[Released] Unreal HD Skins [UT] [227]
- Lightning Hunter
- Skaarj Elder
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Subject: Re: High-Res Skin Project / Request for Skinners!
Post Posted: 29 Sep 2016, 08:46
Old:
- AlCapowned
- Skaarj Elder
- Posts: 1178
- Joined: 19 Dec 2009, 22:25
Subject: Re: High-Res Skin Project / Request for Skinners!
Post Posted: 30 Sep 2016, 02:10
- Lightning Hunter
- Skaarj Elder
- Posts: 1291
- Joined: 11 Nov 2007, 22:12
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Subject: Re: High-Res Skin Project / Request for Skinners!
Post Posted: 02 Oct 2016, 03:43
Code: Select all
//RTNP Rocket Launcher Pickup
if( A.Mesh == LodMesh'Upak.RLPickup' )
{
if( A.MultiSkins[1] == None )
A.MultiSkins[1] = Texture'HDSkins2.HDJRL1st1';
if( A.MultiSkins[2] == None )
A.MultiSkins[2] = Texture'HDSkins2.HDJRL1st3';
if( A.MultiSkins[3] == None )
A.MultiSkins[3] = Texture'HDSkins2.HDJRL1st1';
if( A.MultiSkins[4] == None )
A.MultiSkins[4] = Texture'HDSkins2.HDJRL1st2';
}
//RTNP Rocket Launcher (1st person)
if( A.Mesh == LodMesh'Upak.RL1st' )
{
if( A.MultiSkins[1] == None )
A.MultiSkins[1] = Texture'HDSkins2.HDJRL1st1';
if( A.MultiSkins[2] == None )
A.MultiSkins[2] = Texture'HDSkins2.HDJRL1st2';
if( A.MultiSkins[3] == None )
A.MultiSkins[3] = Texture'HDSkins2.HDJRL1st3';
if( A.MultiSkins[4] == None )
A.MultiSkins[4] = Texture'HDSkins2.HDJRL1st1';
if( A.MultiSkins[5] == None )
A.MultiSkins[5] = Texture'HDSkins2.HDJRL1st2';
}
I checked and double checked, and these skin assignments are correct. However, the pickup model looks as it should, while the 1st person model has the wrong skins assigned to MultiSkins[2] and [3]. This is because, once again, UT is transferring the skin from the pickup model to the 1st person model, and overriding the skins that the mutator should be setting for the 1st person model (at least I think that is what is going on). Any way I can bypass this?
- yrex
- Skaarj Warrior
- Posts: 93
- Joined: 07 Oct 2015, 11:19
Subject: Re: High-Res Skin Project / Request for Skinners!
Post Posted: 02 Oct 2016, 12:59
Code: Select all
function bool HandlePickupQuery(Pawn Other, Inventory item, out byte bAllowPickup)
but it won't help when the player throws the weapon.
You can also modify the meshes themselves...
EDIT: Okay, I did that for you. Texture slots in the pickup mesh were changed to match slots in 1st and 3rd meshes.
https://sites.google.com/site/mojunreal/RLpickup.zip
By the way, because not everybody has UPak.u, you shouldn't write checks like this
Code: Select all
if(A.Mesh == mesh'UPak.RLpickup')
because it creates a dependency on UPak (ie. the mutator won't load if user doesn't have UPak). Instead, write something like this:
Code: Select all
if(A.Mesh.Name == 'RLpickup' && A.Mesh.Outer.Name == 'UPak')
Or, for compat with various 'clones' of UPak (RysPak, UPakGuns, etc.) use maybe just
Code: Select all
if(A.Mesh.Name == 'RLpickup')
- Lightning Hunter
- Skaarj Elder
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Subject: Re: High-Res Skin Project / Request for Skinners!
Post Posted: 02 Oct 2016, 22:12
yrex wrote:By the way, because not everybody has UPak.u, you shouldn't write checks like thisCode: Select all
if(A.Mesh == mesh'UPak.RLpickup')
because it creates a dependency on UPak (ie. the mutator won't load if user doesn't have UPak). Instead, write something like this:Code: Select all
if(A.Mesh.Name == 'RLpickup' && A.Mesh.Outer.Name == 'UPak')
Or, for compat with various 'clones' of UPak (RysPak, UPakGuns, etc.) use maybe justCode: Select all
if(A.Mesh.Name == 'RLpickup')
Good point. I will modify everything pertaining to Upak files with your updated code. This is why I post in these forums. A lot of people here know more than I do about coding.
- Lightning Hunter
- Skaarj Elder
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- Joined: 11 Nov 2007, 22:12
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Subject: Re: High-Res Skin Project / Request for Skinners!
Post Posted: 02 Oct 2016, 23:45
Also, shouldn't that RLPickup mesh have a class .uc with it in order to work? I'm not sure how to create a class myself. Like I said, I never messed with meshes at all until now.
- yrex
- Skaarj Warrior
- Posts: 93
- Joined: 07 Oct 2015, 11:19
Subject: Re: High-Res Skin Project / Request for Skinners!
Post Posted: 03 Oct 2016, 01:03
Lightning Hunter wrote:Ok, so the RTNP CAR and Grenade Launcher are more complex - because the pickup models don't even use the same skins as the 1st person models. How do we resolve this?
By filling MultiSkins with all the skins at once and making each mesh use appropriate slots. Assuming that all that can fit into the eight MultiSkins slots...
Lightning Hunter wrote:Also, shouldn't that RLPickup mesh have a class .uc with it in order to work? I'm not sure how to create a class myself. Like I said, I never messed with meshes at all until now.
Add this to your mutator's .uc file:
Code: Select all
#exec MESH IMPORT MESH=RLpickupHD ANIVFILE=MODELS\RLpickup_a.3d DATAFILE=MODELS\RLpickup_d.3d X=0 Y=0 Z=0
#exec MESH ORIGIN MESH=RLpickupHD X=0 Y=0 Z=0
#exec MESH SEQUENCE MESH=RLpickupHD SEQ=All STARTFRAME=0 NUMFRAMES=1
#exec MESH SEQUENCE MESH=RLpickupHD SEQ=RLPICKUP STARTFRAME=0 NUMFRAMES=1
#exec MESHMAP NEW MESHMAP=RLpickupHD MESH=RLpickupHD
#exec MESHMAP SCALE MESHMAP=RLpickupHD X=0.05 Y=0.05 Z=0.09
- 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 Oct 2016, 02:14
yrex wrote:Lightning Hunter wrote:Ok, so the RTNP CAR and Grenade Launcher are more complex - because the pickup models don't even use the same skins as the 1st person models. How do we resolve this?
By filling MultiSkins with all the skins at once and making each mesh use appropriate slots. Assuming that all that can fit into the eight MultiSkins slots...Lightning Hunter wrote:Also, shouldn't that RLPickup mesh have a class .uc with it in order to work? I'm not sure how to create a class myself. Like I said, I never messed with meshes at all until now.
Add this to your mutator's .uc file:Code: Select all
#exec MESH IMPORT MESH=RLpickupHD ANIVFILE=MODELS\RLpickup_a.3d DATAFILE=MODELS\RLpickup_d.3d X=0 Y=0 Z=0
#exec MESH ORIGIN MESH=RLpickupHD X=0 Y=0 Z=0
#exec MESH SEQUENCE MESH=RLpickupHD SEQ=All STARTFRAME=0 NUMFRAMES=1
#exec MESH SEQUENCE MESH=RLpickupHD SEQ=RLPICKUP STARTFRAME=0 NUMFRAMES=1
#exec MESHMAP NEW MESHMAP=RLpickupHD MESH=RLpickupHD
#exec MESHMAP SCALE MESHMAP=RLpickupHD X=0.05 Y=0.05 Z=0.09
Thanks, Yrex. So will you be able to edit the CAR and GL Meshes like you did with the RL?
- yrex
- Skaarj Warrior
- Posts: 93
- Joined: 07 Oct 2015, 11:19
Subject: Re: High-Res Skin Project / Request for Skinners!
Post Posted: 03 Oct 2016, 14:15
https://sites.google.com/site/mojunreal/GlAndCar.zip
By the way, CAR 1st person mesh looks weird...
- Lightning Hunter
- Skaarj Elder
- Posts: 1291
- Joined: 11 Nov 2007, 22:12
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Subject: Re: High-Res Skin Project / Request for Skinners!
Post Posted: 03 Oct 2016, 20:36
Code: Select all
class RLPickupHD expands Actor;
#exec MESH IMPORT MESH=RLpickupHD ANIVFILE=MODELS\RLpickup_a.3d DATAFILE=MODELS\RLpickup_d.3d X=0 Y=0 Z=0
#exec MESH ORIGIN MESH=RLpickupHD X=0 Y=0 Z=0
#exec MESH SEQUENCE MESH=RLpickupHD SEQ=All STARTFRAME=0 NUMFRAMES=1
#exec MESH SEQUENCE MESH=RLpickupHD SEQ=RLPICKUP STARTFRAME=0 NUMFRAMES=1
#exec MESHMAP NEW MESHMAP=RLpickupHD MESH=RLpickupHD
#exec MESHMAP SCALE MESHMAP=RLpickupHD X=0.05 Y=0.05 Z=0.09
defaultproperties
{
DrawType=DT_Mesh
Mesh=RLpickupHD
}
I then changed the mutator code to look like this:
Code: Select all
//RTNP Rocket Launcher Pickup
if( A.Mesh == LodMesh'Upak.RLPickup' )
{
A.Mesh = LodMesh'HDSkinsMut.RLPickupHD';
if( A.MultiSkins[1] == None )
A.MultiSkins[1] = Texture'HDSkins2.HDJRL1st1';
if( A.MultiSkins[2] == None )
A.MultiSkins[2] = Texture'HDSkins2.HDJRL1st2';
if( A.MultiSkins[3] == None )
A.MultiSkins[3] = Texture'HDSkins2.HDJRL1st3';
if( A.MultiSkins[4] == None )
A.MultiSkins[4] = Texture'HDSkins2.HDJRL1st1';
if( A.MultiSkins[5] == None )
A.MultiSkins[5] = Texture'HDSkins2.HDJRL1st2';
}
After running UCC Make, The pickup model still looks messed up. The above method is how I got SkyWolf's models to load. Where am I going wrong?
Edit: Should I rename RLpickup_a.3d and RLpickup_d.3d to RLPickupHD_a.3d and RLPickupHD_d.3d? Or is the mutator code wrong?
- yrex
- Skaarj Warrior
- Posts: 93
- Joined: 07 Oct 2015, 11:19
Subject: Re: High-Res Skin Project / Request for Skinners!
Post Posted: 03 Oct 2016, 22:42
Code: Select all
A.MultiSkins[0] = texture'HDSkins2.HDJRL1st1';
A.MultiSkins[2] = texture'HDSkins2.HDJRL1st1';
A.MultiSkins[3] = texture'HDSkins2.HDJRL1st2';
A.MultiSkins[4] = texture'HDSkins2.HDJRL1st3';
Also, to prevent the mesh changing back to the wrong one when the player throws the weapon:
Code: Select all
if(Inventory(A) != none)
Inventory(A).PickupViewMesh = mesh'HDSkinsMut.RLPickupHD';
Besides, you don't need to have separate uc's for each mesh. Just put all the #exec stuff into the mutator's file. Also I don't recommend naming classes the same as meshes. The engine may potentially get confused when it sees both class'RLPickupHD' and mesh'RLPickupHD'.
Should I rename RLpickup_a.3d and RLpickup_d.3d to RLPickupHD_a.3d and RLPickupHD_d.3d?
No, this doesn't matter.
- Lightning Hunter
- Skaarj Elder
- Posts: 1291
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Subject: Re: High-Res Skin Project / Request for Skinners!
Post Posted: 04 Oct 2016, 01:23
I just checked using "EditActor" within the game, and noticed that the model is not even being replaced. If I manually type "RLPickupHD" in the mesh field, it works. I'm not sure why the mutator replaces other models like the Titan and Merc using the same method, but not the RLPickup...
- 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: 04 Oct 2016, 05:04
Code: Select all
//RTNP Rocket Launcher Pickup
if(A.Mesh.Name == 'RLpickup')
{
A.Mesh = LodMesh'HDSkinsMut.RLPickupHD';
if(Inventory(A) != none)
Inventory(A).PickupViewMesh = mesh'HDSkinsMut.RLPickupHD';
if( A.Skin == None )
A.Skin = Texture'HDSkins2.HDJRL1st1';
if( A.MultiSkins[2] == None )
A.MultiSkins[2] = Texture'HDSkins2.HDJRL1st1';
if( A.MultiSkins[3] == None )
A.MultiSkins[3] = Texture'HDSkins2.HDJRL1st2';
if( A.MultiSkins[4] == None )
A.MultiSkins[4] = Texture'HDSkins2.HDJRL1st3';
}
However, the 1st person model still displays the incorrect skins. I checked in-game, and the correct skin asignments are supposed to be the following:
Code: Select all
A.MultiSkins[0] = Texture'HDSkins2.HDJRL1st1';
A.MultiSkins[2] = Texture'HDSkins2.HDJRL1st2';
A.MultiSkins[3] = Texture'HDSkins2.HDJRL1st3';
A.MultiSkins[4] = Texture'HDSkins2.HDJRL1st1';
MultiSkins 2,3, and 4 are all incorrect.
- yrex
- Skaarj Warrior
- Posts: 93
- Joined: 07 Oct 2015, 11:19
Subject: Re: High-Res Skin Project / Request for Skinners!
Post Posted: 04 Oct 2016, 12:58
EDIT: https://sites.google.com/site/mojunreal ... Meshes.zip
- 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: 04 Oct 2016, 22:25
Code: Select all
//RTNP Rocket Launcher Pickup
if(A.Mesh.Name == 'RLpickup')
{
A.Mesh = LodMesh'HDSkinsMut.RLPickupHD';
if(Inventory(A) != none)
Inventory(A).PickupViewMesh = mesh'HDSkinsMut.RLPickupHD';
if( A.MultiSkins[1] == None )
A.MultiSkins[1] = Texture'HDSkins2.HDJRL1st1';
if( A.MultiSkins[2] == None )
A.MultiSkins[2] = Texture'HDSkins2.HDJRL1st2';
if( A.MultiSkins[3] == None )
A.MultiSkins[3] = Texture'HDSkins2.HDJRL1st3';
if( A.MultiSkins[4] == None )
A.MultiSkins[4] = Texture'HDSkins2.HDJRL1st1';
if( A.MultiSkins[5] == None )
A.MultiSkins[5] = Texture'HDSkins2.HDJRL1st2';
}
//RTNP Rocket Launcher 1st Person
if(A.Mesh.Name == 'RL3rd')
{
A.Mesh = LodMesh'HDSkinsMut.RL3rdHD';
if(Inventory(A) != none)
Inventory(A).PickupViewMesh = mesh'HDSkinsMut.RL3rdHD';
if( A.MultiSkins[1] == None )
A.MultiSkins[1] = Texture'HDSkins2.HDJRL1st1';
if( A.MultiSkins[2] == None )
A.MultiSkins[2] = Texture'HDSkins2.HDJRL1st2';
if( A.MultiSkins[3] == None )
A.MultiSkins[3] = Texture'HDSkins2.HDJRL1st3';
if( A.MultiSkins[4] == None )
A.MultiSkins[4] = Texture'HDSkins2.HDJRL1st1';
if( A.MultiSkins[5] == None )
A.MultiSkins[5] = Texture'HDSkins2.HDJRL1st2';
}
//RTNP Rocket Launcher 3rd Person
if(A.Mesh.Name == 'RL1st')
{
A.Mesh = LodMesh'HDSkinsMut.RL1stHD';
if(Inventory(A) != none)
Inventory(A).PickupViewMesh = mesh'HDSkinsMut.RL1stHD';
if( A.MultiSkins[1] == None )
A.MultiSkins[1] = Texture'HDSkins2.HDJRL1st1';
if( A.MultiSkins[2] == None )
A.MultiSkins[2] = Texture'HDSkins2.HDJRL1st2';
if( A.MultiSkins[3] == None )
A.MultiSkins[3] = Texture'HDSkins2.HDJRL1st3';
if( A.MultiSkins[4] == None )
A.MultiSkins[4] = Texture'HDSkins2.HDJRL1st1';
if( A.MultiSkins[5] == None )
A.MultiSkins[5] = Texture'HDSkins2.HDJRL1st2';
}
//RTNP CAR Pickup
if(A.Mesh.Name == 'CARPickup')
{
A.Mesh = LodMesh'HDSkinsMut.CARPickupHD';
if(Inventory(A) != none)
Inventory(A).PickupViewMesh = mesh'HDSkinsMut.CARPickupHD';
if( A.MultiSkins[1] == None )
A.MultiSkins[1] = Texture'HDSkins2.HDJnewcar1';
if( A.MultiSkins[3] == None )
A.MultiSkins[3] = Texture'HDSkins2.HDJRL1st3';
if( A.MultiSkins[4] == None )
A.MultiSkins[4] = Texture'HDSkins2.HDJnewcar2';
if( A.MultiSkins[5] == None )
A.MultiSkins[5] = Texture'HDSkins2.HDJCAR3rd1';
}
//RTNP CAR 1st Person
if(A.Mesh.Name == 'Car1st')
{
A.Mesh = LodMesh'HDSkinsMut.Car1stHD';
if(Inventory(A) != none)
Inventory(A).PickupViewMesh = mesh'HDSkinsMut.Car1stHD';
if( A.MultiSkins[1] == None )
A.MultiSkins[1] = Texture'HDSkins2.HDJnewcar1';
if( A.MultiSkins[3] == None )
A.MultiSkins[3] = Texture'HDSkins2.HDJRL1st3';
if( A.MultiSkins[4] == None )
A.MultiSkins[4] = Texture'HDSkins2.HDJnewcar2';
if( A.MultiSkins[5] == None )
A.MultiSkins[5] = Texture'HDSkins2.HDJCAR3rd1';
}
//RTNP CAR 3rd Person
if(A.Mesh.Name == 'Car3rd')
{
A.Mesh = LodMesh'HDSkinsMut.Car3rdHD';
if(Inventory(A) != none)
Inventory(A).PickupViewMesh = mesh'HDSkinsMut.Car3rdHD';
if( A.MultiSkins[1] == None )
A.MultiSkins[1] = Texture'HDSkins2.HDJnewcar1';
if( A.MultiSkins[3] == None )
A.MultiSkins[3] = Texture'HDSkins2.HDJRL1st3';
if( A.MultiSkins[4] == None )
A.MultiSkins[4] = Texture'HDSkins2.HDJnewcar2';
if( A.MultiSkins[5] == None )
A.MultiSkins[5] = Texture'HDSkins2.HDJCAR3rd1';
}
//RTNP Grenade Launcher Pickup
if(A.Mesh.Name == 'GLpickup')
{
A.Mesh = LodMesh'HDSkinsMut.GLpickupHD';
if(Inventory(A) != none)
Inventory(A).PickupViewMesh = mesh'HDSkinsMut.GLpickupHD';
if( A.MultiSkins[1] == None )
A.MultiSkins[1] = Texture'HDSkins2.HDJGL1st1';
if( A.MultiSkins[4] == None )
A.MultiSkins[4] = Texture'HDSkins2.HDJGL1st4';
if( A.MultiSkins[5] == None )
A.MultiSkins[5] = Texture'HDSkins2.HDJGL3rd1';
}
//RTNP Grenade Launcher 1st Person
if(A.Mesh.Name == 'GL1st')
{
A.Mesh = LodMesh'HDSkinsMut.GL1stHD';
if(Inventory(A) != none)
Inventory(A).PickupViewMesh = mesh'HDSkinsMut.GL1stHD';
if( A.MultiSkins[1] == None )
A.MultiSkins[1] = Texture'HDSkins2.HDJGL1st1';
if( A.MultiSkins[4] == None )
A.MultiSkins[4] = Texture'HDSkins2.HDJGL1st4';
if( A.MultiSkins[5] == None )
A.MultiSkins[5] = Texture'HDSkins2.HDJGL3rd1';
}
//RTNP Grenade Launcher 3rd Person
if(A.Mesh.Name == 'GL3rd')
{
A.Mesh = LodMesh'HDSkinsMut.GL3rdHD';
if(Inventory(A) != none)
Inventory(A).PickupViewMesh = mesh'HDSkinsMut.GL3rdHD';
if( A.MultiSkins[1] == None )
A.MultiSkins[1] = Texture'HDSkins2.HDJGL1st1';
if( A.MultiSkins[4] == None )
A.MultiSkins[4] = Texture'HDSkins2.HDJGL1st4';
if( A.MultiSkins[5] == None )
A.MultiSkins[5] = Texture'HDSkins2.HDJGL3rd1';
}
In particular, these new lines might need to be checked and corrected. I don't know if I'm using them right:
Code: Select all
if(Inventory(A) != none)
Inventory(A).PickupViewMesh
I did notice that the pickup meshes are not replaced with the HD counterparts at all unless I include these lines (this from the Rocket Launcher pickup code above):
Code: Select all
if(Inventory(A) != none)
Inventory(A).PickupViewMesh = mesh'HDSkinsMut.RLPickupHD';
If I remove that line with the RLPickup, the mesh reverts back to the original (so the other parts of the code appear to do nothing). However, this same bit of code does nothing for the 1st person or 3rd person models. Any ideas on why they are not being replaced with the new meshes?
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