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Posts posted by SGER@fjs
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Use ue2runtime vertmesh is compatible with L2
and use Actor, not Emitter
class e_u_effect_ghost extends Actor;
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k-on? meeehh...
But nice job creating an animated texture, texture by texture. xD
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icon.skills_i
open ActionName-e.dat and you can find references of the names
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well I bring you the boss fafurion ...
I did what I could .. xDdownload: 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- 1
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1 hour ago, AtheIstan said:
It worked! Thank you! Did you compile it yourself? Because I have the source code of it as well but it seems different than yours.
I use the same source code
compiled with microsoft visual studio community 2013 update 5
lock post
reason: solved
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15 hours ago, AtheIstan said:
hello, i compiled lineageeffect.u using l2editor ucc and retail .uc scripts but after compile arrow effect and all archer skills effects like double shot, stunning shot etc. are not working
https://gyazo.com/9821691632c2fd43f246f52ed1c0e5d5
any idea what is wrong here? thank you
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.
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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.
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2 minutes ago, Orphexile said:
@SGER@fjsIn my specific problem, I am trying to port the C6 textures into a C1 client and keep them as authentic as I possibly can, so knowing which of the textures included in the Cubemap textures to include is "vital".
Is the "trick" to always include the "Shine0" one when setting a Specular, because I have a metric tonne of Specular textures?
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
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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.
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On 12/6/2020 at 11:43 PM, CriticalError said:
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-khftV8f0And 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
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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
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13 hours ago, Orphexile said:
TexEnvMap is a modifier, not texture.
with umodol only can export the properties
https://docs.unrealengine.com/udk/Two/MaterialsModifiers.html
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On 12/6/2020 at 11:43 PM, CriticalError said:
Hello guys, well as long time nobody see me here, I come back because in my localhost server I doing some mods and after remake Valakas Weapons and apply emitters compiling .uc got this errors, somebody can help me for bit? it look like is a staticmesh or something like that, but anything is there, I check files and all textutes, staticmeshes and meshes are there so what you think? all help appreciated.
missed material/textures when you make .u
with L2PE you can check it.
show your logs from ucc compiled
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Specular = TexEnvMap'LowBody.TexEnvMap1'
In the same package MShaman.utx
And you have something like this:
EnvMapType = EM_CameraSpace (1)
TexCoordSource = TCS_CameraEnvMapCoords (11)
TexCoordCount = TCN_3DCoords (1)
TexCoordProjected = false
Material = Texture'Shine.Shine0' <---- CUBEMAPS.UTX
FallbackMaterial = None
DefaultMaterial = None
SurfaceType = 0
bUseTextureAsHeat = false
HeatMaterial = None
with L2PE you can see21 hours ago, Orphexile said:One last thing if you can. Do you know what's the difference between using a Shader with OB_Masked or Final Blend with FB_AlphaBlend? I'm guessing that FB_AlphaBlend is more resource heavy, but that hardly matters in 2020? I can for example achieve the same visual result, at least as far as I can tell, with either, but OB_Masked seems a lot easier to set.
https://docs.unrealengine.com/udk/Two/MaterialTutorial.html
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5 hours ago, DjNanos said:
Im trying to find a way to make on interlude necromancer's death spike look like C7 etc death spike, the red thing but i dont even know the file that i have to open nor how to transfer it from another client, can anyone help me?
Sry if its in the wrong section, i wasnt sure where to post this.http://www.mediafire.com/file/ffqbkpi5pmd1ura/system.rar/file by viRUS
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Info:
General size 900x600 (background)
HTMLViewer size 861x561
download: http://www.mediafire.com/file/fopm6nrau8rqtlo/CommunityBoardWithoutFrames.rar/file
PSD: http://www.mediafire.com/file/wza9sgm6d0zhim3/communityboard2.rar/file
preview: https://i.imgur.com/T2Z4QXh.jpg
example: html/communityboard/top/index.html
<html> <body> <br>. Gameplay<br>. The first thing a player does when playing Lineage II is to create a character. They can choose their character's race and personalise the character's face and hair. However, the gameplay allows many options for personalisation of the character visuals: for example, the player can choose a hairstyle, hair colour, facial expression, and gender among other features.<br>. Every player begins the game in a temple in their character's race's zone (for example: Humans start in "Talking Island" and the Dark Elves in "The Shilen Temple"). Most commonly, the player can choose between a mage and a fighter in each race except Dwarves and Kamael, which can be only fighters.<br>. Battles<br>. A major part of Lineage II gameplay is combat. Monsters can be found outside of Towns on the hunting fields or deep inside underground dungeons. When the player defeats a monster, their character gets XP and SP to help them level up and learn new skills.<br>. Players can also fight other players through a PvP system.<br>. Death<br>. If a player's character dies in battle, they are given the option to resurrect in the nearest town or village. They can also wait for another player to resurrect them with a Resurrection scroll or spell. Resurrecting in the nearest town will costs a fraction of the XP gained, which grows exponentially with level. Resurrection spells and elite scrolls generally restore some of the lost experience. Gameplay<br>. The first thing a player does when playing Lineage II is to create a character. They can choose their character's race and personalise the character's face and hair. However, the gameplay allows many options for personalisation of the character visuals: for example, the player can choose a hairstyle, hair colour, facial expression, and gender among other features.<br>. Every player begins the game in a temple in their character's race's zone (for example: Humans start in "Talking Island" and the Dark Elves in "The Shilen Temple"). Most commonly, the player can choose between a mage and a fighter in each race except Dwarves and Kamael, which can be only fighters.<br>. Battles<br>. A major part of Lineage II gameplay is combat. Monsters can be found outside of Towns on the hunting fields or deep inside underground dungeons. When the player defeats a monster, their character gets XP and SP to help them level up and learn new skills.<br>. Players can also fight other players through a PvP system.<br>. Death<br>. If a player's character dies in battle, they are given the option to resurrect in the nearest town or village. They can also wait for another player to resurrect them with a Resurrection scroll or spell. Resurrecting in the nearest town will costs a fraction of the XP gained, which grows exponentially with level. Resurrection spells and elite scrolls generally restore some of the lost experience. </body></html>
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1 hour ago, MaKasTreRo said:
Hello, anythink this animation id from book Aura Bird - Falcon?
https://gyazo.com/78eaf6a821cc19481c0592b9ca702764?token=7204040e916dad839776a55378c35a91
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http://www.mediafire.com/file/euhszz8mng18u27/FX_RankingSkills.7z/file
[L2JMobius] -> ../data/stats/skills
<?xml version='1.0' encoding='utf-8'?> <list xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../../xsd/skills.xsd"> <skill id="500" levels="1" name="Chant of Victory"> <!-- The spirits of ancient heroes temporarily possess one's party members. Consumes 40 spirit ores. --> <!-- <set name="itemConsumeId" val="3031"/> --> <!-- Spirit Ore --> <!-- <set name="itemConsumeCount" val="40"/> --> <set name="mpInitialConsume" val="0"/> <set name="mpConsume" val="0"/> <set name="target" val="TARGET_PARTY"/> <set name="skillRadius" val="1000"/> <set name="reuseDelay" val="0"/> <set name="hitTime" val="0"/> <set name="power" val="20"/> <set name="isMagic" val="true"/> <set name="skillType" val="HEAL_PERCENT"/> <set name="operateType" val="OP_ACTIVE"/> <set name="aggroPoints" val="669"/> <for> <effect count="1" name="Buff" time="300" val="0"> <!-- stackOrder="1" stackType="CoV"> --> <mul order="0x30" stat="pAtk" val="1.1"/> <mul order="0x30" stat="pDef" val="1.2"/> <basemul order="0x30" stat="rCrit" val="0.2"/> <add order="0x40" stat="accCombat" val="4"/> <mul order="0x30" stat="pAtkSpd" val="1.2"/> <mul order="0x30" stat="mAtkSpd" val="1.2"/> <mul order="0x30" stat="cAtk" val="1.2"/> <mul order="0x30" stat="mAtk" val="1.2"/> <mul order="0x30" stat="mDef" val="1.2"/> <!-- <mul order="0x30" stat="runSpd" val="0.8"/> --> <mul order="0x30" stat="maxHp" val="1.2"/> <!-- <mul order="0x30" stat="debuffVuln" val="0.8"/> --> </effect> </for> </skill> <skill id="501" levels="1" name="Chant of Victory"> <!-- The spirits of ancient heroes temporarily possess one's party members. Consumes 40 spirit ores. --> <!-- <set name="itemConsumeId" val="3031"/> --> <!-- Spirit Ore --> <!-- <set name="itemConsumeCount" val="40"/> --> <set name="mpInitialConsume" val="0"/> <set name="mpConsume" val="0"/> <set name="target" val="TARGET_PARTY"/> <set name="skillRadius" val="1000"/> <set name="reuseDelay" val="0"/> <set name="hitTime" val="0"/> <set name="power" val="20"/> <set name="isMagic" val="true"/> <set name="skillType" val="HEAL_PERCENT"/> <set name="operateType" val="OP_ACTIVE"/> <set name="aggroPoints" val="669"/> <for> <effect count="1" name="Buff" time="300" val="0"> <!-- stackOrder="1" stackType="CoV"> --> <mul order="0x30" stat="pAtk" val="1.1"/> <mul order="0x30" stat="pDef" val="1.2"/> <basemul order="0x30" stat="rCrit" val="0.2"/> <add order="0x40" stat="accCombat" val="4"/> <mul order="0x30" stat="pAtkSpd" val="1.2"/> <mul order="0x30" stat="mAtkSpd" val="1.2"/> <mul order="0x30" stat="cAtk" val="1.2"/> <mul order="0x30" stat="mAtk" val="1.2"/> <mul order="0x30" stat="mDef" val="1.2"/> <!-- <mul order="0x30" stat="runSpd" val="0.8"/> --> <mul order="0x30" stat="maxHp" val="1.2"/> <!-- <mul order="0x30" stat="debuffVuln" val="0.8"/> --> </effect> </for> </skill> <skill id="502" levels="1" name="Chant of Victory"> <!-- The spirits of ancient heroes temporarily possess one's party members. Consumes 40 spirit ores. --> <!-- <set name="itemConsumeId" val="3031"/> --> <!-- Spirit Ore --> <!-- <set name="itemConsumeCount" val="40"/> --> <set name="mpInitialConsume" val="0"/> <set name="mpConsume" val="0"/> <set name="target" val="TARGET_PARTY"/> <set name="skillRadius" val="1000"/> <set name="reuseDelay" val="0"/> <set name="hitTime" val="0"/> <set name="power" val="20"/> <set name="isMagic" val="true"/> <set name="skillType" val="HEAL_PERCENT"/> <set name="operateType" val="OP_ACTIVE"/> <set name="aggroPoints" val="669"/> <for> <effect count="1" name="Buff" time="300" val="0"> <!-- stackOrder="1" stackType="CoV"> --> <mul order="0x30" stat="pAtk" val="1.1"/> <mul order="0x30" stat="pDef" val="1.2"/> <basemul order="0x30" stat="rCrit" val="0.2"/> <add order="0x40" stat="accCombat" val="4"/> <mul order="0x30" stat="pAtkSpd" val="1.2"/> <mul order="0x30" stat="mAtkSpd" val="1.2"/> <mul order="0x30" stat="cAtk" val="1.2"/> <mul order="0x30" stat="mAtk" val="1.2"/> <mul order="0x30" stat="mDef" val="1.2"/> <!-- <mul order="0x30" stat="runSpd" val="0.8"/> --> <mul order="0x30" stat="maxHp" val="1.2"/> <!-- <mul order="0x30" stat="debuffVuln" val="0.8"/> --> </effect> </for> </skill> <skill id="503" levels="1" name="Chant of Victory"> <!-- The spirits of ancient heroes temporarily possess one's party members. Consumes 40 spirit ores. --> <!-- <set name="itemConsumeId" val="3031"/> --> <!-- Spirit Ore --> <!-- <set name="itemConsumeCount" val="40"/> --> <set name="mpInitialConsume" val="0"/> <set name="mpConsume" val="0"/> <set name="target" val="TARGET_PARTY"/> <set name="skillRadius" val="1000"/> <set name="reuseDelay" val="0"/> <set name="hitTime" val="0"/> <set name="power" val="20"/> <set name="isMagic" val="true"/> <set name="skillType" val="HEAL_PERCENT"/> <set name="operateType" val="OP_ACTIVE"/> <set name="aggroPoints" val="669"/> <for> <effect count="1" name="Buff" time="300" val="0"> <!-- stackOrder="1" stackType="CoV"> --> <mul order="0x30" stat="pAtk" val="1.1"/> <mul order="0x30" stat="pDef" val="1.2"/> <basemul order="0x30" stat="rCrit" val="0.2"/> <add order="0x40" stat="accCombat" val="4"/> <mul order="0x30" stat="pAtkSpd" val="1.2"/> <mul order="0x30" stat="mAtkSpd" val="1.2"/> <mul order="0x30" stat="cAtk" val="1.2"/> <mul order="0x30" stat="mAtk" val="1.2"/> <mul order="0x30" stat="mDef" val="1.2"/> <!-- <mul order="0x30" stat="runSpd" val="0.8"/> --> <mul order="0x30" stat="maxHp" val="1.2"/> <!-- <mul order="0x30" stat="debuffVuln" val="0.8"/> --> </effect> </for> </skill> <skill id="504" levels="1" name="Chant of Victory"> <!-- The spirits of ancient heroes temporarily possess one's party members. Consumes 40 spirit ores. --> <!-- <set name="itemConsumeId" val="3031"/> --> <!-- Spirit Ore --> <!-- <set name="itemConsumeCount" val="40"/> --> <set name="mpInitialConsume" val="0"/> <set name="mpConsume" val="0"/> <set name="target" val="TARGET_PARTY"/> <set name="skillRadius" val="1000"/> <set name="reuseDelay" val="0"/> <set name="hitTime" val="0"/> <set name="power" val="20"/> <set name="isMagic" val="true"/> <set name="skillType" val="HEAL_PERCENT"/> <set name="operateType" val="OP_ACTIVE"/> <set name="aggroPoints" val="669"/> <for> <effect count="1" name="Buff" time="300" val="0"> <!-- stackOrder="1" stackType="CoV"> --> <mul order="0x30" stat="pAtk" val="1.1"/> <mul order="0x30" stat="pDef" val="1.2"/> <basemul order="0x30" stat="rCrit" val="0.2"/> <add order="0x40" stat="accCombat" val="4"/> <mul order="0x30" stat="pAtkSpd" val="1.2"/> <mul order="0x30" stat="mAtkSpd" val="1.2"/> <mul order="0x30" stat="cAtk" val="1.2"/> <mul order="0x30" stat="mAtk" val="1.2"/> <mul order="0x30" stat="mDef" val="1.2"/> <!-- <mul order="0x30" stat="runSpd" val="0.8"/> --> <mul order="0x30" stat="maxHp" val="1.2"/> <!-- <mul order="0x30" stat="debuffVuln" val="0.8"/> --> </effect> </for> </skill> <skill id="505" levels="1" name="Chant of Victory"> <!-- The spirits of ancient heroes temporarily possess one's party members. Consumes 40 spirit ores. --> <!-- <set name="itemConsumeId" val="3031"/> --> <!-- Spirit Ore --> <!-- <set name="itemConsumeCount" val="40"/> --> <set name="mpInitialConsume" val="0"/> <set name="mpConsume" val="0"/> <set name="target" val="TARGET_PARTY"/> <set name="skillRadius" val="1000"/> <set name="reuseDelay" val="0"/> <set name="hitTime" val="0"/> <set name="power" val="20"/> <set name="isMagic" val="true"/> <set name="skillType" val="HEAL_PERCENT"/> <set name="operateType" val="OP_ACTIVE"/> <set name="aggroPoints" val="669"/> <for> <effect count="1" name="Buff" time="300" val="0"> <!-- stackOrder="1" stackType="CoV"> --> <mul order="0x30" stat="pAtk" val="1.1"/> <mul order="0x30" stat="pDef" val="1.2"/> <basemul order="0x30" stat="rCrit" val="0.2"/> <add order="0x40" stat="accCombat" val="4"/> <mul order="0x30" stat="pAtkSpd" val="1.2"/> <mul order="0x30" stat="mAtkSpd" val="1.2"/> <mul order="0x30" stat="cAtk" val="1.2"/> <mul order="0x30" stat="mAtk" val="1.2"/> <mul order="0x30" stat="mDef" val="1.2"/> <!-- <mul order="0x30" stat="runSpd" val="0.8"/> --> <mul order="0x30" stat="maxHp" val="1.2"/> <!-- <mul order="0x30" stat="debuffVuln" val="0.8"/> --> </effect> </for> </skill> <skill id="506" levels="1" name="Chant of Victory"> <!-- The spirits of ancient heroes temporarily possess one's party members. Consumes 40 spirit ores. --> <!-- <set name="itemConsumeId" val="3031"/> --> <!-- Spirit Ore --> <!-- <set name="itemConsumeCount" val="40"/> --> <set name="mpInitialConsume" val="0"/> <set name="mpConsume" val="0"/> <set name="target" val="TARGET_PARTY"/> <set name="skillRadius" val="1000"/> <set name="reuseDelay" val="0"/> <set name="hitTime" val="0"/> <set name="power" val="20"/> <set name="isMagic" val="true"/> <set name="skillType" val="HEAL_PERCENT"/> <set name="operateType" val="OP_ACTIVE"/> <set name="aggroPoints" val="669"/> <for> <effect count="1" name="Buff" time="300" val="0"> <!-- stackOrder="1" stackType="CoV"> --> <mul order="0x30" stat="pAtk" val="1.1"/> <mul order="0x30" stat="pDef" val="1.2"/> <basemul order="0x30" stat="rCrit" val="0.2"/> <add order="0x40" stat="accCombat" val="4"/> <mul order="0x30" stat="pAtkSpd" val="1.2"/> <mul order="0x30" stat="mAtkSpd" val="1.2"/> <mul order="0x30" stat="cAtk" val="1.2"/> <mul order="0x30" stat="mAtk" val="1.2"/> <mul order="0x30" stat="mDef" val="1.2"/> <!-- <mul order="0x30" stat="runSpd" val="0.8"/> --> <mul order="0x30" stat="maxHp" val="1.2"/> <!-- <mul order="0x30" stat="debuffVuln" val="0.8"/> --> </effect> </for> </skill> <skill id="507" levels="1" name="Chant of Victory"> <!-- The spirits of ancient heroes temporarily possess one's party members. Consumes 40 spirit ores. --> <!-- <set name="itemConsumeId" val="3031"/> --> <!-- Spirit Ore --> <!-- <set name="itemConsumeCount" val="40"/> --> <set name="mpInitialConsume" val="0"/> <set name="mpConsume" val="0"/> <set name="target" val="TARGET_PARTY"/> <set name="skillRadius" val="1000"/> <set name="reuseDelay" val="0"/> <set name="hitTime" val="0"/> <set name="power" val="20"/> <set name="isMagic" val="true"/> <set name="skillType" val="HEAL_PERCENT"/> <set name="operateType" val="OP_ACTIVE"/> <set name="aggroPoints" val="669"/> <for> <effect count="1" name="Buff" time="300" val="0"> <!-- stackOrder="1" stackType="CoV"> --> <mul order="0x30" stat="pAtk" val="1.1"/> <mul order="0x30" stat="pDef" val="1.2"/> <basemul order="0x30" stat="rCrit" val="0.2"/> <add order="0x40" stat="accCombat" val="4"/> <mul order="0x30" stat="pAtkSpd" val="1.2"/> <mul order="0x30" stat="mAtkSpd" val="1.2"/> <mul order="0x30" stat="cAtk" val="1.2"/> <mul order="0x30" stat="mAtk" val="1.2"/> <mul order="0x30" stat="mDef" val="1.2"/> <!-- <mul order="0x30" stat="runSpd" val="0.8"/> --> <mul order="0x30" stat="maxHp" val="1.2"/> <!-- <mul order="0x30" stat="debuffVuln" val="0.8"/> --> </effect> </for> </skill> </list>
Stats for reference only.
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2 hours ago, DaMaN said:
Hello MXC!
Does anybody of you still have the L2tool.exe application?!
Most of links are broken wherever I've searched.
It would mean alot to me if somebody could post the link here.
It could also help the rest of the community in the future!
Thanks! ⚘
https://mega.nz/file/d8tilCTa#KYPF7ADm_qP6TAyAtPVqKXvz5oSvsS0WvboLpJz6S28
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3 minutes ago, NevesOma said:
From client part all are ok, but from server part just for ID 29046 we have something like this. One friend has everything the same and he also has L2off. Please can you see AI of Halisha for some moments with attack actions?
follower_of_frintessa_m00 ----> Atk01_2HS with wings
follower_of_frintessa_m00 ----> Atk01_1HS without wings
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3 hours ago, steve said:
thats the 2nd and 3rd trans, we talk about 1st one (ID: 29046) the first, the one with no wings on his back
https://va.media.tumblr.com/tumblr_qitjxcDqvu1w2bppw.mp4
http://www.mediafire.com/file/hdenbxuu8h6xada/LineageMonsters3.7z/file
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With "L2PE" you can change the radius and height of collision to use the effects on other NPCs.
http://www.mediafire.com/file/dm8j7m7maadjqhm/class_effects_il_h5.rar/file
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Problem with Strider(Interlude)
in [Request] Client Dev Help
Posted
Cute horn
It is up to the server to equip the weapon/armor to the mount