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puredemonsss

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Everything posted by puredemonsss

  1. sobasicaly there are 2 ways i tink one is by setting java code and the oder is editing clent but i duno how you ca do this ill make some test on client and tell you if i find, but in java i duno !
  2. my bad, but try search google and you have to finde something :)
  3. ok here it is the little tutorial i tink :) say we want to make one .utx with 3 groups, each for one weapon so we first start with the first group by adding all its texture to it after imported the texture as dxt3 or dx1 or wath you are using for project you have to set the settings on it but this is only for those that know about the gif stuff and other functions ok now create but don't set yet, just create the texpanners, envmaps, combiners, shaders, finalblends or watever you use or need now set the panners and other stuff but not yet the shaders and final blends after you set all the stuff excepting the shaders and final blend you do this open final blend and set the FrameBufferBlending to FB_Overwrite, ZWrite to True, AlphaTest to True, TwoSided to True in most cases, AlphaRef i usefull too just test and if you don't know just use say 75 now you arive at Material to link the shader you want to use but first click on the cube that you see the window view (its importans in some cases and i tink thats the bug) now you can link the shader and after you linked it will apear to the right so you can navigate from there you can click on it from there and start set texture and options as you want depending on wath effect you want there are some limitations i tink if you use combiners for example you can use 3 panners and 2 combiners so you wil have one combiner that will have one panner and one combiner that haves another 2 panners i have posted some weapons and you can use them as example good luck :) sory bad english you guys :(
  4. i had study some steps that seems unrealed dosn.t like when we do it in some ways basycaly i do like this a i first import my textures b i create the tex panners, env maps, shaders, final blends or wat you will use c i set up all except fot shader and final blend d i open finalblend, set the ztest and others to true, than link the shader and from the right view i click on shader and start setting it ill make an tutorial about this if you want :P
  5. calmd down you guys i tink the client suports up to 6 lines of codes, i mean 6 meshes and the 6 textures in one id, you just need to add them this it was just a test i made so i can't remember if its realy 6 lines but first you take the linecodes of armor part like meshes and texture take an armor that uses full slots, duno of formal weare is a good idea basicaly take a full body armor and edit the lines a crap this is hard ill make a tutorial only if you guys require i know i managed to add some extra lines so i had in one pice of armor the uper lower gloves boots, i tink you can add shoulders too if its a full uperlower mesh i can't remember well but ill retest it if you want and tell you guys !
  6. hold on i tink i'm close, see my last post about ukx, ill update it and perhaps ill make a tutorial once and for all about this :)
  7. mabe in .xml search for the item id and change it to consume item to false i can't remember well i tink is something like that :)
  8. ok i managed to fix the texture i tink now i'm having a problem with the weapon mesh its not properly placed in hands i know i have to change some coordinates but i duno wich one cmon you guys i know there are some of you that knows this
  9. ok you guys i managed to import from L][neage Ertheia in L][neage Freya High Five an weapon but . . . i only see the mesh i tink i repaked the original textures properly duno wats going on because the texture will not show up some idead or leads pls ? i'm so close to be able to import from skyrim you guys pls help !
  10. so i have an weapon and i want it to import it in L][neage Freya High Five i know i need to convert the final ukx in to the L][neage version to work the problem is that i duno wath to use for creating the main ukx it is ut2003 ? and wath pach ? some tips pls ? or link ? i don't request tutorial i just want a few letter of info thanx an ill share it if i manage to get it work
  11. this file i tink FDarkElf.UpBody.FDarkElf_m004_t1004_u_ori wath did you wanted to do, you changed something ?
  12. ukx needs to be fixed and repack the texture of the weapon i duno wath program you need for the fix ukx coz i ddn't find an good tutorial
  13. i didn't try it on the h5 client but i hope is not the same result if so than mabe the purple spin effect that is missing is in link with another file from animations ill make some tests and tell ya if i finde something :)
  14. ok guys here it is i used on Interlude and i get this those are not looking like godness so mabe they need to be converted to actualy work the same i like the glows that are on his duals, someone knows where to get them ? thanx :)
  15. thanx so much XD
  16. mabe you are not changing the item id that you want !
  17. FATAL ERROR: Connection to database server failed. ill check it later ! and yes i still want the user to tell the way he did it XD
  18. can you at least tell us how you did it ?, coz the download link is not working :( this sux, why ppl don't tell others how they did it after they manage to get it work ?
  19. try take the LineageEffect.u file from godness and rename it like LineageEffectt.u than rename the codes and see wath you can see :P
  20. this is wath he wants u can see the ss are like purple
  21. so you want the Sgrade glow effect and the icon texture to be as Rgrade ?
  22. not a good java version fot that pack mabe ? and u have to set path too in windows
  23. its not an deffect a quck fix must be done most of the time depending on what server you are using
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