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NevesOma

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Everything posted by NevesOma

  1. Use your Lineagemonster.u + my new *.u for wyvern. Just change in npcgrp.dat ( ID 12621 ) name LineageMonster.wyvern to Lineage2Wyvern.wyvern Download new *.u for wyvern: https://mega.nz/file/KExQWa7Y#-Zsb957xgH3OJdiuK7UGmXZRVnnc80XV7culd6SKtog
  2. If I understand correctly, you need a new monster to work as a strider and a default wyvern ( not custom from new pack ), right? And you want to change custom mesh to default from edited LineageMonster.u ?
  3. L2tool by acmi -> save for L2 -> open with Unreal -> edit -> Save from Unreal -> encrypt to 121 -> done. We have guides on MXC. Icons you can find too in my shares.
  4. Hex editor ( if you don't have knowledge ). UTPT ( to see code of monster ). Try maybe with L2PE too. But why do you need this?
  5. I believe that updating the plugin is not that helps you ... because l2tool always displays an error when different types of textures are installed. You most likely saved the texture in DXT3 ( as requested by l2tool ). About interface: check interface textures for background and change like textures in L2Font-*.utx Locked. Reason: solved.
  6. Hero cloak: About your screen from 1st post: in the share there is a likeness of these versions ( but not as in the original with effects ). The original cloaks as in the first photo, in my opinion, do not exist in the share. But maybe someone uploaded them.
  7. Hello, guide: Use Umodel, l2tool, Unreal 2 Runtime Editor, Photoshop ( + DDS plugin ) and l2decrypt. Extract all textures from old *.utx, edit your background in Photoshop and save + import ( or replace ) to *.utx.
  8. Save your texture in DXT3 format, not in DXT1 ( exactly as l2tool writes to you ).
  9. You should have something like this: static function DialogShow (EDialogModalType modalType, EDialogType dialogType, string strMessage, string strControlName, optional int dialogWeight, optional int dialogHeight, optional bool bUseHtml, optional string customIconTexture) { local DialogBox script; script = DialogBox(GetScript("DialogBox")); script.ShowDialog(modalType,dialogType,strMessage,strControlName,dialogWeight,dialogHeight,bUseHtml); if ( customIconTexture != "" ) { script.setIconTexture(customIconTexture); } } local DialogBox script; - this should be your line (41) Please tell me how did you get the interface decompilation?
  10. Take as a base a line from Gracia Final and from H5 transfer values for animation and textures from armorgrp.dat or weapongrp.dat. I have already described this process before.
  11. Try to use l2tool by acmi, open you icon.utx, use button Next: open with Unreal 2 Tournament Editor. You can see the icons in the format pack.group.iconname
  12. Can you show UICOmmonAPI.uc ? The error says that you do not have a variable name in line 41. Check this line.
  13. As @SGER@fjs wrote to you, try to use IDs in order. Like: 1 2 3 4 5, not 1 5 4 2 3 etc. Or move your new IDs to the top of the list.
  14. That's right, editing from the interface is also needed.
  15. I will help you. Folder: ./systextures Files: sp_32b_01.bmp - sp_32b_N.bmp sp_256_01.bmp - sp_256_N.bmp *N - number. This act needs to be repeated as many times as you have files in total. Locked. Reason: solved.
  16. This is not enough ( to change the grade in database ).
  17. By default, it has no glow. On the screen, I added a glow from the dagger ( this glow needs to be fixed so that it is on the entire surface of the weapon ).
  18. Hello. Chronicles? I guess Interlude.
  19. I already explained to you what you need to do for c4 differently, not through the OAUKX as was done with the models for the Interlude ( as I see from your lines for armorgrp ), but through the editor ( I sent you a link to a cool manual that should clear up all the questions ). You need to extract all the models and assemble it in a new one in the Unreal editor. It will works for c4. __________ Locked.
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