RJGexplode said:
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>