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[Released] Unreal HD Skins [UT] [227]

For discussion and promotion of Unreal Engine single-player campaigns, mapping projects and total conversions.

Moderators: ividyon, Semfry, zYnthetic

User avatar Lightning Hunter
Skaarj Elder Skaarj Elder
Posts: 1144
Joined: 11 Nov 2007, 22:12
Location: Pervert.

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

Post Posted: 17 Oct 2016, 03:01

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?

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User avatar Preki
Skaarj Warrior Skaarj Warrior
Posts: 52
Joined: 29 Nov 2012, 18:57
Location: Poland

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

Post Posted: 17 Oct 2016, 09:19

Say - I'm interested. I wasn't doing any stuff for the community anyway (no mods, maps and mutators, let alone whole mappacks, so testing this little baby would be nice :)
Doo dee doo, doo da doo, la doo dee doo.

Im jsut teh Gooby dont minde meh, k?

User avatar Lightning Hunter
Skaarj Elder Skaarj Elder
Posts: 1144
Joined: 11 Nov 2007, 22:12
Location: Pervert.

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

Post Posted: 17 Oct 2016, 18:33

Great, I will send you the beta once it is packaged and ready, Preki. If you could send me a PM with your engine of choice (UT99 or Unreal 227i), as well as your system specs - that would be great.

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 lines about the Predator skins "JPredator1 and Jpredator2" do not create a dependency with Upak. Upak is not even referenced, so I'm not sure why these two skins force a dependency.

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 17 Oct 2016, 21:35, edited 1 time in total.
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User avatar Lightning Hunter
Skaarj Elder Skaarj Elder
Posts: 1144
Joined: 11 Nov 2007, 22:12
Location: Pervert.

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

Post Posted: 17 Oct 2016, 20:54

Nevermind, Casey at OldUnreal solved this issue.

I have a new issue. 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<PendingActorsCount;i++)
    {
        A = PendingActors[i];
        ModifyGibs(A);
    }
   
    PendingActorsCount = 0;
}

//============================================================
function ModifyThing( Actor A )
{
//.......................................Scripted Pawns.......................................

//Skaarj Warrior
      if( A.Mesh == LodMesh'UnrealShare.Skaarjw' )
      {
         if( A.Skin == None )
            A.Skin = Texture'HDSkins2.HDSkaarjw1';
         else if( A.Skin == Texture'SkaarjL' )
            A.Skin = Texture'HDSkins2.HDSkaarjL';
         else if( A.Skin == Texture'Skaarjw2' )
            A.Skin = Texture'HDSkins2.HDSkaarjw2';
         else if( A.Skin == Texture'Skaarjw3' )
            A.Skin = Texture'HDSkins2.HDSkaarjw3';
         else if( A.Skin == Texture'Skaarjw4' )
            A.Skin = Texture'HDSkins2.HDSkaarjw4';
         else if( A.Skin == Texture'Skaarjw5' )
            A.Skin = Texture'HDSkins2.HDSkaarjw5';
}
//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';
   }
//Skaarj Warlord
      if( A.Mesh == LodMesh'UnrealI.WarlordM' )
         {
         if( A.MultiSkins[0] == None )
            A.MultiSkins[0] = Texture'HDSkins2.HDJWarlord1';
         if( A.MultiSkins[1] == None )
            A.MultiSkins[1] = Texture'HDSkins2.HDJWarlord1';
   }
//Skaarj Queen
      if( A.Mesh == LodMesh'UnrealI.SkQueen' )
         {
         if( A.MultiSkins[1] == None )
            A.MultiSkins[1] = Texture'HDSkins2.HDJQueen1';
   }
//Pupae
      if( A.Mesh == LodMesh'UnrealI.Pupae1' )
         {
            A.Mesh = LodMesh'HDSkinsMut.PupaeFix';
         if( A.MultiSkins[0] == None )
            A.MultiSkins[0] = Texture'HDSkins2.HDJPupae1';
         if( A.MultiSkins[1] == None )
            A.MultiSkins[1] = Texture'HDSkins2.HDJPupae1';
   }
//Gasbag
      if( A.Mesh == LodMesh'UnrealI.GasbagM' )
         {
         if( A.MultiSkins[5] == None )
            A.MultiSkins[5] = Texture'HDSkins2.HDGasbag1';
         if( A.MultiSkins[6] == None )
            A.MultiSkins[6] = Texture'HDSkins2.HDGasbag2';
   }
//Titan
      if( A.Mesh == LodMesh'UnrealI.Titan1' )
{
            A.Mesh = LodMesh'HDSkinsMut.TitanX';
         if( A.Skin == None )
            A.Skin = Texture'HDSkins2.HDJTitan1';
         else if( A.Skin == Texture'JTitan2' )
            A.Skin = Texture'HDSkins2.HDJTitan2';
   }
//Brute
      if( A.Mesh == LodMesh'UnrealShare.Brute1' )
      {
         if( A.Skin == None )
            A.Skin = Texture'HDSkins2.HDJBrute1';
         else if( A.Skin == Texture'Brute2' )
            A.Skin = Texture'HDSkins2.HDBrute2';
         else if( A.Skin == Texture'Brute3' )
            A.Skin = Texture'HDSkins2.HDBrute3';
   }
//Krall
      if( A.Mesh == LodMesh'UnrealI.KrallM' )
      {
         if( A.Skin == None )
            A.Skin = Texture'HDSkins2.HDJKrall';
         else if( A.Skin == Texture'EKrall' )
            A.Skin = Texture'HDSkins2.HDEKrall';
   }
//Mercenary
      if( A.Mesh == LodMesh'UnrealI.Merc' )
      {
            A.Mesh = LodMesh'HDSkinsMut.MercFix';
         if( A.Skin == None )
            A.Skin = Texture'HDSkins2.HDJMerc1';
         else if( A.Skin == Texture'JMerc2' )
            A.Skin = Texture'HDSkins2.HDJMerc2';
   }
//Devilfish
      if( A.Mesh == LodMesh'UnrealShare.fish' )
         {
         if( A.MultiSkins[1] == None )
            A.MultiSkins[1] = Texture'HDSkins2.HDJFish1';
   }
//Squid
      if( A.Mesh == LodMesh'UnrealI.Squid1' )
         {
         if( A.MultiSkins[1] == None )
            A.MultiSkins[1] = Texture'HDSkins2.HDJSquid1';
   }
//Fly
      if( A.Mesh == LodMesh'UnrealShare.FlyM' )
         {
         if( A.MultiSkins[1] == None )
            A.MultiSkins[1] = Texture'HDSkins2.HDJFly1';
   }
//Manta
      if( A.Mesh == LodMesh'UnrealShare.Manta1' )
      {
         if( A.Skin == None )
            A.Skin = Texture'HDSkins2.HDJManta1';
         else if( A.Skin == Texture'JManta2' )
            A.Skin = Texture'HDSkins2.HDJManta2';
   }
//Tentacle
      if( A.Mesh == LodMesh'UnrealShare.Tentacle1' )
         {
         if( A.MultiSkins[1] == None )
            A.MultiSkins[1] = Texture'HDSkins2.HDJTentacle1';
   }
//Slith
      if( A.Mesh == LodMesh'UnrealShare.Slith1' )
      {
         if( A.Skin == None )
            A.Skin = Texture'HDSkins2.HDJSlith1';
   }
//Cow
      if( A.Mesh == LodMesh'UnrealShare.NaliCow' )
      {
         if( A.Skin == None )
            A.Skin = Texture'HDSkins2.HDJCow1';
   }
//Nali
      if( A.Mesh == LodMesh'UnrealShare.Nali1' )
      {
         if( A.Skin == None )
            A.Skin = Texture'HDSkins2.HDJNali1';
         else if( A.Skin == Texture'JNali2' )
            A.Skin = Texture'HDSkins2.HDJNali2';
   }
//Crucified Nali
      if( A.Mesh == LodMesh'UnrealShare.CrossNali' )
      {
         if( A.Skin == None )
            A.Skin = Texture'HDSkins2.HDJNali1';
         else if( A.Skin == Texture'JNali2' )
            A.Skin = Texture'HDSkins2.HDJNali2';
   }

//.......................................Flock Pawns.......................................

//Nali Rabbit
      if( A.Mesh == LodMesh'UnrealShare.Rabbit' )
         {
         if( A.MultiSkins[1] == None )
            A.MultiSkins[1] = Texture'HDSkins2.HDJRabbit1';
   }
//Bird
      if( A.Mesh == LodMesh'UnrealShare.Bird' )
         {
         if( A.MultiSkins[1] == None )
            A.MultiSkins[1] = Texture'HDSkins2.HDJBird11';
   }

//...................................Player Skins.......................................

//Female One (Gina)
      if( A.Mesh == LodMesh'UnrealShare.Female1' )
      {
         if( A.Skin == None )
            A.Skin = Texture'HDSkins2.HDgina';
         else if( A.Skin == Texture'Gina' )
            A.Skin = Texture'HDSkins2.HDgina';
   }


//...................................Player Carcasses.......................................

//Female One Body
      if( A.Mesh == LodMesh'UnrealShare.Fem1body' )
      {
//This fixes the longstanding incorrect skin bug in Unreal
         if( A.Skin == None )
            A.Skin = Texture'HDSkins2.HDgina';
//Just in case someone set the correct Gina skin in a map
         else if( A.Skin == Texture'Gina' )
            A.Skin = Texture'HDSkins2.HDgina';
   }
//Female Two Body (No high-res skin yet; merely fixes bug)
      if( A.Mesh == LodMesh'UnrealShare.Fem2Body' )
      {
//This fixes the longstanding incorrect skin bug in Unreal
         if( A.Skin == None )
            A.Skin = Texture'UnrealShare.Skins.Sonya';
   }

//.......................................Decorations.......................................

//Tree1
      if( A.Mesh == LodMesh'UnrealShare.Tree1M' )
         {
         if( A.MultiSkins[1] == None )
            A.MultiSkins[1] = Texture'HDSkins2.HDJTree11';
   }
//Tree2
      if( A.Mesh == LodMesh'UnrealShare.Tree2M' )
         {
         if( A.MultiSkins[1] == None )
            A.MultiSkins[1] = Texture'HDSkins2.HDJTree21';
   }
//Tree3
      if( A.Mesh == LodMesh'UnrealShare.Tree3M' )
         {
         if( A.MultiSkins[1] == None )
            A.MultiSkins[1] = Texture'HDSkins2.HDJTree31';
   }
//Tree4
      if( A.Mesh == LodMesh'UnrealShare.Tree4M' )
         {
         if( A.MultiSkins[1] == None )
            A.MultiSkins[1] = Texture'HDSkins2.HDJTree41';
   }
//Tree5
      if( A.Mesh == LodMesh'UnrealShare.Tree5M' )
         {
         if( A.MultiSkins[1] == None )
            A.MultiSkins[1] = Texture'HDSkins2.HDJTree51';
   }
//Tree6
      if( A.Mesh == LodMesh'UnrealShare.Tree6M' )
         {
         if( A.MultiSkins[1] == None )
            A.MultiSkins[1] = Texture'HDSkins2.HDJTree61';
   }
//Tree7
      if( A.Mesh == LodMesh'UnrealShare.Tree7M' )
         {
         if( A.MultiSkins[1] == None )
            A.MultiSkins[1] = Texture'HDSkins2.HDJTree71';
   }
//Tree8
      if( A.Mesh == LodMesh'UnrealShare.Tree8M' )
         {
         if( A.MultiSkins[1] == None )
            A.MultiSkins[1] = Texture'HDSkins2.HDJTree81';
   }
//Tree9
      if( A.Mesh == LodMesh'UnrealShare.Tree9M' )
         {
         if( A.MultiSkins[1] == None )
            A.MultiSkins[1] = Texture'HDSkins2.HDJTree91';
   }
//Tree10
      if( A.Mesh == LodMesh'UnrealShare.Tree10M' )
         {
         if( A.MultiSkins[1] == None )
            A.MultiSkins[1] = Texture'HDSkins2.HDJTree101';
   }
//Tree11
      if( A.Mesh == LodMesh'UnrealShare.Tree11M' )
         {
         if( A.MultiSkins[1] == None )
            A.MultiSkins[1] = Texture'HDSkins2.HDJTree111';
   }
//Tree12
      if( A.Mesh == LodMesh'UnrealShare.Tree12M' )
         {
         if( A.MultiSkins[1] == None )
            A.MultiSkins[1] = Texture'HDSkins2.HDJTree121';
   }
//Plant1
      if( A.Mesh == LodMesh'UnrealShare.Plant1M' )
         {
         if( A.MultiSkins[1] == None )
            A.MultiSkins[1] = Texture'HDSkins2.HDJPlant11';
   }
//Plant2
      if( A.Mesh == LodMesh'UnrealShare.Plant2M' )
         {
         if( A.MultiSkins[1] == None )
            A.MultiSkins[1] = Texture'HDSkins2.HDJPlant21';
   }
//Plant3
      if( A.Mesh == LodMesh'UnrealShare.Plant3M' )
         {
         if( A.MultiSkins[1] == None )
            A.MultiSkins[1] = Texture'HDSkins2.HDJPlant31';
   }
//Plant4
      if( A.Mesh == LodMesh'UnrealShare.Plant4M' )
         {
         if( A.MultiSkins[1] == None )
            A.MultiSkins[1] = Texture'HDSkins2.HDJPlant41';
   }
//Plant5
      if( A.Mesh == LodMesh'UnrealShare.Plant5M' )
         {
         if( A.MultiSkins[1] == None )
            A.MultiSkins[1] = Texture'HDSkins2.HDJPlant41';
   }
//Plant6
      if( A.Mesh == LodMesh'UnrealShare.Plant6M' )
         {
         if( A.MultiSkins[1] == None )
            A.MultiSkins[1] = Texture'HDSkins2.HDJPlant61';
   }
//Plant7
      if( A.Mesh == LodMesh'UnrealShare.Plant7M' )
         {
         if( A.MultiSkins[1] == None )
            A.MultiSkins[1] = Texture'HDSkins2.HDJPlant61';
   }
//SeaWeed
      if( A.Mesh == Mesh'UnrealShare.SeaWeedM' )
         {
         if( A.MultiSkins[1] == None )
            A.MultiSkins[1] = Texture'HDSkins2.HDJSeaWeed1';
   }
//Wooden Box
      if( A.Mesh == LodMesh'UnrealShare.WoodenBoxM' )
         {
         if( A.MultiSkins[1] == None )
            A.MultiSkins[1] = Texture'HDSkins2.HDJWoodenBox1';
   }
//Steel Box
      if( A.Mesh == LodMesh'UnrealShare.SteelBoxM' )
         {
         if( A.MultiSkins[1] == None )
            A.MultiSkins[1] = Texture'HDSkins2.HDJSteelBox1';
   }
//Barrel
      if( A.Mesh == LodMesh'UnrealShare.BarrelM' )
         {
         if( A.Skin == Texture'JBarrel1' )
            A.Skin = Texture'HDSkins2.HDJBarrel1';
   }
//Steel Barrel
      if( A.Mesh == LodMesh'UnrealShare.steelbarrelM' )
         {
         if( A.Skin == None )
            A.Skin = Texture'HDSkins2.HDJSteelBarrel1';
         else if( A.Skin == Texture'Jsteelbarrel2' )
            A.Skin = Texture'HDSkins2.HDJSteelBarrel2';
   }
//Sludge Barrel
      if( A.Mesh == LodMesh'UnrealI.sbarrel' )
         {
         if( A.MultiSkins[1] == None )
            A.MultiSkins[1] = Texture'HDSkins2.HDJsbarrel1';
   }
//Book
      if( A.Mesh == LodMesh'UnrealShare.BookM' )
         {
         if( A.Skin == None )
            A.Skin = Texture'HDSkins2.HDJBook1';
         else if( A.Skin == Texture'JBook2' )
            A.Skin = Texture'HDSkins2.HDJBook2';
         else if( A.Skin == Texture'JBook3' )
            A.Skin = Texture'HDSkins2.HDJBook3';
         else if( A.Skin == Texture'JBook4' )
            A.Skin = Texture'HDSkins2.HDJBook4';
   }
//Boulder
      if( A.Mesh == LodMesh'UnrealShare.BoulderM' )
         {
         if( A.MultiSkins[1] == None )
            A.MultiSkins[1] = Texture'HDSkins2.HDJBoulder1';
   }
//TBoulder (thrown by Titans)
      if( A.Mesh == LodMesh'UnrealI.TBoulder' )
         {
         if( A.MultiSkins[1] == None )
            A.MultiSkins[1] = Texture'HDSkins2.HDJBoulder1';
   }
//Chest
      if( A.Mesh == LodMesh'UnrealShare.ChestM' )
         {
         if( A.MultiSkins[1] == None )
            A.MultiSkins[1] = Texture'HDSkins2.HDJChest1';
   }
//Sign
      if( A.Mesh == LodMesh'UnrealShare.Sign1M' )
         {
         if( A.MultiSkins[1] == None )
            A.MultiSkins[1] = Texture'HDSkins2.HDJSign11';
   }
//Flag 1
      if( A.Mesh == LodMesh'UnrealI.Flag1M' )
         {
         if( A.Skin == None )
            A.Skin = Texture'HDSkins2.HDJFlag11';
         else if( A.Skin == Texture'JFlag12' )
            A.Skin = Texture'HDSkins2.HDJFlag12';
   }
//Flag 2
      if( A.Mesh == LodMesh'UnrealI.Flag2M' )
         {
         if( A.MultiSkins[1] == None )
            A.MultiSkins[1] = Texture'HDSkins2.HDJFlag21';
   }
//Flag 3
      if( A.Mesh == LodMesh'UnrealI.Flag3M' )
         {
         if( A.MultiSkins[1] == None )
            A.MultiSkins[1] = Texture'HDSkins2.HDJFlag31';
   }
//Tapestry1
      if( A.Mesh == LodMesh'UnrealI.Tap' )
         {
         if( A.MultiSkins[1] == None )
            A.MultiSkins[1] = Texture'HDSkins2.HDJTap1';
   }
//Moon One
      if( A.Mesh == Mesh'UnrealI.Moon1' )
         {
         if( A.Skin == Texture'JMoon1' )
            A.Skin = Texture'HDSkins2.HDJMoon1';
//Moon Two
         else if( A.Skin == Texture'MoonTwo' )
            A.Skin = Texture'HDSkins2.HDMoonTwo';
   }
//Moon Three
      if( A.Mesh == Mesh'UnrealI.Moon3M' )
         {
         if( A.Skin == None )
            A.Skin = Texture'HDSkins2.HDJMoon3';
   }
//Monk Statue
      if( A.Mesh == LodMesh'UnrealShare.MonkStatueM' )
         {
         if( A.MultiSkins[1] == None )
            A.MultiSkins[1] = Texture'HDSkins2.HDJMonkStatue1';
   }
//Monk Statue
      if( A.Mesh == LodMesh'UnrealShare.NaliStatueM' )
         {
         if( A.MultiSkins[1] == None )
            A.MultiSkins[1] = Texture'HDSkins2.HDJNaliStatue1';
   }
//Lantern
      if( A.Mesh == LodMesh'UnrealShare.LanternM' )
         {
         if( A.MultiSkins[1] == None )
            A.MultiSkins[1] = Texture'HDSkins2.HDJLantern1';
   }
//Knife (Uses same skin as Lantern for some reason)
      if( A.Mesh == Mesh'UnrealShare.KnifeM' )
         {
         if( A.MultiSkins[1] == None )
            A.MultiSkins[1] = Texture'HDSkins2.HDJLantern1';
   }
//Lantern2
      if( A.Mesh == LodMesh'UnrealShare.Lantern2M' )
         {
         if( A.MultiSkins[1] == None )
            A.MultiSkins[1] = Texture'HDSkins2.HDJLantern1';
   }
//Lamp1
      if( A.Mesh == LodMesh'UnrealI.Lamp1M' )
         {
         if( A.MultiSkins[1] == None )
            A.MultiSkins[1] = Texture'HDSkins2.HDJLamp11';
   }
//Lamp4
      if( A.Mesh == LodMesh'UnrealI.Lamp4M' )
         {
         if( A.MultiSkins[1] == None )
            A.MultiSkins[1] = Texture'HDSkins2.HDJLamp41';
   }
//Sconce
      if( A.Mesh == Mesh'UnrealShare.sconceM' )
         {
         if( A.Skin == None )
            A.Skin = Texture'HDSkins2.HDJsconce1';
   }
//Table1
      if( A.Mesh == LodMesh'UnrealI.Table1' )
         {
         if( A.MultiSkins[1] == None )
            A.MultiSkins[1] = Texture'HDSkins2.HDJTable11';
   }
//Chair
      if( A.Mesh == LodMesh'UnrealI.Chair1' )
         {
         if( A.MultiSkins[1] == None )
            A.MultiSkins[1] = Texture'HDSkins2.HDJChair11';
   }
//Pottery0
      if( A.Mesh == LodMesh'UnrealShare.Pottery0M' )
         {
         if( A.MultiSkins[1] == None )
            A.MultiSkins[1] = Texture'HDSkins2.HDJPottery01';
   }
//Pottery1
      if( A.Mesh == LodMesh'UnrealShare.Pottery1M' )
         {
         if( A.MultiSkins[1] == None )
            A.MultiSkins[1] = Texture'HDSkins2.HDJPottery11';
   }
//Pottery2
      if( A.Mesh == LodMesh'UnrealShare.Pottery2M' )
         {
         if( A.MultiSkins[1] == None )
            A.MultiSkins[1] = Texture'HDSkins2.HDJPottery21';
   }
//Vase1
      if( A.Mesh == LodMesh'UnrealShare.vaseM' )
         {
         if( A.MultiSkins[1] == None )
            A.MultiSkins[1] = Texture'HDSkins2.HDJVase1';
   }
//Urn
      if( A.Mesh == LodMesh'UnrealShare.UrnM' )
         {
         if( A.MultiSkins[1] == None )
            A.MultiSkins[1] = Texture'HDSkins2.HDJUrn1';
   }
//Escape Pod
      if( A.Mesh == LodMesh'UnrealI.Escapep' )
         {
         if( A.MultiSkins[1] == None )
            A.MultiSkins[1] = Texture'HDSkins2.HDJEscapep1';
   }
//Cryopod
      if( A.Mesh == LodMesh'UnrealI.CryopodM' )
         {
         if( A.MultiSkins[1] == None )
            A.MultiSkins[1] = Texture'HDSkins2.HDJCryopod1';
   }
//Fan
      if( A.Mesh == LodMesh'UnrealShare.Fan2M' )
         {
         if( A.MultiSkins[1] == None )
            A.MultiSkins[1] = Texture'HDSkins2.HDJFan21';
   }
//Dice
      if( A.Mesh == Mesh'UnrealI.DiceM' )
         {
         if( A.Skin == None )
            A.Skin = Texture'HDSkins2.HDJDice1';
   }
//Wire
      if( A.Mesh == LodMesh'UnrealShare.WireM' )
         {
         if( A.MultiSkins[1] == None )
            A.MultiSkins[1] = Texture'HDSkins2.HDJWire1';
   }
//Candle
      if( A.Mesh == LodMesh'UnrealShare.CandleM' )
         {
         if( A.MultiSkins[1] == None )
            A.MultiSkins[1] = Texture'HDSkins2.HDJCandle1';
   }
//Candle2
      if( A.Mesh == LodMesh'UnrealShare.Candl2' )
         {
         if( A.MultiSkins[1] == None )
            A.MultiSkins[1] = Texture'HDSkins2.HDJCandl21';
   }
//Robot (This skin is not complete, and is merely a placeholder with a detail texture)
      if( A.Mesh == LodMesh'UnrealI.RobotM' )
         {
         if( A.MultiSkins[1] == None )
            A.MultiSkins[1] = Texture'HDSkins2.HDJRobot1';
   }


//.......................................Inventory.......................................

//Dispersion Pistol
   if( A.Mesh == LodMesh'UnrealShare.DPistolPick' )
   {
      if(Inventory(A) != none && Inventory(A).PlayerViewMesh == mesh'UnrealShare.DPistol')
         Inventory(A).PlayerViewMesh = mesh'DPistolFix';
      
      if( A.MultiSkins[1] == None )
         A.MultiSkins[1] = Texture'HDSkins2.HDDPistol1';
   }
//Automag
      if( A.Mesh == LodMesh'UnrealShare.AutoMagPickup' )
         {
         if( A.MultiSkins[1] == None )
            A.MultiSkins[1] = Texture'HDSkins2.HDAutoma1';
   }
//Stinger
      if( A.Mesh == LodMesh'UnrealShare.StingerPickup' )
         {
         if( A.MultiSkins[1] == None )
            A.MultiSkins[1] = Texture'HDSkins2.HDSting1';
   }
//ASMD
      if( A.Mesh == LodMesh'UnrealShare.ASMDPick' )
         {
         if( A.MultiSkins[1] == None )
            A.MultiSkins[1] = Texture'HDSkins2.HDASMD1';
   }
//Eightball
      if( A.Mesh == LodMesh'UnrealShare.EightPick' )
         {
         if( A.MultiSkins[1] == None )
            A.MultiSkins[1] = Texture'HDSkins2.HDJeightB1';
   }
//Flak Cannon
      if( A.Mesh == LodMesh'UnrealI.FlakPick' )
         {
         if( A.MultiSkins[1] == None )
            A.MultiSkins[1] = Texture'HDSkins2.HDJFlak1';
   }
//RazorJack
      if( A.Mesh == LodMesh'UnrealI.RazPick' )
         {
         if( A.MultiSkins[1] == None )
            A.MultiSkins[1] = Texture'HDSkins2.HDJRazor1';
   }
//Rifle
      if( A.Mesh == LodMesh'UnrealI.RiPick' )
         {
         if( A.MultiSkins[1] == None )
            A.MultiSkins[1] = Texture'HDSkins2.HDJRifle1';
   }
//Minigun
      if( A.Mesh == LodMesh'UnrealI.minipick' )
         {
         if( A.MultiSkins[1] == None )
            A.MultiSkins[1] = Texture'HDSkins2.HDminigun1';
   }
//GES Bio Rifle
if(A.Mesh == mesh'UnrealI.BRiflePick')
{
   if(Inventory(A) != none && Inventory(A).PlayerViewMesh == mesh'UnrealI.BRifle')
      Inventory(A).PlayerViewMesh = mesh'HDSkinsMut.BRifleFix';

   if(A.MultiSkins[1] == none)
      A.MultiSkins[1] = texture'HDSkins2.HDJBRifle1';
}

//Clip
      if( A.Mesh == LodMesh'UnrealShare.ClipM' )
         {
         if( A.MultiSkins[2] == None )
            A.MultiSkins[2] = Texture'HDSkins2.HDJClip1';
   }
//Stinger Tarydium Ammo
      if( A.Mesh == LodMesh'UnrealShare.TarydiumPickup' )
         {
         if( A.MultiSkins[4] == None )
            A.MultiSkins[4] = Texture'HDSkins2.HDJTaryPick1';
   }
//ASMD Core
      if( A.Mesh == LodMesh'UnrealShare.ASMDAmmoM' )
         {
         if( A.MultiSkins[1] == None )
            A.MultiSkins[1] = Texture'HDSkins2.HDJAsmdAmmo1';
   }
//Rocket Can
      if( A.Mesh == LodMesh'UnrealShare.RocketCanMesh' )
         {
         if( A.MultiSkins[1] == None )
            A.MultiSkins[1] = Texture'HDSkins2.HDJRocketCan1';
   }
//Flak Box
      if( A.Mesh == LodMesh'UnrealI.flakboxMesh' )
         {
         if( A.MultiSkins[1] == None )
            A.MultiSkins[1] = Texture'HDSkins2.HDJPickup1';
   }
//Flak Shell
      if( A.Mesh == LodMesh'UnrealI.FlakShAm' )
         {
         if( A.MultiSkins[1] == None )
            A.MultiSkins[1] = Texture'HDSkins2.HDJFlakShel1';
   }
//RazorJack Ammo
      if( A.Mesh == LodMesh'UnrealI.RazorAmmoMesh' )
         {
         if( A.MultiSkins[1] == None )
            A.MultiSkins[1] = Texture'HDSkins2.HDJPickup21';
   }
//GES Sludge Ammo
      if( A.Mesh == LodMesh'UnrealI.sludgemesh' )
         {
         if( A.MultiSkins[1] == None )
            A.MultiSkins[1] = Texture'HDSkins2.HDJPickup1';
   }
//Rifle Box
      if( A.Mesh == LodMesh'UnrealI.RifleBullets' )
         {
         if( A.MultiSkins[1] == None )
            A.MultiSkins[1] = Texture'HDSkins2.HDRifleBul1';
   }
//Rifle Round
      if( A.Mesh == LodMesh'UnrealI.RifleRoundM' )
         {
         if( A.MultiSkins[1] == None )
            A.MultiSkins[1] = Texture'HDSkins2.HDRifleR1';
   }
//Shell Box
      if( A.Mesh == LodMesh'UnrealShare.ShellBoxMesh' )
         {
         if( A.MultiSkins[1] == None )
            A.MultiSkins[1] = Texture'HDSkins2.HDJPickup21';
   }
//Amplifier
      if( A.Mesh == LodMesh'UnrealShare.AmplifierM' )
         {
         if( A.MultiSkins[1] == None )
            A.MultiSkins[1] = Texture'HDSkins2.HDJAmplifier1';
   }
//Flare
      if( A.Mesh == LodMesh'UnrealShare.FlareM' )
         {
         if( A.MultiSkins[1] == None )
            A.MultiSkins[1] = Texture'HDSkins2.HDJMisc1';
   }
//Flashlight
      if( A.Mesh == LodMesh'UnrealShare.Flashl' )
         {
         if( A.MultiSkins[1] == None )
            A.MultiSkins[1] = Texture'HDSkins2.HDJFlashl1';
   }
//Bandage
      if( A.Mesh == LodMesh'UnrealShare.bandage' )
         {
         if( A.MultiSkins[1] == None )
            A.MultiSkins[1] = Texture'HDSkins2.HDJband1';
   }
//Health
      if( A.Mesh == LodMesh'UnrealShare.HealthM' )
         {
         if( A.Skin == None )
            A.Skin = Texture'HDSkins2.HDJHealth1';
   }
//Super Health
      if( A.Mesh == LodMesh'UnrealShare.SuperHealthMesh' )
         {
         if( A.MultiSkins[1] == None )
            A.MultiSkins[1] = Texture'HDSkins2.HDJSHealth1';
   }
//Nali Fruit
      if( A.Mesh == LodMesh'UnrealShare.NaliFruitMesh' )
         {
         if( A.MultiSkins[1] == None )
            A.MultiSkins[1] = Texture'HDSkins2.HDJNaliFruit1';
   }
//Seed
      if( A.Mesh == LodMesh'UnrealI.Seed' )
         {
         if( A.MultiSkins[1] == None )
            A.MultiSkins[1] = Texture'HDSkins2.HDJSeed1';
   }
//Shield Belt
      if( A.Mesh == LodMesh'UnrealShare.ShieldBeltMesh' )
         {
         if( A.MultiSkins[1] == None )
            A.MultiSkins[1] = Texture'HDSkins2.HDABelt1';
   }
//Armor
      if( A.Mesh == LodMesh'UnrealShare.ArmorM' )
         {
         if( A.MultiSkins[7] == None )
            A.MultiSkins[7] = Texture'HDSkins2.HDJArmor1';
   }
//Invisibility
      if( A.Mesh == LodMesh'UnrealI.InvisibilityMesh' )
         {
         if( A.MultiSkins[1] == None )
            A.MultiSkins[1] = Texture'HDSkins2.HDJInvisibility1';
   }
//Asbestos Suit
      if( A.Mesh == LodMesh'UnrealShare.Suit' )
         {
         if( A.MultiSkins[1] == None )
            A.MultiSkins[1] = Texture'HDSkins2.HDASuit1';
   }
//Toxin Suit
      if( A.Mesh == LodMesh'UnrealI.ToxSuit' )
         {
         if( A.MultiSkins[1] == None )
            A.MultiSkins[1] = Texture'HDSkins2.HDAToxSuit1';
   }
//Search Light
      if( A.Mesh == LodMesh'UnrealI.BigFlash' )
         {
         if( A.MultiSkins[1] == None )
            A.MultiSkins[1] = Texture'HDSkins2.HDJBigFlash1';
   }
//Universal Translator
      if( A.Mesh == LodMesh'UnrealShare.TranslatorMesh' )
         {
         if( A.MultiSkins[1] == None )
            A.MultiSkins[1] = Texture'HDSkins2.HDJTranslator1';
   }
//Force Field
      if( A.Mesh == LodMesh'UnrealI.ForceFieldPick' )
         {
         if( A.MultiSkins[1] == None )
            A.MultiSkins[1] = Texture'HDSkins2.HDaforce1';
   }
//Scuba Gear
      if( A.Mesh == LodMesh'UnrealShare.Scuba' )
         {
         if( A.MultiSkins[1] == None )
            A.MultiSkins[1] = Texture'HDSkins2.HDASC1';
   }
//Kevlar
      if( A.Mesh == LodMesh'UnrealShare.KevSuit' )
         {
         if( A.MultiSkins[1] == None )
            A.MultiSkins[1] = Texture'HDSkins2.HDAkevSuit1';
   }
//Jump Boots
      if( A.Mesh == LodMesh'UnrealI.lboot' )
         {
         if( A.MultiSkins[1] == None )
            A.MultiSkins[1] = Texture'HDSkins2.HDJlBoot1';
   }
//Weapon Powerup
      if( A.Mesh == Mesh'UnrealShare.WeaponPowerUpMesh' )
         {
         if( A.MultiSkins[1] == None )
            A.MultiSkins[1] = Texture'HDSkins2.HDaPower1';
   }
//Voicebox
      if( A.Mesh == Mesh'UnrealShare.VoiceBoxMesh' )
         {
         if( A.MultiSkins[1] == None )
            A.MultiSkins[1] = Texture'HDSkins2.HDAinv1';
   }
//Dampener
      if( A.Mesh == Mesh'UnrealI.DampenerM' )
         {
         if( A.MultiSkins[1] == None )
            A.MultiSkins[1] = Texture'HDSkins2.HDAinv1';
   }

//.................................Projectiles............................................

//Flak Shell Projectile
      if( A.Mesh == LodMesh'UnrealI.FlakSh' )
         {
         if( A.MultiSkins[1] == None )
            A.MultiSkins[1] = Texture'HDSkins2.HDJFlakShel1';
   }
//Razor Jack Projectile
      if( A.Mesh == LodMesh'UnrealI.RazorB' )
         {
         if( A.MultiSkins[1] == None )
            A.MultiSkins[1] = Texture'HDSkins2.HDJRazor1';
   }
//Stinger Tarydium Projectile
      if( A.Mesh == LodMesh'UnrealShare.TarydiumProjectile' )
         {
         if( A.MultiSkins[4] == None )
            A.MultiSkins[4] = Texture'HDSkins2.HDJShells1';
   }

//.................................RTNP Stuff............................................

//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';
     if( A.MultiSkins[1] == Texture(DynamicLoadObject("UPak.JGPredator1",Class'Texture')))
            A.MultiSkins[1] = Texture'HDSkins2.HDJGPredator1';
     if( A.MultiSkins[2] == Texture(DynamicLoadObject("UPak.JGPredator2",Class'Texture')))
            A.MultiSkins[2] = Texture'HDSkins2.HDJGPredator2';
   }
//Spinner
      if(A.Mesh.Name == 'Spinner')
         {
         if( A.MultiSkins[1] == None )
            A.MultiSkins[1] = Texture'HDSkins2.HDJSpinner1';
         if( A.MultiSkins[2] == None )
            A.MultiSkins[2] = Texture'HDSkins2.HDJSpinner2';
   }

//UMS Dropbox
      if(A.Mesh.Name == 'Dropbox')
         {
         if( A.MultiSkins[1] == None )
            A.MultiSkins[1] = Texture'HDSkins2.HDJdropbox1';
   }

//RTNP CAR Clip
      if(A.Mesh.Name == 'CARammo')
         {
         if( A.MultiSkins[1] == None )
            A.MultiSkins[1] = Texture'HDSkins2.HDJnewcar3';
   }

//RTNP Rocket Launcher Ammo
      if(A.Mesh.Name == 'RLAmmo')
         {
         if( A.MultiSkins[1] == None )
            A.MultiSkins[1] = Texture'HDSkins2.HDJRL1st2';
   }

//RTNP Grenade Ammo
      if(A.Mesh.Name == 'GLAmmo')
         {
         if( A.MultiSkins[1] == None )
            A.MultiSkins[1] = Texture'HDSkins2.HDJGL3rd1';
   }

//RTNP Fixed Grenade Ammo (Used in RTNPUE; This will fix the already fixed fix :P )
      if(A.Mesh.Name == 'FixedGLAmmo')
         {
         if( A.MultiSkins[1] == None )
            A.MultiSkins[1] = Texture'HDSkins2.HDJGL3rd1';
   }

   //RTNP CAR
   if(A.Mesh.Name == 'CARpickup')
   {
      if(A.Skin          == none &&
        A.MultiSkins[1] == none &&
        A.MultiSkins[2] == none &&
        A.MultiSkins[3] == none &&
        A.MultiSkins[4] == none &&
        A.MultiSkins[5] == none)
      {
        A.Mesh = mesh'HDSkinsMut.CARpickupHD';
       
      if(Inventory(A) != none)
      {
         if(Inventory(A).PickupViewMesh.Name == 'CARpickup')
           Inventory(A).PickupViewMesh  = mesh'HDSkinsMut.CARpickupHD';

         if(Inventory(A).PlayerViewMesh.Name == 'CAR1st')
           Inventory(A).PlayerViewMesh  = mesh'HDSkinsMut.CAR1stHD';

         if(Inventory(A).ThirdPersonMesh.Name == 'CAR3rd')
           Inventory(A).ThirdPersonMesh  = mesh'HDSkinsMut.CAR3rdHD';
      }
        A.MultiSkins[1] = texture'HDSkins2.HDJnewcar1';
        A.MultiSkins[2] = texture'HDSkins2.JCar1st0';
        A.MultiSkins[3] = texture'HDSkins2.HDJnewcar3';
        A.MultiSkins[4] = texture'HDSkins2.HDJnewcar2';
        A.MultiSkins[5] = texture'HDSkins2.HDJCAR3rd1';
      }
   }
   
   //RTNP Rocket Launcher
   if(A.Mesh.Name == 'RLpickup')
   {
      if(A.Skin          == none &&
        A.MultiSkins[1] == none &&
        A.MultiSkins[2] == none &&
        A.MultiSkins[3] == none &&
        A.MultiSkins[4] == none &&
        A.MultiSkins[5] == none &&
        A.MultiSkins[6] == none)
      {
        A.Mesh = mesh'HDSkinsMut.RLpickupHD';
       
      if(Inventory(A) != none)
      {
         if(Inventory(A).PickupViewMesh.Name == 'RLpickup')
           Inventory(A).PickupViewMesh  = mesh'HDSkinsMut.RLpickupHD';

         if(Inventory(A).PlayerViewMesh.Name == 'RL1st')
           Inventory(A).PlayerViewMesh  = mesh'HDSkinsMut.RL1stHD';

         if(Inventory(A).ThirdPersonMesh.Name == 'RL3rd')
           Inventory(A).ThirdPersonMesh  = mesh'HDSkinsMut.RL3rdHD';
      }
       
        A.MultiSkins[1] = texture'HDSkins2.HDJRL1st1';
        A.MultiSkins[2] = texture'HDSkins2.HDJRL1st2';
        A.MultiSkins[3] = texture'HDSkins2.HDJRL1st3';
        A.MultiSkins[4] = texture'HDSkins2.HDJRL1st1';
        A.MultiSkins[5] = texture'HDSkins2.HDJRL1st2';
        A.MultiSkins[6] = texture'HDSkins2.JRL1st4';
      }
   }

   //RTNP Grenade Launcher
   if(A.Mesh.Name == 'GLpickup')
   {
      if(A.Skin          == none &&
        A.MultiSkins[1] == none &&
        A.MultiSkins[2] == none &&
        A.MultiSkins[4] == none &&
        A.MultiSkins[5] == none)
      {
        A.Mesh = mesh'HDSkinsMut.GLpickupHD';
       
      if(Inventory(A) != none)
      {
         if(Inventory(A).PickupViewMesh.Name == 'GLpickup')
           Inventory(A).PickupViewMesh  = mesh'HDSkinsMut.GLpickupHD';

         if(Inventory(A).PlayerViewMesh.Name == 'GL1st')
           Inventory(A).PlayerViewMesh  = mesh'HDSkinsMut.GL1stHD';

         if(Inventory(A).ThirdPersonMesh.Name == 'GL3rd')
           Inventory(A).ThirdPersonMesh  = mesh'HDSkinsMut.GL3rdHD';
      }

        A.MultiSkins[1] = texture'HDSkins2.HDJGL1st1';
        A.MultiSkins[2] = texture'HDSkins2.JGL1st2';
        A.MultiSkins[4] = texture'HDSkins2.HDJGL1st4';
        A.MultiSkins[5] = texture'HDSkins2.HDJGL3rd1';
      }
   }

   if(A.Class.Name == 'olCreatureChunks')
    {
       if(PendingActorsCount<64)
       {
          PendingActors[PendingActorsCount] = A;
          PendingActorsCount++;
       }
      else
      {
        log("Too many gibs - some won't be reskinned.");
      }
       return;
    }
   
    ModifyGibs(A);
}

function ModifyGibs(actor A)
{
   //.......................................Gibs...........................................

      if( A.Mesh == LodMesh'UnrealI.BigChunk1' )
         {
         if( A.MultiSkins[1] == None )
            A.MultiSkins[1] = Texture'HDSkins2.HDJgcow1';
   }
      if( A.Mesh == LodMesh'UnrealI.BigChunk2' )
         {
         if( A.MultiSkins[1] == None )
            A.MultiSkins[1] = Texture'HDSkins2.HDJgcow1';
   }
      if( A.Mesh == LodMesh'UnrealI.GasArm1' )
         {
         if( A.MultiSkins[1] == None )
            A.MultiSkins[1] = Texture'HDSkins2.HDJGas1';
   }
      if( A.Mesh == LodMesh'UnrealI.GasArm2' )
         {
         if( A.MultiSkins[1] == None )
            A.MultiSkins[1] = Texture'HDSkins2.HDJGas2';
   }
      if( A.Mesh == LodMesh'UnrealI.GasHand' )
         {
         if( A.MultiSkins[1] == None )
            A.MultiSkins[1] = Texture'HDSkins2.HDJGas1';
   }
      if( A.Mesh == LodMesh'UnrealI.GasHead' )
         {
         if( A.MultiSkins[1] == None )
            A.MultiSkins[1] = Texture'HDSkins2.HDJGas2';
   }
      if( A.Mesh == LodMesh'UnrealI.GasPart' )
         {
         if( A.MultiSkins[1] == None )
            A.MultiSkins[1] = Texture'HDSkins2.HDJGas1';
   }
      if( A.Mesh == LodMesh'UnrealI.KrallFoot' )
         {
         if( A.MultiSkins[1] == None )
            A.MultiSkins[1] = Texture'HDSkins2.HDJgkrl0';
   }
      if( A.Mesh == LodMesh'UnrealI.KrallHand' )
         {
         if( A.MultiSkins[1] == None )
            A.MultiSkins[1] = Texture'HDSkins2.HDJgkrl1';
   }
      if( A.Mesh == LodMesh'UnrealI.KrallHead' )
         {
         if( A.MultiSkins[1] == None )
            A.MultiSkins[1] = Texture'HDSkins2.HDJgkrl1';
   }
      if( A.Mesh == LodMesh'UnrealI.KrallPiece' )
         {
         if( A.MultiSkins[1] == None )
            A.MultiSkins[1] = Texture'HDSkins2.HDJgkrl0';
   }
      if( A.Mesh == LodMesh'UnrealI.KrallWeapon' )
         {
         if( A.MultiSkins[1] == None )
            A.MultiSkins[1] = Texture'HDSkins2.HDJgkrl0';
   }
      if( A.Mesh == LodMesh'UnrealI.MercArm' )
         {
         if( A.MultiSkins[1] == None )
            A.MultiSkins[1] = Texture'HDSkins2.HDJmerce1';
   }
      if( A.Mesh == LodMesh'UnrealI.MercFoot' )
         {
         if( A.MultiSkins[1] == None )
            A.MultiSkins[1] = Texture'HDSkins2.HDJmerce1';
   }
      if( A.Mesh == LodMesh'UnrealI.MercGun' )
         {
         if( A.MultiSkins[1] == None )
            A.MultiSkins[1] = Texture'HDSkins2.HDJmerce1';
   }
      if( A.Mesh == LodMesh'UnrealI.MercHead' )
         {
         if( A.MultiSkins[1] == None )
            A.MultiSkins[1] = Texture'HDSkins2.HDJmerce2';
   }
      if( A.Mesh == LodMesh'UnrealI.MercLeg' )
         {
         if( A.MultiSkins[1] == None )
            A.MultiSkins[1] = Texture'HDSkins2.HDJmerce2';
   }
      if( A.Mesh == LodMesh'UnrealI.MercPart' )
         {
         if( A.MultiSkins[1] == None )
            A.MultiSkins[1] = Texture'HDSkins2.HDJmerce2';
   }
      if( A.Mesh == LodMesh'UnrealI.PupaeBody' )
         {
         if( A.MultiSkins[1] == None )
            A.MultiSkins[1] = Texture'HDSkins2.HDJgpupae1';
   }
      if( A.Mesh == LodMesh'UnrealI.PupaeHead' )
         {
         if( A.MultiSkins[1] == None )
            A.MultiSkins[1] = Texture'HDSkins2.HDJgpupae1';
   }
      if( A.Mesh == LodMesh'UnrealI.PupaeLeg1' )
         {
         if( A.MultiSkins[1] == None )
            A.MultiSkins[1] = Texture'HDSkins2.HDJgpupae1';
   }
      if( A.Mesh == LodMesh'UnrealI.PupaeLeg2' )
         {
         if( A.MultiSkins[1] == None )
            A.MultiSkins[1] = Texture'HDSkins2.HDJgpupae1';
   }
      if( A.Mesh == LodMesh'UnrealI.PupaeLeg3' )
         {
         if( A.MultiSkins[1] == None )
            A.MultiSkins[1] = Texture'HDSkins2.HDJgpupae1';
   }
      if( A.Mesh == LodMesh'UnrealI.SkaarjBody' )
         {
         if( A.MultiSkins[1] == None )
            A.MultiSkins[1] = Texture'HDSkins2.HDJGSkaarj1';
   }
      if( A.Mesh == LodMesh'UnrealI.SkaarjHead' )
         {
         if( A.MultiSkins[1] == None )
            A.MultiSkins[1] = Texture'HDSkins2.HDJGSkaarj1';
   }
      if( A.Mesh == LodMesh'UnrealI.SkaarjLeg' )
         {
         if( A.MultiSkins[1] == None )
            A.MultiSkins[1] = Texture'HDSkins2.HDJGSkaarj2';
   }
      if( A.Mesh == LodMesh'UnrealI.SkaarjBody' )
         {
         if( A.MultiSkins[1] == None )
            A.MultiSkins[1] = Texture'HDSkins2.HDJGSkaarj1';
   }
      if( A.Mesh == LodMesh'UnrealI.SquidBody' )
         {
         if( A.MultiSkins[1] == None )
            A.MultiSkins[1] = Texture'HDSkins2.HDJGSquid';
   }
      if( A.Mesh == LodMesh'UnrealI.SquidPart' )
         {
         if( A.MultiSkins[1] == None )
            A.MultiSkins[1] = Texture'HDSkins2.HDJGSquid';
   }
      if( A.Mesh == LodMesh'UnrealI.SquidTail' )
         {
         if( A.MultiSkins[1] == None )
            A.MultiSkins[1] = Texture'HDSkins2.HDJGSquid';
   }
      if( A.Mesh == LodMesh'UnrealI.SquidTail2' )
         {
         if( A.MultiSkins[1] == None )
            A.MultiSkins[1] = Texture'HDSkins2.HDJGSquid';
   }
      if( A.Mesh == LodMesh'UnrealI.SquidTail3' )
         {
         if( A.MultiSkins[1] == None )
            A.MultiSkins[1] = Texture'HDSkins2.HDJGSquid';
   }
      if( A.Mesh == LodMesh'UnrealI.SquidTail4' )
         {
         if( A.MultiSkins[1] == None )
            A.MultiSkins[1] = Texture'HDSkins2.HDJGSquid';
   }
      if( A.Mesh == LodMesh'UnrealI.SquidTail5' )
         {
         if( A.MultiSkins[1] == None )
            A.MultiSkins[1] = Texture'HDSkins2.HDJGSquid';
   }
      if( A.Mesh == LodMesh'UnrealI.WarlordArm' )
         {
         if( A.MultiSkins[1] == None )
            A.MultiSkins[1] = Texture'HDSkins2.HDJGWar1';
   }
      if( A.Mesh == LodMesh'UnrealI.WarlordFoot' )
         {
         if( A.MultiSkins[1] == None )
            A.MultiSkins[1] = Texture'HDSkins2.HDJGWar2';
   }
      if( A.Mesh == LodMesh'UnrealI.WarlordGun' )
         {
         if( A.MultiSkins[1] == None )
            A.MultiSkins[1] = Texture'HDSkins2.HDJGWar1';
   }
      if( A.Mesh == LodMesh'UnrealI.WarlordHand' )
         {
         if( A.MultiSkins[1] == None )
            A.MultiSkins[1] = Texture'HDSkins2.HDJGWar2';
   }
      if( A.Mesh == LodMesh'UnrealI.WarlordHead' )
         {
         if( A.MultiSkins[1] == None )
            A.MultiSkins[1] = Texture'HDSkins2.HDJGWar2';
   }
      if( A.Mesh == LodMesh'UnrealI.WarlordLeg' )
         {
         if( A.MultiSkins[1] == None )
            A.MultiSkins[1] = Texture'HDSkins2.HDJGWar1';
   }
      if( A.Mesh == LodMesh'UnrealI.WarlordWing' )
         {
            A.Mesh = LodMesh'HDSkinsMut.WarlordWingFix'; //Fix for the one-sided non-masked Wing
         if( A.MultiSkins[1] == None )
            A.MultiSkins[1] = Texture'HDSkins2.HDJGWar1';
   }
      if( A.Mesh == LodMesh'UnrealShare.Arm1M' )
         {
         if( A.MultiSkins[1] == None )
            A.MultiSkins[1] = Texture'HDSkins2.HDJArm11';
   }
      if( A.Mesh == LodMesh'UnrealShare.BigChunk1' )
         {
         if( A.MultiSkins[1] == None )
            A.MultiSkins[1] = Texture'HDSkins2.HDJGCow1';
   }
      if( A.Mesh == LodMesh'UnrealShare.BigChunk2' )
         {
         if( A.MultiSkins[1] == None )
            A.MultiSkins[1] = Texture'HDSkins2.HDJGCow1';
   }
      if( A.Mesh == LodMesh'UnrealShare.Body1' )
         {
         if( A.MultiSkins[1] == None )
            A.MultiSkins[1] = Texture'HDSkins2.HDJBody11';
   }
      if( A.Mesh == LodMesh'UnrealShare.BruteFoot' )
         {
         if( A.MultiSkins[1] == None )
            A.MultiSkins[1] = Texture'HDSkins2.HDJGbrt';
   }
      if( A.Mesh == LodMesh'UnrealShare.BruteHand' )
         {
         if( A.MultiSkins[1] == None )
            A.MultiSkins[1] = Texture'HDSkins2.HDJGbrt';
   }
      if( A.Mesh == LodMesh'UnrealShare.BruteHead' )
         {
         if( A.MultiSkins[1] == None )
            A.MultiSkins[1] = Texture'HDSkins2.HDJGbrt';
   }
      if( A.Mesh == LodMesh'UnrealShare.BrutePiece' )
         {
         if( A.MultiSkins[1] == None )
            A.MultiSkins[1] = Texture'HDSkins2.HDJGbrt';
   }
      if( A.Mesh == LodMesh'UnrealShare.CowBody1' )
         {
         if( A.MultiSkins[1] == None )
            A.MultiSkins[1] = Texture'HDSkins2.HDJGCow1';
   }
      if( A.Mesh == LodMesh'UnrealShare.CowBody2' )
         {
         if( A.MultiSkins[1] == None )
            A.MultiSkins[1] = Texture'HDSkins2.HDJGCow1';
   }
      if( A.Mesh == LodMesh'UnrealShare.CowFoot' )
         {
         if( A.MultiSkins[1] == None )
            A.MultiSkins[1] = Texture'HDSkins2.HDJGCow1';
   }
      if( A.Mesh == LodMesh'UnrealShare.CowHead' )
         {
         if( A.MultiSkins[1] == None )
            A.MultiSkins[1] = Texture'HDSkins2.HDJGCow2';
   }
      if( A.Mesh == LodMesh'UnrealShare.CowLeg' )
         {
         if( A.MultiSkins[1] == None )
            A.MultiSkins[1] = Texture'HDSkins2.HDJGCow2';
   }
      if( A.Mesh == LodMesh'UnrealShare.CowTail' )
         {
         if( A.MultiSkins[1] == None )
            A.MultiSkins[1] = Texture'HDSkins2.HDJGCow2';
   }
      if( A.Mesh == LodMesh'UnrealShare.FemHead1' )
         {
         if( A.MultiSkins[1] == None )
            A.MultiSkins[1] = Texture'HDSkins2.HDJf2h1';
   }
      if( A.Mesh == LodMesh'UnrealShare.FishHead' )
         {
         if( A.MultiSkins[1] == None )
            A.MultiSkins[1] = Texture'HDSkins2.HDJGFish1';
   }
      if( A.Mesh == LodMesh'UnrealShare.FishPart' )
         {
         if( A.MultiSkins[1] == None )
            A.MultiSkins[1] = Texture'HDSkins2.HDJGFish1';
   }
      if( A.Mesh == LodMesh'UnrealShare.FishTail' )
         {
         if( A.MultiSkins[1] == None )
            A.MultiSkins[1] = Texture'HDSkins2.HDJGFish1';
   }
      if( A.Mesh == LodMesh'UnrealShare.Leg1M' )
         {
         if( A.MultiSkins[1] == None )
            A.MultiSkins[1] = Texture'HDSkins2.HDJLeg11';
   }
      if( A.Mesh == LodMesh'UnrealShare.LiverM' )
         {
         if( A.MultiSkins[1] == None )
            A.MultiSkins[1] = Texture'HDSkins2.HDJParts1';
   }
      if( A.Mesh == LodMesh'UnrealShare.Male1Head' )
         {
         if( A.MultiSkins[1] == None )
            A.MultiSkins[1] = Texture'HDSkins2.HDJm1h';
   }
      if( A.Mesh == LodMesh'UnrealShare.MantaHead' )
         {
         if( A.MultiSkins[1] == None )
            A.MultiSkins[1] = Texture'HDSkins2.HDJmta1';
   }
      if( A.Mesh == LodMesh'UnrealShare.MantaPart' )
         {
         if( A.MultiSkins[1] == None )
            A.MultiSkins[1] = Texture'HDSkins2.HDJmta1';
   }
      if( A.Mesh == LodMesh'UnrealShare.MantaTail' )
         {
         if( A.MultiSkins[1] == None )
            A.MultiSkins[1] = Texture'HDSkins2.HDJmta1';
   }
      if( A.Mesh == LodMesh'UnrealShare.MantaWing1' )
         {
         if( A.MultiSkins[1] == None )
            A.MultiSkins[1] = Texture'HDSkins2.HDJmta1';
   }
      if( A.Mesh == LodMesh'UnrealShare.MantaWing2' )
         {
         if( A.MultiSkins[1] == None )
            A.MultiSkins[1] = Texture'HDSkins2.HDJmta1';
   }
      if( A.Mesh == LodMesh'UnrealShare.NaliFoot' )
         {
         if( A.MultiSkins[1] == None )
            A.MultiSkins[1] = Texture'HDSkins2.HDJgnali2';
   }
      if( A.Mesh == LodMesh'UnrealShare.NaliHand1' )
         {
         if( A.MultiSkins[1] == None )
            A.MultiSkins[1] = Texture'HDSkins2.HDJgnali1';
   }
      if( A.Mesh == LodMesh'UnrealShare.NaliHand2' )
         {
         if( A.MultiSkins[1] == None )
            A.MultiSkins[1] = Texture'HDSkins2.HDJgnali1';
   }
      if( A.Mesh == LodMesh'UnrealShare.NaliHead' )
         {
         if( A.MultiSkins[1] == None )
            A.MultiSkins[1] = Texture'HDSkins2.HDJgnali2';
   }
      if( A.Mesh == LodMesh'UnrealShare.NaliLeg' )
         {
         if( A.MultiSkins[1] == None )
            A.MultiSkins[1] = Texture'HDSkins2.HDJgnali1';
   }
      if( A.Mesh == LodMesh'UnrealShare.NaliPart' )
         {
         if( A.MultiSkins[1] == None )
            A.MultiSkins[1] = Texture'HDSkins2.HDJgnali2';
   }
      if( A.Mesh == LodMesh'UnrealShare.PHeartM' )
         {
         if( A.MultiSkins[1] == None )
            A.MultiSkins[1] = Texture'HDSkins2.HDJMisc1';
   }
      if( A.Mesh == LodMesh'UnrealShare.SkaarjBody' )
         {
         if( A.MultiSkins[1] == None )
            A.MultiSkins[1] = Texture'HDSkins2.HDJGSkaarj1';
   }
      if( A.Mesh == LodMesh'UnrealShare.SkaarjHand' )
         {
         if( A.MultiSkins[1] == None )
            A.MultiSkins[1] = Texture'HDSkins2.HDJGSkaarj2';
   }
      if( A.Mesh == LodMesh'UnrealShare.SkaarjHead' )
         {
         if( A.MultiSkins[1] == None )
            A.MultiSkins[1] = Texture'HDSkins2.HDJGSkaarj1';
   }
      if( A.Mesh == LodMesh'UnrealShare.SkaarjLeg' )
         {
         if( A.MultiSkins[1] == None )
            A.MultiSkins[1] = Texture'HDSkins2.HDJGSkaarj2';
   }
      if( A.Mesh == LodMesh'UnrealShare.SkaarjTail' )
         {
         if( A.MultiSkins[1] == None )
            A.MultiSkins[1] = Texture'HDSkins2.HDJGSkaarj2';
   }
      if( A.Mesh == LodMesh'UnrealShare.SlithArm' )
         {
         if( A.MultiSkins[1] == None )
            A.MultiSkins[1] = Texture'HDSkins2.HDJGSlith1';
   }
      if( A.Mesh == LodMesh'UnrealShare.SlithHand' )
         {
         if( A.MultiSkins[1] == None )
            A.MultiSkins[1] = Texture'HDSkins2.HDJGSlith1';
   }
      if( A.Mesh == LodMesh'UnrealShare.SlithHead' )
         {
         if( A.MultiSkins[1] == None )
            A.MultiSkins[1] = Texture'HDSkins2.HDJGSlith2';
   }
      if( A.Mesh == LodMesh'UnrealShare.SlithPart' )
         {
         if( A.MultiSkins[1] == None )
            A.MultiSkins[1] = Texture'HDSkins2.HDJGSlith2';
   }
      if( A.Mesh == LodMesh'UnrealShare.SlithTail' )
         {
            A.Mesh = LodMesh'HDSkinsMut.SlithTailFix'; //Fix for the one-sided non-masked tail
         if( A.MultiSkins[1] == None )
            A.MultiSkins[1] = Texture'HDSkins2.HDJGSlith1';
   }
      if( A.Mesh == LodMesh'UnrealShare.StomachM' )
         {
         if( A.MultiSkins[1] == None )
            A.MultiSkins[1] = Texture'HDSkins2.HDJparts1';
   }
      if( A.Mesh == LodMesh'UnrealShare.TentArm' )
         {
         if( A.MultiSkins[1] == None )
            A.MultiSkins[1] = Texture'HDSkins2.HDJGTent';
   }
      if( A.Mesh == LodMesh'UnrealShare.TentBody' )
         {
         if( A.MultiSkins[1] == None )
            A.MultiSkins[1] = Texture'HDSkins2.HDJGTent';
   }
      if( A.Mesh == LodMesh'UnrealShare.TentHead' )
         {
         if( A.MultiSkins[1] == None )
            A.MultiSkins[1] = Texture'HDSkins2.HDJGTent';
   }
      if( A.Mesh == LodMesh'UnrealShare.TentPart' )
         {
         if( A.MultiSkins[1] == None )
            A.MultiSkins[1] = Texture'HDSkins2.HDJGTent';
   }
      if( A.Mesh == LodMesh'UnrealShare.ThighM' )
         {
         if( A.MultiSkins[1] == None )
            A.MultiSkins[1] = Texture'HDSkins2.HDJparts1';
   }

   //RTNP Gibs
    if(A.Mesh.Name == 'PredatorBody')
    {
         if( A.MultiSkins[1] == None )
            A.MultiSkins[1] = Texture'HDSkins2.HDJGPredator1';
         if( A.MultiSkins[2] == None )
            A.MultiSkins[2] = Texture'HDSkins2.HDJGPredator2';
   }
      if(A.Mesh.Name == 'PredatorFoot')
         {
         if( A.MultiSkins[1] == None )
            A.MultiSkins[1] = Texture'HDSkins2.HDJGPredator1';
         if( A.MultiSkins[2] == None )
            A.MultiSkins[2] = Texture'HDSkins2.HDJGPredator2';
    }
      if(A.Mesh.Name == 'PredatorHead')
         {
         if( A.MultiSkins[1] == None )
            A.MultiSkins[1] = Texture'HDSkins2.HDJGPredator1';
         if( A.MultiSkins[2] == None )
            A.MultiSkins[2] = Texture'HDSkins2.HDJGPredator2';
    }
      if(A.Mesh.Name == 'PredatorLeftLeg')
         {
         if( A.MultiSkins[1] == None )
            A.MultiSkins[1] = Texture'HDSkins2.HDJGPredator1';
         if( A.MultiSkins[2] == None )
            A.MultiSkins[2] = Texture'HDSkins2.HDJGPredator2';
    }
      if(A.Mesh.Name == 'PredatorRightLeg')
         {
         if( A.MultiSkins[1] == None )
            A.MultiSkins[1] = Texture'HDSkins2.HDJGPredator1';
         if( A.MultiSkins[2] == None )
            A.MultiSkins[2] = Texture'HDSkins2.HDJGPredator2';
    }
      if(A.Mesh.Name == 'PredatorTail')
         {
         if( A.MultiSkins[1] == None )
            A.MultiSkins[1] = Texture'HDSkins2.HDJGPredator1';
         if( A.MultiSkins[2] == None )
            A.MultiSkins[2] = Texture'HDSkins2.HDJGPredator2';
    }
      if(A.Mesh.Name == 'SpinnerBody')
         {
         if( A.MultiSkins[1] == None )
            A.MultiSkins[1] = Texture'HDSkins2.HDJGSpinner1';
    }
      if(A.Mesh.Name == 'SpinnerClaw')
         {
         if( A.MultiSkins[1] == None )
            A.MultiSkins[1] = Texture'HDSkins2.HDJGSpinner1';
    }
      if(A.Mesh.Name == 'SpinnerHead')
         {
         if( A.MultiSkins[1] == None )
            A.MultiSkins[1] = Texture'HDSkins2.HDJGSpinner1';
         if( A.MultiSkins[2] == None )
            A.MultiSkins[2] = Texture'HDSkins2.HDJGSpinner2';
    }
      if(A.Mesh.Name == 'SpinnerLeg1')
         {
         if( A.MultiSkins[1] == None )
            A.MultiSkins[1] = Texture'HDSkins2.HDJGSpinner1';
    }
      if(A.Mesh.Name == 'SpinnerLeg2')
         {
         if( A.MultiSkins[1] == None )
            A.MultiSkins[1] = Texture'HDSkins2.HDJGSpinner1';
    }
    if(A.Mesh.Name == 'SpinnerLeg3')
         {
         if( A.MultiSkins[1] == None )
            A.MultiSkins[1] = Texture'HDSkins2.HDJGSpinner1';
    }
    if(A.Mesh.Name == 'SpinnerLeg4')
         {
         if( A.MultiSkins[1] == None )
            A.MultiSkins[1] = Texture'HDSkins2.HDJGSpinner1';
    }
    if(A.Mesh.Name == 'SpinnerTail')
    {
         if( A.MultiSkins[1] == None )
            A.MultiSkins[1] = Texture'HDSkins2.HDJGSpinner2';
    }
}

defaultproperties
{
}
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User avatar Lightning Hunter
Skaarj Elder Skaarj Elder
Posts: 1144
Joined: 11 Nov 2007, 22:12
Location: Pervert.

Subject: Re: [Beta Testing] Unreal HD Skins

Post Posted: 20 Oct 2016, 00:10

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)
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User avatar Mister_Prophet
Red Nemesis Leader Red Nemesis Leader
Posts: 2870
Joined: 11 Nov 2007, 23:30
Location: Long Island, New York

Subject: Re: [Beta Testing] Unreal HD Skins

Post Posted: 20 Oct 2016, 02:54

Lightning Hunter, I don't have much to say other than that you are awesome for these :tup:
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User avatar editor Dave
Skaarj Berserker Skaarj Berserker
Posts: 258
Joined: 05 Apr 2008, 15:38
Contact:

Subject: Re: [Beta Testing] Unreal HD Skins

Post Posted: 20 Oct 2016, 18:29

I only saw this thread just now and I can only agree with Prophet: The newly acquired level of detail is very refreshing!
The Unforchers will come again soon...

User avatar Lightning Hunter
Skaarj Elder Skaarj Elder
Posts: 1144
Joined: 11 Nov 2007, 22:12
Location: Pervert.

Subject: Re: [Beta Testing] Unreal HD Skins

Post Posted: 20 Oct 2016, 21:22

Thanks, guys.

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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User avatar Lightning Hunter
Skaarj Elder Skaarj Elder
Posts: 1144
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Subject: Re: [Beta Testing] Unreal HD Skins

Post Posted: 21 Oct 2016, 08:14

I am uploading the beta very soon, but I wanted to show some updates I did to the Titan skin today. Since the Titan skin was the primary reason I launched this project to begin with, I felt it deserved extra attention. I think it looks even better now than before (at least I hope so):

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User avatar Lightning Hunter
Skaarj Elder Skaarj Elder
Posts: 1144
Joined: 11 Nov 2007, 22:12
Location: Pervert.

Subject: Re: [Beta Testing] Unreal HD Skins

Post Posted: 21 Oct 2016, 09:02

The Beta Has been sent to testers via PM.
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User avatar Lightning Hunter
Skaarj Elder Skaarj Elder
Posts: 1144
Joined: 11 Nov 2007, 22:12
Location: Pervert.

Subject: Re: [Beta Testing] Unreal HD Skins

Post Posted: 21 Oct 2016, 17:48

Ok, I need the help of the coders again. Leo noticed a bug in which actors that have "bhidden" set to true now show up in the game with the mutator enabled. This is because some of them have a mesh set (at least I think that's the issue). There must be a simple way to tell the mutator to keep meshes with bhidden = true actually hidden...

Edit: On further inspection, the problem is not what I thought it was. It appears that the LevelInfo icons are showing up in-game at location 0,0,0. These are supposed to be hidden, but for whatever reason the HD Skins mutator makes them visible as an icon in-game.

Edit #2: Yrex, I sent you a PM for another gib problem (this time with 227i).

Here is all the current SpawnNotify code:

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<PendingActorsCount;i++)
    {
        A = PendingActors[i];
        ModifyGibs(A);
    }
   
    PendingActorsCount = 0;
}

//============================================================
function ModifyThing( Actor A )
{
     if(A.Mesh != None)
     {
//.......................................Scripted Pawns.......................................

//Skaarj Warrior
      if( A.Mesh == LodMesh'UnrealShare.Skaarjw' )
      {
         if( A.Skin == None )
            A.Skin = Texture'HDSkins2.HDSkaarjw1';
         else if( A.Skin == Texture'SkaarjL' )
            A.Skin = Texture'HDSkins2.HDSkaarjL';
         else if( A.Skin == Texture'Skaarjw2' )
            A.Skin = Texture'HDSkins2.HDSkaarjw2';
         else if( A.Skin == Texture'Skaarjw3' )
            A.Skin = Texture'HDSkins2.HDSkaarjw3';
         else if( A.Skin == Texture'Skaarjw4' )
            A.Skin = Texture'HDSkins2.HDSkaarjw4';
         else if( A.Skin == Texture'Skaarjw5' )
            A.Skin = Texture'HDSkins2.HDSkaarjw5';
}
//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';
   }
//Skaarj Warlord
      if( A.Mesh == LodMesh'UnrealI.WarlordM' )
         {
         if( A.MultiSkins[0] == None )
            A.MultiSkins[0] = Texture'HDSkins2.HDJWarlord1';
         if( A.MultiSkins[1] == None )
            A.MultiSkins[1] = Texture'HDSkins2.HDJWarlord1';
   }
//Skaarj Queen
      if( A.Mesh == LodMesh'UnrealI.SkQueen' )
         {
         if( A.MultiSkins[1] == None )
            A.MultiSkins[1] = Texture'HDSkins2.HDJQueen1';
   }
//Pupae
      if( A.Mesh == LodMesh'UnrealI.Pupae1' )
         {
            A.Mesh = LodMesh'HDSkinsMut.PupaeFix';
         if( A.MultiSkins[0] == None )
            A.MultiSkins[0] = Texture'HDSkins2.HDJPupae1';
         if( A.MultiSkins[1] == None )
            A.MultiSkins[1] = Texture'HDSkins2.HDJPupae1';
   }
//Gasbag
      if( A.Mesh == LodMesh'UnrealI.GasbagM' )
         {
         if( A.MultiSkins[5] == None )
            A.MultiSkins[5] = Texture'HDSkins2.HDGasbag1';
         if( A.MultiSkins[6] == None )
            A.MultiSkins[6] = Texture'HDSkins2.HDGasbag2';
   }
//Titan
      if( A.Mesh == LodMesh'UnrealI.Titan1' )
{
            A.Mesh = LodMesh'HDSkinsMut.TitanX';
         if( A.Skin == None )
            A.Skin = Texture'HDSkins2.HDJTitan1';
         else if( A.Skin == Texture'JTitan2' )
            A.Skin = Texture'HDSkins2.HDJTitan2';
   }
//Brute
      if( A.Mesh == LodMesh'UnrealShare.Brute1' )
      {
         if( A.Skin == None )
            A.Skin = Texture'HDSkins2.HDJBrute1';
         else if( A.Skin == Texture'Brute2' )
            A.Skin = Texture'HDSkins2.HDBrute2';
         else if( A.Skin == Texture'Brute3' )
            A.Skin = Texture'HDSkins2.HDBrute3';
   }
//Krall
      if( A.Mesh == LodMesh'UnrealI.KrallM' )
      {
         if( A.Skin == None )
            A.Skin = Texture'HDSkins2.HDJKrall';
         else if( A.Skin == Texture'EKrall' )
            A.Skin = Texture'HDSkins2.HDEKrall';
   }
//Mercenary
      if( A.Mesh == LodMesh'UnrealI.Merc' )
      {
            A.Mesh = LodMesh'HDSkinsMut.MercFix';
         if( A.Skin == None )
            A.Skin = Texture'HDSkins2.HDJMerc1';
         else if( A.Skin == Texture'JMerc2' )
            A.Skin = Texture'HDSkins2.HDJMerc2';
   }
//Devilfish
      if( A.Mesh == LodMesh'UnrealShare.fish' )
         {
         if( A.MultiSkins[1] == None )
            A.MultiSkins[1] = Texture'HDSkins2.HDJFish1';
   }
//Squid
      if( A.Mesh == LodMesh'UnrealI.Squid1' )
         {
         if( A.MultiSkins[1] == None )
            A.MultiSkins[1] = Texture'HDSkins2.HDJSquid1';
   }
//Fly
      if( A.Mesh == LodMesh'UnrealShare.FlyM' )
         {
         if( A.MultiSkins[1] == None )
            A.MultiSkins[1] = Texture'HDSkins2.HDJFly1';
   }
//Manta
      if( A.Mesh == LodMesh'UnrealShare.Manta1' )
      {
         if( A.Skin == None )
            A.Skin = Texture'HDSkins2.HDJManta1';
         else if( A.Skin == Texture'JManta2' )
            A.Skin = Texture'HDSkins2.HDJManta2';
   }
//Tentacle
      if( A.Mesh == LodMesh'UnrealShare.Tentacle1' )
         {
         if( A.MultiSkins[1] == None )
            A.MultiSkins[1] = Texture'HDSkins2.HDJTentacle1';
   }
//Slith
      if( A.Mesh == LodMesh'UnrealShare.Slith1' )
      {
         if( A.Skin == None )
            A.Skin = Texture'HDSkins2.HDJSlith1';
   }
//Cow
      if( A.Mesh == LodMesh'UnrealShare.NaliCow' )
      {
         if( A.Skin == None )
            A.Skin = Texture'HDSkins2.HDJCow1';
   }
//Nali
      if( A.Mesh == LodMesh'UnrealShare.Nali1' )
      {
         if( A.Skin == None )
            A.Skin = Texture'HDSkins2.HDJNali1';
         else if( A.Skin == Texture'JNali2' )
            A.Skin = Texture'HDSkins2.HDJNali2';
   }
//Crucified Nali
      if( A.Mesh == LodMesh'UnrealShare.CrossNali' )
      {
         if( A.Skin == None )
            A.Skin = Texture'HDSkins2.HDJNali1';
         else if( A.Skin == Texture'JNali2' )
            A.Skin = Texture'HDSkins2.HDJNali2';
   }

//.......................................Flock Pawns.......................................

//Nali Rabbit
      if( A.Mesh == LodMesh'UnrealShare.Rabbit' )
         {
         if( A.MultiSkins[1] == None )
            A.MultiSkins[1] = Texture'HDSkins2.HDJRabbit1';
   }
//Bird
      if( A.Mesh == LodMesh'UnrealShare.Bird' )
         {
         if( A.MultiSkins[1] == None )
            A.MultiSkins[1] = Texture'HDSkins2.HDJBird11';
   }
//Biter Fish
      if( A.Mesh == LodMesh'UnrealShare.AmbientFish' )
         {
         if( A.Skin == None )
            A.Skin = Texture'HDSkins2.HDJFish21';
         else if( A.Skin == Texture'JFish21' )
            A.Skin = Texture'HDSkins2.HDJFish21';
         else if( A.Skin == Texture'JFish22' )
            A.Skin = Texture'HDSkins2.HDJFish22';
         else if( A.Skin == Texture'JFish23' )
            A.Skin = Texture'HDSkins2.HDJFish23';
         else if( A.Skin == Texture'JFish24' )
            A.Skin = Texture'HDSkins2.HDJFish24';
         else if( A.Skin == Texture'JFish25' )
            A.Skin = Texture'HDSkins2.HDJFish25';
         else if( A.Skin == Texture'JFish26' )
            A.Skin = Texture'HDSkins2.HDJFish26';
   }

//...................................Player Skins.......................................

//Female One (Gina)
      if( A.Mesh == LodMesh'UnrealShare.Female1' )
      {
         if( A.Skin == None )
            A.Skin = Texture'HDSkins2.HDgina';
         else if( A.Skin == Texture'Gina' )
            A.Skin = Texture'HDSkins2.HDgina';
   }


//...................................Player Carcasses.......................................

//Female One Body
      if( A.Mesh == LodMesh'UnrealShare.Fem1body' )
      {
//This fixes the longstanding incorrect skin bug in Unreal
         if( A.Skin == None )
            A.Skin = Texture'HDSkins2.HDgina';
//Just in case someone set the correct Gina skin in a map
         else if( A.Skin == Texture'Gina' )
            A.Skin = Texture'HDSkins2.HDgina';
   }
//Female Two Body (No high-res skin yet; merely fixes bug)
      if( A.Mesh == LodMesh'UnrealShare.Fem2Body' )
      {
//This fixes the longstanding incorrect skin bug in Unreal
         if( A.Skin == None )
            A.Skin = Texture'UnrealShare.Skins.Sonya';
   }

//.......................................Decorations.......................................

//Tree1
      if( A.Mesh == LodMesh'UnrealShare.Tree1M' )
         {
         if( A.MultiSkins[1] == None )
            A.MultiSkins[1] = Texture'HDSkins2.HDJTree11';
   }
//Tree2
      if( A.Mesh == LodMesh'UnrealShare.Tree2M' )
         {
         if( A.MultiSkins[1] == None )
            A.MultiSkins[1] = Texture'HDSkins2.HDJTree21';
   }
//Tree3
      if( A.Mesh == LodMesh'UnrealShare.Tree3M' )
         {
         if( A.MultiSkins[1] == None )
            A.MultiSkins[1] = Texture'HDSkins2.HDJTree31';
   }
//Tree4
      if( A.Mesh == LodMesh'UnrealShare.Tree4M' )
         {
         if( A.MultiSkins[1] == None )
            A.MultiSkins[1] = Texture'HDSkins2.HDJTree41';
   }
//Tree5
      if( A.Mesh == LodMesh'UnrealShare.Tree5M' )
         {
         if( A.MultiSkins[1] == None )
            A.MultiSkins[1] = Texture'HDSkins2.HDJTree51';
   }
//Tree6
      if( A.Mesh == LodMesh'UnrealShare.Tree6M' )
         {
         if( A.MultiSkins[1] == None )
            A.MultiSkins[1] = Texture'HDSkins2.HDJTree61';
   }
//Tree7
      if( A.Mesh == LodMesh'UnrealShare.Tree7M' )
         {
         if( A.MultiSkins[1] == None )
            A.MultiSkins[1] = Texture'HDSkins2.HDJTree71';
   }
//Tree8
      if( A.Mesh == LodMesh'UnrealShare.Tree8M' )
         {
         if( A.MultiSkins[1] == None )
            A.MultiSkins[1] = Texture'HDSkins2.HDJTree81';
   }
//Tree9
      if( A.Mesh == LodMesh'UnrealShare.Tree9M' )
         {
         if( A.MultiSkins[1] == None )
            A.MultiSkins[1] = Texture'HDSkins2.HDJTree91';
   }
//Tree10
      if( A.Mesh == LodMesh'UnrealShare.Tree10M' )
         {
         if( A.MultiSkins[1] == None )
            A.MultiSkins[1] = Texture'HDSkins2.HDJTree101';
   }
//Tree11
      if( A.Mesh == LodMesh'UnrealShare.Tree11M' )
         {
         if( A.MultiSkins[1] == None )
            A.MultiSkins[1] = Texture'HDSkins2.HDJTree111';
   }
//Tree12
      if( A.Mesh == LodMesh'UnrealShare.Tree12M' )
         {
         if( A.MultiSkins[1] == None )
            A.MultiSkins[1] = Texture'HDSkins2.HDJTree121';
   }
//Plant1
      if( A.Mesh == LodMesh'UnrealShare.Plant1M' )
         {
         if( A.MultiSkins[1] == None )
            A.MultiSkins[1] = Texture'HDSkins2.HDJPlant11';
   }
//Plant2
      if( A.Mesh == LodMesh'UnrealShare.Plant2M' )
         {
         if( A.MultiSkins[1] == None )
            A.MultiSkins[1] = Texture'HDSkins2.HDJPlant21';
   }
//Plant3
      if( A.Mesh == LodMesh'UnrealShare.Plant3M' )
         {
         if( A.MultiSkins[1] == None )
            A.MultiSkins[1] = Texture'HDSkins2.HDJPlant31';
   }
//Plant4
      if( A.Mesh == LodMesh'UnrealShare.Plant4M' )
         {
         if( A.MultiSkins[1] == None )
            A.MultiSkins[1] = Texture'HDSkins2.HDJPlant41';
   }
//Plant5
      if( A.Mesh == LodMesh'UnrealShare.Plant5M' )
         {
         if( A.MultiSkins[1] == None )
            A.MultiSkins[1] = Texture'HDSkins2.HDJPlant41';
   }
//Plant6
      if( A.Mesh == LodMesh'UnrealShare.Plant6M' )
         {
         if( A.MultiSkins[1] == None )
            A.MultiSkins[1] = Texture'HDSkins2.HDJPlant61';
   }
//Plant7
      if( A.Mesh == LodMesh'UnrealShare.Plant7M' )
         {
         if( A.MultiSkins[1] == None )
            A.MultiSkins[1] = Texture'HDSkins2.HDJPlant61';
   }
//SeaWeed
      if( A.Mesh == Mesh'UnrealShare.SeaWeedM' )
         {
         if( A.MultiSkins[1] == None )
            A.MultiSkins[1] = Texture'HDSkins2.HDJSeaWeed1';
   }
//Wooden Box
      if( A.Mesh == LodMesh'UnrealShare.WoodenBoxM' )
         {
         if( A.MultiSkins[1] == None )
            A.MultiSkins[1] = Texture'HDSkins2.HDJWoodenBox1';
   }
//Steel Box
      if( A.Mesh == LodMesh'UnrealShare.SteelBoxM' )
         {
         if( A.MultiSkins[1] == None )
            A.MultiSkins[1] = Texture'HDSkins2.HDJSteelBox1';
   }
//Barrel
      if( A.Mesh == LodMesh'UnrealShare.BarrelM' )
         {
         if( A.Skin == None )
            A.Skin = Texture'HDSkins2.HDJBarrel1';
         if( A.Skin == Texture'JBarrel1' )
            A.Skin = Texture'HDSkins2.HDJBarrel1';
   }
//Steel Barrel
      if( A.Mesh == LodMesh'UnrealShare.steelbarrelM' )
         {
         if( A.Skin == None )
            A.Skin = Texture'HDSkins2.HDJSteelBarrel1';
         else if( A.Skin == Texture'Jsteelbarrel2' )
            A.Skin = Texture'HDSkins2.HDJSteelBarrel2';
   }
//Sludge Barrel
      if( A.Mesh == LodMesh'UnrealI.sbarrel' )
         {
         if( A.MultiSkins[1] == None )
            A.MultiSkins[1] = Texture'HDSkins2.HDJsbarrel1';
   }
//Book
      if( A.Mesh == LodMesh'UnrealShare.BookM' )
         {
         if( A.Skin == None )
            A.Skin = Texture'HDSkins2.HDJBook1';
         else if( A.Skin == Texture'JBook2' )
            A.Skin = Texture'HDSkins2.HDJBook2';
         else if( A.Skin == Texture'JBook3' )
            A.Skin = Texture'HDSkins2.HDJBook3';
         else if( A.Skin == Texture'JBook4' )
            A.Skin = Texture'HDSkins2.HDJBook4';
   }
//Boulder
      if( A.Mesh == LodMesh'UnrealShare.BoulderM' )
         {
         if( A.MultiSkins[1] == None )
            A.MultiSkins[1] = Texture'HDSkins2.HDJBoulder1';
   }
//TBoulder (thrown by Titans)
      if( A.Mesh == LodMesh'UnrealI.TBoulder' )
         {
         if( A.MultiSkins[1] == None )
            A.MultiSkins[1] = Texture'HDSkins2.HDJBoulder1';
   }
//Chest
      if( A.Mesh == LodMesh'UnrealShare.ChestM' )
         {
         if( A.MultiSkins[1] == None )
            A.MultiSkins[1] = Texture'HDSkins2.HDJChest1';
   }
//Sign
      if( A.Mesh == LodMesh'UnrealShare.Sign1M' )
         {
         if( A.MultiSkins[1] == None )
            A.MultiSkins[1] = Texture'HDSkins2.HDJSign11';
   }
//Flag 1
      if( A.Mesh == LodMesh'UnrealI.Flag1M' )
         {
         if( A.Skin == None )
            A.Skin = Texture'HDSkins2.HDJFlag11';
         else if( A.Skin == Texture'JFlag12' )
            A.Skin = Texture'HDSkins2.HDJFlag12';
   }
//Flag 2
      if( A.Mesh == LodMesh'UnrealI.Flag2M' )
         {
         if( A.MultiSkins[1] == None )
            A.MultiSkins[1] = Texture'HDSkins2.HDJFlag21';
   }
//Flag 3
      if( A.Mesh == LodMesh'UnrealI.Flag3M' )
         {
         if( A.MultiSkins[1] == None )
            A.MultiSkins[1] = Texture'HDSkins2.HDJFlag31';
   }
//Tapestry1
      if( A.Mesh == LodMesh'UnrealI.Tap' )
         {
         if( A.MultiSkins[1] == None )
            A.MultiSkins[1] = Texture'HDSkins2.HDJTap1';
   }
//Moon One
      if( A.Mesh == Mesh'UnrealI.Moon1' )
         {
         if( A.Skin == None )
            A.Skin = Texture'HDSkins2.HDJMoon1';
         if( A.Skin == Texture'JMoon1' )
            A.Skin = Texture'HDSkins2.HDJMoon1';
//Moon Two
         else if( A.Skin == Texture'MoonTwo' )
            A.Skin = Texture'HDSkins2.HDMoonTwo';
   }
//Moon Three
      if( A.Mesh == Mesh'UnrealI.Moon3M' )
         {
         if( A.Skin == None )
            A.Skin = Texture'HDSkins2.HDJMoon3';
   }
//Monk Statue
      if( A.Mesh == LodMesh'UnrealShare.MonkStatueM' )
         {
         if( A.MultiSkins[1] == None )
            A.MultiSkins[1] = Texture'HDSkins2.HDJMonkStatue1';
   }
//Monk Statue
      if( A.Mesh == LodMesh'UnrealShare.NaliStatueM' )
         {
         if( A.MultiSkins[1] == None )
            A.MultiSkins[1] = Texture'HDSkins2.HDJNaliStatue1';
   }
//Lantern
      if( A.Mesh == LodMesh'UnrealShare.LanternM' )
         {
         if( A.MultiSkins[1] == None )
            A.MultiSkins[1] = Texture'HDSkins2.HDJLantern1';
   }
//Knife (Uses same skin as Lantern for some reason)
      if( A.Mesh == Mesh'UnrealShare.KnifeM' )
         {
         if( A.MultiSkins[1] == None )
            A.MultiSkins[1] = Texture'HDSkins2.HDJLantern1';
   }
//Lantern2
      if( A.Mesh == LodMesh'UnrealShare.Lantern2M' )
         {
         if( A.MultiSkins[1] == None )
            A.MultiSkins[1] = Texture'HDSkins2.HDJLantern1';
   }
//Lamp1
      if( A.Mesh == LodMesh'UnrealI.Lamp1M' )
         {
         if( A.MultiSkins[1] == None )
            A.MultiSkins[1] = Texture'HDSkins2.HDJLamp11';
   }
//Lamp4
      if( A.Mesh == LodMesh'UnrealI.Lamp4M' )
         {
         if( A.MultiSkins[1] == None )
            A.MultiSkins[1] = Texture'HDSkins2.HDJLamp41';
   }
//Sconce
      if( A.Mesh == Mesh'UnrealShare.sconceM' )
         {
         if( A.Skin == None )
            A.Skin = Texture'HDSkins2.HDJsconce1';
   }
//Table1
      if( A.Mesh == LodMesh'UnrealI.Table1' )
         {
         if( A.MultiSkins[1] == None )
            A.MultiSkins[1] = Texture'HDSkins2.HDJTable11';
   }
//Chair
      if( A.Mesh == LodMesh'UnrealI.Chair1' )
         {
         if( A.MultiSkins[1] == None )
            A.MultiSkins[1] = Texture'HDSkins2.HDJChair11';
   }
//Pottery0
      if( A.Mesh == LodMesh'UnrealShare.Pottery0M' )
         {
         if( A.MultiSkins[1] == None )
            A.MultiSkins[1] = Texture'HDSkins2.HDJPottery01';
   }
//Pottery1
      if( A.Mesh == LodMesh'UnrealShare.Pottery1M' )
         {
         if( A.MultiSkins[1] == None )
            A.MultiSkins[1] = Texture'HDSkins2.HDJPottery11';
   }
//Pottery2
      if( A.Mesh == LodMesh'UnrealShare.Pottery2M' )
         {
         if( A.MultiSkins[1] == None )
            A.MultiSkins[1] = Texture'HDSkins2.HDJPottery21';
   }
//Vase1
      if( A.Mesh == LodMesh'UnrealShare.vaseM' )
         {
         if( A.MultiSkins[1] == None )
            A.MultiSkins[1] = Texture'HDSkins2.HDJVase1';
   }
//Urn
      if( A.Mesh == LodMesh'UnrealShare.UrnM' )
         {
         if( A.MultiSkins[1] == None )
            A.MultiSkins[1] = Texture'HDSkins2.HDJUrn1';
   }
//Escape Pod
      if( A.Mesh == LodMesh'UnrealI.Escapep' )
         {
         if( A.MultiSkins[1] == None )
            A.MultiSkins[1] = Texture'HDSkins2.HDJEscapep1';
   }
//Cryopod
      if( A.Mesh == LodMesh'UnrealI.CryopodM' )
         {
         if( A.MultiSkins[1] == None )
            A.MultiSkins[1] = Texture'HDSkins2.HDJCryopod1';
   }
//Fan
      if( A.Mesh == LodMesh'UnrealShare.Fan2M' )
         {
         if( A.MultiSkins[1] == None )
            A.MultiSkins[1] = Texture'HDSkins2.HDJFan21';
   }
//Dice
      if( A.Mesh == Mesh'UnrealI.DiceM' )
         {
         if( A.Skin == None )
            A.Skin = Texture'HDSkins2.HDJDice1';
   }
//Wire
      if( A.Mesh == LodMesh'UnrealShare.WireM' )
         {
         if( A.MultiSkins[1] == None )
            A.MultiSkins[1] = Texture'HDSkins2.HDJWire1';
   }
//Candle
      if( A.Mesh == LodMesh'UnrealShare.CandleM' )
         {
         if( A.MultiSkins[1] == None )
            A.MultiSkins[1] = Texture'HDSkins2.HDJCandle1';
   }
//Candle2
      if( A.Mesh == LodMesh'UnrealShare.Candl2' )
         {
         if( A.MultiSkins[1] == None )
            A.MultiSkins[1] = Texture'HDSkins2.HDJCandl21';
   }
//Robot (This skin is not complete, and is merely a placeholder with a detail texture)
      if( A.Mesh == LodMesh'UnrealI.RobotM' )
         {
         if( A.MultiSkins[1] == None )
            A.MultiSkins[1] = Texture'HDSkins2.HDJRobot1';
   }


//.......................................Inventory.......................................

//Dispersion Pistol
   if( A.Mesh == LodMesh'UnrealShare.DPistolPick' )
   {
      if(Inventory(A) != none && Inventory(A).PlayerViewMesh == mesh'UnrealShare.DPistol')
         Inventory(A).PlayerViewMesh = mesh'DPistolFix';
      
      if( A.MultiSkins[1] == None )
         A.MultiSkins[1] = Texture'HDSkins2.HDDPistol1';
   }
//Automag
      if( A.Mesh == LodMesh'UnrealShare.AutoMagPickup' )
         {
         if( A.MultiSkins[1] == None )
            A.MultiSkins[1] = Texture'HDSkins2.HDAutoma1';
   }
//Stinger
      if( A.Mesh == LodMesh'UnrealShare.StingerPickup' )
         {
         if( A.MultiSkins[1] == None )
            A.MultiSkins[1] = Texture'HDSkins2.HDSting1';
   }
//ASMD
      if( A.Mesh == LodMesh'UnrealShare.ASMDPick' )
         {
         if( A.MultiSkins[1] == None )
            A.MultiSkins[1] = Texture'HDSkins2.HDASMD1';
   }
//Eightball
      if( A.Mesh == LodMesh'UnrealShare.EightPick' )
         {
         if( A.MultiSkins[1] == None )
            A.MultiSkins[1] = Texture'HDSkins2.HDJeightB1';
   }
//Flak Cannon
      if( A.Mesh == LodMesh'UnrealI.FlakPick' )
         {
         if( A.MultiSkins[1] == None )
            A.MultiSkins[1] = Texture'HDSkins2.HDJFlak1';
   }
//RazorJack
      if( A.Mesh == LodMesh'UnrealI.RazPick' )
         {
         if( A.MultiSkins[1] == None )
            A.MultiSkins[1] = Texture'HDSkins2.HDJRazor1';
   }
//Rifle
      if( A.Mesh == LodMesh'UnrealI.RiPick' )
         {
         if( A.MultiSkins[1] == None )
            A.MultiSkins[1] = Texture'HDSkins2.HDJRifle1';
   }
//Minigun
      if( A.Mesh == LodMesh'UnrealI.minipick' )
         {
         if( A.MultiSkins[1] == None )
            A.MultiSkins[1] = Texture'HDSkins2.HDminigun1';
   }
//GES Bio Rifle
if(A.Mesh == mesh'UnrealI.BRiflePick')
{
   if(Inventory(A) != none && Inventory(A).PlayerViewMesh == mesh'UnrealI.BRifle')
      Inventory(A).PlayerViewMesh = mesh'HDSkinsMut.BRifleFix';

   if(A.MultiSkins[1] == none)
      A.MultiSkins[1] = texture'HDSkins2.HDJBRifle1';
}

//Clip
      if( A.Mesh == LodMesh'UnrealShare.ClipM' )
         {
         if( A.MultiSkins[2] == None )
            A.MultiSkins[2] = Texture'HDSkins2.HDJClip1';
   }
//Stinger Tarydium Ammo
      if( A.Mesh == LodMesh'UnrealShare.TarydiumPickup' )
         {
         if( A.MultiSkins[4] == None )
            A.MultiSkins[4] = Texture'HDSkins2.HDJTaryPick1';
   }
//ASMD Core
      if( A.Mesh == LodMesh'UnrealShare.ASMDAmmoM' )
         {
         if( A.MultiSkins[1] == None )
            A.MultiSkins[1] = Texture'HDSkins2.HDJAsmdAmmo1';
   }
//Rocket Can
      if( A.Mesh == LodMesh'UnrealShare.RocketCanMesh' )
         {
         if( A.MultiSkins[1] == None )
            A.MultiSkins[1] = Texture'HDSkins2.HDJRocketCan1';
   }
//Flak Box
      if( A.Mesh == LodMesh'UnrealI.flakboxMesh' )
         {
         if( A.MultiSkins[1] == None )
            A.MultiSkins[1] = Texture'HDSkins2.HDJPickup1';
   }
//Flak Shell
      if( A.Mesh == LodMesh'UnrealI.FlakShAm' )
         {
         if( A.MultiSkins[1] == None )
            A.MultiSkins[1] = Texture'HDSkins2.HDJFlakShel1';
   }
//RazorJack Ammo
      if( A.Mesh == LodMesh'UnrealI.RazorAmmoMesh' )
         {
         if( A.MultiSkins[1] == None )
            A.MultiSkins[1] = Texture'HDSkins2.HDJPickup21';
   }
//GES Sludge Ammo
      if( A.Mesh == LodMesh'UnrealI.sludgemesh' )
         {
         if( A.MultiSkins[1] == None )
            A.MultiSkins[1] = Texture'HDSkins2.HDJPickup1';
   }
//Rifle Box
      if( A.Mesh == LodMesh'UnrealI.RifleBullets' )
         {
         if( A.MultiSkins[1] == None )
            A.MultiSkins[1] = Texture'HDSkins2.HDRifleBul1';
   }
//Rifle Round
      if( A.Mesh == LodMesh'UnrealI.RifleRoundM' )
         {
         if( A.MultiSkins[1] == None )
            A.MultiSkins[1] = Texture'HDSkins2.HDRifleR1';
   }
//Shell Box
      if( A.Mesh == LodMesh'UnrealShare.ShellBoxMesh' )
         {
         if( A.MultiSkins[1] == None )
            A.MultiSkins[1] = Texture'HDSkins2.HDJPickup21';
   }
//Amplifier
      if( A.Mesh == LodMesh'UnrealShare.AmplifierM' )
         {
         if( A.MultiSkins[1] == None )
            A.MultiSkins[1] = Texture'HDSkins2.HDJAmplifier1';
   }
//Flare
      if( A.Mesh == LodMesh'UnrealShare.FlareM' )
         {
         if( A.MultiSkins[1] == None )
            A.MultiSkins[1] = Texture'HDSkins2.HDJMisc1';
   }
//Flashlight
      if( A.Mesh == LodMesh'UnrealShare.Flashl' )
         {
         if( A.MultiSkins[1] == None )
            A.MultiSkins[1] = Texture'HDSkins2.HDJFlashl1';
   }
//Bandage
      if( A.Mesh == LodMesh'UnrealShare.bandage' )
         {
         if( A.MultiSkins[1] == None )
            A.MultiSkins[1] = Texture'HDSkins2.HDJband1';
   }
//Health
      if( A.Mesh == LodMesh'UnrealShare.HealthM' )
         {
         if( A.Skin == None )
            A.Skin = Texture'HDSkins2.HDJHealth1';
   }
//Super Health
      if( A.Mesh == LodMesh'UnrealShare.SuperHealthMesh' )
         {
         if( A.MultiSkins[1] == None )
            A.MultiSkins[1] = Texture'HDSkins2.HDJSHealth1';
   }
//Nali Fruit
      if( A.Mesh == LodMesh'UnrealShare.NaliFruitMesh' )
         {
         if( A.MultiSkins[1] == None )
            A.MultiSkins[1] = Texture'HDSkins2.HDJNaliFruit1';
   }
//Seed
      if( A.Mesh == LodMesh'UnrealI.Seed' )
         {
         if( A.MultiSkins[1] == None )
            A.MultiSkins[1] = Texture'HDSkins2.HDJSeed1';
   }
//Shield Belt
      if( A.Mesh == LodMesh'UnrealShare.ShieldBeltMesh' )
         {
         if( A.MultiSkins[1] == None )
            A.MultiSkins[1] = Texture'HDSkins2.HDABelt1';
   }
//Armor
      if( A.Mesh == LodMesh'UnrealShare.ArmorM' )
         {
         if( A.MultiSkins[7] == None )
            A.MultiSkins[7] = Texture'HDSkins2.HDJArmor1';
   }
//Invisibility
      if( A.Mesh == LodMesh'UnrealI.InvisibilityMesh' )
         {
         if( A.MultiSkins[1] == None )
            A.MultiSkins[1] = Texture'HDSkins2.HDJInvisibility1';
   }
//Asbestos Suit
      if( A.Mesh == LodMesh'UnrealShare.Suit' )
         {
         if( A.MultiSkins[1] == None )
            A.MultiSkins[1] = Texture'HDSkins2.HDASuit1';
   }
//Toxin Suit
      if( A.Mesh == LodMesh'UnrealI.ToxSuit' )
         {
         if( A.MultiSkins[1] == None )
            A.MultiSkins[1] = Texture'HDSkins2.HDAToxSuit1';
   }
//Search Light
      if( A.Mesh == LodMesh'UnrealI.BigFlash' )
         {
         if( A.MultiSkins[1] == None )
            A.MultiSkins[1] = Texture'HDSkins2.HDJBigFlash1';
   }
//Universal Translator
      if( A.Mesh == LodMesh'UnrealShare.TranslatorMesh' )
         {
         if( A.MultiSkins[1] == None )
            A.MultiSkins[1] = Texture'HDSkins2.HDJTranslator1';
   }
//Force Field
      if( A.Mesh == LodMesh'UnrealI.ForceFieldPick' )
         {
         if( A.MultiSkins[1] == None )
            A.MultiSkins[1] = Texture'HDSkins2.HDaforce1';
   }
//Scuba Gear
      if( A.Mesh == LodMesh'UnrealShare.Scuba' )
         {
         if( A.MultiSkins[1] == None )
            A.MultiSkins[1] = Texture'HDSkins2.HDASC1';
   }
//Kevlar
      if( A.Mesh == LodMesh'UnrealShare.KevSuit' )
         {
         if( A.MultiSkins[1] == None )
            A.MultiSkins[1] = Texture'HDSkins2.HDAkevSuit1';
   }
//Jump Boots
      if( A.Mesh == LodMesh'UnrealI.lboot' )
         {
         if( A.MultiSkins[1] == None )
            A.MultiSkins[1] = Texture'HDSkins2.HDJlBoot1';
   }
//Weapon Powerup
      if( A.Mesh == Mesh'UnrealShare.WeaponPowerUpMesh' )
         {
         if( A.MultiSkins[1] == None )
            A.MultiSkins[1] = Texture'HDSkins2.HDaPower1';
   }
//Voicebox
      if( A.Mesh == Mesh'UnrealShare.VoiceBoxMesh' )
         {
         if( A.MultiSkins[1] == None )
            A.MultiSkins[1] = Texture'HDSkins2.HDAinv1';
   }
//Dampener
      if( A.Mesh == Mesh'UnrealI.DampenerM' )
         {
         if( A.MultiSkins[1] == None )
            A.MultiSkins[1] = Texture'HDSkins2.HDAinv1';
   }

//.................................Projectiles............................................

//Flak Shell Projectile
      if( A.Mesh == LodMesh'UnrealI.FlakSh' )
         {
         if( A.MultiSkins[1] == None )
            A.MultiSkins[1] = Texture'HDSkins2.HDJFlakShel1';
   }
//Razor Jack Projectile
      if( A.Mesh == LodMesh'UnrealI.RazorB' )
         {
         if( A.MultiSkins[1] == None )
            A.MultiSkins[1] = Texture'HDSkins2.HDJRazor1';
   }
//Stinger Tarydium Projectile
      if( A.Mesh == LodMesh'UnrealShare.TarydiumProjectile' )
         {
         if( A.MultiSkins[4] == None )
            A.MultiSkins[4] = Texture'HDSkins2.HDJShells1';
   }

//.................................RTNP Stuff............................................

//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';
     if( A.MultiSkins[1] == Texture(DynamicLoadObject("UPak.JGPredator1",Class'Texture')))
            A.MultiSkins[1] = Texture'HDSkins2.HDJGPredator1';
     if( A.MultiSkins[2] == Texture(DynamicLoadObject("UPak.JGPredator2",Class'Texture')))
            A.MultiSkins[2] = Texture'HDSkins2.HDJGPredator2';
   }
//Spinner
      if(A.Mesh.Name == 'Spinner')
         {
         if( A.MultiSkins[1] == None )
            A.MultiSkins[1] = Texture'HDSkins2.HDJSpinner1';
         if( A.MultiSkins[2] == None )
            A.MultiSkins[2] = Texture'HDSkins2.HDJSpinner2';
   }

//UMS Dropbox
      if(A.Mesh.Name == 'Dropbox')
         {
         if( A.MultiSkins[1] == None )
            A.MultiSkins[1] = Texture'HDSkins2.HDJdropbox1';
   }

//RTNP CAR Clip
      if(A.Mesh.Name == 'CARammo')
         {
         if( A.MultiSkins[1] == None )
            A.MultiSkins[1] = Texture'HDSkins2.HDJnewcar3';
   }

//RTNP Rocket Launcher Ammo
      if(A.Mesh.Name == 'RLAmmo')
         {
         if( A.MultiSkins[1] == None )
            A.MultiSkins[1] = Texture'HDSkins2.HDJRL1st2';
   }

//RTNP Grenade Ammo
      if(A.Mesh.Name == 'GLAmmo')
         {
         if( A.MultiSkins[1] == None )
            A.MultiSkins[1] = Texture'HDSkins2.HDJGL3rd1';
   }

//RTNP Fixed Grenade Ammo (Used in RTNPUE; This will fix the already fixed fix :P )
      if(A.Mesh.Name == 'FixedGLAmmo')
         {
         if( A.MultiSkins[1] == None )
            A.MultiSkins[1] = Texture'HDSkins2.HDJGL3rd1';
   }

   //RTNP CAR
   if(A.Mesh.Name == 'CARpickup')
   {
      if(A.Skin          == none &&
        A.MultiSkins[1] == none &&
        A.MultiSkins[2] == none &&
        A.MultiSkins[3] == none &&
        A.MultiSkins[4] == none &&
        A.MultiSkins[5] == none)
      {
        A.Mesh = mesh'HDSkinsMut.CARpickupHD';
       
      if(Inventory(A) != none)
      {
         if(Inventory(A).PickupViewMesh.Name == 'CARpickup')
           Inventory(A).PickupViewMesh  = mesh'HDSkinsMut.CARpickupHD';

         if(Inventory(A).PlayerViewMesh.Name == 'CAR1st')
           Inventory(A).PlayerViewMesh  = mesh'HDSkinsMut.CAR1stHD';

         if(Inventory(A).ThirdPersonMesh.Name == 'CAR3rd')
           Inventory(A).ThirdPersonMesh  = mesh'HDSkinsMut.CAR3rdHD';
      }
        A.MultiSkins[1] = texture'HDSkins2.HDJnewcar1';
        A.MultiSkins[2] = texture'HDSkins2.JCar1st0';
        A.MultiSkins[3] = texture'HDSkins2.HDJnewcar3';
        A.MultiSkins[4] = texture'HDSkins2.HDJnewcar2';
        A.MultiSkins[5] = texture'HDSkins2.HDJCAR3rd1';
      }
   }
   
   //RTNP Rocket Launcher
   if(A.Mesh.Name == 'RLpickup')
   {
      if(A.Skin          == none &&
        A.MultiSkins[1] == none &&
        A.MultiSkins[2] == none &&
        A.MultiSkins[3] == none &&
        A.MultiSkins[4] == none &&
        A.MultiSkins[5] == none &&
        A.MultiSkins[6] == none)
      {
        A.Mesh = mesh'HDSkinsMut.RLpickupHD';
       
      if(Inventory(A) != none)
      {
         if(Inventory(A).PickupViewMesh.Name == 'RLpickup')
           Inventory(A).PickupViewMesh  = mesh'HDSkinsMut.RLpickupHD';

         if(Inventory(A).PlayerViewMesh.Name == 'RL1st')
           Inventory(A).PlayerViewMesh  = mesh'HDSkinsMut.RL1stHD';

         if(Inventory(A).ThirdPersonMesh.Name == 'RL3rd')
           Inventory(A).ThirdPersonMesh  = mesh'HDSkinsMut.RL3rdHD';
      }
       
        A.MultiSkins[1] = texture'HDSkins2.HDJRL1st1';
        A.MultiSkins[2] = texture'HDSkins2.HDJRL1st2';
        A.MultiSkins[3] = texture'HDSkins2.HDJRL1st3';
        A.MultiSkins[4] = texture'HDSkins2.HDJRL1st1';
        A.MultiSkins[5] = texture'HDSkins2.HDJRL1st2';
        A.MultiSkins[6] = texture'HDSkins2.JRL1st4';
      }
   }

   //RTNP Grenade Launcher
   if(A.Mesh.Name == 'GLpickup')
   {
      if(A.Skin          == none &&
        A.MultiSkins[1] == none &&
        A.MultiSkins[2] == none &&
        A.MultiSkins[4] == none &&
        A.MultiSkins[5] == none)
      {
        A.Mesh = mesh'HDSkinsMut.GLpickupHD';
       
      if(Inventory(A) != none)
      {
         if(Inventory(A).PickupViewMesh.Name == 'GLpickup')
           Inventory(A).PickupViewMesh  = mesh'HDSkinsMut.GLpickupHD';

         if(Inventory(A).PlayerViewMesh.Name == 'GL1st')
           Inventory(A).PlayerViewMesh  = mesh'HDSkinsMut.GL1stHD';

         if(Inventory(A).ThirdPersonMesh.Name == 'GL3rd')
           Inventory(A).ThirdPersonMesh  = mesh'HDSkinsMut.GL3rdHD';
      }

        A.MultiSkins[1] = texture'HDSkins2.HDJGL1st1';
        A.MultiSkins[2] = texture'HDSkins2.JGL1st2';
        A.MultiSkins[4] = texture'HDSkins2.HDJGL1st4';
        A.MultiSkins[5] = texture'HDSkins2.HDJGL3rd1';
      }
   }
}
   if(A.Class.Name == 'olCreatureChunks')
    {
       if(PendingActorsCount<64)
       {
          PendingActors[PendingActorsCount] = A;
          PendingActorsCount++;
       }
      else
      {
        log("Too many gibs - some won't be reskinned.");
      }
       return;
    }
   
    ModifyGibs(A);
}

function ModifyGibs(actor A)
{
     if(A.Mesh != None)
     {
   //.......................................Gibs...........................................

      if( A.Mesh == LodMesh'UnrealI.BigChunk1' )
         {
         if( A.MultiSkins[1] == None )
            A.MultiSkins[1] = Texture'HDSkins2.HDJgcow1';
   }
      if( A.Mesh == LodMesh'UnrealI.BigChunk2' )
         {
         if( A.MultiSkins[1] == None )
            A.MultiSkins[1] = Texture'HDSkins2.HDJgcow1';
   }
      if( A.Mesh == LodMesh'UnrealI.GasArm1' )
         {
         if( A.MultiSkins[1] == None )
            A.MultiSkins[1] = Texture'HDSkins2.HDJGas1';
   }
      if( A.Mesh == LodMesh'UnrealI.GasArm2' )
         {
         if( A.MultiSkins[1] == None )
            A.MultiSkins[1] = Texture'HDSkins2.HDJGas2';
   }
      if( A.Mesh == LodMesh'UnrealI.GasHand' )
         {
         if( A.MultiSkins[1] == None )
            A.MultiSkins[1] = Texture'HDSkins2.HDJGas1';
   }
      if( A.Mesh == LodMesh'UnrealI.GasHead' )
         {
         if( A.MultiSkins[1] == None )
            A.MultiSkins[1] = Texture'HDSkins2.HDJGas2';
   }
      if( A.Mesh == LodMesh'UnrealI.GasPart' )
         {
         if( A.MultiSkins[1] == None )
            A.MultiSkins[1] = Texture'HDSkins2.HDJGas1';
   }
      if( A.Mesh == LodMesh'UnrealI.KrallFoot' )
         {
         if( A.MultiSkins[1] == None )
            A.MultiSkins[1] = Texture'HDSkins2.HDJgkrl0';
   }
      if( A.Mesh == LodMesh'UnrealI.KrallHand' )
         {
         if( A.MultiSkins[1] == None )
            A.MultiSkins[1] = Texture'HDSkins2.HDJgkrl1';
   }
      if( A.Mesh == LodMesh'UnrealI.KrallHead' )
         {
         if( A.MultiSkins[1] == None )
            A.MultiSkins[1] = Texture'HDSkins2.HDJgkrl1';
   }
      if( A.Mesh == LodMesh'UnrealI.KrallPiece' )
         {
         if( A.MultiSkins[1] == None )
            A.MultiSkins[1] = Texture'HDSkins2.HDJgkrl0';
   }
      if( A.Mesh == LodMesh'UnrealI.KrallWeapon' )
         {
         if( A.MultiSkins[1] == None )
            A.MultiSkins[1] = Texture'HDSkins2.HDJgkrl0';
   }
      if( A.Mesh == LodMesh'UnrealI.MercArm' )
         {
         if( A.MultiSkins[1] == None )
            A.MultiSkins[1] = Texture'HDSkins2.HDJmerce1';
   }
      if( A.Mesh == LodMesh'UnrealI.MercFoot' )
         {
         if( A.MultiSkins[1] == None )
            A.MultiSkins[1] = Texture'HDSkins2.HDJmerce1';
   }
      if( A.Mesh == LodMesh'UnrealI.MercGun' )
         {
         if( A.MultiSkins[1] == None )
            A.MultiSkins[1] = Texture'HDSkins2.HDJmerce1';
   }
      if( A.Mesh == LodMesh'UnrealI.MercHead' )
         {
         if( A.MultiSkins[1] == None )
            A.MultiSkins[1] = Texture'HDSkins2.HDJmerce2';
   }
      if( A.Mesh == LodMesh'UnrealI.MercLeg' )
         {
         if( A.MultiSkins[1] == None )
            A.MultiSkins[1] = Texture'HDSkins2.HDJmerce2';
   }
      if( A.Mesh == LodMesh'UnrealI.MercPart' )
         {
         if( A.MultiSkins[1] == None )
            A.MultiSkins[1] = Texture'HDSkins2.HDJmerce2';
   }
      if( A.Mesh == LodMesh'UnrealI.PupaeBody' )
         {
         if( A.MultiSkins[1] == None )
            A.MultiSkins[1] = Texture'HDSkins2.HDJgpupae1';
   }
      if( A.Mesh == LodMesh'UnrealI.PupaeHead' )
         {
         if( A.MultiSkins[1] == None )
            A.MultiSkins[1] = Texture'HDSkins2.HDJgpupae1';
   }
      if( A.Mesh == LodMesh'UnrealI.PupaeLeg1' )
         {
         if( A.MultiSkins[1] == None )
            A.MultiSkins[1] = Texture'HDSkins2.HDJgpupae1';
   }
      if( A.Mesh == LodMesh'UnrealI.PupaeLeg2' )
         {
         if( A.MultiSkins[1] == None )
            A.MultiSkins[1] = Texture'HDSkins2.HDJgpupae1';
   }
      if( A.Mesh == LodMesh'UnrealI.PupaeLeg3' )
         {
         if( A.MultiSkins[1] == None )
            A.MultiSkins[1] = Texture'HDSkins2.HDJgpupae1';
   }
      if( A.Mesh == LodMesh'UnrealI.SkaarjBody' )
         {
         if( A.MultiSkins[1] == None )
            A.MultiSkins[1] = Texture'HDSkins2.HDJGSkaarj1';
   }
      if( A.Mesh == LodMesh'UnrealI.SkaarjHead' )
         {
         if( A.MultiSkins[1] == None )
            A.MultiSkins[1] = Texture'HDSkins2.HDJGSkaarj1';
   }
      if( A.Mesh == LodMesh'UnrealI.SkaarjLeg' )
         {
         if( A.MultiSkins[1] == None )
            A.MultiSkins[1] = Texture'HDSkins2.HDJGSkaarj2';
   }
      if( A.Mesh == LodMesh'UnrealI.SkaarjBody' )
         {
         if( A.MultiSkins[1] == None )
            A.MultiSkins[1] = Texture'HDSkins2.HDJGSkaarj1';
   }
      if( A.Mesh == LodMesh'UnrealI.SquidBody' )
         {
         if( A.MultiSkins[1] == None )
            A.MultiSkins[1] = Texture'HDSkins2.HDJGSquid';
   }
      if( A.Mesh == LodMesh'UnrealI.SquidPart' )
         {
         if( A.MultiSkins[1] == None )
            A.MultiSkins[1] = Texture'HDSkins2.HDJGSquid';
   }
      if( A.Mesh == LodMesh'UnrealI.SquidTail' )
         {
         if( A.MultiSkins[1] == None )
            A.MultiSkins[1] = Texture'HDSkins2.HDJGSquid';
   }
      if( A.Mesh == LodMesh'UnrealI.SquidTail2' )
         {
         if( A.MultiSkins[1] == None )
            A.MultiSkins[1] = Texture'HDSkins2.HDJGSquid';
   }
      if( A.Mesh == LodMesh'UnrealI.SquidTail3' )
         {
         if( A.MultiSkins[1] == None )
            A.MultiSkins[1] = Texture'HDSkins2.HDJGSquid';
   }
      if( A.Mesh == LodMesh'UnrealI.SquidTail4' )
         {
         if( A.MultiSkins[1] == None )
            A.MultiSkins[1] = Texture'HDSkins2.HDJGSquid';
   }
      if( A.Mesh == LodMesh'UnrealI.SquidTail5' )
         {
         if( A.MultiSkins[1] == None )
            A.MultiSkins[1] = Texture'HDSkins2.HDJGSquid';
   }
      if( A.Mesh == LodMesh'UnrealI.WarlordArm' )
         {
         if( A.MultiSkins[1] == None )
            A.MultiSkins[1] = Texture'HDSkins2.HDJGWar1';
   }
      if( A.Mesh == LodMesh'UnrealI.WarlordFoot' )
         {
         if( A.MultiSkins[1] == None )
            A.MultiSkins[1] = Texture'HDSkins2.HDJGWar2';
   }
      if( A.Mesh == LodMesh'UnrealI.WarlordGun' )
         {
         if( A.MultiSkins[1] == None )
            A.MultiSkins[1] = Texture'HDSkins2.HDJGWar1';
   }
      if( A.Mesh == LodMesh'UnrealI.WarlordHand' )
         {
         if( A.MultiSkins[1] == None )
            A.MultiSkins[1] = Texture'HDSkins2.HDJGWar2';
   }
      if( A.Mesh == LodMesh'UnrealI.WarlordHead' )
         {
         if( A.MultiSkins[1] == None )
            A.MultiSkins[1] = Texture'HDSkins2.HDJGWar2';
   }
      if( A.Mesh == LodMesh'UnrealI.WarlordLeg' )
         {
         if( A.MultiSkins[1] == None )
            A.MultiSkins[1] = Texture'HDSkins2.HDJGWar1';
   }
      if( A.Mesh == LodMesh'UnrealI.WarlordWing' )
         {
            A.Mesh = LodMesh'HDSkinsMut.WarlordWingFix'; //Fix for the one-sided non-masked Wing
         if( A.MultiSkins[1] == None )
            A.MultiSkins[1] = Texture'HDSkins2.HDJGWar1';
   }
      if( A.Mesh == LodMesh'UnrealShare.Arm1M' )
         {
         if( A.MultiSkins[1] == None )
            A.MultiSkins[1] = Texture'HDSkins2.HDJArm11';
   }
      if( A.Mesh == LodMesh'UnrealShare.BigChunk1' )
         {
         if( A.MultiSkins[1] == None )
            A.MultiSkins[1] = Texture'HDSkins2.HDJGCow1';
   }
      if( A.Mesh == LodMesh'UnrealShare.BigChunk2' )
         {
         if( A.MultiSkins[1] == None )
            A.MultiSkins[1] = Texture'HDSkins2.HDJGCow1';
   }
      if( A.Mesh == LodMesh'UnrealShare.Body1' )
         {
         if( A.MultiSkins[1] == None )
            A.MultiSkins[1] = Texture'HDSkins2.HDJBody11';
   }
      if( A.Mesh == LodMesh'UnrealShare.BruteFoot' )
         {
         if( A.MultiSkins[1] == None )
            A.MultiSkins[1] = Texture'HDSkins2.HDJGbrt';
   }
      if( A.Mesh == LodMesh'UnrealShare.BruteHand' )
         {
         if( A.MultiSkins[1] == None )
            A.MultiSkins[1] = Texture'HDSkins2.HDJGbrt';
   }
      if( A.Mesh == LodMesh'UnrealShare.BruteHead' )
         {
         if( A.MultiSkins[1] == None )
            A.MultiSkins[1] = Texture'HDSkins2.HDJGbrt';
   }
      if( A.Mesh == LodMesh'UnrealShare.BrutePiece' )
         {
         if( A.MultiSkins[1] == None )
            A.MultiSkins[1] = Texture'HDSkins2.HDJGbrt';
   }
      if( A.Mesh == LodMesh'UnrealShare.CowBody1' )
         {
         if( A.MultiSkins[1] == None )
            A.MultiSkins[1] = Texture'HDSkins2.HDJGCow1';
   }
      if( A.Mesh == LodMesh'UnrealShare.CowBody2' )
         {
         if( A.MultiSkins[1] == None )
            A.MultiSkins[1] = Texture'HDSkins2.HDJGCow1';
   }
      if( A.Mesh == LodMesh'UnrealShare.CowFoot' )
         {
         if( A.MultiSkins[1] == None )
            A.MultiSkins[1] = Texture'HDSkins2.HDJGCow1';
   }
      if( A.Mesh == LodMesh'UnrealShare.CowHead' )
         {
         if( A.MultiSkins[1] == None )
            A.MultiSkins[1] = Texture'HDSkins2.HDJGCow2';
   }
      if( A.Mesh == LodMesh'UnrealShare.CowLeg' )
         {
         if( A.MultiSkins[1] == None )
            A.MultiSkins[1] = Texture'HDSkins2.HDJGCow2';
   }
      if( A.Mesh == LodMesh'UnrealShare.CowTail' )
         {
         if( A.MultiSkins[1] == None )
            A.MultiSkins[1] = Texture'HDSkins2.HDJGCow2';
   }
      if( A.Mesh == LodMesh'UnrealShare.FemHead1' )
         {
         if( A.MultiSkins[1] == None )
            A.MultiSkins[1] = Texture'HDSkins2.HDJf2h1';
   }
      if( A.Mesh == LodMesh'UnrealShare.FishHead' )
         {
         if( A.MultiSkins[1] == None )
            A.MultiSkins[1] = Texture'HDSkins2.HDJGFish1';
   }
      if( A.Mesh == LodMesh'UnrealShare.FishPart' )
         {
         if( A.MultiSkins[1] == None )
            A.MultiSkins[1] = Texture'HDSkins2.HDJGFish1';
   }
      if( A.Mesh == LodMesh'UnrealShare.FishTail' )
         {
         if( A.MultiSkins[1] == None )
            A.MultiSkins[1] = Texture'HDSkins2.HDJGFish1';
   }
      if( A.Mesh == LodMesh'UnrealShare.Leg1M' )
         {
         if( A.MultiSkins[1] == None )
            A.MultiSkins[1] = Texture'HDSkins2.HDJLeg11';
   }
      if( A.Mesh == LodMesh'UnrealShare.LiverM' )
         {
         if( A.MultiSkins[1] == None )
            A.MultiSkins[1] = Texture'HDSkins2.HDJParts1';
   }
      if( A.Mesh == LodMesh'UnrealShare.Male1Head' )
         {
         if( A.MultiSkins[1] == None )
            A.MultiSkins[1] = Texture'HDSkins2.HDJm1h';
   }
      if( A.Mesh == LodMesh'UnrealShare.MantaHead' )
         {
         if( A.MultiSkins[1] == None )
            A.MultiSkins[1] = Texture'HDSkins2.HDJmta1';
   }
      if( A.Mesh == LodMesh'UnrealShare.MantaPart' )
         {
         if( A.MultiSkins[1] == None )
            A.MultiSkins[1] = Texture'HDSkins2.HDJmta1';
   }
      if( A.Mesh == LodMesh'UnrealShare.MantaTail' )
         {
         if( A.MultiSkins[1] == None )
            A.MultiSkins[1] = Texture'HDSkins2.HDJmta1';
   }
      if( A.Mesh == LodMesh'UnrealShare.MantaWing1' )
         {
         if( A.MultiSkins[1] == None )
            A.MultiSkins[1] = Texture'HDSkins2.HDJmta1';
   }
      if( A.Mesh == LodMesh'UnrealShare.MantaWing2' )
         {
         if( A.MultiSkins[1] == None )
            A.MultiSkins[1] = Texture'HDSkins2.HDJmta1';
   }
      if( A.Mesh == LodMesh'UnrealShare.NaliFoot' )
         {
         if( A.MultiSkins[1] == None )
            A.MultiSkins[1] = Texture'HDSkins2.HDJgnali2';
   }
      if( A.Mesh == LodMesh'UnrealShare.NaliHand1' )
         {
         if( A.MultiSkins[1] == None )
            A.MultiSkins[1] = Texture'HDSkins2.HDJgnali1';
   }
      if( A.Mesh == LodMesh'UnrealShare.NaliHand2' )
         {
         if( A.MultiSkins[1] == None )
            A.MultiSkins[1] = Texture'HDSkins2.HDJgnali1';
   }
      if( A.Mesh == LodMesh'UnrealShare.NaliHead' )
         {
         if( A.MultiSkins[1] == None )
            A.MultiSkins[1] = Texture'HDSkins2.HDJgnali2';
   }
      if( A.Mesh == LodMesh'UnrealShare.NaliLeg' )
         {
         if( A.MultiSkins[1] == None )
            A.MultiSkins[1] = Texture'HDSkins2.HDJgnali1';
   }
      if( A.Mesh == LodMesh'UnrealShare.NaliPart' )
         {
         if( A.MultiSkins[1] == None )
            A.MultiSkins[1] = Texture'HDSkins2.HDJgnali2';
   }
      if( A.Mesh == LodMesh'UnrealShare.PHeartM' )
         {
         if( A.MultiSkins[1] == None )
            A.MultiSkins[1] = Texture'HDSkins2.HDJMisc1';
   }
      if( A.Mesh == LodMesh'UnrealShare.SkaarjBody' )
         {
         if( A.MultiSkins[1] == None )
            A.MultiSkins[1] = Texture'HDSkins2.HDJGSkaarj1';
   }
      if( A.Mesh == LodMesh'UnrealShare.SkaarjHand' )
         {
         if( A.MultiSkins[1] == None )
            A.MultiSkins[1] = Texture'HDSkins2.HDJGSkaarj2';
   }
      if( A.Mesh == LodMesh'UnrealShare.SkaarjHead' )
         {
         if( A.MultiSkins[1] == None )
            A.MultiSkins[1] = Texture'HDSkins2.HDJGSkaarj1';
   }
      if( A.Mesh == LodMesh'UnrealShare.SkaarjLeg' )
         {
         if( A.MultiSkins[1] == None )
            A.MultiSkins[1] = Texture'HDSkins2.HDJGSkaarj2';
   }
      if( A.Mesh == LodMesh'UnrealShare.SkaarjTail' )
         {
         if( A.MultiSkins[1] == None )
            A.MultiSkins[1] = Texture'HDSkins2.HDJGSkaarj2';
   }
      if( A.Mesh == LodMesh'UnrealShare.SlithArm' )
         {
         if( A.MultiSkins[1] == None )
            A.MultiSkins[1] = Texture'HDSkins2.HDJGSlith1';
   }
      if( A.Mesh == LodMesh'UnrealShare.SlithHand' )
         {
         if( A.MultiSkins[1] == None )
            A.MultiSkins[1] = Texture'HDSkins2.HDJGSlith1';
   }
      if( A.Mesh == LodMesh'UnrealShare.SlithHead' )
         {
         if( A.MultiSkins[1] == None )
            A.MultiSkins[1] = Texture'HDSkins2.HDJGSlith2';
   }
      if( A.Mesh == LodMesh'UnrealShare.SlithPart' )
         {
         if( A.MultiSkins[1] == None )
            A.MultiSkins[1] = Texture'HDSkins2.HDJGSlith2';
   }
      if( A.Mesh == LodMesh'UnrealShare.SlithTail' )
         {
            A.Mesh = LodMesh'HDSkinsMut.SlithTailFix'; //Fix for the one-sided non-masked tail
         if( A.MultiSkins[1] == None )
            A.MultiSkins[1] = Texture'HDSkins2.HDJGSlith1';
   }
      if( A.Mesh == LodMesh'UnrealShare.StomachM' )
         {
         if( A.MultiSkins[1] == None )
            A.MultiSkins[1] = Texture'HDSkins2.HDJparts1';
   }
      if( A.Mesh == LodMesh'UnrealShare.TentArm' )
         {
         if( A.MultiSkins[1] == None )
            A.MultiSkins[1] = Texture'HDSkins2.HDJGTent';
   }
      if( A.Mesh == LodMesh'UnrealShare.TentBody' )
         {
         if( A.MultiSkins[1] == None )
            A.MultiSkins[1] = Texture'HDSkins2.HDJGTent';
   }
      if( A.Mesh == LodMesh'UnrealShare.TentHead' )
         {
         if( A.MultiSkins[1] == None )
            A.MultiSkins[1] = Texture'HDSkins2.HDJGTent';
   }
      if( A.Mesh == LodMesh'UnrealShare.TentPart' )
         {
         if( A.MultiSkins[1] == None )
            A.MultiSkins[1] = Texture'HDSkins2.HDJGTent';
   }
      if( A.Mesh == LodMesh'UnrealShare.ThighM' )
         {
         if( A.MultiSkins[1] == None )
            A.MultiSkins[1] = Texture'HDSkins2.HDJparts1';
   }

   //RTNP Gibs
    if(A.Mesh.Name == 'PredatorBody')
    {
         if( A.MultiSkins[1] == None )
            A.MultiSkins[1] = Texture'HDSkins2.HDJGPredator1';
         if( A.MultiSkins[2] == None )
            A.MultiSkins[2] = Texture'HDSkins2.HDJGPredator2';
   }
      if(A.Mesh.Name == 'PredatorFoot')
         {
         if( A.MultiSkins[1] == None )
            A.MultiSkins[1] = Texture'HDSkins2.HDJGPredator1';
         if( A.MultiSkins[2] == None )
            A.MultiSkins[2] = Texture'HDSkins2.HDJGPredator2';
    }
      if(A.Mesh.Name == 'PredatorHead')
         {
         if( A.MultiSkins[1] == None )
            A.MultiSkins[1] = Texture'HDSkins2.HDJGPredator1';
         if( A.MultiSkins[2] == None )
            A.MultiSkins[2] = Texture'HDSkins2.HDJGPredator2';
    }
      if(A.Mesh.Name == 'PredatorLeftLeg')
         {
         if( A.MultiSkins[1] == None )
            A.MultiSkins[1] = Texture'HDSkins2.HDJGPredator1';
         if( A.MultiSkins[2] == None )
            A.MultiSkins[2] = Texture'HDSkins2.HDJGPredator2';
    }
      if(A.Mesh.Name == 'PredatorRightLeg')
         {
         if( A.MultiSkins[1] == None )
            A.MultiSkins[1] = Texture'HDSkins2.HDJGPredator1';
         if( A.MultiSkins[2] == None )
            A.MultiSkins[2] = Texture'HDSkins2.HDJGPredator2';
    }
      if(A.Mesh.Name == 'PredatorTail')
         {
         if( A.MultiSkins[1] == None )
            A.MultiSkins[1] = Texture'HDSkins2.HDJGPredator1';
         if( A.MultiSkins[2] == None )
            A.MultiSkins[2] = Texture'HDSkins2.HDJGPredator2';
    }
      if(A.Mesh.Name == 'SpinnerBody')
         {
         if( A.MultiSkins[1] == None )
            A.MultiSkins[1] = Texture'HDSkins2.HDJGSpinner1';
    }
      if(A.Mesh.Name == 'SpinnerClaw')
         {
         if( A.MultiSkins[1] == None )
            A.MultiSkins[1] = Texture'HDSkins2.HDJGSpinner1';
    }
      if(A.Mesh.Name == 'SpinnerHead')
         {
         if( A.MultiSkins[1] == None )
            A.MultiSkins[1] = Texture'HDSkins2.HDJGSpinner1';
         if( A.MultiSkins[2] == None )
            A.MultiSkins[2] = Texture'HDSkins2.HDJGSpinner2';
    }
      if(A.Mesh.Name == 'SpinnerLeg1')
         {
         if( A.MultiSkins[1] == None )
            A.MultiSkins[1] = Texture'HDSkins2.HDJGSpinner1';
    }
      if(A.Mesh.Name == 'SpinnerLeg2')
         {
         if( A.MultiSkins[1] == None )
            A.MultiSkins[1] = Texture'HDSkins2.HDJGSpinner1';
    }
    if(A.Mesh.Name == 'SpinnerLeg3')
         {
         if( A.MultiSkins[1] == None )
            A.MultiSkins[1] = Texture'HDSkins2.HDJGSpinner1';
    }
    if(A.Mesh.Name == 'SpinnerLeg4')
         {
         if( A.MultiSkins[1] == None )
            A.MultiSkins[1] = Texture'HDSkins2.HDJGSpinner1';
    }
    if(A.Mesh.Name == 'SpinnerTail')
    {
         if( A.MultiSkins[1] == None )
            A.MultiSkins[1] = Texture'HDSkins2.HDJGSpinner2';
    }
}
}

defaultproperties
{
}
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gopostal
Skaarj Assassin Skaarj Assassin
Posts: 130
Joined: 01 Aug 2008, 06:35

Subject: Re: [Beta Testing] Unreal HD Skins

Post Posted: 22 Oct 2016, 18:26

I dug out my server yesterday (Unreal coop) and tossed this on to do some online testing. It crashes my client when I try to join. I mirrored my server on my local game and it loads and plays correctly. That tells me replication is the problem. I was really smashed yesterday so I just didn't do any more work on it.

This morning I got up and did a bit of light code testing for you guys. In essence I think you'll need to decide if this is going to be used on servers or if it is strictly a mod to be used offline. The issue currently with the code is that it tries to adjust a ton of decos and such that have bStatic or bNoDelete. That's causing the online crashing of the client.

You have a couple of options. You could:
A) Just ignore this and continue coding the mod for offline use. That's what I'd do.
B) Recode the mod with switches to exclude any actors that have the two above "b" settings. You can't adjust these on the fly on those actors, they have to be replaced in order to clear those limits. That's why you can't add pathnodes at runtime for example.

If you plan on making this available for servers then it's going to need quite a lot of work and subsequent testing. You'll also need to develop replication for the settings.

If you want to continue online development:
Honestly I'd consider moving away from spawn notify and use a timer check if this were my mod. Go through the actor list, make your skin changes... but also insert a change into something like "bLensFlare". That's not used at all so just make it True if you have checked an actor (whether or not you make changes). Add code to have it skip checking any actors with bLensFlare set to true and this should speed everything up to an acceptable level. I've used this exact method before in MH and it works fine. You can also code exclusions for the "b" settings above too as you are checking actors. It's going to be a little messy and somewhat complicated but it's doable. There's going to be problems though, just see DieHard's problems with trying these same things.

Also please don't let me forget to mention that offline these textures are simply gorgeous. Playing through a couple of the default maps was like walking outside with a fresh set of contacts on. Things are just crisp and clear, like the air is thinner and you can just see better. Well done doesn't quite do justice to the work here.

Email me if I can be any other help. I can't do much (this bit wiped me out) but I'm really hoping this project gets fully done.

User avatar Lightning Hunter
Skaarj Elder Skaarj Elder
Posts: 1144
Joined: 11 Nov 2007, 22:12
Location: Pervert.

Subject: Re: [Beta Testing] Unreal HD Skins

Post Posted: 22 Oct 2016, 19:05

Thank you for testing this out online and giving such detailed feedback, gopostal. It is true that with most of my past projects, offline support was my primary focus. I think for now, I will focus on getting this released for people offline, so I don't have to start scrapping large portions of code in the middle of the beta testing process. However, there is nothing stopping us from working on a server-only version later on. I think the two should be separate in this case. There are plenty of mods out there with two versions (client-side and server-side), so I don't see this being an issue. I could even rename the files if necessary so as to avoid conflicts. In the end, I think most people will be using this offline anyway, but we can try to join forces after this is over!

Thank you for your compliments on my work. You are very welcome to continue being part of the beta testing process, even if you can't test this on your server at this time!
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User avatar Lightning Hunter
Skaarj Elder Skaarj Elder
Posts: 1144
Joined: 11 Nov 2007, 22:12
Location: Pervert.

Subject: Re: [Beta Testing] Unreal HD Skins

Post Posted: 01 Nov 2016, 01:47

So unless I hear any objection from the beta testers, I have decided to try and release this pack on Friday the 4th of this week. That is 4 days from now. So far, none of the beta testers have found anything wrong with the latest version I uploaded, so I think I can start preparing the public release. Beta testers will get a copy of the public version in the next few days to verify it is in good working order.

If anyone objects, speak now or forever hold your peace. :P
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User avatar Lightning Hunter
Skaarj Elder Skaarj Elder
Posts: 1144
Joined: 11 Nov 2007, 22:12
Location: Pervert.

Subject: Re: [Beta Testing] Unreal HD Skins

Post Posted: 05 Nov 2016, 05:27

The public release has in fact been uploaded to Moddb, but for whatever reason they are taking their time authorizing the file for download. I uploaded it last night and did not expect them to take longer than 24 hours... I don't want to use other sites just yet, because I want everything to be in sync. I consider Moddb to be the home of this project, so I would prefer people download it from there. If Monday comes around and there is still no authorization, I will put up a temporary download link to Mediafire.
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