                Some information on how to make skins for UT99.


The wireframe models information is as follows:

=================================================================================
                   Mail Commando (i.e., CommandoSkins.... )

Commando1Wire.bmp :

These are the left and right arms and hands, up to, but not including the
shoulder pads.

Commando2Wire.bmp :

These are from top to bottom, left to right:

The back of the legs.  Right foot/boot.  Ammo clip.  Front, sides and back of the
face.  This does not include the top of the head.

Commando3Wire.bmp :

These are from top to bottom, left to right :

Another ammo clip.  Left foot/boot.   Backpack.  Front of legs.  The antenna on
the backpack.

Setup XXXX3t_0, XXXX3t_1, XXXX3t_2, XXXX3t_3 for team colors in this set.

Commando4Wire.bmp :

These are from top to bottom left to right :

The microphone.  The top of the head.  Chest, shoulder pads, and part of the back
that the backpack does not cover.

Setup XXXX4t_0, XXXX4t_1, XXXX4t_2, XXXX4t_3 for team colors in this set.

=================================================================================

                   Female Commando (i.e., FCommandoSkins.... )

FCommando1Wire.bmp :

These are from top to bottom left to right :

Microphone, backpack, chest, shoulder pads.

Setup XXXX1t_0, XXXX1t_1, XXXX1t_2, XXXX1t_3 for team colors in this set.

FCommando2Wire.bmp :

These are from top to bottom left to right :

Left thigh, right thigh, left boot, right boot.

Setup XXXX2t_0, XXXX2t_1, XXXX2t_2, XXXX2t_3 for team colors in this set.

FCommando3Wire.bmp :

These are from top to bottom left to right :

Left hand, left side of hair, right side of hair, right hand, left and right
upper arms, head.

=================================================================================

                   Female Soldier  (i.e., SGirl and SGirlSkins.... )

SGirl1Wire.bmp :

These are from top to bottom left to right :

Back, chest, left and right lower arms or upper gloves.

Setup XXXX1t_0, XXXX1t_1, XXXX1t_2, XXXX1t_3 for team colors in this set.

SGirl2Wire.bmp :

These are from top to bottom left to right :

Left and right upper leg including panties, left and right boot.

Setup XXXX2t_0, XXXX2t_1, XXXX2t_2, XXXX2t_3 for team colors in this set.

SGirl3Wire.bmp :

These are from top to bottom left to right :

Left and right should pads, left and right upper arms.

SGirl4Wire.bmp :

These are from top to bottom left to right :

Microphone, antenna etc..  left and right hands, hair, head.

=================================================================================

                   Mail Solder  (i.e., SolderSkins.... )

Soldier1Wire.bmp :

These are from top to bottom left to right :

Back, chest, left and right upper gloves

Setup XXXX1t_0, XXXX1t_1, XXXX1t_2, XXXX1t_3 for team colors in this set.

Soldier2Wire.bmp :

These are from top to bottom left to right :

Left and right thighs, left and right boots.

Setup XXXX2t_0, XXXX2t_1, XXXX2t_2, XXXX2t_3 for team colors in this set.

Soldier3Wire.bmp :

Left and right shoulder pads, left and right upper arms.

Soldier4Wire.bmp :

Microphone, antenna etc.., left and right gloves, back of hair, head.

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For a/multiple skin/s of the same model, you need two data files:

A texture file, named "SOMETHING_XXX.utx", and a description file named
"SOMETHING_XXX.int".  The XXX is anything you want it to be as long as it
conforms to Windows file naming conventions.  The SOMETHING are the following:

        CommandoSkins
        FCommandoSkins
        SGirlSkins
        SoldierSkins

and are generally the name of the "model" they are painted on.

        Commando
        FCommando
        SGirl
        Soldier

as long as the files start with the above, the rest can be anything you want,
BUT, the .int files data much match the names of the .utx files it references.

The texture file, .utx , contains the pictures that paint the model
to produce the visual skin.  The description file, .int , describes to
UT what the contents of the .utx file are and how to "name"
the skin so you can find them in the Player setup area of UT.
You can have more pictures in the .utx file than are described in the .int
file, but not vise-versa.

If the two don't agree, UT will freeze up when you select "Player Setup" in
the game.

The .utx file goes in the "Textures" folder, and the .int file goes in the
"Systems" folder.

--------------------------------------------------------------------------

Naming conventions for the contents of the .int file, and the pictures in
the .utx files.

The numbers 1, 2, 3, 4 and later 5 conform to the Wireframe model
numbers 1,2,3,4 so, a number 1 .pcx file goes with the wireframe 1 etc.
etc. thats how the engine knows what .pcx goes with what part of the
body/model.  These numbers are used in naming the .pcx files and are
used in the .int file.

NOTE, number 5 is a special picture number... has nothing to do with the
skining of the body/model, but is used as the picture when a player "chats".

Here are the basic filenames, and what they do, in the order they need to
appear in the .int file, FOR A Commando model !!!!!!!!!!!!!!!!:

kiss1                     Wireframe 1 picture
kiss2                     Wireframe 2 picture  The default face
kiss3                     Wireframe 3 picture, for NO team color
kiss3t_0                  Wireframe 3 picture, for the red team
kiss3t_1                  Wireframe 3 picture, for the blue team
kiss3t_2                  Wireframe 3 picture, for the green team
kiss3t_3                  Wireframe 3 picture, for the yellow team
kiss4                     Wireframe 4 picture, for NO team color
kiss4t_0                  Wireframe 4 picture, for the red team
kiss4t_1                  Wireframe 4 picture, for the blue team
kiss4t_2                  Wireframe 4 picture, for the green team
kiss4t_3                  Wireframe 4 picture, for the yellow team
kiss5                     The default picture of the player that appears
                          when you chat

Soooo... more on filename convention.....

The "kiss" can be replaced with anything you want AS LONG AS IT IS ONLY 4
CHARACTERS LONG, AND IS CONSISTENT FOR ALL FILES for the same character.
Since you can have multiple descriptions for multiple skins in the same .utx
and .int file, the "kiss" prefix must be unique across the whole .int
and .utx files for a given character.

The t_0, through t_3 can be applied to the 3 and 4 files to make team colors for
CTF, and only the 3 and 4 type files for CommandoSkins.  The t_0 through t_3
MUST FOLLOW the un-prefixed filename in the .int file as in the
kiss 4 example above.

You MUST HAVE a 1,2,3,4,5 file without the t_0 through t_3 to make a skin
basically complete and useable.  With just those files, you have a skin
without any team, i.e., the team is "none".  BUT this causes WARNINGS in the
servers log files and the server administrator may not be happy with the
log files filling up with those messages each time a map starts up.

So, here is the .int file for the kiss example, the ---- lines DO NOT APPEAR
in the file: 

--------------------------------------------------------------------

[public]
Object=(Name=CommandoSkins_kiss.kiss1,Class=Texture,Description="Kiss")
Object=(Name=CommandoSkins_kiss.kiss2,Class=Texture)
Object=(Name=CommandoSkins_kiss.kiss3,Class=Texture)
Object=(Name=CommandoSkins_kiss.kiss3t_0,Class=Texture)
Object=(Name=CommandoSkins_kiss.kiss3t_1,Class=Texture)
Object=(Name=CommandoSkins_kiss.kiss3t_2,Class=Texture)
Object=(Name=CommandoSkins_kiss.kiss3t_3,Class=Texture)
Object=(Name=CommandoSkins_kiss.kiss4,Class=Texture)
Object=(Name=CommandoSkins_kiss.kiss4t_0,Class=Texture)
Object=(Name=CommandoSkins_kiss.kiss4t_1,Class=Texture)
Object=(Name=CommandoSkins_kiss.kiss4t_2,Class=Texture)
Object=(Name=CommandoSkins_kiss.kiss4t_3,Class=Texture)
Object=(Name=CommandoSkins_kiss.kiss5,Class=Texture)

----------------------------------------------------------------------------

The above are the basic lines, with the name "kiss" as the Skin name
for the skin,  and appears in the player setup in the "Skin" pull down list
for the "Class Male Commando".

The breakdown of the parts of a line in the file are:

Object=(.................)  always needed

Name=CommandoSkins_XXXXXX.XXXX1
Name=CommandoSkins_XXXXXX.XXXX2
etc.etc.etc...  This references the name of the .utx file, and the individual
                pictures in the .utx file

Class=Texture     always needed..

Description="XXXX"    Needed on the first line.., and for more optional faces.

Now if you want more faces to be used by the person you do the following to
the .int file, and of course add more .pcx files to the .utx file.

--------------------------------------------------------------------

[public]
Object=(Name=CommandoSkins_kiss.kiss1,Class=Texture,Description="Kiss")
Object=(Name=CommandoSkins_kiss.kiss2,Class=Texture)
Object=(Name=CommandoSkins_kiss.kiss2face1,Class=Texture,Description=face1)
Object=(Name=CommandoSkins_kiss.kiss2face2,Class=Texture,Description=face2)
Object=(Name=CommandoSkins_kiss.kiss2face3,Class=Texture,Description=face3)
Object=(Name=CommandoSkins_kiss.kiss3,Class=Texture)
Object=(Name=CommandoSkins_kiss.kiss3t_0,Class=Texture)
Object=(Name=CommandoSkins_kiss.kiss3t_1,Class=Texture)
Object=(Name=CommandoSkins_kiss.kiss3t_2,Class=Texture)
Object=(Name=CommandoSkins_kiss.kiss3t_3,Class=Texture)
Object=(Name=CommandoSkins_kiss.kiss4,Class=Texture)
Object=(Name=CommandoSkins_kiss.kiss4t_0,Class=Texture)
Object=(Name=CommandoSkins_kiss.kiss4t_1,Class=Texture)
Object=(Name=CommandoSkins_kiss.kiss4t_2,Class=Texture)
Object=(Name=CommandoSkins_kiss.kiss4t_3,Class=Texture)
Object=(Name=CommandoSkins_kiss.kiss5,Class=Texture)
Object=(Name=CommandoSkins_kiss.kiss5face1,Class=Texture)
Object=(Name=CommandoSkins_kiss.kiss5face2,Class=Texture)
Object=(Name=CommandoSkins_kiss.kiss5face3,Class=Texture)

----------------------------------------------------------------------------

Note the addition of more number 2 and number 5 files.  You only need the
description on the number 2 files, thats what gives the names to the "Face"
pulldown list in the player setup menu.  The suffix names to the 2 and 5
files must be the same to allow UT to use the right chat face with
the right player face.

----------------------------------------------------------------------------

Having fun yet........  LOL      On to making/managing a .utx file....


You need to use Unreal ED to manage .utx file...  Don't cry, it's not that bad.

Note, the editor LIKES to work in the UT folder structure, and will
automatically reference the UT directories when you try to open/manage
files within the editor, and it's sub-editors..   So you should have
your .utx file in the Textures folder, it is easier that way.

Note, your raw .pcx files your are editing with Photoshop or Corel or whatever
SHOULD NOT BE in the UT folder structure, I keep mine in "MyDocuments"
under a folder called "UTSkins".......

Startup the editor.  If any blank white popup windows are visible after
it starts, close them, don't minimize them, close them.  The editor
IS QUERKY.... Now, at the top of the editor, below the menu line are a
bunch of icons in a horizontal row for things to do, one of them looks
like a picture frame, with a landscape picture in it, this is the texture
file manager, click on it, and a window will appear.  Now choose
"File->Open" and it will show the Textures folder of the UT game,
pick your texture file "CommandoSkins_Colonel.utx" and open it.
There are your skin .pcx files !!!

Note, that the .pcx files can be organized into sub-groups within a texture
file, thats what the little "All" button is near the top, and white empty
bar next to the "All" button shows the sub-group names, if there are any
in the texture file.   You don't have any sub-groups in your texture file,
they are not really required, but some people use them for organizational
needs. Now above that is the name of the texture file you have open.

Now to replace a individual file in the .utx file you have open, you need to
import the new file, so it will overwrite the old one, or add to it if it
does not yet exist in the .utx file.

To import a file:  Choose "File->Import", a typical windows file browser will
come up and you can browse to the spot you have the .pcx files in and select
one or more of the .pcx files.......

          DO NOT SELECT THE NUMBER 5 FILE ALONG WITH THE OTHER 1,2,3,4 FILES,
          # 5 FILE MUST BE IMPORTED SEPERATELY.....  !!!!!!

and press "open".  A small popup window will appear called "Import Textures".
The important part of this window is the check mark box called
"Generate MipMaps" this box MUST BE CHECKED for 1,2,3,4 files.

          IT MUST NOT BE CHECKED FOR NUMBER 5 FILES

when the box is checked (thats the default) press "OK ALL" and the .pcx file will
be imported into the .utx file and overwrite any file with the same name.

When done, Choose "File->Save" and save the file over the top of the old one.

You can then quit the editor.  Note, the editor will probably beeb and crash
at this point, mine always does.....  :-) ....  and when you start the UT
game, UT assumes it crashed before and the run, report etc.. etc.. window
comes up.

Oh you can export .pcx files from the .utx file to individual .pcx files if
you want.  While the file is open, right click on a picture, and a menu will
appear, select export, and a folder chooser will appear.  Choose a folder
to place the file in  and bang you got a copy of the picture.

     NOTE, I have not been able to get it to export to deep folder structures,
     it says it did it, but the file is not really there.  So, I usually
     export to "MyDocuments" and move them where I want them later.  ANOTHER
     QUERK of the editor...

OK, now you probably are saying, "where the heck did he get that .utx file
from to begin with ?".   Well, here is what I do, poke around the the textures
folder in UT and find a file with a real small size, like under 100 kb.
Open the editor, and then open the the .utx file you found, and right click
on the individual texture pictures and select "delete".  This will remove
the .pcx files in that file.  Now go to the menu item "File->save as" and
save the file as a different name i.e. the name you selected to store your
skins in !   Low and behold you now have a empty texture file to place your
.pcx files in.

Since I have made a number of skins for our clan, I just keep a copy of the
empty texture file around, and copy it to the textures directory with the
new name for the new skins.



