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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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[]KAOS[]Casey
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Re: High-Res Skin Project / Request for Skinners!

Post by []KAOS[]Casey »

Oh oops. Looks like I uploaded to the wrong folder. It should work now.
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Lightning_Hunter
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Re: High-Res Skin Project / Request for Skinners!

Post by Lightning_Hunter »

Good news (NEVERMIND, READ BELOW) - the texture merger appears to work with UT99 system files (NOT ANYMORE, READ BELOW)!  I just had to use U227i's UCC make to modify UnrealShare and UnrealI from UT99.  Now I can finally start compiling several different packages.  I believe I will release two versions of this skin pack.  One will be a full version that uses .bat files to swap in and out the UT99 system files with the new ones that replace everything.  The other release will be the mutator version I already worked on that will only replace the monster skins and nothing else (a light version mostly for coop use). 

Edit:  I spoke too soon...  I am able to modify the UT99 UnrealI.u, but can't modify UT99s UnrealShare.u.  It seems that whenever I remove the official UnrealShare.u file from the 227i folder, TextureMerger refuses to work altogether.  It gives the following error:

Code: Select all

Failed loading package: Can't find IntProperty in File 'IntProperty Engine.player.CurrentNetSpeed'
Failed to find file 'UnrealShare'
I get this error no matter what file I try to modify when the 227 UnrealShare.u file is removed from the system folder and replaced with the UT99 UnrealShare.  It seems that TextureMerger is using the 227 UnrealShare.u file in order to function, and removing it and trying to use the UT99 UnrealShare causes it to fail...  I also tried keeping 227's UnrealShare in the folder and renaming the UT99 file to UnrealShare2, but got the same error.  Any ideas Casey?
Last edited by Lightning_Hunter on Thu Sep 01, 2016 8:51 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 »

Any properties like that you'd have to back back in. 227 is not quite 1:1 with UT for some things

you'll have to add an int named CurrentNetSpeed to Player.uc (an object) then save engine.u after recompiling. Just make sure to back up engine.u before you do this, because saving engine.u is pretty bad except for throwing hacks together like this.

Did the unreali.u actually work in UT99 after the compiling in 227i? pretty neat if so.
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Re: High-Res Skin Project / Request for Skinners!

Post by Lightning_Hunter »

Any properties like that you'd have to back back in. 227 is not quite 1:1 with UT for some things

you'll have to add an int named CurrentNetSpeed to Player.uc (an object) then save engine.u after recompiling. Just make sure to back up engine.u before you do this, because saving engine.u is pretty bad except for throwing hacks together like this.

Did the unreali.u actually work in UT99 after the compiling in 227i? pretty neat if so.
Yes, UnrealI seemed to work in UT99 after compiling, although I did not extensively test it.  Hopefully there are no bugs.

I don't have the source for Engine.u.  Could you give me a link or tell me how to obtain it?  I hope there aren't too many lines I have to add...

Edit: Is there a way to merge packages in UT99? I was thinking that I could use TextureMerger to just create a .utx file using 227i, then merge that file with UnrealShare.u in UT99. Not sure if this method would work or not.
Last edited by Lightning_Hunter on Thu Sep 01, 2016 11:42 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 »

Using unrealed to make the changes as mentioned is the usual route. As mentioned, texturemerger that I made for some reason when built under UT arbitrarily crashes at a specific point. I can try to look into this later, but I don't know how much success I will have. If I remember correctly, it's the part where it tries to import a texture into a "factory" as if the editor were loaded and you tried to import via the menu.

Might be easier to give smirf the source and have him try to debug it since he can breakpoint inside UT while I can only breakpoint in my own code.
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Re: High-Res Skin Project / Request for Skinners!

Post by Lightning_Hunter »

Using unrealed to make the changes as mentioned is the usual route. As mentioned, texturemerger that I made for some reason when built under UT arbitrarily crashes at a specific point. I can try to look into this later, but I don't know how much success I will have. If I remember correctly, it's the part where it tries to import a texture into a "factory" as if the editor were loaded and you tried to import via the menu.
Might be easier to give smirf the source and have him try to debug it since he can breakpoint inside UT while I can only breakpoint in my own code.
I wonder if he is reading this thread?  I could certainly use some help.  This project has been stuck at this obstacle for far too long.  I'm sure some of these expert coders around here could get me past this issue in a day if they put their minds to it.  In the meantime, months of my work are just sitting around collecting dust, waiting for this one little issue to be resolved.  I am also a terrible coder, so there is only so much I can do.  :P
Last edited by Lightning_Hunter on Fri Sep 02, 2016 4:35 am, edited 1 time in total.
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yrex .
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Re: High-Res Skin Project / Request for Skinners!

Post by yrex . »

http://www.oldunreal.com/cgi-bin/yabb2/YaBB.pl?num=1471446510

May be useful?
My work | contact: ampoyrex at wp dot pl
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Re: High-Res Skin Project / Request for Skinners!

Post by Lightning_Hunter »

http://www.oldunreal.com/cgi-bin/yabb2/YaBB.pl?num=1471446510

May be useful?
DDS files aren't even listed in the import textures screen. If I force the screen to display them by showing all files, the program crashes when I try to import DXT1. Doesn't work.
Last edited by Lightning_Hunter on Fri Sep 02, 2016 6:16 pm, edited 1 time in total.
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Skywolf
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Re: High-Res Skin Project / Request for Skinners!

Post by Skywolf »

.DDS file support is an Unreal 227 feature. I assume you are stil using UT which would be why it doesnt work.
I hate it when people ask me what my favorite game is. Just try to explain you're not talking about Unreal Tournament ::).
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yrex .
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Re: High-Res Skin Project / Request for Skinners!

Post by yrex . »

http://www.oldunreal.com/cgi-bin/yabb2/YaBB.pl?num=1471446510

May be useful?
DDS files aren't even listed in the import textures screen.  If I force the screen to display them by showing all files, the program crashes when I try to import DXT1.  Doesn't work.
Yes, there's no DDS support (yet), you have to convert them to some other format like PNG first.
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Lightning_Hunter
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Re: High-Res Skin Project / Request for Skinners!

Post by Lightning_Hunter »

Yes, there's no DDS support (yet), you have to convert them to some other format like PNG first.
Sorry, but it doesn't help me.  I need to import DDS to keep Alpha Layers (masking).  This does not work with PNG.
.DDS file support is an Unreal 227 feature. I assume you are stil using UT which would be why it doesnt work.
DDS DXT1 files do in fact work in UT99.  I established this fact months ago, when I was importing .DDS using UnrealEd for 227, and saving the package as .UTX.  They then worked in UT99 using the mutator.  Casey's texture merger also works for importing .DDS files for use in UT99, but unfortunately it cannot modify UT99's UnrealShare.u.

It is unbelievable that nobody has given me any sort of solution for this problem yet.  This seemingly small obstacle has put this project on hold for over a month, and will continue to stall the project until a solution is found.  I mean really, how hard it is to import DXT1 textures in to UT99's UnrealShare.u?  There has to be a way! Doesn't anyone have any ideas at all?
Last edited by Lightning_Hunter on Fri Sep 02, 2016 11:52 pm, edited 1 time in total.
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Re: High-Res Skin Project / Request for Skinners!

Post by sn260591 »

Sorry, but it doesn't help me. I need to import DDS to keep Alpha Layers (masking). This does not work with PNG.
PNG supports the same alpha channel, as DDS.
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Re: High-Res Skin Project / Request for Skinners!

Post by Lightning_Hunter »

Sorry, but it doesn't help me.  I need to import DDS to keep Alpha Layers (masking).  This does not work with PNG.
PNG supports the same alpha channel, as DDS. 
I checked, and you are half right. The same alpha layer used with .DDS is not really supported with PNG.  In order for it to work, I have to flatten the image, delete the background layer, and save each file as web (for some reason, Photoshop doesn't allow the saving of transparency with PNG unless you use this method). Only then will Photoshop save a PNG with a layer. At least I now have a method of getting these textures working in UnrealShare, but it is by no means the optimal method.  Hopefully there are no ill-effects of using YTexBrowser to modify UnrealShare.  I guess I will find out.
Last edited by Lightning_Hunter on Sat Sep 03, 2016 6:26 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 »

do you have an example .dds that imports directly into UT99? my code no longer crashes on UT99 but that's because it prints errors like..

Code: Select all

Log: FactoryCreateBinary: Texture with TextureFactory (0 0 E:\UnrealTournament\S3TCMerge\UnrealShare\g-patch.dds)
Warning: Bad image format for texture import
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[]KAOS[]Casey
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Re: High-Res Skin Project / Request for Skinners!

Post by []KAOS[]Casey »

Do you know about this "MergeDXTCommandlet" ? it appears to merge DXT textures into existing packages much like what my texture merger does. Maybe this will work for you on UT? It's built into UT99 apparently. I've read some wiki pages that say ut2kx can import DXT1 and they mysteriously work with the mergedxtcommandlet.

Edit: wiki page here https://wiki.beyondunreal.com/Legacy:S3TC
Last edited by []KAOS[]Casey on Sun Sep 04, 2016 12:02 am, edited 1 time in total.
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Re: High-Res Skin Project / Request for Skinners!

Post by Lightning_Hunter »

Do you know about this "MergeDXTCommandlet" ? it appears to merge DXT textures into existing packages much like what my texture merger does. Maybe this will work for you on UT? It's built into UT99 apparently. I've read some wiki pages that say ut2kx can import DXT1 and they mysteriously work with the mergedxtcommandlet.

Edit: wiki page here https://wiki.beyondunreal.com/Legacy:S3TC
Interesting. I'll try it. Worst case scenario, I can just convert all the DDS files to PNG, and use YTexBrowser to import them directly to UnrealShare.u. We will see what happens.
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Re: High-Res Skin Project / Request for Skinners!

Post by Lightning_Hunter »

This is frustrating...  YTexBrowser keeps crashing after I've imported more than 10 textures, and the package gets corrupted when I save.  I also can't figure out how the MergeDXT command works exactly.  The descriptions are very vague on that link (where do the folders go, and what structure is used?).  Besides, I think the command can only be used to merge textures in identical packages with the same number of textures.  I don't think I can use MergeDXT to put textures in UnrealShare.u. 

I've wasted days on this now.   :-/
Last edited by Lightning_Hunter on Mon Sep 05, 2016 8:25 am, edited 1 time in total.
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Re: High-Res Skin Project / Request for Skinners!

Post by Lightning_Hunter »

I have uploaded an archive of 6 different skins in 2 different formats (PNG and DDS) as well as a UTX file containing the skins.  I have done this in the hope that someone can download it and properly import them in to UT99's UnrealShare.u file.  I have exhausted all my resources, and have no more ideas.  Maybe someone else can have better luck and tell me what they did?

https://www.mediafire.com/?zbz3qzijr3x9r6n

Also, everyone else can feel free to check out the skins.  You can open the PNG files in windows viewer to see the work I've been doing.  These are the full quality skins that have not been downsampled. I have made over 100 skins of the same quality as these.
Last edited by Lightning_Hunter on Mon Sep 05, 2016 9:27 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 »

Looks like i'll probably have to write a .dds importer to make this work natively for UT... hmm..
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Re: High-Res Skin Project / Request for Skinners!

Post by Lightning_Hunter »

Looks like i'll probably have to write a .dds importer to make this work natively for UT... hmm..
I would be very grateful if you did something like that! Your name would certainly make it to the top of my credits list. :)
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Re: High-Res Skin Project / Request for Skinners!

Post by []KAOS[]Casey »

I got a hold of smirf's DDS loading code and ran into a linker issue: http://www.oldunreal.com/cgi-bin/yabb2/YaBB.pl?num=1473149391/0#0

i might have to rewrite that small portion. Won't be a big deal, but it is right now since it's 1 am. lol
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Re: High-Res Skin Project / Request for Skinners!

Post by Lightning_Hunter »

I got a hold of smirf's DDS loading code and ran into a linker issue: http://www.oldunreal.com/cgi-bin/yabb2/YaBB.pl?num=1473149391/0#0

i might have to rewrite that small portion. Won't be a big deal, but it is right now since it's 1 am. lol
Well, you rock! 8-)
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Re: High-Res Skin Project / Request for Skinners!

Post by Lightning_Hunter »

I have some great news.  Thanks to the help of Waffnuffly (Buff Skeleton) over at UnrealSP.org, a new mutator has been written using SpawnNotify that appears to have no negative effects.  Above all, it does not lag the game!  This means I can release this project as originally intended, with a simple mutator that players have to merely add to the game.  sn260591, I still want to thank you for your help in creating the original mutator.  Although the code will not be used with the release, you gave me a preliminary platform to use for testing the skins.  Your name will be mentioned in the readme file without a doubt. :)

In other news, I decided to make high-res skins for all the gibs.  After all, what are high-res monster skins without high-res gibs to come with them?  There are over 100 gibs in the game if you include the RTNP gibs, and all of them are complete (minus the Space Marines). 

This project is getting much closer to a release now.  The mutator is finished, and all the skins I originally intended to complete are completed.  I am currently moving on to do the rest of the weapons skins, which I don't imagine will take me too much time (the scripted pawn skins and decors were the hard part).  I have come to a decision that the ammo, pickups, and the rest of the inventory will come at a later time with a later release.  There are a lot of pickups in the game, and I might need help with those if they are ever to be completed. Eventually, I would also like to work on the UT99 Inventory.

Gib screenshots:
[img]http://i6.photobucket.com/albums/y226/l_hunter8/Gibs1.jpg[/img]
[img]http://i6.photobucket.com/albums/y226/l_hunter8/Gibs2.jpg[/img]
Last edited by Lightning_Hunter on Tue Sep 13, 2016 4:29 am, edited 1 time in total.
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Re: High-Res Skin Project / Request for Skinners!

Post by Lightning_Hunter »

I was never all that great at weapon skins (always been better at monster skins), but here is my attempt at the Automag. What do you all think?

[img]http://i6.photobucket.com/albums/y226/l_hunter8/Automag_2.jpg[/img]

Old:
[img]http://i6.photobucket.com/albums/y226/l_hunter8/AutomagOld.jpg[/img]
Last edited by Lightning_Hunter on Tue Sep 13, 2016 11:45 pm, edited 1 time in total.
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Re: High-Res Skin Project / Request for Skinners!

Post by Lightning_Hunter »

I just now skinned the Stinger in less than 2 hours, which I think beats my own personal best record. :P

[img]http://i6.photobucket.com/albums/y226/l_hunter8/StingerHD_1.jpg[/img]

Old Stinger:
[img]http://i6.photobucket.com/albums/y226/l_hunter8/StingerOld.jpg[/img]

Pickup:
[img]http://i6.photobucket.com/albums/y226/l_hunter8/StingerPick2HD.jpg[/img]

[img]http://i6.photobucket.com/albums/y226/l_hunter8/StingerPickHD_1.jpg[/img]
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