It has a readme and it says you have to make your own utx package, so, there you go.
When I released my medFlag package, it included extensive readme as to how to create textures, and how to get them into a utx. I'll paste two sections from that readme here. Might want to do this sunday morning with a coffee

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| Making a Flag |
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Open your image editor.
I have provided two flag template files, called JpflagBTEMPLATEBLANK.pcx and
JpflagRTEMPLATEBLANK.pcx. One is red and one is blue.
Open the JpflagBTEMPLATEBLANK.pcx in your editor.
Immediately do a Save As... because you don't wan't to screw up this template.
I will do a Save As.... myBlue1.pcx for reference.
RULE1 - the size of a UT pcx file must be a multiple of 2. The size of our templates
is 256 x 256, so do not change their size. This is the original size of the texture
when I exported it from UT.
RULE2 - The amount of colors must 256 or less.
-- Rule 2 kind of blows because you can't get a real smoking image in there, but we can
-- do not too bad. Just follow these steps.
In your editor, increase the color depth of myBlue1 to 16 million colors.
Ok now you are ready to paste in some picture. Obviously the size of your picture
should be such that it fits into the the blue square bit of myBlue1. This area is
roughly 210 pixels wide and 140 pixels tall.
-- The amount of blue you take up is up to you. It depends on what you want to paste in too.
-- If I have a nice small or medium image, I like leaving about 15 pixels of blue around the
-- edges, because they have those wrinkles, which makes the flag look more real. Or if I have
-- a bigger image, it is more important to me to get as much of the image in as possible, so
-- I go right to the edge of the blue.
-- But there is no point in going BEYOND the blue, because it just won't be shown.
-- Also I don't think the TYPE of image matters, what I mean is you don't have to paste a .pcx
-- into your myBlue1.pcx. I have always pasted in .jpg images with no problem.
Once you have your image ready, paste it in. If you don't like the result, try pressing CTRL + Z,
it might reverse it for you. Anyway, play around until you get it how you want.
When you are happy with how it looks, you now need to DECREASE the amount of colors in myBlue1.pcx
back down to 256.
-- Be prepared to be a LITTLE disappointed

Decreasing colors is a little more involved. It is just a matter of choosing the method that retains
as much of your image as possible. Ok, when I tell my editor I now want to decrease my color depth
back to 256, it is showing me some options. The options I choose are:
- Optimized Octree
- Nearest Color
You may or may not have similar choices. Just trying choosing different ones until you find the choices
that do the LEAST amount of visual change to your image (obviously).
Save your myBlue1.pcx. It is now ready to put into a texture file.
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| importing your flag images into a texture file |
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Find the myFlags.utx I supplied in the package (or whatever you renamed it as by now!).
Copy that file into your UnrealTournament/Textures directory.
Now open up UnrealEd. (This should be at UnrealTournament/System/UnrealEd.exe).
Once that is started, you need to open the Texture Browser.
Hover over the icons in the toolbar until you find the one with the tooltip that says "Texture Browser".
Click this.
Now in the texture browser window, click File | Open.
Find the myFlags.utx and open it.
Now again in the texture browse window, select File | Import...
Find where you saved myBlue1.pcx, select it and open it.
You are now looking at a dialog where it has these three fields and values:
Package: myFlags
Group: Flag
Name: myBlue1
Leave Package and Group alone. Also leave the checkboxes alone. The one thing we can change is the Name.
-- Note, after I enter a name, UT tends to make it uppercase on me, so now I just enter them as uppercase.
-- (hey, if that's what UT wants, fine).
-- ALSO, not mandatory, but a lot of texture names have eight letters or less, so that is another informal
-- rule I follow.
Chose a name that describes your flag. For this example I'll use "MFMRed" (without the quotes).
Click Ok on the dialog.
There! Now it's in the texture package. Last thing is to save the package. Make sure to use the save button
that is on the Texture Browser window.
Now, when you hit Save, it kind of treats it as a "Save As..." which is weird. So what you do is...
- click the Save button.
- It then opens a file dialog, as if you wanted to save it under a different name, but you don't, so just...
- click the save button on the file dialog
- It then says "myFlags.utx already exists, do you want to replace it?". Click Yes.