VegaBoy
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Posts posted by VegaBoy
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2 hours ago, NevesOma said:
Please, before you send us - take my advice and try it yourself. What to see in your model? Bad exported / saved model? How we will understand whats the problem with model? We will see broken UV of model and it's all? Mesh don't have .log files to see what you've do wrong.
+ provide more information in what format you save the model ( obj or psk ).13 hours ago, CriticalError said:upload the proper model and texture and we would see what happen.
How I do:
I open 3ds max, import the .psk from the "Book", then delete the skin that comes in the import and export it in .3ds formatopen the program called zmodeler and export again in .3ds format.
import it back into 3ds max, add the texture in the "Material Editor", open unwrap, set the texture on the object,it fits perfectly in the object. I export it to .obj format.
I open "OAUKX" I play the .obj file inside it and take the .ukx file that is made and put it inside the LINEAGE 2 folder
I edit the system's weapon.grp and play inside the lineage 2 folder.
PS: after all that I don't know where the texture is so I can edit it and put it in the systextures folder.Below are the files.
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1 hour ago, NevesOma said:
If you pack meshes with OAUKX then do for first my 1, 2, 3 steps.
in 3 hours I'll be back from work, I'll upload the .3ds model, the weapongrp line and the texture. If you have the time and want to see where I'm going wrong, I'd be very grateful!
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22 minutes ago, NevesOma said:
1) save model in .3ds format.
2) open saved 3ds and save in .obj.
3) convert obj to ukx.
Enjoy.
I already did that, and the result is not good!
6 hours ago, CriticalError said:upload the proper model and texture and we would see what happen.
When I get back from work, I'll upload the model, the weapongrp line and the texture so you can check what I'm doing wrong!
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Just now, CriticalError said:
well if not fit is because you wrong lines in weapongrp, empty texture or setted wrong UVMAP in 3DMax, you set Material ID in 3ds Max after exported?
Honestly I don't know where I'm going wrong. I just created the mold, when I use UNWRAP and use the default texture from lineage 2, in the mold it fits perfectly, but when I export the object and use it in l2 the texture is completely blurred.
I will send a print of how it looks
For you who are professionals in modeling and editing the Lineage 2 client, it should be quite easy to solve the problem in question, but as I'm a noob, I don't even know where I'm going wrong to be honest.
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Just now, GsL said:
Rework an existing texture , Try to understand how they are so u can copy them
The texture of this weapon I'm trying to make is the book of "Priest of Dawn" that npc from seven signs. But if I apply the original texture to it, it's all blurry, all bugged.
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Just now, NevesOma said:
No problem, try and let us know.
I did according to the videos, but even so the texture does not apply to the weapon!
What could I do?
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Just now, NevesOma said:
Some guides. + check MXC, we have so many guides about it.
Thank you NevesOma! I'll test them and see which one works best. Anything I'll post here!
Thanks again!
P.S.: I didn't find these tutorials because I'm BR and I didn't know what to write to research about!
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I created a model of my own weapon in 3ds max, I would like to use it on my server, the model is all ready, but in the part of adding a texture to it I can't. can anybody help me?
P.S.: I've already tried to export the object with the mapped texture, but when I try to use it within the game it is all bugged, I tried to use UEEdit to map and texture through it and it doesn't work either, it's all bugged too. Could someone give me a light?
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21 hours ago, CriticalError said:
you can use a weapongrp line from bow, it equip in the left hand, about texture you need check the UNWRAP is fine or you will be fix via 3ds max texture, exporting the map of UV so you can work better and have a guide of them gl.
I'm going to test it today when I get home from work, using a line from a bow's weapongrp and see what happens. any results I'll let you know here.
I don't know much about 3dsmax, I have no idea how to do it, if you can help me, I would be very grateful!
I managed to use it on the left hand using its original 3dsmas modeling, changing some coordinates and using it as a shield. but the texture does not recognize the book and everything is out of the pattern, the whole texture is crooked.
Tonight I'll send you a picture of how the texture looks in the "Dawn Book"!
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On 12/29/2021 at 11:44 AM, CriticalError said:
because if you use right hand weapon and try put in left you can't do it, because client accord of config in database and weapongrp get that, you need change so via server side into your database, don't remember table but is in weapon.sql
First of all, thanks for answering me and sorry for the delay in answering you. I've tried it in the database, in weapongrp.dat, in weapon.sql and I didn't have any results, the only way I got it was taking the weapon's animation and creating a new one using it and making the weapon turn into a shield. But the problem is that now I can't make the texture fit the weapon I created, when I put the texture on it comes out all messed up, as if it didn't fit it.
if you want I can send you the weapon "object" file and you can see what's happening...
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10 hours ago, CriticalError said:
yes is possible, 3ds Max as you say when export mapped objetc you need link objet via UnrealEngine mapping into texture option or too if its a objet with bones and not staticmesh you can link via PSK in the tab of Unreal.
CriticalErr0, I'm new to texture and animation.
Let me explain what I'm trying to do.
I am trying to implement the Dawn Book, (the priest of dawn's book), in the left hand. I took his animation inside the LineageWeapon file and changed his coordinates inside 3dsmax. I managed to implement it in-game, but the animation when I try to use the texture from the "original dawn book", it is misplaced on the weapon I created.
10 hours ago, CriticalError said:yes is possible, 3ds Max as you say when export mapped objetc you need link objet via UnrealEngine mapping into texture option or too if its a objet with bones and not staticmesh you can link via PSK in the tab of Unreal.
I don't think I know how to do this! :(
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As the title itself informs, I would like to know if there is a way to map a texture of the object I created in 3dsmax and create a utx file with the object already mapped, or export the 3dsmax object with the texture and use it in l2.
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Thank you!
I'll test this one, in case of bugs, I'll post it here. -
One person told me that the problem is in CharInfo and UserInfo. Unlike Interlude, Gracia is where the char appearances are.
As the code is interlude in Gracia it is different and needs an adaptation for it. But I am very new to programming, I have no idea where to start this adaptation.
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How will I install JFrozen Interlude code on a Jserver Gracia Final? Everything is going to go wrong.
I already added it once, the char is all buggy.
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Good morning, Good afternoon, Good night. I would like the help of some charitable soul who could adapt this code for a Gracia Final Jserver rev. It's using java 7. The code is "skin click" from JFrozen interlude.
Code: https://pastebin.com/z7mDu3Kx
Rev: https://maxcheaters.com/topic/183804-l2-pride-sources-compileddb/
How to add texture? L2
in [Request] Client Dev Help
Posted
Thanks for answering me! I will follow in your footsteps and tell you the result!
NevesOma, I have a doubt now. I did as you said, I followed your steps, I created the new ukx, I already put it inside the l2 folder, but now, I need to create a file with the texture that fits .utx, or inside the created ukx file the texture is included? if it is included how should i describe it within weapon.grp
PS: the filename is vega.ukx