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puredemonsss

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Everything posted by puredemonsss

  1. pls don't ask why i don't do the test myself, thanx ! can someone with 4k monitor pls tell me if L][neage can run in dev mode at 4k 3840 x 2160 resolution ? i want to downscale it to 1.92K FullHD 1920x1080 to test the natural antialiasing i tink it will look nice oh and pls take me a clean screenshoot of login screen so i can make an idea thanx guys
  2. i tink gildor is the selected few ho knows unreal code like eating chocolate and we must thank him for making the tools plus mabe if we suport him he will make the Editor for L][neage coz i know he mabe can crack and make the original Editor ncsoft is using to develop the game
  3. you cannot make new model armors but you can combine and retexture existing ones if you can't have gildor i tink the accesoryes and weapons can be made with OAUKX you must buy it, i tink its 50$ http://www.gildor.org/
  4. post the weapongrp line here
  5. i tink i can imagine how L][neage will look with imported stalker maps XD :( pfff shame i tought this will be a new start but then i see the damn price on it
  6. to create new model armor from 0 you will need those i tink FileEditor, encdec, notepad++,etc gildor tools 3ds max http://www.maxcheaters.com/topic/188197-autodesk-3ds-max-2009-key-basics-tutorials-plugins/ UnrealEd for textures only i tink http://www.maxcheaters.com/topic/187197-unrealed-22261903/ UnrealEd from postal game to set texture and static meshes i tink UnrealEd from Unreal Tournament 2004 to set meshes+animations and create armors, weapons and accesories will be created with OAUKX
  7. you can start learn basics of 3ds max if you want to import new stuff in game learn use the umodel + gui and how to set textures and models in UnrealEd aniway those are time consuming to make allone
  8. i tink a share must be done with a video tutorial on how you made it and this can be proff that you made it and help others learn too
  9. ok you all stop tallk about icarus share because i know that this share was made when i was on skype with him and he made this for a small project so pls lock it allready ok ? ps why do you all critice others work ?
  10. pfff you guys the time used to fight can be used to make the tutorial and others can learn too
  11. well i use 2009 coz its the way i started and i see its doing the job i tink and i see its a rare version i don't have exact info about 2012, 2013, 2014 but i tink they lack for proper plugins and i duno if the plugins will actualy work or if they have been updated aniway your best choise for start i tink it can be this one wich is small in size or the 2011 wich will be biger but will have more options and stuff ps personaly i will keep this one just in case and install the 2011 too
  12. i updated my post pl reread if you want i can show you when i have time on skype
  13. i tink you need convert the .psk to .obj to use OAUKX you can start learn this http://www.maxcheaters.com/topic/188197-3dsmax2009keybasics/ or you can learn blender but i ddn't test it as i know that you need to reunrwap the uvmap, set material + mabe the texture if i'm correct and all of this im doing it in my 3dsmax2009 tips after your confortable with 3dsmax and know how to manipulate meshes and uvmaps, skins, etc you then can export allmost wath you want to game but you will have some limitations example if you will take gildor program you will have the problem of attachement for accesoryes and weapons if you use OAUKX you will have some polygon number limitations but this is only the case if you want to import custom mesh with very high poly counts and OAUKX can't export animations and can't create groups, so basicaly using OAUKX will give you a file .ukx with one mesh
  14. Autodesk 3ds Max 2009 x32bit x64bit client.zip 967.8 MB + key to activate it pls read careffuly the documentation do not provide the link to public network only on pm or mail basics tutorials can be found here http://www.lynda.com/3ds-Max-2009-tutorials/essential-training/477-2.html the plugins can be found here http://udn.epicgames.com/Two/ActorX.html http://gildor.org/downloads
  15. some .grp's tips 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 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
  16. @ deividasn147 here you go, you better start learn how to make it yourself http://www.maxcheaters.com/topic/177851-giran-green-fairy-v11-small-tutorial/
  17. you start search a l2fileedit tutorial because i see you don't know the basics first you need to know that you can't have extra spaces in lines, only if you know how to set it ! second case you need to manage the new ids you need to manage the server files too hope you find some tutos here
  18. pfff i tink you need to know how to work with 3dsmax then you need to know how to compile a .u file you better use the time on other stuff !
  19. i use notepad++, if you know how to set and use it well and know the basic .grp's structures then i tink you have the fastest speed this way ! customize and set notepad++ to be confortable to you when you use it testing things around is allways a good idea i tink :P
  20. http://www.maxcheaters.com/topic/177851-giran-green-fairy-v11-small-tutorial/
  21. its crazy but i have a q for you ! did you used multyple materials on a single mesh or grouping or just export as parts ? thanx again for help :)
  22. i found the model on web why did you change your name ? the model i took it from web and exported with 3ds max in Postal2 UrealEd this Church reminds me of one that is located in S.T.A.L.K.E.R. Clear Sky, the swamp for those that have been playng its outside Giran
  23. ok thanx to deMEV for helping me :) so i had to use postal2's UnrealEd to make it work mabe they work with the others but i duno how to set or mabe my mistake was that i ddn't add an actual texture to material in 3dsmax and in UnrealEd, but those needs test and i don't have time now so this time i have done it like this set in 3ds max the model as editable poly, unwrap it and set, add a material + texture on model, export as .ase import in postal2 UnrealEd the texture (you have to click new and create shader then click import), import mesh set his texture and save it encode 111 and use l2sm to place in map a tutorial was here but is not soo good translated, at least you can see the images and use the same settings http://translate.google.co.uk/translate?hl=en&sl=ru&u=https://forum.zone-game.info/showthread.php%3Ft%3D36034&prev=search thanx again deMEV
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