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newrostman

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  1. Update Oct 10, 2026 Note: there is a problem with the Vulkan backend on Windows. I’ll fix it in the next version. New - Extra tile settings for export. Capture can now save separate images of a single tile: each floor of TOI, Cruma Tower and dungeons, cut at the height you need. You can also hide bushes and small plants (passable surfaces) to see the ground under dense forest (for example, the Forest of Mirrors). Settings: Options -> Capture -> Export -> Tile views. Ready-made configs are included for TOI, Cruma Tower, Garden of Eva, Forgotten Temple, School of Dark Arts, Imperial Tomb, Antharas Lair and Beleth’s room. - Height cut in the Viewer. In the top-down view (O key), Scene -> World -> Height cut hides everything above or below a given height. Handy for finding floors, and the numbers work directly in Tile views. Example. - Interface scale. Options -> Interface -> Interface scale: automatic from your system settings, or manual from 100% to 300%. Fixes text that is too small on Windows. - The start menu has a Logs button. If something breaks, please attach the log to your message. Logs of the last three runs are kept. Improved - Cruma no longer closes silently or shows only “Failed to launch JVM”. When an error happens, a message explains what went wrong. - Capture now saves tiles to the ~/Pictures/Cruma folder, separately for each client. - You can turn on deleting old tiles before a new export. - On the radar map, the TOI roof is no longer cut off, and Primeval Isle and the Forest of Mirrors are shown without tree canopies. Link to the new version MediaFire Link to the previous version: MediaFire Update Oct 11, 2026 New - Essence support (tested with the latest EU version). - Tile views for Capture can now keep terrain, static meshes or CSG whole and cut only the rest. The cut can also be limited to a circle around a point: only the area inside the circle is cut and the terrain and trees around it stay (settings screenshot). This is now enabled for TOI floors 1-3. Here’s an example of TOI 1st floor with the terrain and everything around the tower kept whole. Fixes - Fixed a crash with Vulkan on Windows when loading clients newer than HF. - Animated effects (such as banners) now blend smoothly between animation frames, like in the client, instead of stepping. - Static meshes with baked lighting no longer lose their lightmap on DX and Vulkan. Improvements - RAM usage after loading the world should drop by about 50%. - World loading should be a bit faster (less redundant work). By the way, try the Custom Lighting option in Graphics (in the menu) or in Scene settings once a world is loaded. It adds extra shadows. See an example Essence radar map with shadows enabled here. Link to the new version 0.1.2 Link to the previous version: 0.1.1
  2. Background Around 2024, I needed a high-resolution radar map, so I contacted one of the developers in the community who was creating them. The estimated development time was about four months with a price tag of nearly $10k. That seemed way too expensive for my needs, so I decided to build it myself. I soon came across l2mapper (credits to justgos, who appears to be the original author). It was functional but as the author himself mentioned the project was quite messy. It had bugs, performance was poor and loading the entire world wasn't possible. Later, I found l2mapconv which seemed to be implemented much better. However, it only supported certain texture types for static meshes. Other material types, terrain surfaces and various other elements were rendered without textures. Since I was much more comfortable with Java, while my experience with C++ was mostly out of necessity, I decided to use the second project as a foundation, rewrite it in Java and incorporate some of the rendering approaches from the first project to support more material types. Because the architectures of the two projects were quite different, the port wasn't very straighforward. The whole process took around two to three months. By the end, I had the radar map I originally needed, along with the ability to load and explore the entire Lineage 2 world. The major missing features were FX effects and billboard animations. There were also some issues with ambient lighting but none of that was particularly important for generating radar maps. Revisiting the Project A few months ago, I decided to experiment with one of OpenAI's newer models to see if it could help me finish implementing the rendering of all material types and replace OpenGL with bgfx. My main motivation was that macOS, my primary operating system, only supports OpenGL up to version 4.1 while some of the performance improvements I wanted required newer OpenGL features. bgfx helps with supporting multiple rendering backends, including native Metal on macOS, Vulkan and DirectX. Current State The project has now reached a point where I feel comfortable sharing it with others. You can use it to generate radar maps for any Lineage 2 client version* at virtually any resolution. Each map tile is also exported as a separate file. Personally, I've had quite a bit of fun just being able to see the entire game world at once and explore any location within it. Available Modes There are three modes: Explore: Freely navigate the world using WASD to move the camera. You can adjust the movement speed using keys 1-5 and speed up or slow down using Shift and Alt. Press F1 to see all controls. Inspect: Select and isolate individual objects. I added this mode mainly to make it easier to identify and debug problematic materials. Diagnostics Platform Support and Performance The application supports Windows, macOS, and Linux. It works best on macOS, simply because that's where I've done most of the testing. On my M5 Max, I consistently get 60+ FPS. I've also tested it on Windows using the DirectX 11, DirectX 12 and Vulkan backends. On Linux it runs but I didn't test world loading so there might be issues. Troubleshooting If you encounter any issues, feel free to report them in this thread. Please include your OS version and the Lineage 2 client version you're using. If your PC struggles with performance, you can try adjusting settings in the main menu as well as the Scene Settings after loading the world or simply load only a portion of the world. Link: https://www.mediafire.com/folder/7aiqb3k04jbbt/0.1.0-preview Screenshots: *Only the following client versions have been tested: C4, C6, GF, HF, and Salvation: The Gathering / Orfen (EN152).
  3. Hi all. First of all, thanks for the guide. It's really helpful! Does somebody know why there are prop duplicates across the same class? For instance, wizard_heretic_priest has DeBuff = 264568833 and DeBuff = 0. How to handle such situation?
  4. Yes, I noticed it but it's still clear how to selecte the item (even if in the code above it'll drop multiple of them) ).
  5. Oh I see. At the first glance it looked weird for me but now I see how the items with the same chance could be dropped ^-^ Thank you)
  6. Hello, guys. It might be a stupid question but I didn't find antyhing useful in the web. I have one unclear point about l2 drop system. As I undestand there are categories. Each category has chance to be selected randomly. And each category has one or more items within. But only one item could drop from the category. And that's what confuses me. For example, category has 4 items: item1 with 5% chance, item2 with 10% chance, item 3 with 25% chance and item4, item5 both with 30%. And the random number is 15. Which item should be selected and how??? For me it looks logically if every item with chance > random chance should be selected but as I unsdenstood correcly this is not the case: only one item from category goes to the ground. But what kind of calculations can handle that? :poker face:
  7. Can anyone upload this to another website? Thank you.
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