Unreal Tournament Skin Maker
Warning: Discontinued project
This tool can create Unreal Tournament ’99 texture packages to be used as player skins. You don’t need to use UnrealED!
Please uninstall any old version before installing a new one.
Warning: This program uses OpenGL to display the 3D preview. Be sure to have the latest drivers for your 3D card. With some 3Dfx cards it could not work because their OpenGL only works in full screen, and the preview is in a window. However some of them seem to work (Voodoo5 and greater?). For ATI Radeon cards it seems to work with driver version 4.13.7075.
The program allows you to create a skin project using any model installed in UT’99 and then add the textures. Then you can easily edit the descriptions of the textures and finally create the UTX/INT files. The program takes care of creating the file with the correct setting for things like the LODSet property and creates the MipMaps for the textures.
Now with 3D skin preview and UT model compiling!!!
- Texture corruption. Sometimes a texture may get corrupted on the model preview, press the Refresh button until it is correct.
- Texture disappears. Sometimes a texture may not show after a change in the “Enable Masking” checkbox. Reload the project to correct.
- May give an wglMakeCurrent error at program exit.
The project options (One Mipmap & Palette reduction) can be used to reduce file size to a minimum. This are the sizes for a regular skin (soldier model with team colors for chest and legs and one face, 13 textures in total):
|Mipmaps\Reduce Palettes||One Palette per Texture||One Palette per Group or
One Palette for all the Package
(because there is only one group)
|All the MipMaps||
|Only One MipMap||
As you can see, the most reducing option is the MipMaps one. This is because the palettes only have 1027 bytes each, and a typical first mipmap is about 64Kb, with the all-mipmaps texture being about 87Kb (23Kb more). In the example, the file size was reduced from (aprox.) 1Mb to 790Kb. The quality of the skin is basically influenced from the palettes options. Allthough the algorithm used to reduce the palettes does a very good work, some quality is lost in the process, and some pixelation could be seen due to the reduced number of colors available. The pixelation can be easily seen in the character selection dialog, but when playing will not be seen so much. The reduction of mipmaps is usually undetected because UT seems to create them internally.
This software comes without any guarantee of any kind. I do not take any responsibility for any damage, loss of income, or any other problems you might experience from using this software. You might not charge anything for the distribution of this software, but the costs of media, shipping, etc.
- Erik de Neve from Epic Games.
- Scott Martin from Ion Storm.
- My betatesters. They know who they are.
- All the users that gave me ideas and bug reports.