TexNum = 1;
   //Clip
   Group[2].Data[1].Tex[0].Old[2] = "None";
   Group[2].Data[1].Tex[0].New[2] = "HDSkins2.HDJClip1";

  //Powerups & Pickups

   //Amplifier Group
   Group[2].Data[2].Mesh = "UnrealShare.AmplifierM";
   Group[2].Data[2].bMultiSkins = True;
   Group[2].Data[2].TexNum = 1;
   //Amplifier
   Group[2].Data[2].Tex[0].Old[1] = "None";
   Group[2].Data[2].Tex[0].New[1] = "HDSkins2.HDJAmplifier1";

   //Flare Group
   Group[2].Data[3].Mesh = "UnrealShare.FlareM";
   Group[2].Data[3].bMultiSkins = True;
   Group[2].Data[3].TexNum = 1;
   //Flare
   Group[2].Data[3].Tex[0].Old[1] = "None";
   Group[2].Data[3].Tex[0].New[1] = "HDSkins2.HDJMisc1";

  //Flash Lights

   //Flashlight Group
   Group[2].Data[4].Mesh = "UnrealShare.Flashl";
   Group[2].Data[4].bMultiSkins = True;
   Group[2].Data[4].TexNum = 1;
   //Flashlight
   Group[2].Data[4].Tex[0].Old[1] = "None";
   Group[2].Data[4].Tex[0].New[1] = "HDSkins2.HDJFlashl1";

  //Health

   //Bandage Group
   Group[2].Data[5].Mesh = "UnrealShare.bandage";
   Group[2].Data[5].bMultiSkins = True;
   Group[2].Data[5].TexNum = 1;
   //Bandage
   Group[2].Data[5].Tex[0].Old[1] = "None";
   Group[2].Data[5].Tex[0].New[1] = "HDSkins2.HDJband1";

   //Health Group
   Group[2].Data[6].Mesh = "UnrealShare.HealthM";
   Group[2].Data[6].TexNum = 1;
   //Health
   Group[2].Data[6].Tex[0].Old[0] = "None";
   Group[2].Data[6].Tex[0].New[0] = "HDSkins2.HDJHealth1";

   //Nali Fruit Group
   Group[2].Data[7].Mesh = "UnrealShare.NaliFruitMesh";
   Group[2].Data[7].bMultiSkins = True;
   Group[2].Data[7].TexNum = 1;
   //Nali Fruit
   Group[2].Data[7].Tex[0].Old[1] = "None";
   Group[2].Data[7].Tex[0].New[1] = "HDSkins2.HDJNaliFruit1";
}

For High-Res Unreal skins, click here.
For the RTNP "Ultimate Edition" HD, click here.

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User avatar Lightning Hunter
Skaarj Elder Skaarj Elder
Posts: 1280
Joined: 11 Nov 2007, 22:12
Location: Pervert.

Subject: Re: High-Res Skin Project / Request for Skinners!

Post Posted: 05 Sep 2016, 10:20

Nobody has any ideas? All these completed textures are going to waste with no solution. I am very frustrated at the moment, because I have no way to get this project out.
For High-Res Unreal skins, click here.
For the RTNP "Ultimate Edition" HD, click here.

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