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deMEV

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Everything posted by deMEV

  1. as le memer master said, all is possible, you just need a 3ds max and l2smr + postal 2 editor. As for Example: THIS done in 3ds max from zero (cave body), some cave objects just assets from LOA and other locations (that are collected to kit-sets). The Skull in the end handy made sculpt that done in Zbrush and putted in game after making Low-poly version. And live example ingame: One Two Three Four And if you like the map you can pre-order now https://gumroad.com/l/BUORu p.s. also dont forget to check tutorial about lightmaps baking, cuz only baked light can produce amazing lighting and shadows in old UE2 engine.
  2. Geodata for village: DOWNLOAD GEODATA
  3. https://cloud.mail.ru/public/9mET/MT7CpNgeR
  4. Walls is brushes. Just rebuild by hands this interiors.
  5. Shadows is baked to lightmap, without unreal editor impossible to fix this.
  6. use the old .utx for height map.
  7. most objects use original utx packs, so i don't change them, other custom modeled stuff using custom texture packs.
  8. :lol: yes, thanks.
  9. Info: Custom made village. Compatibility: Interlude 100% TP coordinats: -27619 70071 -3393 DOWNLOAD Video: Tutorial how to create village available HERE Geodata here
  10. Make "Plane" in 3ds max, unwrap, then make black hole animation sequence, after that open Unreal Editor and make shader, then apply to "plane", and save. after that use L2smr to place "plane" in game. or make plane like NPC :)
  11. :happyforever: give me more, give me more, give me more >:D
  12. put geodata in system folder and in geodata folder in (*_conv.dat)
  13. Yes this is very tedious process. you always right, my friend.
  14. i looking what can be transferable (easy). So this is not random.
  15. D O W N L O A D -- in archive -- maps\22_20.unr pathnode\22_20.pn geodata\22_20.l2j textures\Oren_RefineField_T.utx T_22_20.utx staticmeshes\Oren_RefineField_S.usx ----------------------------- Video: Teleport Coords in geodata. Use geoeditor to find them. p.s. more shit coming soon :D
  16. if .unr map have L2MovableStaticMesh Class, this .unr not transferable. other .unr you can decrypt, and use with Interlude client. also you need to find all textures and .usx files. and re-encrypt them. p.s. this shit can be skipped soon. and all maps can be transferable. or if you good in hexing you can fix this manually,
  17. Maybe. 17_24 originally does not exist in Interlude.
  18. All previous shares updated, bugs fixed, re-download them.
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