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Ikeryn

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Everything posted by Ikeryn

  1. I already worked with the vertex, re-setting normals and all stuff, and OAUKX keeps messing with them. I already read some post from gildor that confirms that OAUKX puts some garbage in the mesh. Maybe, as you say, we can fix this in 3dsmax, but I don't find yet a way.
  2. Well, you already know that weapons and accesories made with Postal 2 UED and UT2004/3 + Gildor's Tool need to fix the attachment to work the proper way. He need to import an accesory, so OAUKX is the only way for him right now.
  3. It's a known issue, specially with high poly models. The vertex normals tends to screw up. OAUKX introduces a lot of garbage into the mesh. It's a accesory or a weapon? If it isn't attached to some character, you can do it with Postal 2 UnrealED. It will respect the lightning.
  4. Well, for people like you gildor don't give a fuck about the L2 modding scene. No offense ^^U. If you don't have the money, then don't do armors and animated stuff. Maybe the tool becomes free in a future, but I don't think so.
  5. And you cant take the H5 accessory ukx and put it in your interlude cliente? Im only developing for H5, so I don't know is there's some incompability (encrypts and stuff) The Postal 2 UE can import StaticMeshes and unanimated psk into L2. But if you try to import animations, it doesn't work. For animation purposes, you need the gildor's tool. Take this OAUKX https://www.dropbox.com/s/s63s24zquv5cui2/OAUKX_C6_V1_1_.0_beta3.rar?dl=0 Also, you will need 3dsmax and some 3D tutorial guide. Youtube will help on this :)
  6. Is a SketetalMesh error. The .ukx that you made is not compatible with Lineage 2 UE2. You have three options. 1. Use OAUKX for making the accesory. The easiest way. 2. Buy gildor's tool and make a compatible .ukx. Also, you will need to fix the attachment. 3. Use Postal 2 UnrealED. But again, you will need to fix the attachment. If you don't have so much experience at client developing, OAUKX is the right choose. :) EDIT: Also, you don't need to create a new .ukx if you only want to do a re-texture. In the amorgrp.dat you can assign a new texture to a existing mesh.
  7. Well, you can create your own giran with proper tools. There are some tutorials here in the forum, and the learning curve is pretty easy. It's about time that you can do bigger proyects.
  8. That is the proper way, but i realised that he dont have a dds exporting plugin, so... ^^U
  9. Export first mipmap as TGA. You can import TGA's to UnrealED.
  10. Well... when you export a texture as .dds, you can set some parameters... one of them is create mip-maps. Also, when you import a texture intro UnrealED, you have some options. One of them is for creating mip-maps too. Just disable all the way and test it.
  11. What is exactly your problem? You need help with the creation of the .utx or editing the armorgrp.dat? Be more concise and I'll try to help :)
  12. http://en.wikipedia.org/wiki/Mipmap Try disabling the Mip-maps while exporting-importing the texture :)
  13. You can do some like this with the VisualArmor controller, that uses the .dressme chat command to apply a visual aspect over your gear. With only the shirt sorry, but I have no idea at this moment. It's a cool idea anyway :)
  14. The file you want to edit is L2Font-e.utx. Decrypt it with L2decrypt and open it with UnrealED (I can convert the file for you if UnrealED shows a critical error). Export the loading texture, edit it and reimport to the package. If you have any doubts, search in youtube, there are a lot of tutorials :)
  15. Great job puredemonss! Is a custom .usx right? It's made from you or adapted from other game? Im developing assets for a Roleplaying server, and Im very interested on this stuff. Once again, GJ!
  16. Sadly, that is private stuff, and I'm pretty sure no one will share it with you... I'm at the same point as you, I have adapted a bunch of weapons from Dark Souls and packed it on my Postal 2 UnrealED (It doesn't support anims, but gets the job done). The weapons are low poly, and I can convert them with OAUKX, but the model normals got screwed mixing lighting zones. Yep, the matter is how edit the socket, I have already trying to do it hexing the .ukx, but since I have no idea of what I was doing, well... I have nothing xD
  17. Hi all, I have an annoying problem when i try to create a FinalBlend for a shader. The shader contains the same texture acting as Diffuse and Opacity map. The textures are in DDS. When I try to load the shader as Material in the FinalBlend the program freezes and the CPU usage climbs to 50% usage. Im using Windows 8.1, but previously I have used Win7 without a problem. Is the SO? A friend of mine have tried also in his Win 7 laptop and doesn't work. Maybe im missing some libraries? Pls Help :<
  18. Have you patched the system folder? Or are you trying to open the original files without decrypt them?
  19. Its a shame that ncsoft terminate this game. Good work ;D
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