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GLO

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Posts posted by GLO

  1. 4 hours ago, SGER@fjs said:

    Do not modify the texture and just change from "PTDS_Translucent" to "PTDS_Darken".

    Here docs: https://docs.unrealengine.com/udk/Two/EmittersReference.html#Texture

     

    Begin Object Class=SpriteEmitter Name=SpriteEmitter3

            .........
            InitialParticlesPerSecond=30.000000
            AutomaticInitialSpawning=false

          DrawStyle=PTDS_Darken
            Texture=Texture'Corason.fx_m_t0127'
            ........
        End Object

     

    Or modify the texture leaving transparent (with alpha) and put "PTDS_Regular"

    correct

  2. On 3/23/2020 at 3:28 PM, scraw said:

    *Search your armor of apella's ID's in google or if u have it is even better

    *seach the armor ID's that appears below(full plate armor)

    *download ~> l2file edit .open it

    *search in your system ~> etcitemgrp.dat.(open it)

    *Find apella's with their ID's ,drag to right till you find the icon like this ~> icon.armor_t1006_ul_i00 <~ this is actually apella's doublet  icon

    *Find the full plate armor and drag it to the right until you find the icon and copy/paste Apella's icon

    *Do those last 2 steps for all Apella's part and save it as 413(interlude)

    *CLose l2.exe (if it is open) 

    *Move that to your client system and open L2.exe again and check!

     

    ***Careful after you do that ,Full plate armor will be seen Like Apella

     

    (Or you can  Edit your interface or html for your classic view style

    it seems that is has the wrong ID's on apella)

     

     

     

    this is very wrong.

     

    the solution is in setItemGrp or whatever its called

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