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21. You will need to rename your mesh to save it as a separate package. To do so go to 'Mesh | Rename Mesh' and set the name of the .UKX file to what you want it called. Usually defining what your model is.
This time, rename the Package itself to what you want it to be called and note the name you give it (for the .upl file)

Supposedly the Karma engine can be set up automatically as long as you put either Male, Female or Bot in the title. This worked on my second attempt, not the first. So you may need to play around. praetorius noted on the www.3dbuzz.com forum:

Linking existing ragdolls to your model is accomplished through using one of three words in the mesh name. For a human or alien all you have to do is append either Male or Female. For a robot it would be Bot. The capital letter is important. Meshnames like this are valid: xxxMale, XxxXXFemale, XXXXBot

Note: lowercase does work but you need to put an underscore before it.
e.g. xxx_female Xxx_male

Thankfully it's as easy as opening the UKX in the animation browser, then Mesh>Rename Mesh, and resave the file.
'Male' seems to work with everything, at least superficially. Also it doesn't seem to matter if the mesh is named 'xxxMale' or 'xxxMalexxx' or 'XXX_MaleXX'. They all work! I'm sure they are further subtleties to this and I'll run some more exhaustive tests and put my findings here very soon.

This was also noted by SkullboX in the same forum:
If you've got a model set up using one of the existing UT2003 skeletons, it *should* work when using one of the existing karma collision models. Make sure the Skeleton setup you chose for your model (for example, Jugg) matches the Species (Species=xGame.SPECIES_Jugg). If you've got one of the human skeletons, you should probably use SPECIES_Egypt, _Merc or _Night.

There is also the following link, for a more hands on try Here.

22. After renaming, make sure that your package is selected from the first pulldown menu, and all it's textures are correct and it's animations working.

23. Go to 'File | Save' and save your file (probably not wise to change the name as you named it in the 'Rename Mesh' already and you have your .UKX file.
24.We then have to write a script to tell UT2K3 where to look for things and therefore get out mesh into the game. it will look something like this.

[Public]
Player=(DefaultName="DarkAngel",Mesh=BMPmarineMale.Marine2, species=xGame.SPECIES_Jugg,BodySkin=UT40K.Bottom,FaceSkin=UT40K.Top,
Portrait=UT40K.biopic, Text=Xplayers.darkangelAA,Sex=Male,Menu="SP",Tactics=+0.2)

What this basically does is explain to the UT2K3 engine what the name of the object is, where to find the mesh, what the species of your character is based on, where the textures can be foundm where the portrait can be found, where the bio text can be found, it's sex, and some other things like it's abilities etc.

this information is kept in a separate file in the UT2K3/systems folder called myfile.upl

I will go through each element one by one, as you have to be careful to make sure you get each right.

[public]
this is required at the top of the file. UT2003 won't notice it otherwise (trust me on that one)

Player=(DefaultName="DarkAngel"
This is a name to recognise it in game, much like the player names already in game. eg.Frostbite, Arclite, Sapphire etc.

Mesh=BMPmarineMale.Marine2
This is where the engine looks for your mesh. In this instance, BmpmarineMale is the .UKX file that you saved the mesh as ('rename mesh'), and the 'Marine2' is the name of the object. To find this simply go to Unreal ed and look at your object in the animation browser. The first and second pulldown menus to the top left have this information.I believe it is case sensitive.

species=xGame.SPECIES_Jugg
I presume this is the inforamtion that UT2003 uses when you have the Species mutator on (?) will have to play with this perhaps. Could be amusing.

BodySkin=UT40K.Bottom,FaceSkin=UT40K.Top
This line explains to the engine where the textures are held for your model in the .utx file that you set up. I do not know what happens with more than 2 textures, but I'm sure it wouldn't be too hard to find out. in this case I created a package called 'UT40K', with 'Bottom' and 'Top' as my texture names. To find this out you can use the texture browser to find the package you created, in the first pulldown menu and view each images details (below the image) to see the name you have given it. I believe it is case sensitive.

Portrait=UT40K.biopic
This is simply the directions to the 256x512 image you put into the .utx package to act as the Bio image. Once again, use the texture browser to make sure you have the correct info.

Text=Xplayers.darkangelAA
To make your own personal Bio text you need to add some lines to the bottom of the Xplayers.int file (I I couldn't get a separate file to work), the darkangelAA in this example points to the first item of the text in the Xplayers.int file. it looks something like this:

darkangelAA="Name: MK7|Age: Unknown|Race: Homo Sapiens| (Geneboosted)||Data:|The legions of Adeptus Astartes are the most powerful and the most dreaded of all human warriors. Gene-boosted in order to become the most elite of warriors they are a force indeed.||"

Sex=Male,Menu="SP",Tactics=+0.2
This is where you can configure elements of your model. Look at the other character info in the XplayersL1.upl file for examples.

In the end you should have the following setup in your UT2003 directory:

Animations | mycharacter.ukx
Textures | mytextures.utx
System | mycharacter.upl

and an edited version of Xplayers.int

Boot up UT2003, set up your player and away you go!

To give it a good test, start an instant Action game and once in pull down the console by pressing '~' and type in 'behindview 1' to see you in third person. If you want to go back type 'behindview 0', or simply die :)

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