(WIP) "Ruby" - Skin For Sapphire/Satin (MercFemaleB) (56K Warning?)

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Starry Might

bFemale=True
bump.gif


I got her portrait working in-game, and I compressed the textures.

She's more-or-less done, but my question in the previous post still hasn't been answered yet. :hmm:
 

daloonie

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Feb 7, 2004
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Hmm don' know why. Sure you haven't looked the right places? Under her shoulderpads.

That thing on her neck, I couldn't get that two sided something with the model I guess.
 

Starry Might

bFemale=True
the_rex said:
Hmm don' know why. Sure you haven't looked the right places? Under her shoulderpads.

That thing on her neck, I couldn't get that two sided something with the model I guess.
Lemme check in UnrealEd real quick.

*CHECKS*

I checked it in the Editor over on my Dad's computer (where I imported and complied the skin), and guess what? I decided to do "bAlphaTexture=True" (or something like that) on the body textures (even though it doesn't really have an alpha channel, but I wondered if that would fix it) - and it fixed it (including the collar, too)! :)

I also checked her out in-game on my Dad's computer, too (under Settings -> Player), and it works there, too! :D

So, good! I fixed it! :D (I actually could have figured this out on my own, but I wanted to wait for a response to my question first. Oh well. :))

Now I can go ahead and pack her all up for uploading! :clap:

'Course, the whole BeyondUnreal mirroing situation is still up-in-the-air (ugh), but klasnic and SaD told me to upload her regardless, soooooooooooo... ;)

EDIT: Wait, actually, I have one more question for you guys before I call this final:

What was the first "UT 2004" patch that made it possible to put character's Bios in separate .int files? I wanna mention this in my Readme file, e.g. "(Version XXXX+ recommended for the Bio to show up properly in-game)".

EDIT #2: What do you think of this little thing I just whipped up for the .zip file?:
 

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SaD

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Starry Might said:
...
I'll send her to SaD tomorrow. :D:tup:

Nice little thing for the .zip Starry . I really like it .

I´m really unhappy with the mirror-issue , too .
I can´t do anything .I sent several mails to the BU-Staff.All I know is "they are working on it".

I set SkinCity after the next update to "on hold" , if the files aren´t mirrored .:(

Anyways , submit it and I can take the pics and upload them to the FTP and waiting for the mirroring.
 
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Starry Might

bFemale=True
Yeah, SaD, this skin's ready to go, BUT...

My Dad discovered this while spectating my skin last night while testing a map he's making (*POINTS TO ATTACHMENT*). He showed me the screenshot (EDIT: which is the back of her head) I've attached to this post this morning, and told me he saw this three times during his testing.

I actually knew about this 'cause I saw this in the Editor when looking at her in the Animations section, but I didn't let it stop me from doing the textures two-sided.

My Dad thinks this is a problem for spectators, though.

Does Epic leave bTwoSided=False for this reason? What do you think I should do?

EDIT: Actually, I'll get rid of the two-sided property on the head, but I'll leave it on the body so that her shoulder pads and collar are better and more visible. She's coming, don't worry! :)
 

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Continuum

Lobotomistician
Jul 24, 2005
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twosided is usually only used on something like a spider web in a level that has holes you see through. It draws the front and back(inside of back). I don't think it has a whole lot of use for a skin but I could be wrong.
 

Vailias

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Its usefull if you are using alphas on planes, like the hair etc, or if you are cutting holes in your model. Otherwise it just makes the cpu draw more polygons when your model is on screen.

The above shot is what happens when a camera clips into a playermodel with doublesided textures, its not that big a deal, but if you don't need doublesided textures then dont use them. :D
 

Starry Might

bFemale=True
8aad050ef93ca0413b9f08365937fb26.png


I think I'll upload her to UT200XHQ later today, so that you can download her there, too. :)

*SIGHS*

My first serious skin's complete.

It's mainly a recolor with some cut-'n'-pasted and original bits here and there, but I'm still dang proud of it. :D:tup:
 

SaD

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Starry Might said:
...
Anyhoo, I uploaded her to UT200X HQ (I hope that ain't considered advertisting...) just a little while ago.
...

Great :) .
I hope we get rid of the mirror-problem :( .

I send you a mail , after I tested the skin Starry .
I´m at my DSL-PC , so it will take a while till I get home and can test it .

Edit : Starry , you got mail .:)
 
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Starry Might

bFemale=True
SaD said:
Great :) .
I hope we get rid of the mirror-problem :( .

I send you a mail , after I tested the skin Starry .
I´m at my DSL-PC , so it will take a while till I get home and can test it .

Edit : Starry , you got mail .:)
*LOOKS*

Crud, I was afraid something would go wrong with the Green and Gold Team colors! :404:

The official CTF4 site claims the following:
CTF4 FAQ ([b][COLOR="Red"]Red Boldface[/COLOR][/b] mine) said:
Q: How to I make my skin compatible with CTF4? What do I name the green and gold skins?

A: You have two options:The easiest is to simply include green and gold skins inside your skin package, with the suffixes _2 for green, and _3 for gold. However, a lot of people expressed concern that this greatly increases the size of skin packages, and it's not fair to those who do not want to have green and gold versions. So as of version 1.0.1.0 there is a way to add green and gold skins in a separate package! Simply put the green and gold skins (with the _2 and _3 suffixes respectively) in a separate package named <YourPackageName>_4teams.utx. So if your skin package is named MyAwesomeSuperSkin.utx, then there should also be a new package named MyAwesomeSuperSkin_4teams.utx.
What version of CTF4 do you have, SaD?

As for the texture flats in this topic...how's about I put a big ole watermark on 'em? :lol::tup: