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SGER@fjs

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Posts posted by SGER@fjs

  1. 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.

  2. 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?
     

    Untitled.png
     

    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

     

  3. 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:

    specular.jpg

    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.

  4. On 12/6/2020 at 11:43 PM, CriticalError said:

     

    Error-Emitter.jpg

     

     

    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

    • Like 1
  5. 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

     

    • Like 1
  6. 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

  7. 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 see

     

    21 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

     

  8. 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>

     

    • Thanks 2
  9.  

    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.

    • Like 1
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    • Upvote 1
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