View Full Version : skinnin Warcows! HELP!
RJGexplode
15th Oct 2003, 01:29 PM
I made a skin for the warcow model and added the files to the right directory's, i launch UT and go to change my skin, i clik warcow as the class and it just won't load it crashes it, i tryed it on the bots as well same thing happens, it freezes up. then UT suddenly closes and produces some wierd message (theres a pic at the bottom), its not just my skin that won't load the entire Warcow model will not load! is there anything special about skinning warcows? HELP ME PLZ! :mad: :(
Luggage
16th Oct 2003, 04:11 AM
Hey, maybe you'd like to check out the Bonus Pack 1 fix on this page: http://skincity.beyondunreal.com/?section=tools
I think that'll fix the problems :)
Cheers,
(Sleepy) Lugg
Curve[UK]
16th Oct 2003, 10:44 AM
Yeah i had that problome if you set it all up when done as a umod the user doesnt even realise they are installing the fix :)
RJGexplode
16th Oct 2003, 11:38 AM
hmm i thought i'd already got that, no harm in trying again though is there, i'll let you know what happens...
RJGexplode
16th Oct 2003, 12:00 PM
no still not working :mad: perhaps its cos i don't really understand what it says in the readme:
'the fix allows the ability for skinners to change the cow's gun thing and have the cow change with different team colors (no more manual selection). To change the cowparts, put YOUR cowpart.pcx file in the UTX as well your T_COW_(0-3) files... see Tcowmeshskins.utx for more details... For team colors on the cow's body, simply add T_(0-3) for each team colored skin...'
can anyone explain this a bit better? please...
Luggage
16th Oct 2003, 01:13 PM
hmm... dunno, maybe you have to reinstall the bp1?
RJGexplode
16th Oct 2003, 02:43 PM
hmm i'll try that, find out what happens next, in the next and possibly final episode of 'How to mess up skinning' by RJGexplode
RJGexplode
16th Oct 2003, 05:59 PM
EPISODE 546:
bonus pack 1 being reinstalled hasn't fixed it :mad: i'll attach the files to see if anyone else can get it workin
Curve[UK]
17th Oct 2003, 10:45 AM
Dude check out the way this skin is set up, the lamb is an excellent skinner.
http://skincity.beyondunreal.com/?section=skins&action=show_infos&id=522
Look at the int, UTSM is a good prog but most of the time it fails to set certain skins up properly.
RJGexplode
17th Oct 2003, 11:46 AM
yeh but how do i get the int file working if UTSM can't do it (lol, i stupid) and whats the lamb gotta do with it
RJGexplode
18th Oct 2003, 08:41 AM
from what i can see the .int seems to be ok, i re-made it, still no luck, anti (or any1 else), take a look at the .int file see if it looks ok too you, if you spot something wrong could you fix it and then reupload it here, thanks
JohnnySix
18th Oct 2003, 07:04 PM
Check out Mirages cow skins. He managed to get both textures of the cow running just fine. His .int might be worth looking at. :)
BTW, make sure you're actually selecting the fixed cow in UT and not the normal cow.
RJGexplode
19th Oct 2003, 08:24 AM
i am selecting fixed cow in UT, i can't see a fixed cow option in UTSM either (just in case that was the problem) the .int looks fine to me so i don't see why its not working, it could be just my pc, so could someone else try it or take a look at the .int
thanks
RJGexplode
JohnnySix
24th Oct 2003, 07:26 AM
You'll need to compile the models depending on what version of UTSM you have.
Simply go File > Advanced mode
Then open up the model comiler.
Browse for the cowfix.int file
compile the model :)
JohnnySix
24th Oct 2003, 07:42 AM
Ooer.. That crashed UT :)
Okay, don't use skinmaker to compile your .int files for the cow.
KingSpyder managed to skin the cow's backpack thing successfully.. Might want to look at how he's laid out his .int file.
I think the only way you're gonna get it working is to be making your .int and .utx by hand.
http://skincity.beyondunreal.com/?section=skins&action=show_infos&id=521
RJGexplode
24th Oct 2003, 02:27 PM
:mad:
well if i knew how to do that i would :lol:
RJGexplode
11th Nov 2003, 11:55 AM
YAY :D , i found out why it doesn't work, its not the .int at all, no wonder it looked perfect, USM did the texture pack wrong somewhere, coz i was making a map, and remembered putting a good texture in it, so i opened it, and Ued comes up with some error message and crashes, i lost all my work but, hey, i know why my war cow skin isn't workin, i thought the texture file was quite small but i thought nothing of it, so er... now that i know the problem, how do i get it to work, would compiling the .utx file in Ued work, giving it the same name as the .int and putting the same textures in it? Ah, but what would i call the textures, i have a feeling they have to be named specially :(
:mad:
any help?
Psychic_313
11th Nov 2003, 12:26 PM
would compiling the .utx file in Ued work, giving it the same name as the .int and putting the same textures in it?
Yes, if you get the texture names right.
Also download KingSpyder's Warbeast skin (linked above, by Sabb on 24th October). Consult its .int file; also open it in UnrealEd and see what textures are in the UTX.
Some of the texture names (the ones in the lines containing "Description=", in the int file, plus probably any with similar names in KS's version) are your choice. Others (at least the T_Cow_ ones, for team colours) are hard-coded, so you must use the same name. I can't remember the full list right now, though.
I don't have UT on this computer (it's the wrong platform), but if you get stuck, please post the contents of your .int file and a list of the textures in your .utx file, plus the contents of the Warbeast's .int file and a list of the textures in its .utx file. Hopefully I can work out from that what names you should be using.
If you can find UsAaR33's Nali and Cow Fixes, read the readme file; UsAaR33 describes (briefly) how to set up a skin.
<edit>Oops, I didn't see where you mentioned it above.
When he says
'the fix allows the ability for skinners to change the cow's gun thing and have the cow change with different team colors (no more manual selection). To change the cowparts, put YOUR cowpart.pcx file in the UTX as well your T_COW_(0-3) files... see Tcowmeshskins.utx for more details... For team colors on the cow's body, simply add T_(0-3) for each team colored skin...'
he means you can use these textures:
- the main skin: just pick any reasonable name, like explode, and give it a line in the .int file with a Description
- if you want team skins, I can't remember whether you need T_0explode to T_3explode, or explodeT_0 to explodeT_3; try it and see.
- if you want a custom skin for the "backpack", call it cowpart
- if you want team skins for the "backpack", use t_cow_0 to t_cow_3
As always, the team colours are red=0, blue=1, green=2, gold=3.
</edit>
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