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Unreal Modder's Haven => Unreal Engine 2 General Modding Chat => Texturing => Topic started by: Nero on March 10, 2007, 04:28:49 AM

Title: I'm Starting A Mchinima Series and Need Some RepCom Skins
Post by: Nero on March 10, 2007, 04:28:49 AM
Hey Guys.

Well as  the title said I'm starting a Machinima series. We have the script for episode one finished but before we start filing I would like some Commando skins so we don't have to use the defaults. As of now I only need three. Post here if you can help me.

Thanks
Nero
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Post by: arramus on March 10, 2007, 06:09:41 AM
Hey Nero,

Can you show us the ones you have so far so skinners can see what you have and what not to duplicate?
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Post by: Squad_Sammaron on March 10, 2007, 06:53:02 PM
wazup

what's wrong with skinning yourself? hehe :D just lazy? don't blame ya :D me too
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Post by: Nero on March 10, 2007, 06:57:49 PM
lol no not too lazy. too stupid. i have no clue how to do this sorta thing.

in reponce to arramus i don't have anything so far so no worries about duplicating. I'm gonna use the "Night Ops" (black) and "Recon" (light blue) skins from the game though.
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Post by: Nero on March 10, 2007, 07:03:45 PM
o by the way. Will adding new skins work in multi-player? SOme people say it will others say it won't
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Post by: Dark Lord on March 10, 2007, 08:23:32 PM
only works if they have the skins as well, otherwise you wont even be able to play together
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Post by: DooFi on March 11, 2007, 04:48:31 AM
I didn't change much actually. Was a very quick job, because I took almost everything from the skin you see in my avatar.

(//http://img294.imageshack.us/img294/6472/nightcamocommandofn4.png)
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Post by: Nero on March 11, 2007, 05:44:05 AM
Im kinda slow.....what am i suppossed to do with that?

lol

I want one of them to be like Boss only in Red. Kinda like the RC in your header.

You can get creative with the other 2
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Post by: arramus on March 11, 2007, 06:49:38 AM
I added the stock Boss skin about a year ago to see how it looked in game.

(//http://static.filefront.com/images/personal/a/arramus/49990/opqrvarxxq.jpg)
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Post by: Nero on March 11, 2007, 07:40:22 AM
yeah but

a) i want it in red

and

b) im to stupid to know how to change it myself lol
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Post by: arramus on March 11, 2007, 09:00:21 AM
Well. Let's teach you then.

Are you familiar with Unreal Editor for RC?

(//http://static.filefront.com/images/personal/a/arramus/49990/mexpzlottx.jpg)
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Post by: arramus on March 11, 2007, 09:46:00 AM
Quote from: "DooFi"I didn't change much actually. Was a very quick job, because I took almost everything from the skin you see in my avatar.

That looks like a real Jungle Combat Camouflage DooFi. I still like the pink trooper skin you did almost 2 years back. That had real character.
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Post by: Nero on March 11, 2007, 01:57:26 PM
arramus by "familiar"do u mean know how to use it or know what it is

i know what it is but i dunno how to use it
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Post by: DooFi on March 11, 2007, 02:42:49 PM
Then I advise you to get to know the philosophy of the editor. Eg what the different browsers are for, what packages are and stuff like that.
How can you actually make a machinima without knowing the ed? DO you want to capture everything from a players view?! If you are to make a machinima, you should know matinees and the like, to make cool tracking shots. :)
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Post by: Nero on March 11, 2007, 04:29:21 PM
i didnt know you could do that.

I was going to record it in spectator mode
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Post by: Squad_Sammaron on March 12, 2007, 05:53:29 PM
theres a good tut on ued site (something like ued. something...) for machinima but i checked it out and the camera could pan, but not rotate or fade in/out effects, so be wary :D

As for skinning, eaaaaaaaaaaaaaaaaaaasy. but first get to work on the tuts here. making a machinima while struggiling to add boxes to your maps kind of makes an issue. :D

if you must know right away.... :D

Copy that skin that Doofi gave you and scale it to 512x512 pixels (i'll explain why later). make it .bmp or .jpeg, i don't think it matters, but .bmp just to be safe. open the texture browser (looks like a landscape near top of screen) and then select file>import from the pop up. it will make another pop up in which you type myLevel (HAS TO BE myLevel) in the package box and whatever you want in the group box. then there will be a button somewhere on the import popup that says 'Browse' or 'Open'. push this, find your image, select it, and click open. this will load your skin into the engine so it can be placed on you're actor (actor's, for short, are basically everything but boxes, spheres, and whatnot). if you look in the texture browser and open the dropdown labeled 'Package' you should find myLevel. click it. you'll notice it instantly opens you're group from the dropdown labeled 'Group', simply because it's the only one you've made. now push the save button in the pop-up window. WARNING: MP WILL NOW BE DISABLED UNLESS YOU RE-INSTALL!!!!! (i think it will; correct me if wrong doofi :D) select your skin by clicking it. now open the actor browser. it will be near the same position as the tex browser button, but to left or right. looks like a pawn, the chess piece. this window will replace your texture window, which is ok. now click actor>pawns>ctpawns>commandos> then which ever commando you want. now follow the first tutorial in this site to make your first map, but do not select a different texture.place it into your level by pusing a button that looks like two lines converging to one. Now move it into the subtracted box. double click the commando. ANOTHER pop up creates its self (smart lil buggers, aint they?) called default properties something or another. open the default menue located in popup (may be default advanced, check both) and look for skins. click that and make a new skin if one isn't already. if one is already made, just use that one for now. click the box containing the current skin, or none if you created it, and then click use. this replaces the current skin with the texture you have selected. save, build all, and play! HURRAH YOU DID IT! NO HELP WHATSOVER!!!
If you want more badly spleled tuts (hehe :D i'm fnuny :D) then refer to me as Lord Sammaron the Awesome from now on. :D c ya
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Post by: DooFi on March 13, 2007, 08:05:02 AM
You should not scale it to 512. Leave it at 1024x1024. The retail skins are 1024² as well.
I dunno if you will be able to play online when you do it like Sammaron, since you don't have to touch any of the shipped packages. If you do, you have to make backups before so you can swap them after recording your clip and everything turns back to normal.
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Post by: Nero on March 13, 2007, 01:37:29 PM
heres the thing. I am making the machinima via Multiplayer mode. So if i install this skin (and have my actors install it) will i be able to play online or not?
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Post by: Sandcrawler on March 13, 2007, 03:01:41 PM
Yup long as everybody ahs the same files your set.
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Post by: Nero on March 14, 2007, 12:17:56 PM
ok...where is the Unreal Editor I think my gay computer deleted it...
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Post by: Squad_Sammaron on March 14, 2007, 12:26:45 PM
you could do it in MP but the cameras may not work and you can create servs, but noone can join unless they have files and you might not be able to join their servs. you can download UED from the RC patch, or from here via downloads :D
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Post by: DooFi on March 14, 2007, 01:17:34 PM
You have to install the Patch that contains the hangar map. It contains UnrealEd and puts it into the /system folder. So head to that folder and open unrealed.exe. At least i seem to remember thats what it is called :P
Works with pretty much any other UE game as well, exept for those that don't ship with the editor at all.
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Post by: Nero on March 15, 2007, 12:24:09 PM
O no wonder i couldn't do it...i uninstalled it and never re-downloaded the patch

 :roll:  :P
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Post by: Nero on March 15, 2007, 12:43:26 PM
Quote from: "Squad_Sammaron"theres a good tut on ued site (something like ued. something...) for machinima but i checked it out and the camera could pan, but not rotate or fade in/out effects, so be wary :D

As for skinning, eaaaaaaaaaaaaaaaaaaasy. but first get to work on the tuts here. making a machinima while struggiling to add boxes to your maps kind of makes an issue. :D

if you must know right away.... :D

Copy that skin that Doofi gave you and scale it to 512x512 pixels (i'll explain why later). make it .bmp or .jpeg, i don't think it matters, but .bmp just to be safe. open the texture browser (looks like a landscape near top of screen) and then select file>import from the pop up. it will make another pop up in which you type myLevel (HAS TO BE myLevel) in the package box and whatever you want in the group box. then there will be a button somewhere on the import popup that says 'Browse' or 'Open'. push this, find your image, select it, and click open. this will load your skin into the engine so it can be placed on you're actor (actor's, for short, are basically everything but boxes, spheres, and whatnot). if you look in the texture browser and open the dropdown labeled 'Package' you should find myLevel. click it. you'll notice it instantly opens you're group from the dropdown labeled 'Group', simply because it's the only one you've made. now push the save button in the pop-up window. WARNING: MP WILL NOW BE DISABLED UNLESS YOU RE-INSTALL!!!!! (i think it will; correct me if wrong doofi :D) select your skin by clicking it. now open the actor browser. it will be near the same position as the tex browser button, but to left or right. looks like a pawn, the chess piece. this window will replace your texture window, which is ok. now click actor>pawns>ctpawns>commandos> then which ever commando you want. now follow the first tutorial in this site to make your first map, but do not select a different texture.place it into your level by pusing a button that looks like two lines converging to one. Now move it into the subtracted box. double click the commando. ANOTHER pop up creates its self (smart lil buggers, aint they?) called default properties something or another. open the default menue located in popup (may be default advanced, check both) and look for skins. click that and make a new skin if one isn't already. if one is already made, just use that one for now. click the box containing the current skin, or none if you created it, and then click use. this replaces the current skin with the texture you have selected. save, build all, and play! HURRAH YOU DID IT! NO HELP WHATSOVER!!!
If you want more badly spleled tuts (hehe :D i'm fnuny :D) then refer to me as Lord Sammaron the Awesome from now on. :D c ya

ok i have no idea how to do this....

but upon attempting it i found a bunch of skins like Clone Commando Clean... etc as well as some regular clone troopers. Can i put theese skins in MP?
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Post by: arramus on March 15, 2007, 06:57:25 PM
The current skins for MP tagged to the Clone Mesh all at 1024x1024 are:

CloneTextures.CloneTextures.CloneCommando40  (Delta Four-Oh or "Fixer" / Ranger - Green Skin)
CloneTextures.CloneTextures.CloneCommando62  (Delta Six-Two or "Scorch" / Demolitions - Yellow Skin)
CloneTextures.CloneTextures.CloneCommando07   (Delta Oh-Seven or "Sev" / Snipe - Red Skin)
CloneTextures.CloneTextures.MP_CloneCommandoC (Light Blue - Recon)
CloneTextures.CloneTextures.MP_CloneCommandoA (Black - Night Ops)

In addition you have the following unnasigned skins within the CloneCommando area:

CloneTextures.CloneCommandoCommando30 (Delta Three-Eight or "Boss' - Orange Skin
CloneTextures.CloneCommando_Burn (Combiner for burn effect - Can be added as unique skin)
CloneTextures.CloneTextures.MP_CloneCommandoB - Green
CloneTextures.CloneTextures.MP_CloneCommandoD - Grey
CloneTextures.CloneCommandoWhite - White

There is one more skin at 512x512
CloneTextures.CloneCommandoSmall - White

You can mix and match these skins simply by editing the MPSkin Set Properties located in the Actor Properties area here:

Actors > Pawn > *CTPawn > MPPawn > *MPClone
Open its Properties and then
MPPawn >  MPSkins

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There are two ways you can do this.

1. Simply replace the existing 5 skins with custom skins using the same name. This will just write over the existing skins. They'll automatically be reassigned new shaders linked from the last set of skins but unqiue to yours. You'll need to save and overwrite the CloneTextures package with the new textures so make backups.

2. Add 5 skins to a new map and save to MyLevel area so the textures are saved within the map or add your own Textures pack. Edit the Properties MPSkins area to locate to these 5 skins. You'll need to have shaders for quality.

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You can add/make any skins you like on top of the existing ones listed above. I'd recommend starting with the unnasigned ones just so you can become familiar with the editing process or adding skins process.