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It's been quite a while since oldunreal had an overhaul, but we are moving to another server which require some updates and changes. The biggest change is the migration of our old reliable YaBB forum to phpBB. This system expects you to login with your username and old password known from YaBB.
If you experience any problems there is also the usual "password forgotten" function. Don't forget to clear your browser cache!
If you have any further concerns feel free to contact me: Smirftsch@oldunreal.com
UT Skeletal Meshes
- Unrealistic
- Posts: 3
- Joined: Sat Oct 03, 2009 3:49 pm
UT Skeletal Meshes
I have some psa and psk files, but I dont have a clue on how to get them into unreal. Can someone help?
- Matrix224
- OldUnreal Member
- Posts: 742
- Joined: Wed Feb 20, 2008 7:41 pm
Re: UT Skeletal Meshes
You need to import them using UCC. You have to have a .UC file with the necessary import information within it. I have not done this in a while so I'm fuzzy on what you need.
- Unrealistic
- Posts: 3
- Joined: Sat Oct 03, 2009 3:49 pm
Re: UT Skeletal Meshes
I looked at that code and tried copying it but nothing worked 
- mentalhunter
- OldUnreal Member
- Posts: 814
- Joined: Sun Oct 07, 2007 10:31 am
Re: UT Skeletal Meshes
First of all, where you got the files from? I asume you have no UC, you can make one as long as you know which animations it has. I hope for you you got the files from a game with an editor else it will be quite some work to find out what the animations are, i never tryd tho, so i dont know how else you could find the anims.
- mentalhunter
- OldUnreal Member
- Posts: 814
- Joined: Sun Oct 07, 2007 10:31 am
Re: UT Skeletal Meshes
Ow.. yea you said UT.. whats the name of the mesh?
- Unrealistic
- Posts: 3
- Joined: Sat Oct 03, 2009 3:49 pm
Re: UT Skeletal Meshes
I got some mesh from a unreal tournament 2004 mod. can that work in unreal?
i dont know the anim names but i have the psa and psk files. can you help?
i dont know the anim names but i have the psa and psk files. can you help?
- ManicUnreal
- OldUnreal Member
- Posts: 6
- Joined: Sat Oct 03, 2009 6:56 pm
Re: UT Skeletal Meshes
Same person, different account, i lost my old password already and messed up my settings 
Last edited by ManicUnreal on Sat Oct 03, 2009 8:11 pm, edited 1 time in total.
- Matrix224
- OldUnreal Member
- Posts: 742
- Joined: Wed Feb 20, 2008 7:41 pm
Re: UT Skeletal Meshes
You need to know the animations' names.
- ManicUnreal
- OldUnreal Member
- Posts: 6
- Joined: Sat Oct 03, 2009 6:56 pm
Re: UT Skeletal Meshes
i found some tool that might help. i loaded the files and took a screenshot. the box on the right has the animation names, right?


- Matrix224
- OldUnreal Member
- Posts: 742
- Joined: Wed Feb 20, 2008 7:41 pm
Re: UT Skeletal Meshes
Yes. Now you need to create a .UC and use UCC to compile it. In the .UC you need the mesh information. I don't recall how to do it but I do know you need to write all the animsequences and their frames n stuff.
- ManicUnreal
- OldUnreal Member
- Posts: 6
- Joined: Sat Oct 03, 2009 6:56 pm
Re: UT Skeletal Meshes
I tried using some other lines from other mods with animsequence lines in, but repllaced the names and start and finish frame. i just need the textures now 
- Raven
- OldUnreal Member
- Posts: 311
- Joined: Fri Jun 10, 2005 5:10 am
- ManicUnreal
- OldUnreal Member
- Posts: 6
- Joined: Sat Oct 03, 2009 6:56 pm
Re: UT Skeletal Meshes
Link for you: DN UnPSA Toolkit v0.38b download
- mentalhunter
- OldUnreal Member
- Posts: 814
- Joined: Sun Oct 07, 2007 10:31 am
Re: UT Skeletal Meshes
K.. i did NEVER EVER used that program, to lazy. i just use standard writing programs from windows to write UC's..
- ManicUnreal
- OldUnreal Member
- Posts: 6
- Joined: Sat Oct 03, 2009 6:56 pm
Re: UT Skeletal Meshes
This toolkit calculates the startfame and frames of each animation...so I don't have to add the frames to get the next startframe 
- Turboman.
- OldUnreal Member
- Posts: 897
- Joined: Tue Feb 04, 2003 6:40 pm
Re: UT Skeletal Meshes
very interesting program... i like the overview of psa animations and their settings, and the animation combining feature looks very useful.
i'm definitely keeping this one!
i'm definitely keeping this one!
Last edited by Turboman. on Sun Oct 04, 2009 1:45 pm, edited 1 time in total.
- mentalhunter
- OldUnreal Member
- Posts: 814
- Joined: Sun Oct 07, 2007 10:31 am
Re: UT Skeletal Meshes
Wow.. WHAT?! Seriously, why did someone not told when i was porting Krotchy to unreal? it took me longer then a whole fucking day to make that UC file, and i'm not evens talking about the times digging in the UC file for what animation/framecount i called wrong...
- ManicUnreal
- OldUnreal Member
- Posts: 6
- Joined: Sat Oct 03, 2009 6:56 pm
Re: UT Skeletal Meshes
Each animation can also be saved to it's own .psa file toovery interesting program... i like the overview of psa animations and their settings, and the animation combining feature looks very useful.
i'm definitely keeping this one!
i don't know how this is useful, but im sure people will find a use for it
- KillerSkaarj
- OldUnreal Member
- Posts: 935
- Joined: Fri Jan 25, 2008 2:04 am
Re: UT Skeletal Meshes
I'll tell you how it's useful, this thing could speed up the process of porting over .psa and .psk files to Unreal MUCH faster than before.
Even though I have never done it nor do I know how to or even care, I'm still interested because if someone were to decide to port all of UT's skeletal meshes (which I'm assuming is all meshes in the game), it wouldn't be a painstakingly tedious job to do like it was with Mentalhunter and Krotchy.
EDIT: FFFFFFFFUUUUUU- 3 more posts until post 666

Even though I have never done it nor do I know how to or even care, I'm still interested because if someone were to decide to port all of UT's skeletal meshes (which I'm assuming is all meshes in the game), it wouldn't be a painstakingly tedious job to do like it was with Mentalhunter and Krotchy.
EDIT: FFFFFFFFUUUUUU- 3 more posts until post 666
Last edited by KillerSkaarj on Sun Oct 04, 2009 4:45 pm, edited 1 time in total.
- Pyro
- OldUnreal Member
- Posts: 592
- Joined: Wed Jul 18, 2007 5:35 pm
Re: UT Skeletal Meshes
simply open the PSA file with actorX in 3dsmax to get to know the animation details.
here is a by ActorX produced *.UC file
make a new folder in your Unreal directory, like Mymesh,
and make 3 other folders in there named Textures, Classes and Models.
put the PSA and PSK files in Models, put the .BMP or .PCX in the Textures folder and put the .UC file in Classes. Now set the names in the UC file right. (use the same name for all, is the easiest.)
now you do your unreal.ini in your system folder, open it with a text editor, search for EditPackages and add a new line, with Editpackages=Mymesh .
now run this: http://home.kpn.nl/guusenjenny/UCC%20Compiler.rar (open with winrar)
and voila.. all you need now is to script.
here is a by ActorX produced *.UC file
Code: Select all
//===============================================================================
// [yourname]
//===============================================================================
class yourname extends weapon;
#exec MESH MODELIMPORT MESH=yournameMesh MODELFILE=models\yourname.PSK LODSTYLE=10
#exec MESH ORIGIN MESH=yournameMesh X=0 Y=0 Z=0 YAW=0 PITCH=0 ROLL=0
#exec ANIM IMPORT ANIM=yournameAnims ANIMFILE=models\yourname.PSA COMPRESS=1 MAXKEYS=999999 IMPORTSEQS=1
#exec MESHMAP SCALE MESHMAP=yournameMesh X=1.0 Y=1.0 Z=1.0
#exec MESH DEFAULTANIM MESH=yournameMesh ANIM=yournameAnims
// Digest and compress the animation data. Must come after the sequence declarations.
// 'VERBOSE' gives more debugging info in UCC.log
#exec ANIM DIGEST ANIM=yournameAnims USERAWINFO VERBOSE
#EXEC TEXTURE IMPORT NAME=yournameTex0 FILE=TEXTURES\yourtexfilename.bmp GROUP=Skins
#EXEC MESHMAP SETTEXTURE MESHMAP=yournameMesh NUM=0 TEXTURE=yournameTex0
defaultproperties
{
Mesh=yournameMesh
DrawType=DT_Mesh
bStatic=False
}
make a new folder in your Unreal directory, like Mymesh,
and make 3 other folders in there named Textures, Classes and Models.
put the PSA and PSK files in Models, put the .BMP or .PCX in the Textures folder and put the .UC file in Classes. Now set the names in the UC file right. (use the same name for all, is the easiest.)
now you do your unreal.ini in your system folder, open it with a text editor, search for EditPackages and add a new line, with Editpackages=Mymesh .
now run this: http://home.kpn.nl/guusenjenny/UCC%20Compiler.rar (open with winrar)
and voila.. all you need now is to script.
Last edited by Pyro on Thu Oct 08, 2009 6:20 pm, edited 1 time in total.

- mentalhunter
- OldUnreal Member
- Posts: 814
- Joined: Sun Oct 07, 2007 10:31 am
Re: UT Skeletal Meshes
I have to ask, my Postal2 Animals are screwed up when it comes to collision, i set it many times, but i dont think its the collission, however i set it, or its in the ground, or its standing in the air, nothing in between, so i think it's the rotation. Is there any tool that shows you the Rotation of a mesh? I tryd MilkShape, but doesn't have it, that tool PSA/PSK toolkit neither has it..
- Matrix224
- OldUnreal Member
- Posts: 742
- Joined: Wed Feb 20, 2008 7:41 pm
Re: UT Skeletal Meshes
Wrong. Its the offset. The rotation has nothing whatsoever to do with that. Its happened to me before, I know for a fact its offset. Or in other words, in the .UC / code, the 'mesh origin'.
EDIT: Also I have a little issue myself. I have the HL2 headcrab model ported directly from HL2 into Unreal, yet its being testy- in .3d form it makes the .u around 3.5 mb, (possibly) due to the amount of frames. So, I tried skeletal. It reduced the size greatly and all, but, the skin now wont..well..fit. It looks like the skins on the wrong mesh now. Here is what I have:
In .3d form, it all fits fine. Notice on the top area, there are some sectioned out portions. Those are from the .3d UC file, because I thought maybe the size of the mesh was affecting it. I still believe this maybe the issue but I am not sure how to go about fixing it.
Any help?
EDIT2: Also, I am using MilkShape
EDIT: Also I have a little issue myself. I have the HL2 headcrab model ported directly from HL2 into Unreal, yet its being testy- in .3d form it makes the .u around 3.5 mb, (possibly) due to the amount of frames. So, I tried skeletal. It reduced the size greatly and all, but, the skin now wont..well..fit. It looks like the skins on the wrong mesh now. Here is what I have:
Code: Select all
class TestCrab extends Actor;
#exec MESH MODELIMPORT MESH=HCrabT MODELFILE=Models\HeadCrabSMT.psk
// #exec MESH ORIGIN MESH=HCrabT X=0 Y=0 Z=50 YAW=-64 PITCH=0 ROLL=0
#exec MESH ORIGIN MESH=HCrabT X=0 Y=0 Z=0
#exec ANIM IMPORT ANIM=HCAnims ANIMFILE=Models\HeadCrabSMT.psa COMPRESS=1 MAXKEYS=999999 IMPORTSEQS=1
#exec MESHMAP NEW MESHMAP=HCrabT MESH=HCrabT
#exec MESHMAP SCALE MESHMAP=HCrabT X=1.0 Y=1.0 Z=1.0
// #exec MESHMAP SCALE MESHMAP=HCrabT X=0.1 Y=0.1 Z=0.2
#exec MESH DEFAULTANIM MESH=HCrabT ANIM=HCAnims
#exec ANIM SEQUENCE ANIM=HCAnims SEQ=All STARTFRAME=0 NUMFRAMES=1136
#exec ANIM SEQUENCE ANIM=HCAnims SEQ=BurrowIdle STARTFRAME=0 NUMFRAMES=32
#exec ANIM SEQUENCE ANIM=HCAnims SEQ=BurrowIn STARTFRAME=33 NUMFRAMES=43
#exec ANIM SEQUENCE ANIM=HCAnims SEQ=BurrowOut STARTFRAME=77 NUMFRAMES=47
#exec ANIM SEQUENCE ANIM=HCAnims SEQ=CFBSJ STARTFRAME=124 NUMFRAMES=62
#exec ANIM SEQUENCE ANIM=HCAnims SEQ=CanDeployA STARTFRAME=186 NUMFRAMES=48
#exec ANIM SEQUENCE ANIM=HCAnims SEQ=CanDeployB STARTFRAME=234 NUMFRAMES=48
#exec ANIM SEQUENCE ANIM=HCAnims SEQ=CanDeployC STARTFRAME=282 NUMFRAMES=48
#exec ANIM SEQUENCE ANIM=HCAnims SEQ=Drown STARTFRAME=330 NUMFRAMES=47
#exec ANIM SEQUENCE ANIM=HCAnims SEQ=HeadCrabbed STARTFRAME=377 NUMFRAMES=296
#exec ANIM SEQUENCE ANIM=HCAnims SEQ=HeadCrabbedPost STARTFRAME=673 NUMFRAMES=46
#exec ANIM SEQUENCE ANIM=HCAnims SEQ=Idle01 STARTFRAME=719 NUMFRAMES=70
#exec ANIM SEQUENCE ANIM=HCAnims SEQ=IdleB STARTFRAME=789 NUMFRAMES=37
#exec ANIM SEQUENCE ANIM=HCAnims SEQ=JumpAttackBroadcast STARTFRAME=826 NUMFRAMES=40
#exec ANIM SEQUENCE ANIM=HCAnims SEQ=Run1 STARTFRAME=866 NUMFRAMES=35
#exec ANIM SEQUENCE ANIM=HCAnims SEQ=TestDeployA STARTFRAME=901 NUMFRAMES=57
#exec ANIM SEQUENCE ANIM=HCAnims SEQ=TestDeployB STARTFRAME=958 NUMFRAMES=57
#exec ANIM SEQUENCE ANIM=HCAnims SEQ=TestDeployC STARTFRAME=1015 NUMFRAMES=58
#exec ANIM SEQUENCE ANIM=HCAnims SEQ=TurnLeft STARTFRAME=1073 NUMFRAMES=32
#exec ANIM SEQUENCE ANIM=HCAnims SEQ=TurnRight STARTFRAME=1105 NUMFRAMES=31
#exec ANIM DIGEST ANIM=HCAnims VERBOSE
#exec TEXTURE IMPORT NAME=HeadCrabTex FILE=Models\headcrabsheet.bmp GROUP=Skins
#exec MESHMAP SETTEXTURE MESHMAP=HCrabT NUM=0 TEXTURE=HeadCrabTex
defaultproperties
{
DrawType=DT_Mesh
LODBias=10.000000
Mesh=SkeletalMesh'TestHC.HCrabT'
}Any help?
EDIT2: Also, I am using MilkShape
Last edited by Matrix224 on Sun Oct 11, 2009 2:18 pm, edited 1 time in total.
- Pyro
- OldUnreal Member
- Posts: 592
- Joined: Wed Jul 18, 2007 5:35 pm
Re: UT Skeletal Meshes
did the skin fit inside milkshape ?
btw you ruined my tea!
btw you ruined my tea!

Last edited by Pyro on Sun Oct 11, 2009 5:18 pm, edited 1 time in total.

- Matrix224
- OldUnreal Member
- Posts: 742
- Joined: Wed Feb 20, 2008 7:41 pm
Re: UT Skeletal Meshes
Yes as I said, or maybe I didn't...it does fit fine in M.S.
- .:..:
- OldUnreal Member
- Posts: 1637
- Joined: Tue Aug 16, 2005 4:35 am
Re: UT Skeletal Meshes
I had the same issue with HL2 strider, but I resolved it by moving texture UV (in MilkShape select all surfaces and press Ctrl + T):

(ಠ_ಠ)1823223D2A33224B0 wrote:...and now im stuck trying to fix everything you broke for the next 227 release xD

