A whole bunch of colorful skins for the NaliCow and Nali models.
Recommend using the NaliCow FIXED and New Nali models found in cowfix.u and nalifix.u files.
Usable for players and bots. Team color support.
Put tcowmeshskinsmoocow2.utx and tnalimeshskinsmoocow2.utx into the Textures directory. Put tcowmeshskinsmoocow2.int and tnalimeshskinsmoocow2.int into the System directory.
Configure your player or bot(s).
Note regarding Nali model configuration.
Most of the skins can only be used with Nali if team is set to None.
If a team color is selected in the bot config, the Nali will be set to the animated Nali team skin.
When configuring Nali bots, I recommend setting the team to None. Note, if you play team games, the Nali bot will get the correct team color but next time you switch game to DeathMatch, it will revert to the skin you selected in the bot config.
Note regarding the animated textures.
In a number of cases, I included entries for all of the individual textures used in the animation. (Such as the sbolt0 - sbolt4 skins)
All 5 of those use the same 5 textures for the animation, but the speed is set differently for each, and the skin will animate based on the value I set for the skin you select.
Long long ago I started changing the skins on the Nalicow bots I had on my server. Initially just by editing the User.ini and pointing the skin value at textures in various default UT files such as Genfluid.utx
While working on the XBots9b update, I spent a bit of time building a couple of skin texture files for the NaliCows.
All the textures were all exported from default UT files. I just grabbed anything that seemed like it might look cool slapped onto a Nalicow model.
Never wrote any int files for them, and they ran as they were for a few years on the servers.
When Drew released his amazing SkaarjTower and SkaarjCastle maps for SP, I noticed his excellent animated skin he used for his SkaarjGenerals.
So I put that on the server and a few of the bots, and also added some animated textures to the file I was using for the Cowbots, and created a version for Nali.
Didn't touch them for years after that until I decided this month to write up some int files and release it.
These are basically the same files for this release version, although I did rework them a bit to clean things up and included the 2 PCX files from Drews SkaarjTowerSkin.utx file.
Credits to Drew for granting permission to include that skin in this.
You are free to do whatever you want with this, although if you plan on modifying it anyway please rename* the files first.
*Just the moocow2 part of the file names. 1st part needs to be as is to work.
i.e. rename tcowmeshskinsmoocow2.utx & int to tcowmeshskinsNEWNAME.utx & int.
Note. This will not work with U1. I compiled it with Botpack as an edit package. DERP!!!!
RC2, will work with U1 and UT. It will most likely also fix the errors inherited from the Fly code that occasionally cause the warnings in the log. (State TacticalMove. Function PickDestination craps....)
The default sightradius for the zombies is set at 8200, but if you use the SwarmSpawner mutator instead of the mutator included in the Zombies5 package, I think you can adjust that. (Haven't testing adjusting that specific setting yet,....)