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puredemonsss

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Everything posted by puredemonsss

  1. right those can be easely converted to textures and set up yes pictures yes the idea yes when someone will make those you will want them yes pictures XD cmon those are looking greate mabe someone will make them hope ill try make them when i have time :P
  2. pff bad luck i have no idea why is not working :( do you guys have some ideas ? pls help :(
  3. i tink those are hardcoded in game and is hard to make them play
  4. how you say you reverse places ? i mean like this ? 50009 Cloak Design a,Item used to buy a Special Cloaks\0 -1 0 0 a, 0 0 a, 0 0 0 0 0 0 0 0 0 0 a, 1 50008 Weapon Glow - Pink a,Alows you to change your weapon glowing color to White. If you have this item in your inventory use a voiced command - .pink\0 -1 0 0 a, 0 0 a, 0 0 0 0 0 0 0 0 0 0 a, and now the 50009 is working but the 50008 is not working ? mabe there is allready an id like this in Armorgrp.dat EtcItemgrp.dat ItemName-e.dat Skillgrp.dat SkillName-e.dat SkillSoundgrp.dat Weapongrp.dat check if there is an identically id in those if its not this than try remake the item with a neaw id and make shore the id is the same in server/database/client
  5. i asume that 50009 is an item that is used to exchange and only shown in inventory so the 50009 hav es to be in EtcItemgrp.dat too and ofc orse in itemname-e.dat coz if is dropable it wil be nothing phisical to see XD or mabe its an item with a skill used to give you that item cloack and it haves to be in Skillgrp.dat , SkillName-e.dat too but if you post more info on what is that 50009 do than we can help you more
  6. in the .utx there are 13 images with white and 13 with gold every image haves a setting that paths to the next image i have set the exact settings as retail using the retail itself settings and is not working :( for example in the retail the first image haves the animating set to 9/9fps with the path of next frame to use, ok now the second haves the next image path to use , and so on to 13 . . . you got it right ? now i asume that the first image xblabla001 is set by ui to use coz only this one haves the setting for fps and its set at 9 now if i change the texture pooof is not working :( now i'm asking this are those images regystered someware in system ? now this is what i want to finde out now ill test if all of images are registered/set to use in .u files ? duno the firt frame shows up coz haves the same name the other 12 wont show up coz they have other name but they have paths conecting to each other and in UnrealEditor are animating and working fine now if i set the exact same name as the original and is working than those images have they settings in .u file like the effects of skills do but why they bother make the pats to each other if they only need the texture path and set up someware else to make the animations those coreans are realy od XD well guys if you read it all i tell you that even i didn't know wath i sayd XD hope il make it work if i do i hope ill make a tutorial :P till then i w8 some ideas from you thanx and yea bad english :(
  7. ok guys i can't make it work :( i can't change the default animation pfff someone knows what is the prob ? i even try to modify with an allready set up , i mean the yellow one for those ho know what i mean basically i openede the L2_SkillTime.utx with UnrealEditor renamed the toggleeffectg001 with toggleeffect001 and when i activate the soulshots it shows only the first frame and not animating the others so is there an string in system that knows all the frames location ? ill go zzZ now ill do more test's tomorow XD
  8. simply if they aren't in your .grp you have to create them so take some fists example and start import them ahh but you dont know the paths/names pfff you better upload the .utx and .ukx that contains those fists and the line codes from an working s grade fists and hopefully ill convert you the code basicaly you need to take the path/name of texture/mesh and implement it in a new code to create a new linecode you copy an working one an modify the id, mesh, texture, damage, weight, . . . etc here are some info incomplete and not 100% exact info for the moment hope is usefull for some of you :) if you have for example item id : 30001 item name : Mana Potion after you set the item in sql, server, etc you need to implement in your client system too basic EtcItemgrp.dat -> this is the phisical item that you see in your inventory and his icon ItemName-e.dat -> this is his name and description optional for advanced effects like sound and others Skillgrp.dat -> this is the skill information like how long will be casted , icon ,range . . . SkillName-e.dat -> name ofcorse and description SkillSoundgrp -> the sound use the codes from other items and see how they are made for example take an item from game that you know wath is doing and try to understand its code hope this helps a little bit Weapongrp.dat 0 34001 1 1 6 10 0 dods_ixion_bigsword.dods_ixion_bigsword dods_ixion_bigsword.dods_ixion_bigsword dods_ixiontex.ixion_buffer_sword dods_ixiontex.ixion_buffer_sword 0 0 0 0 0 1 1 0 icon.etc_reaper_i00 icon.etc_reaper_i00 icon.etc_reaper_i00 -1 *1 47 1 0 0 1 *2 *3 *2 dods_ixion_bigsword.dods_ixion_bigsword dods_ixion_bigsword.dods_ixion_bigsword *4 *4 *5 dods_ixiontex.ixion_buffer_sword dods_ixiontex.ixion_buffer_sword 4 ItemSound.public_sword_shing_8 ItemSound.sword_great_4 ItemSound.sword_mid_2 ItemSound.public_sword_shing_4 ItemSound.itemdrop_dualsword ItemSound.itemequip_dualsword 10 *6 *7 *8 *9 8 0 0 0 0 *10 0 1 1 1000 0 *11 0 LineageEffect.e_u092_a LineageEffect.e_u092_a *13 0.00000000 *14 *13 0.00000000 *14 *15 *15 *16 *16 LineageWeapons.rangesample LineageWeapons.rangesample 0.00000000 0.00000000 0.00000000 0.00000000 0.00000000 0.00000000 0.00000000 0.00000000 0.00000000 0.00000000 0.00000000 0.00000000 6 6 -1 -1 -1 -1 *1 -> weight *2 -> needs testing , i tink 7 is for duals ? or more precisely is like lefthand=1 and righthand=-1 and you have dual swords, than the sword in the righthand that is set to -1 will show backwords *3 -> stances are how you hold the weapons 2 for 2H sword 3 for dual swords 4 for pole & 2H staff 8 for fists ? not tested 9 for rapier *4 -> if you set 1 is for weapons with skeleton + texture and no animations if you set 2 is for weapons with skeleton + texture + animation *5 -> i tink is needed a litle test here too if you set 2 than the weapon will have 4 slots for example 2 for skeleton and 2 for texture if you set 4 than the weapon will have 6 slots for example 2 for skeleton and 2 for texture and 2 for animations *6 -> p.atack *7 -> m.atack *8 -> if dualswods are equiped and the stance is set for dualswords 1 will only show right hand sword and 8 is for left and right hand sword , probability for fists , not tested butt if 8=fists than 3=duals , test's needed use 8 just in case if you want duals :P *9 -> grade , 0 is for no grade , 1 is for D , . . . , 6 i tink for s80 ? , 7 for s84 ? , needs tests *10 -> p.atack speed ? , needs hard test , i tink is about like for duals that are normal atack speed and daggers are very fast , 325 is hardcoded and says > normal < *11 -> 1 is herro weapon , -1 is not an herro weapon *12 -> the effects that will show for right and left hand if *11 is set to 1 , if *11 is set to -1 the effect needs to be set to normal effect so the weapon effect flames will be visible when enchanted more testing 1 -> the sound haves 6 slots i tink 1 is for p.attack hiting mob 2 is for p.crit.attack 3 is for m.attack 4 is for m.crit.attack 5 for drop 6 for equip *13 -> the effect is more longer and or bigger i tink , some are just moved back to te hand or forward to the tip of the sword i tink *14 -> the effect is moved right or left so as you wach the char from the front , the weapon from left (for char perspective is right hand) if value is like negative wil have effect moved to right (for char view is moved to left) *15 -> the effect is animated or moving more to the front or back *16 -> the effect is bigger i tink Armorgrp 1 13141 0 0 5 2 0 dropitems.drop_sack_m00 dropitemstex.drop_sack_t00 0 0 0 0 0 1 0 0 icon.armor_leather_helmet_i00 -1 *1 14 1 0 0 1 6 1 1 1 0 255 1 1 1 1 0 255 1 1 1 1 0 255 1 1 1 1 0 255 1 1 1 1 0 255 1 1 1 1 0 255 1 1 1 1 0 255 1 1 1 1 0 255 1 1 1 1 0 255 1 1 1 1 0 255 1 1 1 1 0 255 1 1 1 1 0 255 1 1 1 1 0 255 1 1 1 1 0 255 1 1 1 1 0 255 1 1 1 1 0 255 1 1 1 0 0 LineageEffect.p_u002_a 1 ItemSound.itemdrop_armor_leather ItemSound.itemequip_armor_helmet 1 0 0 *2 0 *3 *4 0 0 1 932 0 0 4 5 0 dropitems.drop_necklace_m00 dropitemstex.drop_necklace_t00 0 0 0 0 0 1 0 0 icon.accessary_necklace_of_holy_spirit_i00 -1 150 4 1 0 0 1 3 1 1 1 0 255 1 1 1 1 0 255 1 1 1 1 0 255 1 1 1 1 0 255 1 1 1 1 0 255 1 1 1 1 0 255 1 1 1 1 0 255 1 1 1 1 0 255 1 1 1 1 0 255 1 1 1 1 0 255 1 1 1 1 0 255 1 1 1 1 0 255 1 1 1 1 0 255 1 1 1 1 0 255 1 1 1 1 0 255 1 1 1 1 0 255 1 1 1 0 0 LineageEffect.p_u002_a 1 ItemSound.itemdrop_neckles ItemSound.itemequip_etc_neckles 1 0 0 7 0 0 72 0 0 1 870 0 0 4 5 0 dropitems.drop_earring_m00 dropitemstex.drop_earring_t00 0 0 0 0 0 1 0 0 icon.accessary_earing_of_holy_spirit_i00 -1 150 4 1 0 0 1 1 1 1 1 0 255 1 1 1 1 0 255 1 1 1 1 0 255 1 1 1 1 0 255 1 1 1 1 0 255 1 1 1 1 0 255 1 1 1 1 0 255 1 1 1 1 0 255 1 1 1 1 0 255 1 1 1 1 0 255 1 1 1 1 0 255 1 1 1 1 0 255 1 1 1 1 0 255 1 1 1 1 0 255 1 1 1 1 0 255 1 1 1 1 0 255 1 1 1 0 0 LineageEffect.p_u002_a 1 ItemSound.itemdrop_pair ItemSound.itemequip_etc_pair 1 0 0 7 0 0 54 0 0 1 901 0 0 4 5 0 dropitems.drop_ring_m00 dropitemstex.drop_ring_t00 0 0 0 0 0 1 0 0 icon.accessary_ring_of_holy_spirit_i00 -1 150 3 1 0 0 1 4 1 1 1 0 255 1 1 1 1 0 255 1 1 1 1 0 255 1 1 1 1 0 255 1 1 1 1 0 255 1 1 1 1 0 255 1 1 1 1 0 255 1 1 1 1 0 255 1 1 1 1 0 255 1 1 1 1 0 255 1 1 1 1 0 255 1 1 1 1 0 255 1 1 1 1 0 255 1 1 1 1 0 255 1 1 1 1 0 255 1 1 1 1 0 255 1 1 1 0 0 LineageEffect.p_u002_a 1 ItemSound.itemdrop_ring ItemSound.itemequip_etc_ring 1 0 0 7 0 0 36 0 0 *1 -> weight *2 -> grade o , 1 , . . . , 7 is s84 *3 -> p.defensive *4 -> m.defensive ItemName-e 30001 Enchanted Mana Potion a,A magical liquid medicine that restores MP every 2s for a certain amount of time.\0 -1 0 0 a, 0 0 a, 0 0 0 0 0 0 0 0 0 0 a, *1 *1 -> if set to 1 than the name collor of item will be normal white if set to 2 than the name collor of item will be gold Skillgrp 36001 1 0 0 60 1200 7 3.00000000 0 U 345 icon.skill4407 0 0 60 a,none\0 50 9 11 0 a,none\0 36002 1 0 0 60 1200 10 3.00000000 0 Mix06 6 icon.skill0006 0 0 60 a,none\0 0 9 11 0 a,none\0 36101 1 1 0 60 600 0 0.00000000 1 L2 524 icon.skill5662 0 0 0 a,none\0 0 -1 11 0 a,none\0 36102 *1 *2 0 *3 *4 0 *5 *6 *7 *8 icon.skill1448 0 0 *9 a,none\0 0 -1 11 0 a,none\0 *1 skill lvl *2 when you open the skills panel they are clasified by 0 is physic , 1 is magic , 2 is reinforcement , 3 is weakening , 4 is nobless , 5 is item , 6 is togle , 7 is transform , 8,9,10,11,12,13 passive unknown tabs *3 mp cost *4 range *5 hittime , cast time , 3.00000000 is 3 seconds , pls use all the zeros or it might not work *6 this i tink is for if is magic skill like for example wath to use like bss->blessed spirit shots or ss->soul shots if an skill is set in server to use ss and in client will be set to bss , well will be a mess of effects trust me remember to set correctly *7 different annimation for char manifest , can be different for using different weapons if i am correct the code U will show for an female kamael with arbalet the animation from Death Roullete skill while the code L2 will do nothing i tink *8 the annimation skill effect *9 hp cost
  9. mmmmm the guy have his point it will take too much time, i mean there are so many items,qwests,skills, . . . etc pfff omg so many XD thus i respect those ho dedicate the life/time/money/life to make them XD
  10. ah nvm now i got it wath you shared i toght you made the image with animation thanx for share XD
  11. can you help me with this pls ? http://www.maxcheaters.com/topic/180174-animation-of-active-soulshots/ as you can see i try to make a new animation of when you activate soushots but mine is not animating, i mean it shows the new texture but is not animating i used the retail path/name texture but is not working can you share me some info on this pls ? for example is there an string in client that haves all the texture registered ?, i mean i want to change the name of texture that ui tryes to finde :)
  12. pls move this in help section ! ok guys i tink i found those on deviantart long ago and maybe someone is interested in it XD i don't know the author of those so try search on deviantart if you want
  13. pls post the fists line codes from .grp and upload the .utx so i can check if you don't know how maybe its an mistake in the texture path
  14. well hmm you can adapt them but is time consuming XD
  15. this is how i learned the first time and its a a good thing coz your learning something XD
  16. http://www.gildor.org/smf/index.php/topic,1320.0.html hope this help you a little XD
  17. pfff this one is hard i tink and it need to be edited with an hex editor ?, duno exactly but i tink you need to edit the Engine.u hope you finde something and dont forget to post so others can be helped to
  18. i tink you made a mistake someware try recheck everyting
  19. i made a new one just for testing but its not animating in game hmm need to do more tests i tink i didnt iported them with mipmaps coz the original ones didnt had compresion so it must be mipmap
  20. i tynk you did a mistake someware like for example you have to know exatly in wich space you have to modify that/the code/codes try study and test from others that work and make ajustments
  21. maybe you didn't write the codes from .utx and .grp corectly
  22. hooo found it XD thanx thanx so much for help
  23. guys i need some help i can't finde the animation of when you activate soulshots on bar i don't know where they are well i tink they are in SysTextures but in what file ? i found the ui stuff but i cant finde this one :( pls help guys
  24. i hope ill make it soon coz now i don't have so much time :)
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