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:
Beta Krall Elite:
Krall Fanatic:
[Released] Unreal HD Skins [UT] [227]
- Lightning Hunter
- Skaarj Elder
- Posts: 1291
- Joined: 11 Nov 2007, 22:12
- Location: Pervert.
Subject: Re: High-Res Skin Project / Request for Skinners!
Post Posted: 09 Jun 2016, 09:24
- Tarydax
- Skaarj Elder
- Posts: 1052
- 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.
- UB_
- Nali Priest
- Posts: 7960
- 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
- Lightning Hunter
- Skaarj Elder
- Posts: 1291
- Joined: 11 Nov 2007, 22:12
- Location: Pervert.
Subject: Re: High-Res Skin Project / Request for Skinners!
Post Posted: 10 Jun 2016, 08:03
Beta Slith:
Nitrogen Slith, which is just a blue version of the Beta Slith. Used only twice in RTNPUE:
Nitrogen Slith, which is just a blue version of the Beta Slith. Used only twice in RTNPUE:
- Lightning Hunter
- Skaarj Elder
- Posts: 1291
- Joined: 11 Nov 2007, 22:12
- Location: Pervert.
Subject: Re: High-Res Skin Project / Request for Skinners!
Post Posted: 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:
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";
}
- yrex
- Skaarj Warrior
- Posts: 93
- 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
- Lightning Hunter
- Skaarj Elder
- Posts: 1291
- Joined: 11 Nov 2007, 22:12
- Location: Pervert.
Subject: Re: High-Res Skin Project / Request for Skinners!
Post Posted: 15 Jun 2016, 03:03
Thanks, that worked!
- Lightning Hunter
- Skaarj Elder
- Posts: 1291
- Joined: 11 Nov 2007, 22:12
- Location: Pervert.
Subject: Re: High-Res Skin Project / Request for Skinners!
Post Posted: 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?
- jaypeezy
- 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! 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)
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)
- Lightning Hunter
- Skaarj Elder
- Posts: 1291
- Joined: 11 Nov 2007, 22:12
- Location: Pervert.
Subject: Re: High-Res Skin Project / Request for Skinners!
Post Posted: 19 Jun 2016, 22:30
jaypeezy wrote:Holy crap, these are awesome skins! Hope you've got some Behemoth/Merc skins in the works.
All of the scripted pawn skins are done, including the Behemoth and Merc.
- Raven
- Skaarj Warlord
- 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!
http://turniej.unreal.pl/portfolio
http://turniej.unreal.pl/portfolio
- Lightning Hunter
- Skaarj Elder
- Posts: 1291
- Joined: 11 Nov 2007, 22:12
- Location: Pervert.
Subject: Re: High-Res Skin Project / Request for Skinners!
Post Posted: 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.
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.
- Buff Skeleton
- >:E
- Posts: 4173
- 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.
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.
- Lightning Hunter
- Skaarj Elder
- Posts: 1291
- Joined: 11 Nov 2007, 22:12
- Location: Pervert.
Subject: Re: High-Res Skin Project / Request for Skinners!
Post Posted: 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";
}
- Lightning Hunter
- Skaarj Elder
- Posts: 1291
- Joined: 11 Nov 2007, 22:12
- Location: Pervert.
Subject: Re: High-Res Skin Project / Request for Skinners!
Post Posted: 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.
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