• Rename the first 4 letters (xxxx) of all files to anything you want as long as its 4 letters. for this example i will rename them 'Bull'. Also change the 'name' part of the last two pcx's to a suitable name for the face of your skin.
            Bull1.pcx          (The chest and arms)
            Bull2.pcx          (The Thighs and Boots)
            Bull3.pcx          (The shoulders and arms)
            Bull4.pcx          (The default face skin)
            Bull4faces.pcx     (A face belonging to 'Bull')
            Bull5faces.pcx     (Bull's portrait file for the chat messages)
    Note the files with 'faces' in the name are additional face files. If i wanted to do another selectable face for my skin (i'll call him 'Bull') I would add 2 more files :- Bull4Roger.pcx, and test5Roger.pcx.

  • Draw over them in the manner you see fit (hey, you're the artist!) However know this - Each of the 5 pcx's has its own 256 color palette. You could have 256 shades of red on the arms and 256 shades of green on the legs if you so desire....

  • Once you are sure they are top quality, start UNREALED
  • Make sure 'Textures' is selected in the dropdownlist on the toprighthand side of the screen.

  • click the 'new' button at the bottom to create a new texture package.

  • enter anything as the name (I use 'deleteme') to create a temporary file, but call the the package what you want the skifile to be called. I called mine BullDozerSkins

  • Click the Import button, then select all the pcx's of your new skin.
    They should now appear in the window on the right.

  • Delete the (deleteme) file as you dont need it anymore

  • Click Save to save the package.. use the same name as the one you used earlier. I called mine: BullDozerskins.utx

  • Close UNREALED as you dont need it anymore.

  • This is a weird bit. Now you have to rename the package to a one with 'soldierskins_' preceeding it.

  • So in explorer I now rename my file to Soldierskins_BullDozerskins.utx

  • Its not over yet.... Now you need to make a file that lets UT know where to get your new skin from, which is called an INT file.
  • Create a file in your UnrealTournament \ SYSTEM directory using the same name as your package (ie Soldierskins_BullDozerskins.INT)

  • Copy and paste the text below into your INT file. Then edit the names of the skins to match your package and skin names. When you have finished save and close the INT.
        [public]
        Object=(Name=soldierskins_BullDozerskins.rogx1,Class=Texture,Description="BullBot")
        Object=(Name=soldierskins_BullDozerskins.Bull2,Class=Texture)
        Object=(Name=soldierskins_BullDozerskins.Bull3,Class=Texture)
        Object=(Name=soldierskins_BullDozerskins.Bull4,Class=Texture)
        Object=(Name=soldierskins_BullDozerskins.Bull4Faces,Class=Texture,Description="player name")
        Object=(Name=soldierskins_BullDozerskins.Bull5Faces,Class=Texture)
    
  • Now the UT server needs to be told to include the INT file you have just created.(else it wont show up in the player setup screen)

  • Open UnrealTournament.INI and look for the section that holds lines that look like these:
            ServerPackages=SoldierSkins
            ServerPackages=CommandoSkins
            ServerPackages=FCommandoSkins
            ServerPackages=SGirlSkins
            ServerPackages=BossSkins
    
    Yours might look slightly differend depending on whether or not you have been installing new skins or mutators but this doesnt matter. Pop a line underneath that is exactly the same but references your new skin INT. Mine now looks like this:
            ServerPackages=SoldierSkins
            ServerPackages=CommandoSkins
            ServerPackages=FCommandoSkins
            ServerPackages=SGirlSkins
            ServerPackages=BossSkins
            ServerPackages=Soldierskins_BullDozerSkins
    
    AND THATS IT! Hopefully (fingers crossed), you should now be able to select your new skin in the Player setup screen. However, with this many steps to follow there is an equal amount of places to go totally wrong......
    It can take a while to get a test skin working , so keep at it and follow the steps carefully.