NB: this isn't actually possible with the current set up we have, I don't think.
To recompile deusexcharacters you'll have to export all the textures, and all the meshes. Currently there is no easy way to export the meshes in even a READABLE format, and exporting them in a fashion that will allow you to reimport them is....pretty much damn near impossible.
And even if it was, it'd be a ludicrous process: exporting textures leaves the .pcx files exported with the filenames they had in the game, not the filenames they were originally imported with: take this line for instance..
Code: Select all
#exec TEXTURE IMPORT NAME=PigeonTex1 FILE=Models\Pigeon.pcx GROUP=Skins
That's finding a texture called pigeon.pcx and importing it as pigeontex1. It will be exported as pigeontex1.pcx, so before recompiling you'd have to change the filename back to pigeon.pcx.
You'd have to do this for all instances of this sort of renaming, and there are a SHITLOAD of them.
So: don't do that. Change deusex.u instead (if you're deadset on altering textures to your liking).
In the editor, select classes in the browser (on the right) and hit export all. Wait, coz it'll pause for quite a while. It has now exported all the code.
Now make a .utx for your textures (you could import them manually via code, but to be honest, you might as well do it via the editor since you've already got the hang of that). Call it whatever you like, and call the textures whatever you like.
For example, lets call the .utx "myNewTextures.utx" and one of the textures "MyPDentonJKT". Give it a group of "chars".
Right, so we want to apply our new jacket texture to paul denton, so look in your deusex folder, find another folder called deusex: it should have a folder called classes in it. BACK THIS FOLDER UP, just in case. Now find pauldenton.uc inside the classes folder. Open it with notepad.
First things first, we want to force the game to load our .utx package, or else it'll never find the texture at compile time and spaz out and generally be a spoilsport.
So, beneath "Class PaulDenton extends HumanMilitary;"
put the line
Job done. Now find the defaultproperties at the bottom and work out which multiskin assignments correspond to paul's jacket. I find Dex's multiskins table super helpful for this
http://www.planetdeusex.com/constructor ... shskin.htm
So where it says
multiskins(1)=texture'deusexcharacters.pauldentontex1'
or whatever, change it to multiskins(1)=texture'mynewtextures.chars.MyPDentonJKT'
And save the file.
Now, go to your system folder, and rename deusex.u to BACKUP_Deusex.u, so you still have it if all goes tits up. Now you should have ucc.exe in your system folder if you have the editor, if you don't, then, shit.
Assuming you do, open a commandprompt and navigate to your deusex\system folder (yay DOS stuff). When there, type ucc make, and watch as the screen scrolls like a madthing.
At the end, assuming you've done everything ok, you'll be asked if you want to rebuild headers. You do NOT.
And that should be it: when you run DX now, you should find that paul has your jacket texture, not his original.
Now, to do this with the HDTP version of deusex.u....it's trickier. And it's late, so more tomorrow if you're desperate.