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NevesOma

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Everything posted by NevesOma

  1. FREE Skill from C1 to Interlude by NevesOma. Available for downloading.

     

  2. I was literally begged to do this for interlude. Many players really want a hydro blast from Chronicles C1 to Interlude Chronicles, but no one has done this all the time. I decided to help, maybe it will help not only them, but also the rest of the people. Later I will upload a hurricane too ( already done ). Here is the original hydro blast as on the chronicles c1 and also with original sounds too. Don't need to replace any default files, all maked in my custom pack. Download link: DOWNLOAD I can also do any other skill or any another mods. If you have questions and suggestions write to me at the contacts.
  3. FREE( C1 Skill for Interlude ) Soon.

    FwUjQusfTlKh8EghzSJBeA.jpeg

     

    cfz5L7D9QciI_zNlDYsL3Q.jpeg

     

  4. It cannot find the texture fx_m_t8158 in your file. https://www.techopedia.com/definition/18707/data-redundancy
  5. Missing z_quest_blue_start class in LineageEffect.u file. Try replacing LineageEffect.u file with the default one.
  6. Hello, check alpha channel of old texture ( in Photoshop ), change alpha channel to your new and save with new modification. What is alpha channel look small guide on video.
  7. Locked. Reason: solved. The problem: gold name of item in itemname-e.dat ( interlude chronicles ).
  8. You have double lines, try to delete all double ID ( etcitemgrp.dat ).
  9. No. The icon of mask is in line in the armorgrp.dat file. Upload armorgrp.dat, I will show.
  10. ID 9208 ( armorgrp.dat ) Patch to icon: icon.accessary_mask_of_chaotic_i00 This icon should be default.
  11. Please write if ✘ ɢʀᴀᴘʜɪᴄ ᴘʟᴇᴀsᴜʀᴇ ✘ could solve your problem, so that we can close the topic.
  12. The size of the heroic glow is not regulated in the env.int file. You have excluded one item from the list, is ok. But if the author needs to reduce the whole aura of the hero ( rotating elements, rays and the rest ), then author need to edit the scripts.
  13. You need to recompile the effect. Or with hex editor try resizing.
  14. What you mean? Add transparency?
  15. This is not our editor, we have nothing to do with him. Why there is defined as bad - we do not know. But the editor with the patch from the Gildor knows how to correctly save the NPC with animation. L2editor has problems. Whether or not to work with him is your choice. Try this version of l2tool ( just run *.jar file ). After you can save *.utx pack from l2tool and open with Unreal 2 Runtime. Link: http://wdfiles.ru/nmyM No problem, I understand you. Slowly everything will become clear. About ID 29055 ( teleport npc ). Yes, indeed, there are no models in line of *.dat. It is made as an effect and can only be repainted by repainting its texture in the original effects. Script of NPCID 29055: //================================================================================ // teleport_npc. //================================================================================ class teleport_npc extends LineagePawn Config(User); var Actor ViewEmitter; var string EmitterClass; simulated function PostBeginPlay () { local Class<Emitter> tempClass; Super.PostBeginPlay(); // 0x00000014 : 0x0000 tempClass = Class<Emitter>(DynamicLoadObject(EmitterClass,Class'Class')); // 0x00000017 : 0x0006 if ( tempClass != None ) // 0x00000025 : 0x0021 { ViewEmitter = Spawn(tempClass,self,'None',Location,Rotation); // 0x0000002E : 0x002C ViewEmitter.SetPhysics(10); // 0x0000003E : 0x004A ViewEmitter.bTrailerSameRotation = False; // 0x00000049 : 0x0058 ViewEmitter.bTrailerPrePivot = True; // 0x00000054 : 0x0069 ViewEmitter.SetBase(self,vect(0.00,0.00,1.00)); // 0x0000005F : 0x007A } } simulated event Detach (Actor Other) { if ( ViewEmitter == Other ) // 0x00000015 : 0x0000 { ViewEmitter = None; // 0x0000001F : 0x000F } Super.Detach(Other); // 0x00000023 : 0x0016 } simulated function Destroyed () { Super.Destroyed(); // 0x00000014 : 0x0000 if ( ViewEmitter != None ) // 0x00000017 : 0x0006 { ViewEmitter.NDestroy(); // 0x0000001F : 0x0011 ViewEmitter = None; // 0x00000028 : 0x0020 } } event GetEffTargetLocation (out Vector LocVector) { LocVector = Location; // 0x00000015 : 0x0000 } defaultproperties { EmitterClass="Lineageeffect.teleport_map_a" GroundSpeed=120.00 ControllerClass=Class'HerdNpc' DrawType=15 CollisionRadius=40.00 CollisionHeight=80.00 } Ok with class, next go to teleport_map_a from Lineageeffect.u We have emitters of this NPC: class teleport_map_a extends Emitter; // 보스전 용 텔레포트큐브. defaultproperties { Begin Object Class=SpriteEmitter Name=SpriteEmitter0 UseDirectionAs=PTDU_Normal ColorScale(0)=(Color=(B=255,G=255,R=255,A=255)) ColorScale(1)=(RelativeTime=1.000000,Color=(B=255,G=255,R=255,A=255)) ColorMultiplierRange=(X=(Min=0.000000,Max=0.000000),Z=(Min=0.700000,Max=0.700000)) Opacity=0.580000 FadeOutStartTime=1.220000 FadeOut=True FadeInEndTime=0.400000 FadeIn=True MaxParticles=2 Name="tele_down01" StartLocationRange=(Z=(Min=-78.000000,Max=-78.000000)) SpinParticles=True SpinCCWorCW=(X=1.000000) SpinsPerSecondRange=(X=(Min=0.010000,Max=0.010000)) UseSizeScale=True UseRegularSizeScale=False SizeScale(0)=(RelativeSize=0.700000) SizeScale(1)=(RelativeTime=1.000000,RelativeSize=1.500000) StartSizeRange=(X=(Min=240.000000,Max=240.000000),Y=(Min=240.000000,Max=240.000000),Z=(Min=240.000000,Max=240.000000)) UniformSize=True Texture=Texture'FX_M_T.M_FX_particle.fx_head_texture15' WarmupTicksPerSecond=1.000000 RelativeWarmupTime=4.000000 Name="SpriteEmitter0" End Object Emitters(0)=SpriteEmitter'LineageEffect.teleport_map_a.SpriteEmitter0' Begin Object Class=SpriteEmitter Name=SpriteEmitter1 UseDirectionAs=PTDU_Normal ColorScale(0)=(Color=(B=255,G=255,R=255,A=255)) ColorScale(1)=(RelativeTime=1.000000,Color=(B=255,G=255,R=255,A=255)) ColorMultiplierRange=(X=(Min=0.001000,Max=0.001000),Y=(Min=0.200000,Max=0.200000),Z=(Min=0.200000,Max=0.200000)) Opacity=0.540000 MaxParticles=1 Name="tele_down01" StartLocationRange=(Z=(Min=-78.000000,Max=-78.000000)) StartSizeRange=(X=(Min=150.000000,Max=150.000000),Y=(Min=150.000000,Max=150.000000),Z=(Min=150.000000,Max=150.000000)) UniformSize=True DrawStyle=PTDS_AlphaBlend Texture=Texture'FX_M_T.M_FX_particle.fx_head_texture22' WarmupTicksPerSecond=1.000000 RelativeWarmupTime=4.000000 Name="SpriteEmitter1" End Object Emitters(1)=SpriteEmitter'LineageEffect.teleport_map_a.SpriteEmitter1' Begin Object Class=MeshEmitter Name=MeshEmitter1 StaticMesh=StaticMesh'FX_E_S.fx_teleport.fx_teleport_mesh01' UseMeshBlendMode=False ColorScale(0)=(Color=(B=255,G=255,R=255,A=255)) ColorScale(1)=(RelativeTime=1.000000,Color=(B=255,G=255,R=255,A=255)) FadeOutStartTime=100.000000 MaxParticles=1 Name="tele01" StartLocationRange=(Z=(Min=-75.000000,Max=-75.000000)) SpinParticles=True SpinCCWorCW=(X=0.000000,Y=0.000000,Z=0.000000) SpinsPerSecondRange=(X=(Min=0.020000,Max=0.020000)) SizeScale(0)=(RelativeSize=0.500000) SizeScale(1)=(RelativeTime=0.170000,RelativeSize=1.200000) SizeScale(2)=(RelativeTime=1.000000,RelativeSize=1.200000) SizeScaleRepeats=1.000000 StartSizeRange=(X=(Min=0.700000,Max=0.700000),Y=(Min=0.700000,Max=0.700000),Z=(Min=0.700000,Max=0.700000)) InitialParticlesPerSecond=100.000000 AutomaticInitialSpawning=False DrawStyle=PTDS_AlphaBlend LifetimeRange=(Min=100.000000,Max=100.000000) Name="MeshEmitter1" End Object Emitters(2)=MeshEmitter'LineageEffect.teleport_map_a.MeshEmitter1' Begin Object Class=MeshEmitter Name=MeshEmitter2 StaticMesh=StaticMesh'FX_E_S.fx_teleport.fx_teleport_mesh05' UseMeshBlendMode=False RenderTwoSided=True ColorScale(0)=(Color=(B=255,G=255,R=255,A=255)) ColorScale(1)=(RelativeTime=1.000000,Color=(B=255,G=255,R=255,A=255)) MaxParticles=1 Name="tele_out" SpinParticles=True SpinCCWorCW=(X=1.000000,Y=1.000000,Z=1.000000) SpinsPerSecondRange=(X=(Min=0.100000,Max=0.100000)) StartSizeRange=(X=(Min=1.500000,Max=1.500000),Y=(Min=1.500000,Max=1.500000),Z=(Min=1.500000,Max=1.500000)) InitialParticlesPerSecond=100.000000 AutomaticInitialSpawning=False DrawStyle=PTDS_AlphaBlend LifetimeRange=(Min=100.000000,Max=100.000000) Name="MeshEmitter2" End Object Emitters(3)=MeshEmitter'LineageEffect.teleport_map_a.MeshEmitter2' Begin Object Class=MeshEmitter Name=MeshEmitter3 StaticMesh=StaticMesh'FX_E_S.fx_teleport.fx_teleport_mesh02' UseMeshBlendMode=False RenderTwoSided=True ColorScale(0)=(Color=(B=255,G=255,R=255,A=255)) ColorScale(1)=(RelativeTime=1.000000,Color=(B=255,G=255,R=255,A=255)) MaxParticles=1 Name="tele_rori" SpinParticles=True SpinCCWorCW=(X=0.000000,Y=0.000000,Z=0.000000) SpinsPerSecondRange=(X=(Min=0.200000,Max=0.200000),Y=(Min=0.200000,Max=0.200000)) StartSpinRange=(Z=(Min=1.000000,Max=1.000000)) UseSizeScale=True UseRegularSizeScale=False SizeScale(0)=(RelativeSize=1.000000) SizeScale(1)=(RelativeTime=0.500000,RelativeSize=1.200000) SizeScale(2)=(RelativeTime=1.000000,RelativeSize=1.000000) SizeScaleRepeats=50.000000 StartSizeRange=(X=(Min=0.600000,Max=0.600000),Y=(Min=0.600000,Max=0.600000),Z=(Min=0.600000,Max=0.600000)) InitialParticlesPerSecond=100.000000 AutomaticInitialSpawning=False DrawStyle=PTDS_AlphaBlend LifetimeRange=(Min=100.000000,Max=100.000000) Name="MeshEmitter3" End Object Emitters(4)=MeshEmitter'LineageEffect.teleport_map_a.MeshEmitter3' Begin Object Class=SpriteEmitter Name=SpriteEmitter2 UseColorScale=True ColorScale(0)=(Color=(B=255,G=255,R=255,A=255)) ColorScale(1)=(RelativeTime=0.514286,Color=(B=108,G=108,R=108,A=255)) ColorScale(2)=(RelativeTime=1.000000,Color=(B=255,G=255,R=255,A=255)) ColorScaleRepeats=1.000000 FadeOutStartTime=50.000000 MaxParticles=1 Name="tele_in" SpinParticles=True SpinCCWorCW=(X=1.000000) SpinsPerSecondRange=(X=(Min=0.100000,Max=0.100000)) SizeScale(0)=(RelativeSize=0.700000) SizeScale(1)=(RelativeTime=0.500000,RelativeSize=1.000000) SizeScale(2)=(RelativeTime=1.000000,RelativeSize=0.700000) SizeScaleRepeats=12.000000 StartSizeRange=(X=(Min=5.000000,Max=5.000000),Y=(Min=5.000000,Max=5.000000),Z=(Min=5.000000,Max=5.000000)) UniformSize=True InitialParticlesPerSecond=100.000000 Texture=Texture'FX_E_T.fx_teleport.fx_teleport04' LifetimeRange=(Min=50.000000,Max=50.000000) WarmupTicksPerSecond=1.000000 RelativeWarmupTime=3.000000 Name="SpriteEmitter2" End Object Emitters(5)=SpriteEmitter'LineageEffect.teleport_map_a.SpriteEmitter2' Begin Object Class=SpriteEmitter Name=SpriteEmitter3 UseColorScale=True ColorScale(0)=(Color=(B=255,G=255,R=255,A=255)) ColorScale(1)=(RelativeTime=0.157143,Color=(B=88,G=88,R=88,A=255)) ColorScale(2)=(RelativeTime=0.346429,Color=(B=255,G=255,R=255,A=255)) ColorScale(3)=(RelativeTime=0.514286,Color=(B=97,G=97,R=97,A=255)) ColorScale(4)=(RelativeTime=0.675000,Color=(B=255,G=255,R=255,A=255)) ColorScale(5)=(RelativeTime=0.846429,Color=(B=91,G=91,R=91,A=255)) ColorScale(6)=(RelativeTime=1.000000,Color=(B=255,G=255,R=255,A=255)) ColorMultiplierRange=(X=(Min=0.000000,Max=0.000000),Y=(Min=0.500000,Max=0.500000)) Opacity=0.450000 FadeOutStartTime=3.040000 FadeOut=True FadeInEndTime=0.440000 FadeIn=True MaxParticles=2 Name="tele_glow" UseSizeScale=True UseRegularSizeScale=False SizeScale(0)=(RelativeSize=0.700000) SizeScale(1)=(RelativeTime=1.000000,RelativeSize=1.300000) StartSizeRange=(X=(Min=130.000000,Max=130.000000),Y=(Min=130.000000,Max=130.000000),Z=(Min=130.000000,Max=130.000000)) UniformSize=True InitialParticlesPerSecond=100.000000 Texture=Texture'FX_E_T.LightGlowSet.npc_2f_etc_G' WarmupTicksPerSecond=1.000000 RelativeWarmupTime=4.000000 Name="SpriteEmitter3" End Object Emitters(6)=SpriteEmitter'LineageEffect.teleport_map_a.SpriteEmitter3' Begin Object Class=SpriteEmitter Name=SpriteEmitter4 UseColorScale=True ColorScale(0)=(Color=(B=255,G=255,R=255,A=255)) ColorScale(1)=(RelativeTime=0.271429,Color=(B=98,G=98,R=98,A=255)) ColorScale(2)=(RelativeTime=0.500000,Color=(B=255,G=255,R=255,A=255)) ColorScale(3)=(RelativeTime=0.771429,Color=(B=90,G=90,R=90,A=255)) ColorScale(4)=(RelativeTime=1.000000,Color=(B=255,G=255,R=255,A=255)) Opacity=0.230000 FadeOutStartTime=2.920000 FadeOut=True FadeInEndTime=1.200000 FadeIn=True MaxParticles=5 Name="tele_line" SpinParticles=True SpinCCWorCW=(X=1.000000) SpinsPerSecondRange=(X=(Min=0.020000,Max=0.020000)) StartSpinRange=(X=(Max=1.000000)) UseSizeScale=True UseRegularSizeScale=False SizeScale(0)=(RelativeSize=0.500000) SizeScale(1)=(RelativeTime=1.000000,RelativeSize=1.000000) StartSizeRange=(X=(Min=120.000000,Max=150.000000),Y=(Min=120.000000,Max=150.000000),Z=(Min=120.000000,Max=150.000000)) UniformSize=True InitialParticlesPerSecond=50.000000 Texture=Texture'FX_E_T.fx_teleport.fx_teleport07' WarmupTicksPerSecond=1.000000 RelativeWarmupTime=4.000000 Name="SpriteEmitter4" End Object Emitters(7)=SpriteEmitter'LineageEffect.teleport_map_a.SpriteEmitter4' Begin Object Class=SpriteEmitter Name=SpriteEmitter5 UseColorScale=True ColorScale(0)=(Color=(B=255,G=255,R=255,A=255)) ColorScale(1)=(RelativeTime=0.128571,Color=(B=115,G=115,R=115,A=255)) ColorScale(2)=(RelativeTime=0.300000,Color=(B=255,G=255,R=255,A=255)) ColorScale(3)=(RelativeTime=0.471429,Color=(B=115,G=115,R=115,A=255)) ColorScale(4)=(RelativeTime=0.646429,Color=(B=255,G=255,R=255,A=255)) ColorScale(5)=(RelativeTime=0.821429,Color=(B=106,G=106,R=106,A=255)) ColorScale(6)=(RelativeTime=1.000000,Color=(B=255,G=255,R=255,A=255)) ColorScaleRepeats=10.000000 ColorMultiplierRange=(X=(Min=0.500000,Max=0.500000),Y=(Min=0.500000,Max=0.500000),Z=(Min=0.700000,Max=0.700000)) Opacity=0.430000 FadeOutStartTime=50.000000 MaxParticles=2 Name="tele_black02" SpinParticles=True SpinCCWorCW=(X=1.000000) SpinsPerSecondRange=(X=(Min=0.050000,Max=0.050000)) StartSpinRange=(X=(Max=1.000000)) UseSizeScale=True UseRegularSizeScale=False SizeScale(0)=(RelativeSize=0.700000) SizeScale(1)=(RelativeTime=0.500000,RelativeSize=1.000000) SizeScale(2)=(RelativeTime=1.000000,RelativeSize=0.700000) SizeScaleRepeats=10.000000 StartSizeRange=(X=(Min=45.000000,Max=45.000000),Y=(Min=45.000000,Max=45.000000),Z=(Min=45.000000,Max=45.000000)) UniformSize=True InitialParticlesPerSecond=100.000000 AutomaticInitialSpawning=False DrawStyle=PTDS_Darken Texture=Texture'FX_E_T.etc.fx_e_t001_34' TextureUSubdivisions=1 TextureVSubdivisions=2 SubdivisionEnd=1 LifetimeRange=(Min=50.000000,Max=50.000000) Name="SpriteEmitter5" End Object Emitters(8)=SpriteEmitter'LineageEffect.teleport_map_a.SpriteEmitter5' Begin Object Class=SpriteEmitter Name=SpriteEmitter8 ColorScale(0)=(Color=(B=255,G=255,R=255,A=255)) ColorScale(1)=(RelativeTime=1.000000,Color=(B=255,G=255,R=255,A=255)) Opacity=0.430000 FadeOutStartTime=1.770000 FadeOut=True FadeInEndTime=1.170000 FadeIn=True MaxParticles=4 Name="tele_glow2" SpinParticles=True SpinsPerSecondRange=(X=(Min=0.100000,Max=0.200000)) StartSpinRange=(X=(Max=1.000000)) StartSizeRange=(X=(Min=15.000000,Max=32.000000),Y=(Min=15.000000,Max=32.000000),Z=(Min=15.000000,Max=32.000000)) UniformSize=True InitialParticlesPerSecond=50.000000 Texture=Texture'FX_E_T.eva_effect.eva_effect_map38' SubdivisionEnd=7 LifetimeRange=(Min=3.000000,Max=3.000000) WarmupTicksPerSecond=1.000000 RelativeWarmupTime=3.000000 Name="SpriteEmitter8" End Object Emitters(9)=SpriteEmitter'LineageEffect.teleport_map_a.SpriteEmitter8' bNoDelete=False } So, you need to repaint default textures of Lineage for this NPC. Textures: ( FX_M_T.utx - texture pack ), next - groups and textures. FX_M_T.M_FX_particle.fx_head_texture15 FX_M_T.M_FX_particle.fx_head_texture22 FX_E_T.fx_teleport.fx_teleport04 FX_E_T.LightGlowSet.npc_2f_etc_G FX_E_T.fx_teleport.fx_teleport07 FX_E_T.etc.fx_e_t001_34 FX_E_T.eva_effect.eva_effect_map38 Staticmeshes with textures into staticmeshes ( FX_E_S.usx - staticmesh, next groupds and mesh ): FX_E_S.fx_teleport.fx_teleport_mesh01 FX_E_S.fx_teleport.fx_teleport_mesh05 FX_E_S.fx_teleport.fx_teleport_mesh02
  16. I think you better pay someone who would do this for you. You cannot conquer all in one day, experience is needed... Also L2Editor incorrectly saves animations. If we say about Unreal2 Tournament the texture must first be decoded ( using l2tool by acmi ) so that it can be opened normally in Unreal runtime ( also you can download Unreal with patch by Gildor ( search ) ). You haven't figured out the textures, but you want to edit or open *.ukx already. First, read the documentation on the textures of what they are, try repainting part of the armor ( as in the video lesson that was sent to you ), then move on to something newer. You want it all at once, but it’s not possible in life... It is also unclear what you are editing there. Maybe the files are not encrypted with a another encoding, so they need to be decrypted. Maybe the file is protected from tampering ... there are very, very many nuances that you can’t recognize in a day and a week. Try to start with something simple. P.s In your line of the NPC there should be at least a record of the model from the NPC (class + model).
  17. You have already been told that there is no way to do anything like this for interlude... at least without global changes. it's easier to lower the client. P.S And since you decided to write in the subject, please indicate the chronicles. So it will be easier for people to understand your question and delve into the problem.
  18. In npcgrp.dat u can find patch to scripts of npc, models, textures, ID of npc and etc. LineageMonster2.Anakim ( LineageMonster2.u = pack; anakim = name of script with settings and info about effect ). About links for guides, just open Client Dev section and you will see pinned guides for effects, for npc adaptation and etc.
  19. I mean knowledge of editing effects, assigning them to NPCs, editing NPCs in 3D max. You also need a compiler ( there is one in the share, but I don’t know if it works well or not ). To see code of Anakim you can with UTPT ( just to see and take maybe ).
  20. Without the necessary editing knowledge, you cannot do it. The effects of Anakim are attached to the bone (which your NPC does not have), + other settings. You need to edit the NPC itself ( add a bone / change ) in software for 3D and customize it to the same like Anakim, or decompile the code of anakim from .*u package, compile it with the necessary changes in new .*u and use. We have guides on the MXC about compilation of effects.
  21. The lines on top are needed ( in this case, I did not split the name with animation into different files ). Before sending the file I checked it myself, everything worked. I can compile the LineageMonster.u completely ( with new name just for lion or wyvern ), but it will be a bit later. P.S You have strange wyvern model ( it doesn't even look like default wyvern ).
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