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SGER@fjs last won the day on December 8 2020

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  1. Cute horn It is up to the server to equip the weapon/armor to the mount
  2. Use ue2runtime vertmesh is compatible with L2 and use Actor, not Emitter class e_u_effect_ghost extends Actor;
  3. k-on? meeehh... But nice job creating an animated texture, texture by texture. xD
  4. icon.skills_i open ActionName-e.dat and you can find references of the names
  5. well I bring you the boss fafurion ... I did what I could .. xD download: https://www.mediafire.com/file/q312jxcq42qilxq/FAFURIONBOSS.rar/file fix death anim: https://www.mediafire.com/file/7dy07ipmn2lu1ap/LineageNPCFAFU.7z/file recommended: corpseTime = 11 radius 200 height 320
  6. I use the same source code compiled with microsoft visual studio community 2013 update 5 lock post reason: solved
  7. try with that https://mega.nz/file/95ET3CCD#q79bSmCtTbNRCsy0AvzossQhMkY2yxaqQMQuicT6hl8 is the compiled version of @lordofdest source code. I did not find any visual problems in sight.
  8. I recommend that you use the umodel in the same game folder and export, like this: Otherwise you will have the problem you mention, since the umodel cannot find the reference of the textures, then it will not export the information.
  9. no, that will depend on the texture you want to add the specular In the case of "MShaman_m002_t59_l_ori" you have "Specular = TexEnvMap'LowBody.TexEnvMap1 '", then when you export with the umodel you must look specifically for "TexEnvMap1" which would be the file TexEnvMap1.props.txt, and inside this it will tell you corresponding texture to use. In short it would be: http://www.mediafire.com/convkey/0eb8/61rnsiahvd6yhcszg.jpg In the case of the draconic: http://www.mediafire.com/convkey/efc7/p4lzb51aw2bfx0xzg.jpg
  10. read specular and specularitymask https://docs.unrealengine.com/udk/Two/MaterialsShaders.html#Specular Specular With this, you can blend an EnvironmentMap on the Shader: set a TexEnvMap texture in Specular and the Shader will look shiny. You can also add a SpecularityMask, this is a texture with an alphachannel, or a masked texture, that tells how shiny the Shader has to be in each pixel. The black parts of the alphachannel leave it mat, and the white parts become the shiniest. Of course, the SpecularityMask doesn't do anything if you didn't set a TexEnvMap in Specular. This is a Shader with Specularity on it, and the SpecularityMask is a white alphachannel with a black circle in it: SpecularityMask This Material is used in conjunction with the texture assigned to the Specular field. The SpecularityMask uses the alpha channel of whatever texture or Material that is assigned to it and uses it as a mask for the Specular field.
  11. So, back to the root of the problem. The "static meshes" have lost the textures. With L2PE you can check it. https://mega.nz/file/Q1NClaZS#LndlWhBy2Sd29rby8mqZSeb8qS7Zg_d_6s-khftV8f0 And share all files you use Or create from 0 Scripts: https://yadi.sk/d/h47U4yj5B54wdA Staticmeshes/Textures: http://www.mediafire.com/file/sifws5l5uawq9qi/LineageEffectsStaticmeshes.7z/file http://www.mediafire.com/file/ryyahtgu04bm2ow/LineageEffectsTextures.7z/file
  12. Warning: Failed to load 'LineageEffectAs_Dragon': Can't find file for package 'LineageEffectAs_Dragon' basically tells you that it couldn't find the file then it will compile it the same, but without saving the information. for that you need remove it: Emitters(0)=MeshEmitter'LineageEffectAs_Dragon.weapon_vala_buster.MeshEmitter54' Emitters(0)=MeshEmitter'MeshEmitter54' and recopile from 0
  13. TexEnvMap is a modifier, not texture. with umodol only can export the properties https://docs.unrealengine.com/udk/Two/MaterialsModifiers.html
  14. missed material/textures when you make .u with L2PE you can check it. show your logs from ucc compiled
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