Hey thanks for finding that thanatos.
Code explanation:
Code:
// Xan hack
if ( Rec.BodySkinName ~= "UT2004PlayerSkins.XanMk3V2_Body" )
DynamicLoadObject("UT2004PlayerSkins.XanMk3V2_abdomen", class'Material');
This is part of the materials precache operation defined in that script.
It says:
If the UPL BodySkinName entry is set to Xan's body texture then load the Xan abdomen texture into memory too.
the next portion is part of the texture assignment/application to the model.
Code:
// Xan hack
if ( Rec.BodySkinName ~= "UT2004PlayerSkins.XanMk3V2_Body" )
P.Skins[2] = Material(DynamicLoadObject("UT2004PlayerSkins.XanMk3V2_abdomen", class'Material'));
}
Which says that again if the UPL has Xan's body texture in its BodySkinName entry then assign the Xan abdomen texture to material slot 2 of that model. Slot 0 is body, slot 1 is head, slot 2 and above are unreferanced in these definitions.
What this means is that a custom species type, could specify keywords for more texture slots, but they are not really accessable by default through the UPLs.