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Everything posted by NevesOma
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Look carefully if your template ID ( from server side ) matches the ID from npcgrp.dat
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Help Client Insufficient Memory Problem
NevesOma replied to ERROR501's topic in [Request] Client Dev Help
As @AlisaCodeDragon wrote try checking these settings about 2GB address space. I will write in a little more detail for those who do not know how to do this. How can this be done? Download CFF Explorer. Right click on l2.exe, select in the menu option Open with CFF Explorer. Then click the save button. -
Help Client Insufficient Memory Problem
NevesOma replied to ERROR501's topic in [Request] Client Dev Help
Ofc. It is logical to assume that my answer refers to your second answer about effect and not your first about CB. -
Help Client Insufficient Memory Problem
NevesOma replied to ERROR501's topic in [Request] Client Dev Help
e_u842_starfall_green it's an Emitter ( let's say effect ) from the default LineageEffect.u package. The problem is a bit different. -
NPC [FREE] NPC Oliman with Effects for Lineage 2
NevesOma replied to NevesOma's topic in Client Development Discussion
Edited, try now. -
Share Interlude Monsters Pack (With Skills and Effects)
NevesOma replied to GLO's topic in Client Development Discussion
Please read the entire topic in full. Or is everything limited to the first message? Above there is a new link with this modification without a password. Try it. -
Discussion Looking Make Towns look better
NevesOma replied to Evildark1's topic in [Request] Client Dev Help
As @B0nd already wrote try checking the ID. Spawn on the map like a normal monster. There are a limited number of such NPCs, but I think that this is enough for you ( according by your first screenshot ). -
Discussion Looking Make Towns look better
NevesOma replied to Evildark1's topic in [Request] Client Dev Help
Moved to correct section. About your request: Do you want to do this as an NPC or as effects on a map? -
I believe that first you need to implement this from the server side, then add the client part here ( for decoration or something else ). Moved to the appropriate section.
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@Nakein23 If your problem is resolved then I'll close the topic later.
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Guide Creating Monsters Properly (With Attack Effect And Sound)
NevesOma replied to GLO's topic in Client Development Discussion
Hello, I think this is mutual, the forum supports guides and its resources, gives access to them. And the user, in turn, maintains the forum so that it functions normally. in addition to viewing the hIdden posts you can see that the premium status will give you a lot of opportunities: By the way, in my profile I have a lot of shares ( beautiful NPCs too), if you are looking for something like that, you can download this ( available for everyone without a VIP or etc ). You will find a monsters with sounds for free too, you can download it and analyze how it is made ( I did not encrypt files ), this will also help you. -
As I wrote to you, if everything is fine on the default system then look for the problem in the newly added files. Usually these interface files can be interface.u and interface.xdat.
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Armor Set Elegia + SQL + Date + Skill for Interlude.
NevesOma replied to Kusaty's topic in Client Development Discussion
Hello, thank you for your contribution to the life of the forum. Please add photos to your news ( photo / video / gif ) in future so that people can visually evaluate what kind of addition it is. When people open a topic, the topic with visualization looks more pleasant. -
Class Effects - Interlude · High Five
NevesOma replied to SGER@fjs's topic in Client Development Discussion
Unfortunately, changing the height is not that easy in this case. This is not done in MySQL or in npcgrp.dat. From the server side you can only change the radius and height of the NPC itself ( sometimes this is also not enough ). If you want to change the position of an effect you need to edit the effect or NPC script itself. Due to the fact that you do not have much experience you will not be able to edit the effect from scratch, but you can try it through the L2PE software ( as written in the first message ). Find the script you want and change its height ( Z coordinate ) increasing or decreasing values. Find here L2PE: L2PE ( github ) : https://github.com/acmi/L2pe Here you can find some info about L2PE ( how to start and how to use ), here are the answers of the author himself. : https://forum.zone-game.info/showthread.php?t=40122 + the forum has information on how it works. Try it. -
I was glad to help you. Yes, in this case I used this method because the monster is standard. In other cases, it is necessary to assemble it anew together with all the animations + sounds + etc things. This is a very long time, but at the end the result is good.
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LF lineage 2 ertheia HTML buttons
NevesOma replied to testaroaverta's topic in [Request] Client Dev Help
These buttons are located in the textures of the higher chronicles. It depends on what you want to do with them. Whether you need textures or need them as images. Use the l2tool utility from acmi and view / export the textures you need. + on the MXC forum there is a guide for packing textures ( a very excellent manual btw ), you can read it, it's very useful. -
This texture is from the file ui5.ugx. A similarity to a sprite that combines text for different languages. Here you can edit the text. But you don't have the sources, so you just have to rely on your creativity and your Photoshop skills. Note also that there is an alpha channel. Don't forget about him too. + be careful. Each "element" ( text ) has its own position. The interface has a choice of this position if it's easier to explain. It is important to correctly position the new text in the old place so that it looks correct in the game and is not cut off. + try to use a similar style. And look for similar fonts. Texture must be packed in the same format. Try it, experiment. Everything will definitely work out. :)
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In my GIF above I have already shown how it should work. All these actions have nothing to do with sounds, this is something else ( his actions ). All this is done manually too. This is also done with certain parameters, but for them you also need to add your own code as in the example GLO. Everything is perfectly shown there. Perhaps I can help you add this boss. Just update the lines and add new file. https://gyazo.com/0e0bf92cf5910c1437ca89d6586cc738 Download: https://dropmefiles.com/fzcEE
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Armor Texture error, pls help! Interlude.
NevesOma replied to Kusaty's topic in [Request] Client Dev Help
In some cases this is not enough. Therefore, everything needs to be done manually. -
https://gyazo.com/9fb252765ab4bcff304b5bed764bc332 https://gyazo.com/2f7e390f1a36a2c7c043bd8e5588b642 Found a free minute and check out your boss. In this case, he has enough height to hit the character ( his first or second attacks ). Because it hits the right point. About sounds, yes, there are a lot of sounds on the timeline. For one action, there can be more than 5 or ten of them. And there are many actions. In the same place for the attack and they can be. Sounds from npcgrp work when you hit a mob and it makes the desired sound. Maybe you just want the sound of hitting a mob? ( except for his sounds when he screams when he hits ).
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This I mean about a universal solution and not about specifically that he hit any character. Because there are transformations, etc. Therefore, I meant a universal solution so that the mob hit exactly downward ( regardless of the size of the target ). Solution in your case: If you need this mob to hit specifically characters ( we take into account the size of characters ) then you need to edit its animation from zero ( I also do this ) and change its attack so that it hits below. In this case, you need to make a new attack, or change the one that is now ( in 3Ds Max or another software ). But everything needs to be done logical, because the mob is big and it should look beautiful when attacked.
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Example: https://gyazo.com/c6e33f6d5977e0dd2bf20302a7536379 Here's an example about the ratio of the size of a mob to a smaller mob. Here I assume that nothing can be changed if the mob is very huge. because we can't do 2 animations depending on the target size. As for the sounds, yes, you have already been sent a link to the manual from @GLOin this thread, it works. You can try. Sounds are also difficult to add, but possible.
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ColorScale(2)=(RelativeTime=0.55,Color=(B=0,G=0,R=0,A=255)) ColorScale(3)=(RelativeTime=1.0,Color=(B=0,G=0,R=0,A=255)) Opacity=0.75 FadeOutStartTime=1.0 MaxParticles=1 Name="Wave" StartLocationOffset=(X=0.0,Y=0.0,Z=13.0) SpinsPerSecondRange=(X=(Min=0.0,Max=0.2),Y=(Min=0.0,Max=0.0),Z=(Min=0.0,Max=0.0)) StartSpinRange=(X=(Min=0.0,Max=1.0),Y=(Min=0.0,Max=0.0),Z=(Min=0.0,Max=0.0)) UseSizeScale=true UseRegularSizeScale=false UniformSize=true SizeScale(0)=(RelativeTime=0.0,RelativeSize=0.8) SizeScale(1)=(RelativeTime=0.11,RelativeSize=1.5) SizeScale(2)=(RelativeTime=0.2,RelativeSize=1.9) SizeScale(3)=(RelativeTime=0.41,RelativeSize=2.2) SizeScale(4)=(RelativeTime=1.0,RelativeSize=2.5) StartSizeRange=(X=(Min=7.7,Max=7.7),Y=(Min=7.7,Max=7.7),Z=(Min=7.7,Max=7.7)) InitialParticlesPerSecond=1000.0 AutomaticInitialSpawning=false Texture=Texture'LineageEffectsTextures.etc.fx_m_t0152' LifetimeRange=(Min=1.0,Max=1.0) End Object Emitters(4)=SpriteEmitter'SpriteEmitter17' Begin Object Class=SpriteEmitter Name=SpriteEmitter18 UseDirectionAs=PTDU_Up Acceleration=(X=0.0,Y=0.0,Z=0.014) ColorScale(0)=(RelativeTime=0.0,Color=(B=255,G=255,R=255,A=255)) ColorScale(1)=(RelativeTime=1.0,Color=(B=255,G=255,R=255,A=255)) Opacity=0.4 FadeOutStartTime=1.0 MaxParticles=1 Name="Xtal" StartLocationRange=(X=(Min=0.0,Max=0.0),Y=(Min=0.0,Max=0.0),Z=(Min=13.5,Max=13.5)) UseSizeScale=true UseRegularSizeScale=false SizeScale(0)=(RelativeTime=0.0,RelativeSize=1.0) SizeScale(1)=(RelativeTime=0.14,RelativeSize=1.1) SizeScale(2)=(RelativeTime=1.0,RelativeSize=1.0) StartSizeRange=(X=(Min=4.5,Max=4.5),Y=(Min=6.5,Max=6.5),Z=(Min=5.6,Max=5.6)) InitialParticlesPerSecond=10000.0 AutomaticInitialSpawning=false Texture=Texture'LineageEffectsTextures.etc.fx_m_t0154' LifetimeRange=(Min=1.0,Max=1.0) StartVelocityRange=(X=(Min=0.0,Max=0.0),Y=(Min=0.0,Max=0.0),Z=(Min=0.007,Max=0.007)) End Object Emitters(5)=SpriteEmitter'SpriteEmitter18' Begin Object Class=SpriteEmitter Name=SpriteEmitter19 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AutomaticInitialSpawning=false DrawStyle=PTDS_Brighten Texture=Texture'LineageEffectsTextures.etc.fx_m_t0150' SubdivisionEnd=1 LifetimeRange=(Min=100.0,Max=100.0) UseVelocityScale=true VelocityScale(0)=(RelativeTime=0.0,RelativeVelocity=(X=0.0,Y=0.0,Z=1.0)) VelocityScale(1)=(RelativeTime=0.5,RelativeVelocity=(X=0.0,Y=0.0,Z=-1.0)) VelocityScale(2)=(RelativeTime=1.0,RelativeVelocity=(X=0.0,Y=0.0,Z=1.0)) End Object Emitters(7)=SpriteEmitter'SpriteEmitter20' Begin Object Class=SpriteEmitter Name=SpriteEmitter21 ColorScale(0)=(RelativeTime=0.0,Color=(B=255,G=255,R=255,A=255)) ColorScale(1)=(RelativeTime=0.225,Color=(B=207,G=132,R=48,A=255)) ColorScale(2)=(RelativeTime=0.557143,Color=(B=0,G=0,R=0,A=255)) ColorScale(3)=(RelativeTime=1.0,Color=(B=0,G=0,R=0,A=255)) Opacity=0.5 FadeOutStartTime=0.06 FadeOut=true MaxParticles=1 RespawnDeadParticles=false Name="RingGlow" StartLocationOffset=(X=0.0,Y=0.0,Z=13.0) SpinsPerSecondRange=(X=(Min=0.0,Max=0.2),Y=(Min=0.0,Max=0.0),Z=(Min=0.0,Max=0.0)) StartSpinRange=(X=(Min=0.0,Max=1.0),Y=(Min=0.0,Max=0.0),Z=(Min=0.0,Max=0.0)) UseRegularSizeScale=false UniformSize=true SizeScale(0)=(RelativeTime=0.0,RelativeSize=0.8) SizeScale(1)=(RelativeTime=0.11,RelativeSize=1.5) SizeScale(2)=(RelativeTime=0.2,RelativeSize=1.9) SizeScale(3)=(RelativeTime=0.41,RelativeSize=2.2) SizeScale(4)=(RelativeTime=1.0,RelativeSize=2.5) StartSizeRange=(X=(Min=10.5,Max=10.5),Y=(Min=10.5,Max=10.5),Z=(Min=10.5,Max=10.5)) InitialParticlesPerSecond=1000.0 AutomaticInitialSpawning=false Texture=Texture'LineageEffectsTextures.etc.fx_m_t0152' LifetimeRange=(Min=0.3,Max=0.3) End Object Emitters(8)=SpriteEmitter'SpriteEmitter21' Begin Object Class=SpriteEmitter Name=SpriteEmitter22 UseColorScale=true ColorScale(0)=(RelativeTime=0.0,Color=(B=255,G=255,R=255,A=255)) ColorScale(1)=(RelativeTime=0.471429,Color=(B=212,G=212,R=212,A=255)) ColorScale(2)=(RelativeTime=1.0,Color=(B=255,G=255,R=255,A=255)) ColorScaleRepeats=100.0 FadeOutStartTime=0.06 FadeOut=true MaxParticles=1 RespawnDeadParticles=false Name="point" StartLocationOffset=(X=0.0,Y=0.0,Z=2.0) SpinParticles=true SpinCCWorCW=(X=0.0,Y=0.5,Z=0.5) UseSizeScale=true UseRegularSizeScale=false UniformSize=true SizeScale(0)=(RelativeTime=0.0,RelativeSize=1.0) SizeScale(1)=(RelativeTime=0.39,RelativeSize=0.9) SizeScale(2)=(RelativeTime=1.0,RelativeSize=0.01) StartSizeRange=(X=(Min=5.0,Max=5.0),Y=(Min=5.0,Max=5.0),Z=(Min=5.0,Max=5.0)) InitialParticlesPerSecond=1000.0 AutomaticInitialSpawning=false Texture=Texture'LineageEffectsTextures.Particles.fx_m_t0137' TextureUSubdivisions=4 TextureVSubdivisions=4 UseRandomSubdivision=true SubdivisionEnd=1 LifetimeRange=(Min=0.5,Max=0.5) End Object Emitters(9)=SpriteEmitter'SpriteEmitter22' Begin Object Class=SpriteEmitter Name=SpriteEmitter23 UseDirectionAs=PTDU_Normal UseColorScale=true ColorScale(0)=(RelativeTime=0.0,Color=(B=255,G=255,R=255,A=255)) ColorScale(1)=(RelativeTime=0.221429,Color=(B=207,G=132,R=48,A=255)) 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Class=SpriteEmitter Name=SpriteEmitter24 UseDirectionAs=PTDU_Normal ColorScale(0)=(RelativeTime=0.0,Color=(B=255,G=255,R=255,A=255)) ColorScale(1)=(RelativeTime=0.471429,Color=(B=212,G=212,R=212,A=255)) ColorScale(2)=(RelativeTime=1.0,Color=(B=255,G=255,R=255,A=255)) ColorScaleRepeats=100.0 ColorMultiplierRange=(X=(Min=0.3,Max=0.3),Y=(Min=0.4,Max=0.4),Z=(Min=1.0,Max=1.0)) FadeOutStartTime=0.048 FadeOut=true MaxParticles=1 RespawnDeadParticles=false Name="base2" StartLocationOffset=(X=0.0,Y=0.0,Z=1.0) SpinParticles=true SpinCCWorCW=(X=0.0,Y=0.5,Z=0.5) UseRegularSizeScale=false UniformSize=true SizeScale(0)=(RelativeTime=0.0,RelativeSize=1.0) SizeScale(1)=(RelativeTime=0.46,RelativeSize=0.9) SizeScale(2)=(RelativeTime=1.0,RelativeSize=1.0) SizeScaleRepeats=99.0 StartSizeRange=(X=(Min=10.0,Max=10.0),Y=(Min=10.0,Max=10.0),Z=(Min=10.0,Max=10.0)) InitialParticlesPerSecond=1000.0 AutomaticInitialSpawning=false Texture=Texture'LineageEffectsTextures.Particles.fx_m_t0143' TextureUSubdivisions=1 TextureVSubdivisions=2 UseRandomSubdivision=true SubdivisionStart=1 SubdivisionEnd=2 LifetimeRange=(Min=0.3,Max=0.3) End Object Emitters(11)=SpriteEmitter'SpriteEmitter24' bNoDelete=false LifeSpan=30.0 Tag="Emitter"
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e_u093_a: LineageEffectsTextures.utx - here you can find textures for this move click. It's editable, not easy, but possible. Example of my works: