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NevesOma

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Everything posted by NevesOma

  1. Ready pack! Eur 12 ( BUFFER,SHOP,GK) + HTMLs + NPCs ( effects ). SEE MY PROFILE.

  2. Price: 12 eur / 1 copy. Available: 10 cop. What you will have: 3 new NPCs with effects ( additional: server logo ); 3 new custom HTML designs for BUFFER ( with profiles and buffs ), GMSHOP and GK. Can be translated to English or any your language. Unique buttons ( with click effects ), high quality. We can make any custom pack for you ( Event manager, Shop, Buffer, Tattoo master, GK, any service with unique HTML design ( maked from 0 ) and unique NPCs with your serverlogo ). _____________________________________ Contact me: My skype: Support_La2-Pro Personal messages. _____________________________________ Development: NevesOma | OrmJevil Screens:
  3. Hello, Guys today i would like to share with you Good program Unreal Poly Editor. So, let's start. What is Unreal Poly Editor (UPE)? UnrealPolyEd (or UPE) is a program that allows creating complex 3D brushes that model outdoor terrain in the Unreal engine. It primarily targets the Unreal1 and the Unreal Tournament (UT) engine, which itself lack support for creation of complex 3D brush geometry. Similar tools must have been used by the original creators of Unreal, Unreal: Return to Na Pali and Unreal Tournament. Notice the environment brush geometry in the following example. Example: Glathriel Village in Unreal: Return to Na Pali It is unclear how those brushes were originally created, because the official editor released with the games (UnrealEd) does not directly support their creation. UnrealPolyEd is an external tool that fills this gap. It is specifically suitable to create 3D outdoor environment brushes for use in Unreal1 or Unreal Tournament. Copyright © 2000-2014 by Michael 'Sidewinder' Geisinger, all rights reserved. Download link: https://l2j-mod.ru/download/UnrealPolyEd.rar
  4. Look for the L2FileEdit and open... Locked.
  5. Developer: BITHACK Youtube channel: BIT hack VK page: https://vk.com/donpo
  6. Dear, Users, since many people requested about new icons I wanna just share it here. All chronicles. To view the icons you can use L2tool by Acmi, Umodel by Gildor, L2ViewUtx, UTPT or L2 Database ( web ). The names of the icons remained original. Download Link: https://l2j-mod.ru/download/All_L2_icons_upToFafurion.rar
  7. Read about l2tool and read about method how to make your *.utx package ( you can find guides on MXC ). You will be interested. Try it, I'm sure you will succeed. If something is not clear - ask, do not be shy.
  8. Yes, all of you can use these custom package with icons for Gracia Final, for H5 and etc. The enciding for the textures is the same. Just add texture to the client and use.
  9. Free skills; Free NPCs;
    Free Cursors; Check my profile for shares.

  10. When Adena is dropped, binding to the emitter is triggered, for example ( emitter when Adena is dropped ): class coins extends Emitter; defaultproperties { Begin Object Class=MeshEmitter Name=MeshEmitter1 StaticMesh=StaticMesh'LineageEffectsStaticmeshes.etc.coin01' RenderTwoSided=True Acceleration=(Z=-200.000000) ColorMultiplierRange=(X=(Min=0.900000,Max=0.900000),Y=(Min=0.950000,Max=0.950000)) MaxParticles=20 RespawnDeadParticles=False AutoDestroy=True Name="MeshEmitter1" StartLocationShape=PTLS_Sphere SphereRadiusRange=(Min=2.000000,Max=2.000000) SpinParticles=True SpinCCWorCW=(X=0.000000) SpinsPerSecondRange=(Y=(Min=3.000000,Max=6.000000)) StartSpinRange=(X=(Max=360.000000),Y=(Min=360.000000),Z=(Max=360.000000)) UseSizeScale=True UseRegularSizeScale=False StartSizeRange=(X=(Min=0.600000,Max=0.600000)) UniformSize=True InitialParticlesPerSecond=80.000000 LifetimeRange=(Min=1.000000,Max=1.000000) StartVelocityRange=(Y=(Min=-40.000000,Max=-20.000000)) Name="MeshEmitter1" End Object Emitters(0)=MeshEmitter'MeshEmitter1' Begin Object Class=MeshEmitter Name=MeshEmitter2 StaticMesh=StaticMesh'LineageEffectsStaticmeshes.etc.coin01' RenderTwoSided=True Acceleration=(Z=-200.000000) ColorMultiplierRange=(X=(Min=0.900000,Max=0.900000),Y=(Min=0.950000,Max=0.950000)) AutoDestroy=True Name="MeshEmitter2" StartLocationOffset=(Z=3.000000) StartLocationShape=PTLS_Sphere SphereRadiusRange=(Min=2.000000,Max=2.000000) SpinCCWorCW=(X=0.000000) UseRegularSizeScale=False StartSizeRange=(X=(Min=3.000000,Max=3.000000)) UniformSize=True StartVelocityRange=(Y=(Min=-40.000000,Max=-20.000000)) Name="MeshEmitter2" End Object Emitters(1)=MeshEmitter'MeshEmitter2' bNoDelete=False bTrailerSameRotation=True LifeSpan=40.000000 Mass=4.000000 }
  11. BNS is based on Unreal Engine 3 => we can try to export content, but if you want with animation like dropitem then it's impossible I think, we don't have any solution to attach animation to dropitem. We can do animation like frames / models, but we are not perverts to do as "animated" cloaks... effect can be maked like pseudo-effect. Animation can be maked if we will have it like NPC. Animation can be created by yourself.
  12. According to user statements. The monster had a problem with height. Checked, really so. For those who have a problem - please visit this topic, there is a solution to the problem + updated files. Fixed by me ( check my message ):
  13. Hello. The solution for you: This monster ( monsters ) use default Lineage 2 script ( skeleton ), monster already have height coordinates inside the editor, but author of the monster use SizeScale in Unreal => We get a bad height... Solution: to reedit monster size ( yourself, then need to reimport ) or to make a new script for monster with height and etc values. I can help you. Fixed monsters: Please replace all new files ( *.ukx and add new *.u script to your system ). Collision_height and Collision_radius you can find in forDatabase.txt Link for downloading: https://dropmefiles.com/Lc6Zt ( link available 14 days, I will reupload if someone later asks ).
  14. Hello, use alpha channel. How to make alpha channel ( guide ): https://www.youtube.com/watch?v=F_wX4IBZIo4 Export format: DDS / TGA. if you want to make alpha channel for already existing icon, then use umodel for extracting, UTPT, L2Tool to convert the package ( you can then open in the editor ).
  15. We can make like dropitem without effects ( I can make with pseudo-effects too, it will works ), but without animation if you search for simple dropitem. Like NPC it is more easier to do with the effect.
  16. @Finn already told you the solution. Check for L2Editor on MXC and try.
  17. Ok, when I have free time, I will make a small update for H5 chronicles ( in this topic ). Subscribe to this topic.
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