Ok you dont NEED a new skin .int for your class unless you want it to be able to use custom skins. So somethin musta went ary elsewhere. Did you make sure that in your classes default props that there was a default skin set and saved to the class in .u? And not to mention that its draw type is set to mesh and it has a mesh set? Cause that could be another thing messing it up. Also how exactly did you make this class? If its a new class of male thats going to use the male three mdl did you subclass Male NOT Male Three and copy all the stuff from male three into it and then made the changes to make your class NOT Subclass male three cause then its actually MALE THREE with changes not a completely different class. Have you used your class in Unreal to see if it all works right? Like setting that class as the default class in a test level or using the console command to open a map with the player being your class? Just in case you havent or dont know the command its "open MAP?class=PACKAGE.NAME" Then do a behind view 1 to see yourself or look at a reflective surface and see if the mdl and display is all correct then if your class has anything special about it check those things and make sure you are indeed your class. If you can do all that and your class works fine then its something in the .int If you made the .int in basically anything other than MSDOS Edit then it probably wont work cause even notepad saves a .txt format to stuff regardless of what is real extension is. Anyway now just in case you wanna try it I'll explain the skin process. If your making a new skin set and .int then make sure you make atleast two different skins cause a bunch of .ints for just one skin messes things up. If you know how to make a new skin set then all this is blather but if you dont.
You need to make a new texture and name the set after the mdl the class uses like MaleThreeSkins so if your class is a knight using the malethree mdl then your Texture set for the skins would be called MaleThreeSkinsKnight and the .int is named exactly the same but with .int instead of .utx The .int should be set up like this.
Orginal Male Three skin .int
[public]
Object=(Name=Male3Skins.Bane,Class=Texture)
Object=(Name=Male3Skins.Dante,Class=Texture)
Object=(Name=Male3Skins.Dregor,Class=Texture)
Object=(Name=Male3Skins.Krige,Class=Texture)
Object=(Name=Male3Skins.T_Blue,Class=Texture)
Object=(Name=Male3Skins.T_Green,Class=Texture)
Object=(Name=Male3Skins.T_Red,Class=Texture)
Object=(Name=Male3Skins.T_Yellow,Class=Texture)
Object=(Name=Male3Skins.Male3Gib,Class=Texture)
My Drow Male three skin .int Named MaleThreeSkinsDrkEl
[public]
Object=(Name=Male3SkinsDrkEl.TealDrow,Class=Texture)
Object=(Name=Male3SkinsDrkEl.RedDrow,Class=Texture)
Object=(Name=Male3SkinsDrkEl.PurpleDrow,Class=Texture)
And there ya have it. The name after the package name is the actual title of the Skin as found in the texture set. Class of course is texture. The name of the .int is the key here unlike the Pawn.int. The name of it here is use to apply the skins to the mdl they work for. If ya need anything lemme know
Ari