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Ikeryn

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Everything posted by Ikeryn

  1. There is a icon to link the psa to the mesh. Is a blue chain as far as I remember.
  2. PM LightFusion, he will give you a price if he knows how to do this.
  3. Im busy right know with other stuff, but adapting the Pirate one is on my plans. Maybe I share it soon.
  4. Wow, you are asking for that like it was easy xD If you want the Kamaels, then use a Kamael+ chronicle. If you try to insert kamaels in a Interlude client you need to modify the game binaries and make all the missing packages in your server. That is just crazy, is much better take a Kamael+ chronicle and make the changes to leave it similar to Interlude. What you can do in IL is import the Kamael village and the Kamael npcs. But the character itself? Is possible yes. But worth? No way.
  5. This is retail I think. Frintezza performs an animation that moves him from his origin point defined by the model. When the Raid start, it triggers a cinematic scene that hides his name, so it's not visible. So, SweeTs is right. When sit is the Wait anim. state. When he's standing, is some kind of social anim that moves him from his origin point. The entity itself don't moves, only the mesh.
  6. For free I really doubt someone will help you. Also I doubt they will share that info even if you pay them. Good luck.
  7. Lol, the ucc source was only to make a gui. Well, I know that ucc is a unreal script compiler that takes native clases from binary win32 dlls (some of them protected with PE, Themida or other packers) to build .u files. The only problem is that I know the basics, but I'm a full time student that takes L2 modding as a hobby, so I don't have time to learn :( Probably you are right, I really doubt that someday I'll be able to made it.
  8. Was only curiosity, I don't have the knowdledge to compile the skill.usk and the LineageEffect.u :) Trying to create my own unreal script compiler based on ucc source, but it's so time consuming. To the OP, gl finding someone that sell it at 10 € buddy. This stuff is costly.
  9. Well, that's well actually funny xD Thank you anyway for reply :)
  10. Hi people, I have some questions about the StaticMeshes and scripts from L2. 1. The GoD+ usx packages are built in versión 125, but the old usx are buit in 123. Of course, when I try to put a 125 in a H5 client, it crashes. Is there any way to made it readable by L2? I think it's more complicated than touch some headers. Rebuild the whole usx is a option but... a time consuming one. 2. Is there any way to modify a "Object" Property from a Unreal Script .u file? And an "Array"? That will make me skip the StaticMesh problem :) Thanks in advance! I hope that someone can help me without asking for 100$ :p
  11. Fixed the armorgrp and updated the download link in the first post ;)
  12. That's perfect! I will include it on the 1rst post. Some credits to include?
  13. Thanks! You welcome! Im glad you liked it! I don't know if is compatible with Interlude, since I never work on that chronicle. Maybe with a new chargrp.dat it will work since the .ukx don't have H5 animations. It's made taking the line of Formal Wear as template. If someone can adapt it, I will add it to the post with the proper credits.
  14. Anakim Outfit Appearance adapted from Ertheia to H5 and IL -- H5 version -- -- Interlude version (by Paranoic / L2Racoon) -- Icon included. Models, Textures and Shaders working as intended After years of learning, here's my first share. It's the Anakim Outfit Appearance, adapted as full armor for H5 and L2 clients. This share includes: - Animations (AnakimArmor.ukx) - Systextures (AnakimArmorTex.utx) - System (chargrp.dat & itemname-e.dat) Server files no included. I'm a hobbyist that enjoy developing offline. You can do whatever you want with the files. No encrypt/watermark included ;) Credits: Textures and models: NCSoft Adapted by: Helionar (aka Ikeryn on maxcheaters.com) Intelude version by: Paranoic / L2Racoon (Found by Lfee)
  15. If you want to import the hair, the method is the same that other 3D imports. There are lots of tutorials that explain that. Now, respect adding new colors, I have an extense tutorial about it, but there's a little problem. It's totally written in spanish, so I don't know if you will find it useful.
  16. What kind of custom hair? Adapted from newer chronicles or external 3d models from another game?
  17. I can do it, but I only work with GF-H5 clients, so no dat will be provided. Also, adapting those models is not in my to-do list. If I do it (sometime), you will need to create the dats, sql and other stuff for IL.
  18. Well, I got it I think. Zmodeler was all the problem. When you export the .3DS from zmodeler and reimport it to 3dsmax, the normals are wrong. I solved it with the "Edit Normals" modifier just before insert the final "Unwrap UVW" modifier (after all Zmodeler stuff, ofc). In the "Edit Normals" modifier, you need to select all the mesh normals and press "Unify" on the right panel. It's no totally perfect, but I get a very good result with the weapons from Dark Souls that I'm adapting to L2. http://imgur.com/a/RvpfW Tell me if you got it working :)
  19. Wow. Nice custom UnrealED :) Yeah, I know. But I like it that way :p. I find order in my chaos xD
  20. Is a portable version made with a sfx compression tool that export the files in a temp folder. So it can't store configs.
  21. I will give also a repacked version of mine, only 5 MB :) Download PostED repacked (5MB) This is the Postal 2 Unreal Level Editor, a tool included alongside Postal2. It allows L2 modders to intruduce un-animated .psk into the game, like static npcs and other stuff (Also hairs, I used it to adapt all the hairs from Lindvior to H5). I never need a guide, it's pretty easy.
  22. What's the texture size? In pixels.
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