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[RELEASED] Unreal HD Skins [UT] [227]

URP - the Unreal Retexturing Project: for those who are interested in High-Resolution Textures for Unreal & UnrealTournament or may want to take part in creating them

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Lightning_Hunter
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Re: High-Res Skin Project / Request for Skinners!

Post by Lightning_Hunter »

Nobody wants to be a beta tester?

I am completely done, at least for now.  The only incomplete inventory items now are the voice box and dampener, and I don't plan to do these two.  As for the Asbestos suit, I merely did a few touch-ups and applied a detail texture (which surprisingly doesn't look all that bad).  I did not give it much attention, since it only appears once in RTNP I think.  The Robot decoration (Jrobot1) as well as the RTNP Spaceships are not done, nor do I have any plans to do them.  If anyone wants to tackle these skins, I will certainly include them in the pack!


Toxin Suit:
[img]http://i6.photobucket.com/albums/y226/l_hunter8/ToxinSuit.jpg[/img]
Last edited by Lightning_Hunter on Sun Oct 16, 2016 5:53 am, edited 1 time in total.
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Leo T_C_K
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Re: High-Res Skin Project / Request for Skinners!

Post by Leo T_C_K »

To be honest, I've fallen completely ill, most of the day I spend lying down because I have heavy cold/cough ever since I went for EEG scan in the cold.

Yea you go to doctors for something and you fall ill from that as there are often ill patients and all that. Typical.

So I wasn't even aware you're looking for beta testers. Give it a time I'd say. As for dampener and voicebox, why not those? Voicebox appears in dig and dampener is little under-used and only in dm maps, but many custom maps used dampener since and even some unreal psx maps do utilize it.

Well the least you could do is include the 256x256 skins as I think I included those, right?
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Re: High-Res Skin Project / Request for Skinners!

Post by Lightning_Hunter »

To be honest, I've fallen completely ill, most of the day I spend lying down because I have heavy cold/cough ever since I went for EEG scan in the cold.
Well, I hope you get better soon! I'll send it to you anyway. You can feel free to take a look at it, or ignore it completely (it's up to you).
So I wasn't even aware you're looking for beta testers. Give it a time I'd say. As for dampener and voicebox, why not those? Voicebox appears in dig and dampener is little under-used and only in dm maps, but many custom maps used dampener since and even some unreal psx maps do utilize it.
It's a big release, so I wanted to make sure there are no gameplay errors (especially with the mutator code). The original voicebox/dampener skins are already 256x256, so the version you sent me is the same. One voicebox does in fact appear in dig, but I never use it in Unreal, since it does absolutely nothing anyway. Plus, I don't know what the heck to do with the dampener, since the skin is rather complex. I might mess with it for a bit, but no promises.
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Re: High-Res Skin Project / Request for Skinners!

Post by Lightning_Hunter »

Because Leo requested it, I went ahead and did the dampener and Voicebox (I didn't think anyone cared about these items).  That officially means all the inventory items are complete.  I've only had one person step up for beta testing.  Is anyone else interested?

[img]http://i6.photobucket.com/albums/y226/l_hunter8/VoiceBoxDamp.jpg[/img]
Last edited by Lightning_Hunter on Mon Oct 17, 2016 1:01 am, edited 1 time in total.
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Re: High-Res Skin Project / Request for Skinners!

Post by Leo T_C_K »

The voicebox does something, it can alert the enemies to turn away to where the sound is coming from. You need to time it right but basically you can lure the skaarjscout away to slip by, if you feel fighting him will end your life. That's what it was intended for. It's a difficult item to master/use especially if the AI doesn't react as well to it as it once used to. You can test it by going invisible and throwing voiceboxes around and looking at enemy reaction.
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Re: High-Res Skin Project / Request for Skinners!

Post by Lightning_Hunter »

I just tested the HD Skins mutator in 227i for the first time, and noticed that most of the HD skins are not working.  At first glance (testing on vortex2), I noticed the health is replaced, the bandage, the Gina skin, and a few others - but most other skins like the gibs, some weapons, Kevlar, and more are not replaced.  I did notice that 227i gives these skins detail textures instead.  Perhaps the new detail textures are messing with the mutator?  I will need someone who knows 227i to help me out with this issue.
The voicebox does something, it can alert the enemies to turn away to where the sound is coming from. You need to time it right but basically you can lure the skaarjscout away to slip by, if you feel fighting him will end your life. That's what it was intended for. It's a difficult item to master/use especially if the AI doesn't react as well to it as it once used to. You can test it by going invisible and throwing voiceboxes around and looking at enemy reaction.
Interesting.  I never knew that since there is only one voicebox in Unreal, and I never see them in custom levels.

Last edited by Lightning_Hunter on Mon Oct 17, 2016 3:56 am, edited 1 time in total.
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Leo T_C_K
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Re: High-Res Skin Project / Request for Skinners!

Post by Leo T_C_K »

Not only that, the voicebox was originally re-usable, you could pick it up before it had chance to explode, making it not so one-use-only item.

Btw are you sure the dampener skin was also 256x256 in ut? Could be just that smirftsch already added the higher res skin in, but I dunno. I remember that Delacroix wanted many of those 256x256 skins included in the first place.
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Re: High-Res Skin Project / Request for Skinners!

Post by Lightning_Hunter »

Btw are you sure the dampener skin was also 256x256 in ut? Could be just that smirftsch already added the higher res skin in, but I dunno. I remember that Delacroix wanted many of those 256x256 skins included in the first place.
Yes, all my testing has been done in UT99, and the skin I extracted from the default UnrealShare was 256x256.  As stated in my last post, Unreal 227i is having major issues with this mod.  I need help from someone (Casey? Yrex?) to resolve this issue.
Last edited by Lightning_Hunter on Mon Oct 17, 2016 4:39 am, edited 1 time in total.
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Re: High-Res Skin Project / Request for Skinners!

Post by Lightning_Hunter »

I got it working with 227i!  Of all things, this bit of code was breaking compatibility:

Code: Select all

//Boulder1M (In case a custom mapper uses it; not used in Unreal anywhere)
      if( A.Mesh == LodMesh'UnrealShare.Boulder1M' )
         {
         if( A.MultiSkins[1] == None )
            A.MultiSkins[1] = Texture'HDSkins2.HDJBoulder1';
   }
Even though botpack is not referenced, it was evidently trying to load and causing issues.  I have no idea why, but I went ahead and removed this code.  I don't think Boulder1M is actually used anyway!

Edit:  Does anyone know why these lines force a dependency on Upak.u?  The lines I'm referring to begin at "Else If" with JGPredator1 and JGPredator2.  The first lines about the Predator skins "JPredator1 and Jpredator2" do not create a dependency with Upak; only the skins starting at "Else If" do (these are the gib skins that were used in RTNPUE for "undead" predators).

Code: Select all

//Predator
      if(A.Mesh.Name == 'Predator')
         {
         if( A.MultiSkins[1] == None )
            A.MultiSkins[1] = Texture'HDSkins2.HDJPredator1';
         if( A.MultiSkins[2] == None )
            A.MultiSkins[2] = Texture'HDSkins2.HDJPredator2';
         else if( A.MultiSkins[1] == Texture'JGPredator1' )
            A.MultiSkins[1] = Texture'HDSkins2.HDJGPredator1';
         if( A.MultiSkins[2] == Texture'JGPredator2' )
            A.MultiSkins[2] = Texture'HDSkins2.HDJGPredator2';
   }
Last edited by Lightning_Hunter on Mon Oct 17, 2016 4:37 pm, edited 1 time in total.
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[]KAOS[]Casey
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Re: High-Res Skin Project / Request for Skinners!

Post by []KAOS[]Casey »

the keyword

Code: Select all

Texture'Package.Name'


creates a hard reference to Package, and Package.Name

The only way to work around this is something like...

Code: Select all

if String(A.MultiSkins[1]) == "Texture'UPak.JGPredator2'") 
That code probably won't work. The easiest way to figure out what it is by logging it

Code: Select all

if(A.Mesh.Name == 'Predator')
{
     log(string(A.MultiSkins[1]));
     log(string(A.MultiSkins[2]));
}
casting to Name might work too -- I'm just not sure offhand if it includes Texture'' or not.

For what it's worth, if you can cast to Name use that, it's slightly faster since it uses a name table.

Edit: There are other ways to get this to work too, with A.MultiSkins[x].Name so long as A.MultiSkins[x] != None.

edit2:

There is also this,

Code: Select all

 if( A.MultiSkins[2] == Texture(DynamicLoadObject("UPak.JGPredator2",Class'Texture')))
            A.MultiSkins[2] = Texture'HDSkins2.HDJGPredator2';
that should work assuming I casted it correctly. It will also spit out annoying warnings if the user doesn't have upak.
Last edited by []KAOS[]Casey on Mon Oct 17, 2016 5:09 pm, edited 1 time in total.
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Re: High-Res Skin Project / Request for Skinners!

Post by Leo T_C_K »

Use dynamicloadobject to not depend on those packages in the package... Dynamicloabobject will make it load during the game.
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Re: High-Res Skin Project / Request for Skinners!

Post by Lightning_Hunter »

Thanks Casey (and Leo), that did the trick.  I have a new (unrelated) issue now. I noticed thousands of "accessed None" errors in in the UT log, such as these:

Code: Select all

ScriptWarning: HDSkinsNotify Vortex2.HDSkinsNotify0 (Function HDSkinsMut.HDSkinsNotify.ModifyThing:27C7) Accessed None
ScriptWarning: HDSkinsNotify Vortex2.HDSkinsNotify0 (Function HDSkinsMut.HDSkinsNotify.ModifyThing:2842) Accessed None
ScriptWarning: HDSkinsNotify Vortex2.HDSkinsNotify0 (Function HDSkinsMut.HDSkinsNotify.ModifyThing:28BD) Accessed None
ScriptWarning: HDSkinsNotify Vortex2.HDSkinsNotify0 (Function HDSkinsMut.HDSkinsNotify.ModifyThing:290A) Accessed None
ScriptWarning: HDSkinsNotify Vortex2.HDSkinsNotify0 (Function HDSkinsMut.HDSkinsNotify.ModifyThing:2957) Accessed None
ScriptWarning: HDSkinsNotify Vortex2.HDSkinsNotify0 (Function HDSkinsMut.HDSkinsNotify.ModifyThing:29A4) Accessed None
ScriptWarning: HDSkinsNotify Vortex2.HDSkinsNotify0 (Function HDSkinsMut.HDSkinsNotify.ModifyThing:29F1) Accessed None
ScriptWarning: HDSkinsNotify Vortex2.HDSkinsNotify0 (Function HDSkinsMut.HDSkinsNotify.ModifyThing:2A3E) Accessed None
ScriptWarning: HDSkinsNotify Vortex2.HDSkinsNotify0 (Function HDSkinsMut.HDSkinsNotify.ModifyThing:2C42) Accessed None
ScriptWarning: HDSkinsNotify Vortex2.HDSkinsNotify0 (Function HDSkinsMut.HDSkinsNotify.ModifyThing:2E76) Accessed None
ScriptWarning: HDSkinsNotify Vortex2.HDSkinsNotify0 (Function HDSkinsMut.HDSkinsNotify.ModifyGibs:1823) Accessed None
ScriptWarning: HDSkinsNotify Vortex2.HDSkinsNotify0 (Function HDSkinsMut.HDSkinsNotify.ModifyGibs:189E) Accessed None
ScriptWarning: HDSkinsNotify Vortex2.HDSkinsNotify0 (Function HDSkinsMut.HDSkinsNotify.ModifyGibs:1919) Accessed None
ScriptWarning: HDSkinsNotify Vortex2.HDSkinsNotify0 (Function HDSkinsMut.HDSkinsNotify.ModifyGibs:1994) Accessed None
ScriptWarning: HDSkinsNotify Vortex2.HDSkinsNotify0 (Function HDSkinsMut.HDSkinsNotify.ModifyGibs:1A0F) Accessed None
ScriptWarning: HDSkinsNotify Vortex2.HDSkinsNotify0 (Function HDSkinsMut.HDSkinsNotify.ModifyGibs:1A8A) Accessed None
ScriptWarning: HDSkinsNotify Vortex2.HDSkinsNotify0 (Function HDSkinsMut.HDSkinsNotify.ModifyGibs:1B05) Accessed None
ScriptWarning: HDSkinsNotify Vortex2.HDSkinsNotify0 (Function HDSkinsMut.HDSkinsNotify.ModifyGibs:1B52) Accessed None
ScriptWarning: HDSkinsNotify Vortex2.HDSkinsNotify0 (Function HDSkinsMut.HDSkinsNotify.ModifyGibs:1B9F) Accessed None
ScriptWarning: HDSkinsNotify Vortex2.HDSkinsNotify0 (Function HDSkinsMut.HDSkinsNotify.ModifyGibs:1C1A) Accessed None
ScriptWarning: HDSkinsNotify Vortex2.HDSkinsNotify0 (Function HDSkinsMut.HDSkinsNotify.ModifyGibs:1C67) Accessed None
ScriptWarning: HDSkinsNotify Vortex2.HDSkinsNotify0 (Function HDSkinsMut.HDSkinsNotify.ModifyGibs:1CB4) Accessed None
ScriptWarning: HDSkinsNotify Vortex2.HDSkinsNotify0 (Function HDSkinsMut.HDSkinsNotify.ModifyGibs:1D01) Accessed None
ScriptWarning: HDSkinsNotify Vortex2.HDSkinsNotify0 (Function HDSkinsMut.HDSkinsNotify.ModifyGibs:1D4E) Accessed None
ScriptWarning: HDSkinsNotify Vortex2.HDSkinsNotify0 (Function HDSkinsMut.HDSkinsNotify.ModifyThing:27C7) Accessed None
ScriptWarning: HDSkinsNotify Vortex2.HDSkinsNotify0 (Function HDSkinsMut.HDSkinsNotify.ModifyThing:2842) Accessed None
ScriptWarning: HDSkinsNotify Vortex2.HDSkinsNotify0 (Function HDSkinsMut.HDSkinsNotify.ModifyThing:28BD) Accessed None
ScriptWarning: HDSkinsNotify Vortex2.HDSkinsNotify0 (Function HDSkinsMut.HDSkinsNotify.ModifyThing:290A) Accessed None
ScriptWarning: HDSkinsNotify Vortex2.HDSkinsNotify0 (Function HDSkinsMut.HDSkinsNotify.ModifyThing:2957) Accessed None
ScriptWarning: HDSkinsNotify Vortex2.HDSkinsNotify0 (Function HDSkinsMut.HDSkinsNotify.ModifyThing:29A4) Accessed None
ScriptWarning: HDSkinsNotify Vortex2.HDSkinsNotify0 (Function HDSkinsMut.HDSkinsNotify.ModifyThing:29F1) Accessed None
ScriptWarning: HDSkinsNotify Vortex2.HDSkinsNotify0 (Function HDSkinsMut.HDSkinsNotify.ModifyThing:2A3E) Accessed None
ScriptWarning: HDSkinsNotify Vortex2.HDSkinsNotify0 (Function HDSkinsMut.HDSkinsNotify.ModifyThing:2C42) Accessed None
ScriptWarning: HDSkinsNotify Vortex2.HDSkinsNotify0 (Function HDSkinsMut.HDSkinsNotify.ModifyThing:2E76) Accessed None
ScriptWarning: HDSkinsNotify Vortex2.HDSkinsNotify0 (Function HDSkinsMut.HDSkinsNotify.ModifyGibs:1823) Accessed None
ScriptWarning: HDSkinsNotify Vortex2.HDSkinsNotify0 (Function HDSkinsMut.HDSkinsNotify.ModifyGibs:189E) Accessed None
ScriptWarning: HDSkinsNotify Vortex2.HDSkinsNotify0 (Function HDSkinsMut.HDSkinsNotify.ModifyGibs:1919) Accessed None
ScriptWarning: HDSkinsNotify Vortex2.HDSkinsNotify0 (Function HDSkinsMut.HDSkinsNotify.ModifyGibs:1994) Accessed None
ScriptWarning: HDSkinsNotify Vortex2.HDSkinsNotify0 (Function HDSkinsMut.HDSkinsNotify.ModifyGibs:1A0F) Accessed None
ScriptWarning: HDSkinsNotify Vortex2.HDSkinsNotify0 (Function HDSkinsMut.HDSkinsNotify.ModifyGibs:1A8A) Accessed None
This is just a fraction of what appears in the log.  Here is the current code for SpawnNotify:

Code: Select all

#exec OBJ LOAD FILE="HDSkins2.utx"

//=============================================================================
// HDSkinNotify.
//=============================================================================
class HDSkinsNotify expands SpawnNotify;

var Actor PendingActors[64];
var int   PendingActorsCount;

//============================================================
simulated function PostBeginPlay()
{
   local Actor A;

   foreach AllActors( Class'Actor', A )
      ModifyThing(A);

   Super.PostBeginPlay();
}


//============================================================
event Actor SpawnNotification( actor A )
{
   ModifyThing(A);

   return A;
}

function Tick(float deltaTime)
{
    local int i;
    local actor A;
   
    for(i=0;i
Last edited by Lightning_Hunter on Mon Oct 17, 2016 6:57 pm, edited 1 time in total.
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[]KAOS[]Casey
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Re: High-Res Skin Project / Request for Skinners!

Post by []KAOS[]Casey »

Seems simple. Some things don't have meshes (non-visible or 2d only objects).

Code: Select all

function ModifyThing( Actor A )
{
     if(A.Mesh != None)
     {
          ... Put your code back in here
     }
}
you can duplicate that for Modify Gibs, if desired. In general practice of unrealscript its best to do that, regardless if the previous function already checked none. Paranoia is bliss.....?

You should also check if Skin == None as the first case on everything, that way implicitly Skin != None if Skin == None check fails.

There is an extreme corner case here -- you can't know if something starts with no mesh then assigns itself one later. It would be best to ignore this as it's not possible to fix this without using the texture merger.
Last edited by []KAOS[]Casey on Mon Oct 17, 2016 9:33 pm, edited 1 time in total.
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Leo T_C_K
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Re: High-Res Skin Project / Request for Skinners!

Post by Leo T_C_K »

Well, one could always adapt a more complex routine using tick and all to check realtime for meshes being assigned and all that...but whatever that can get performance heavy in some cases.
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Re: High-Res Skin Project / Request for Skinners!

Post by Lightning_Hunter »

Thanks, Casey.  That seems to have removed the accessed none errors.  I'm not sure what you mean about checking that skins are set to none every time though.  Are you referring to cases like this?

Code: Select all

//Skaarj Trooper
      if( A.Mesh == LodMesh'UnrealI.sktrooper' )
         {
      if( A.Skin == Texture'sktrooper1' )
            A.Skin = Texture'HDSkins2.HDsktrooper1';
         else if( A.Skin == None ) //Replaces pre-placed Carcass skins
            A.Skin = Texture'HDSkins2.HDsktrooper1';
         else if( A.Skin == Texture'sktrooper2' )
            A.Skin = Texture'HDSkins2.HDsktrooper2';
         else if( A.Skin == Texture'sktrooper3' )
            A.Skin = Texture'HDSkins2.HDsktrooper3';
With 90% of the Unreal pawns, the skin is set to "None" by default, but a few like the Sktrooper have a skin set by default.  For this reason, I did not check if the skin is set to none.  Should I change it to appear like this?

Code: Select all

//Skaarj Trooper
      if( A.Mesh == LodMesh'UnrealI.sktrooper' )
         {
      if( A.Skin == None )
            A.Skin = Texture'HDSkins2.HDsktrooper1';
      if( A.Skin == Texture'sktrooper1' )
            A.Skin = Texture'HDSkins2.HDsktrooper1';
         else if( A.Skin == None ) //Replaces pre-placed Carcass skins
            A.Skin = Texture'HDSkins2.HDsktrooper1';
         else if( A.Skin == Texture'sktrooper2' )
            A.Skin = Texture'HDSkins2.HDsktrooper2';
         else if( A.Skin == Texture'sktrooper3' )
            A.Skin = Texture'HDSkins2.HDsktrooper3';
Well, one could always adapt a more complex routine using tick and all to check realtime for meshes being assigned and all that...but whatever that can get performance heavy in some cases.
I'm not sure what the point of this would be, though.  At the moment, skins are already replaced as they spawn, and that is good enough.  I can't think of any cases in which a skin would change after the pawn has already spawned (except maybe if a player changes their skin, in which case they will change when the player dies).  Also, I really don't want any performance loss due to the code.  I had to scrap all the original mutator code due to the terrible lag, and settle for SpawnNotify instead (Waffnuffly coded that bit).
Last edited by Lightning_Hunter on Tue Oct 18, 2016 3:40 am, edited 1 time in total.
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Re: High-Res Skin Project / Request for Skinners!

Post by []KAOS[]Casey »

Yeah, you should always check if it's None first, or at least put in a != none check. That way you'll never get an accessed none message
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Re: High-Res Skin Project / Request for Skinners!

Post by Lightning_Hunter »

Yeah, you should always check if it's None first, or at least put in a != none check. That way you'll never get an accessed none message
Ok, I will modify the code for each mesh like I did with the sktrooper in my last post.

Random question, but is there a way to have the mutator flush the memory at the start or end of a level when switching levels?  I noticed that if you load 4-5 maps in a row using the switchlevel command (or by exiting SP maps normally), the game will crash with a "ran out of virtual memory error".  This does not occur if you exit the game and load each map individually, which tells me it has something to do with an overflow of memory.  If I remember correctly, there is a memory flush command that may help.
Last edited by Lightning_Hunter on Tue Oct 18, 2016 7:35 pm, edited 1 time in total.
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Re: High-Res Skin Project / Request for Skinners!

Post by []KAOS[]Casey »

Code: Select all

Level.Game.Consolecommand("obj garbage")
I have never heard this myself. Must be a UT myth/actual bug. UT has a lot of different issues than U1.
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Re: High-Res Skin Project / Request for Skinners!

Post by Lightning_Hunter »

Updated the first post with new info and screenshots. The Beta should go out to the testers tonight!
Also, there is a ModDB page here now:

ModDB (click the image)
[url=http://www.moddb.com/mods/high-resolution-unreal-skins][img]http://i6.photobucket.com/albums/y226/l_hunter8/HDSkinsIcon.jpg[/img][/url]
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Re: [Beta Testing]Unreal HD Skins

Post by Lightning_Hunter »

I intended to send off the beta last night, but saw a few more skins that could use minor tweaks. The beta will come out very soon though. I am still in need of one more beta tester. Anyone else interested?
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Re: [Beta Testing]Unreal HD Skins

Post by Leo T_C_K »

How large is this? I might test this on UT so I guess you can count me in.
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Re: [Beta Testing]Unreal HD Skins

Post by Leo T_C_K »

I just replied and it didn't honor it...I might want to test it on one of the installs. How large is it?

EDIT: Oops, now it shows my previous post...
Last edited by Leo T_C_K on Thu Oct 20, 2016 7:35 pm, edited 1 time in total.
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Re: [Beta Testing]Unreal HD Skins

Post by Lightning_Hunter »

Hey Leo, the filesize is about 407MB. I can split it up in a few parts if you need me to. Having a beta tester for UT would be great. The other two beta testers prefer 227i.
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Re: [Beta Testing]Unreal HD Skins

Post by Leo T_C_K »

Hey Leo, the filesize is about 407MB.  I can split it up in a few parts if you need me to.  Having a beta tester for UT would be great.  The other two beta testers prefer 227i. 
Fine with me then. Please don't use 7z though.
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Re: [Beta Testing]Unreal HD Skins

Post by []KAOS[]Casey »

winACE ftw

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