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  1. Please create a subforum for interfaces. This shit is like spam in this section. therefore it would be a nice idea to get it in a subforum. thx
  2. In this post I'm going to share my Purple Maned Horse Variations for you to use in your own clients. Since nothing is for free I will provide the single textures only. Creating a new utx file and a new dat entry should be no problem for you since this is a common task to do in this scene. So here you go... Hope you enjoy! ;) DOWNLOAD Purple Maned Horse: Pure, Light and Heavy( Heavy is the Retail one ) White Maned Black Horse: Pure, Light and Heavy Dark Maned Black Horse: Pure, Light and Heavy
  3. Hey cheaters, I'm running a project which recreates the original lineage 2 content using the latest h5 client. I started with reversing the Client to Prelude/C1 which means i edited textures, meshes, animations, item and npc sets, system stuff, ui and maps. Also reversed serverside functions, spawns, scripts and so on. I am currently about to hit C3 with a massive update which will change the previous content by adding more npcs to the world, rendering it more alive, adding new sidequests and real story driven questlines, old fright and skill learn system, improved old stuff...and much more... I just don't know which client to use. I mean the h5 client is nearly fully customizable, but its still h5 meaning in order to get new stuff in there u have to extract textures, meshes and animations out of newer clients..... Here comes my question: Should I use a newer client like Helios and above? It has already so much stuff in it and it would be way more comfortable to use. The only thing im concerned about is its customizability. Since I never used one of the new clients....whats the current status? Is it possible to change/insert textures, edit system stuff like npcs, items, descriptions and so on? Is it possible to edit the ui in order to remove useless stuff? can i add custom quests clientside (descriptions, waypoints, npc overhead popup)? Is the new client compatible with old maps? I mean... it would be really great to use a modern client, but I need to change it a lot! I'm also thinking from starting all over again from prelude/c1 with old and (additional) new pve stuff, making it attractive for new and oldschool players right from the beginning^^ What do you think?
  4. Hey folks, it's been a long time since I touched L2. I'm now looking for a new project and just want to know whether the new Lineage2 Classic Client has animations for SevenSigns Dawn and Dusk Sykboxes? Can anybody confirm?
  5. you can use the reload ui function located in the clients dev menue
  6. adena has animation on it, or am i wrong? after dropped it is a quite big amount of adena with a glittering effect, which will disappear in some seconds.
  7. you could ask people, but they will charge you 100+$ or more. the toolsets you need are well spread already. you just need to know something about the workflow and which ones you need. i was thining about sharing everything, but ppl will flame and i bet the topic would be deleted minutes after posting it. since some ppl "charge" up to 1000+$ for simple maps xDDDDD. maybe i will. i'll think about it. but to answer your question: there is already some kind of "l2editor" shared in this section. search for it and use it to build your lobby / loginscreen. the editor wont work properly, but it has all you need to edit/create lobbies / loginscreens. You can: - Edit the landscape with heightmaps - insert, move and scale static meshes - insert effects, lights and sounds - move around already existing cameras (if opening a lobby map as a base to start on) *ofc you need to convert textures and meshes / animations to standard unreal format (encdec / utfixer ...etc) i think those hints are enough to start with. nobody will tell you more about that topic at this time^^
  8. Script which spawns a "NPC lootbox" after the boss dies. Script for the item to enable onclick looting / deleting npc lootbox.
  9. you have to create an alpha channel in your photoshop file and paint the parts black you want to have transparent. you have to paint the alpha channel black, not ur actual picture.
  10. Anybody knows how to get the correct heightmap out of the texturefiles? I just wont some fun with talking island in UE4. So I extracted the following heightmaps, 16_24, 16_25, 17_24 and 17_25, which should represent the full terrain characteristics of Talking Island. The first problem I am facing is the extraction of the actual heightmap. By doing this with L2Tool I get a .bmp heightmap file which is not grayscale. It also seems to have a general issue with displaying the correct heights. This results in massive dissortion and overall destruction of the actual landscape. By using a screenshot of the desired heightmap which I made of the L2tool's preview window I kinda got something more usable which looks like this when combining all pieces in UE4: But still you can see many terracing issues which creates a deviation of the original landscape. Ofc you can flatten them out by using the smoothing tool, but this also destroys huge parts of the original Talking Island landscape characteristics. Therefore... Is there someone who knows how to get the right heightmap information out of those texture files? ^^
  11. If you just want to add some static meshes, do it in the editor and note their coords. then use l2smr since you have the perfect coords ;)
  12. actualy there is a version of the valiance client that officially lacks both of them. Be sure to get the right map version aswell or it won't show you the animations(npcs) you are looking fore, even if you have them in your folders.
  13. its the same yes. or you can just deactivate it serverside called something like show eula at login (loginserver) its due to the amount of text being opened in that eula window that causes the client to lag. you can also edit the eula file with fileedit, replacing the text there
  14. Yes I know about deco layers used for foilage and debris. But its displayed everywhere. Even in towns where no ground detail should be.