Page 7 of 11
Re: High-Res Skin Project / Request for Skinners!
Posted: 09 Oct 2016, 19:04
by Lightning Hunter
yrex wrote:Okay, I've just found a better way. Unlike the previous one, it shouldn't cause slowdowns. Although there's a limit of number of gibs getting spawned during one frame.
Code: Select all
var Actor PendingActors[64];
var int PendingActorsCount;
simulated event Actor SpawnNotification(Actor A)
{
...
if(A.Class.Name == 'olCreatureChunks')
{
if(PendingActorsCount<64)
{
PendingActors[PendingActorsCount] = A;
PendingActorsCount++;
}
return;
}
...
}
function Tick(float deltaTime)
{
local int i;
local actor A;
for(i=0;i<PendingActorsCount;i++)
{
A = PendingActors[i];
// Do stuff with A.
}
PendingActorsCount = 0;
}
I see two sections with '...' in your code above. I know the gib code should be copied in to one of those sections, but what is the other section for? I am just not sure what to replace the ... with. Maybe a quick note for me as to what goes there would be great. Thanks.
Re: High-Res Skin Project / Request for Skinners!
Posted: 09 Oct 2016, 20:26
by yrex
Code: Select all
var Actor PendingActors[64];
var int PendingActorsCount;
simulated event Actor SpawnNotification(Actor A)
{
< everything besides gibs here >
if(A.Class.Name == 'olCreatureChunks')
{
if(PendingActorsCount<64)
{
PendingActors[PendingActorsCount] = A;
PendingActorsCount++;
}
return;
}
ReskinGibs(A);
}
function ReskinGibs(actor A)
{
< gib code here >
}
function Tick(float deltaTime)
{
local int i;
local actor A;
for(i=0;i<PendingActorsCount;i++)
{
A = PendingActors[i];
ReskinGibs(A);
}
PendingActorsCount = 0;
}
Re: High-Res Skin Project / Request for Skinners!
Posted: 09 Oct 2016, 21:32
by Lightning Hunter
Dang it, I'm such a noob. I just don't understand where the "Simulated Event Actor" portion begins, and the rest of the code goes (trying to figure out how to structure the <everything besides gibs> portion). I just spent 15 minutes trying to paste that code in different parts, and the compiler had errors each time. Here is all the SpawnNotify code below. If you could just add the new code to this code, it would help me so much. We are nearing the end now, and believe me when I say you will get a huge thanks in the credits of the readme file when this is released!
Code: Select all
#exec OBJ LOAD FILE="HDSkins2.utx"
#exec OBJ LOAD FILE="HDSkins2.utx"
//=============================================================================
// HDSkinNotify.
//=============================================================================
class HDSkinsNotify expands SpawnNotify;
//============================================================
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 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';
}
//Boulder1M (In case a custom mapper uses it; not used in Unreal anywhere)
if( A.Mesh == LodMesh'UnrealShare.Boulder1M' )
{
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';
}
//.......................................Inventory.......................................
//Dispersion Pistol
if( A.Mesh == LodMesh'UnrealShare.DPistolPick' )
{
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[1] == None )
A.MultiSkins[1] = 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';
}
//Nali Fruit
if( A.Mesh == LodMesh'UnrealShare.NaliFruitMesh' )
{
if( A.MultiSkins[1] == None )
A.MultiSkins[1] = Texture'HDSkins2.HDJNaliFruit1';
}
//.......................................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' )
{
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' )
{
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';
}
//.................................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[1] == None )
A.MultiSkins[1] = Texture'HDSkins2.HDJTaryPick1';
}
//.................................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';
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';
}
//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 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';
}
//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
else 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
else 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';
}
}
}
Re: High-Res Skin Project / Request for Skinners!
Posted: 09 Oct 2016, 23:11
by yrex
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';
}
//Boulder1M (In case a custom mapper uses it; not used in Unreal anywhere)
if( A.Mesh == LodMesh'UnrealShare.Boulder1M' )
{
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';
}
//.......................................Inventory.......................................
//Dispersion Pistol
if( A.Mesh == LodMesh'UnrealShare.DPistolPick' )
{
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[1] == None )
A.MultiSkins[1] = 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';
}
//Nali Fruit
if( A.Mesh == LodMesh'UnrealShare.NaliFruitMesh' )
{
if( A.MultiSkins[1] == None )
A.MultiSkins[1] = Texture'HDSkins2.HDJNaliFruit1';
}
//.................................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[1] == None )
A.MultiSkins[1] = Texture'HDSkins2.HDJTaryPick1';
}
//.................................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';
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';
}
//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' )
{
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' )
{
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';
}
}
Re: High-Res Skin Project / Request for Skinners!
Posted: 09 Oct 2016, 23:43
by Lightning Hunter
Thank you so much. I don't believe any more major coding has to be done, unless some huge bug pops up. So far, everything seems to work great in-game.
Edit: By the way, in what circumstances will gibs stop being reskinned in the game? You mentioned it earlier, and I noticed this log:
Code: Select all
log("Too many gibs - some won't be reskinned.");
Re: High-Res Skin Project / Request for Skinners!
Posted: 10 Oct 2016, 00:27
by yrex
If more than 64 gibs get spawned during one frame (not related to total number of gibs). This won't happen often though.
Re: High-Res Skin Project / Request for Skinners!
Posted: 10 Oct 2016, 00:48
by Lightning Hunter
yrex wrote:If more than 64 gibs get spawned during one frame (not related to total number of gibs). This won't happen often though.
Yeah, I'm not sure that would ever happen unless a Redeemer blows up in a room full of 100+ scripted pawns. I just now walked around my test map with my custom "super Minigun" that gibs monsters instantly, and all the gibs appeared just fine with no lag. So, good work on that code!
Re: High-Res Skin Project / Request for Skinners!
Posted: 10 Oct 2016, 07:50
by Lightning Hunter
Ahaigh already created a nice skin for the Dispersion Pistol a long time ago, but I did some tweaks to it. There were just a few bits I felt could be improved.
New:
Original:
Ahaigh's unmodified version:
And finally, I've been keeping this a surprise. I completed all the ammo as well as the Super Health, Shield Belt, and Invisibility. The only incomplete items now are the Armor, Suits, and smaller power-ups such as the force field, search light, translator, and Scuba Gear. I really don't have plans to do these items at this time, because I am kind of burned out after all this skinning. I have completed what I wanted to complete, and will now gear up for a release. If anyone is good at skinning armor and wants to help with these last few remaining items, please let me know and I can include them (or with a future update).
Screenshots:
Re: High-Res Skin Project / Request for Skinners!
Posted: 10 Oct 2016, 13:38
by yrex
Speaking about the Dispersion Pistol, remember the middle barrel lighting bug? 227j has it fixed, but 226 and UT may still suffer from it.
https://sites.google.com/site/mojunreal/dpmeshfix2.7z
Re: High-Res Skin Project / Request for Skinners!
Posted: 11 Oct 2016, 07:33
by Lightning Hunter
I do indeed notice the difference with the lighting on that mesh. I always felt the original mesh had harsh shadows that made the barrel appear octagon shape rather than round. I will include the mesh with the mutator, thanks.
I went ahead and created an HD Armor skin based on a 256x256 beta skin Leo uploaded (the Unreal armor skin is 128x128). I added some rust, which the beta version was lacking (to make it faithful to the original). Also, the beta version had shadows that were too harsh. I kind of mixed and matched both versions:
Also, here is a tweaked Minigun:
Re: High-Res Skin Project / Request for Skinners!
Posted: 12 Oct 2016, 05:25
by Lightning Hunter
It's difficult to tell what type of material the jump boots are made of, so I kind of chose a generic detail texture. I think it works:
Re: High-Res Skin Project / Request for Skinners!
Posted: 12 Oct 2016, 20:09
by Lightning Hunter
Here is the Kevlar:
Old:
Re: High-Res Skin Project / Request for Skinners!
Posted: 15 Oct 2016, 06:45
by Lightning Hunter
Argh, the Scuba Gear was so hard to interpret. The skin is so incredibly blurry that I had to guess every little detail, including what the material is even made of. In the end, I assumed the tank was metal, seeing as how there appears to be a glossy shine, as well as deep scratches that would only appear in metal. However, I could be wrong... Anyway, here is the result:
Re: High-Res Skin Project / Request for Skinners!
Posted: 15 Oct 2016, 20:53
by Lightning Hunter
I only have a few skins left. Who wants to be a beta tester? I should be ready to send this out for testing in a week or less. I hope to release the whole thing in a 2-3 weeks.
Translator:
Old:
Re: High-Res Skin Project / Request for Skinners!
Posted: 16 Oct 2016, 07:53
by Lightning Hunter
Nobody wants to be a beta tester?
I am completely done, at least for now. The
only incomplete inventory items now are the voice box and dampener, and I don't plan to do these two. As for the Asbestos suit, I merely did a few touch-ups and applied a detail texture (which surprisingly doesn't look all that bad). I did not give it much attention, since it only appears once in RTNP I think. The Robot decoration (Jrobot1) as well as the RTNP Spaceships are not done, nor do I have any plans to do them. If anyone wants to tackle these skins, I will certainly include them in the pack!
Toxin Suit: