This page is relevant to:
Milkshape 3D users intending to create and export models for use in UT
Either follow these tutorials, or follow Mete's tutorial on the ChumbalumSoft website. Don't try to follow both as they directly contradict each other. Mete's tutorials are for a simple model using Bonus Pack 4 as a base, which suffers from skin bugs (only partial custom skin support, trying to load skins which don't exist, that sort of thing) and isn't very versatile. My tutorial is for a model using Advanced Model Support as a base.
If building a new, original MS3D model, open Milkshape, and select Tools/Unreal Tournament/Load Default Male Skeleton (or Female Skeleton if you want a model with very long legs and an optional pony-tail). Now construct your model using the skeleton as a framework.
For example, here's my demonstration model, Cubic Man.
On the other hand, if you're converting an existing model, import it into a new file, delete its skeleton if it has one, import a UT skeleton as above, scale it if necessary, and move the vertices around until it fits the UT skeleton.
Skin-map the model and attach it to the skeleton as usual. You can only use materials called Skin00 to Skin03.
For example, here's Cubic Man again. Don't worry, he is meant to look this stupid :-)
Save your MS3D file to the Models subfolder (you'd already done that, I hope!) To export to PSK format, go to File/Export/Unreal Engine Skeletal Mesh PSK.... A dialog window should appear.
Fill in your UT base directory (usually C:\UnrealTournament, mine is E:\Games\UnrealTournament). Under Model Name fill in a human-readable name. Under Package/Mesh Name fill in the package and mesh names you chose on the previous page.
Under Class Name, fill in some dummy name like DeleteMe. Milkshape produces basic scripts which just about work if you don't try using custom skins, but leave lots of warnings in the UT log file and have various annoying limitations. Use AMS instead.
Under Skin Prefix fill in any 4 characters, like ABCD. We won't be using the scripts Milkshape generates anyway. Untick "Create INT Files" and tick "Overwrite Prompt". The other two tickboxes don't matter as we're not going to use Milkshape's scripts. Finally, for Skeleton, select the skeleton you used. Now press OK. Ignore the extra instructions you get, you're following my tutorial instead :-)
Here are the settings I used for Cubic Man:
UT Base Directory: E:\Games\UnrealTournament Model Name: Cubic Man Package Name: AMS_DemoModels Class Name: DeleteMe_CubicMan Mesh Name: CubicMan Skin Prefix: Cube Bot Support: No Team Support: No Create INT Files: No Overwrite Prompt: Yes Skeleton: UT Default Male Skeleton
If all goes well, your Models folder will now contain one PSK and one PSA file, while your Classes folder will have two or three .UC scripts. Don't use these UC files with this tutorial! Rename them to *.txt or move them into a different folder so the Unreal compiler won't see them.
However, you should make a note of the #exec script you need to import your model. Here it is for the Male animations (replace (meshname) with your mesh name, obviously):
#exec MESH MODELIMPORT MESH=(meshname) MODELFILE=models\(meshname).PSK LODSTYLE=12 #exec MESH ORIGIN MESH=(meshname) X=0 Y=0 Z=135 YAW=192 #exec MESH WEAPONATTACH MESH=(meshname) BONE="Bip01 R Hand" #exec MESH WEAPONPOSITION MESH=(meshname) YAW=0 PITCH=0 ROLL=128 X=1.0 Y=0.0 Z=0.0 #exec MESHMAP SCALE MESHMAP=(meshname) X=0.3125 Y=0.3125 Z=0.3125 #exec MESH DEFAULTANIM MESH=(meshname) ANIM=EpicUTPS2MaleAnimation
The Female version is the same but with EpicUTPS2MaleAnimation replaced with EpicUTPS2FemaleAnimation. You'll need this script for the next stage of the tutorial.
Here's the Cubic Man #exec script:
#exec MESH MODELIMPORT MESH=AMS_CubicMan MODELFILE=models\CubicMan.PSK LODSTYLE=12 #exec MESH ORIGIN MESH=CubicMan X=0 Y=0 Z=135 YAW=192 #exec MESH WEAPONATTACH MESH=AMS_CubicMan BONE="Bip01 R Hand" #exec MESH WEAPONPOSITION MESH=AMS_CubicMan YAW=0 PITCH=0 ROLL=128 X=1.0 Y=0.0 Z=0.0 #exec MESHMAP SCALE MESHMAP=AMS_CubicMan X=0.3125 Y=0.3125 Z=0.3125 #exec MESH DEFAULTANIM MESH=AMS_CubicMan ANIM=EpicUTPS2MaleAnimation
SoldierAnim is in Bonus Pack 4, so users will need Bonus Pack 4 (specifically SkeletalChars.U) to use your model. EpicUTPS2MaleAnimation is almost exactly the same (I swapped a couple of the death animations over to make them more appropriate) but is in AdvancedModelSupport.U, which your new model will require anyway. AdvancedModelSupport has no links to SkeletalChars and does not require it to be installed.
Also, Advanced Model Support is only available in UMOD format, making it easy to check that it's installed (unlike Bonus Pack 4).
Choose one of: