Jump to content

911reg

L2Client Developer
  • Posts

    405
  • Joined

  • Last visited

  • Days Won

    35
  • Feedback

    0%

Everything posted by 911reg

  1. ...because you can't have 2 weapons equipped at once. The book should be a shield.
  2. Try editing ut2003.ini inside l2editor's folder, under [Core.System], add this: [Core.System] PurgeCacheDays=30 Paths=.\*.u Paths=..\SysTextures\*.utx Paths=..\Textures\*.utx Paths=..\Animations\*.ukx Paths=..\StaticMeshes\*.usx Paths=..\Sounds\*.uax Suppress=DevLoad Suppress=DevSave Suppress=DevNetTraffic Suppress=DevGarbage Suppress=DevKill Suppress=DevReplace Suppress=DevCompile Suppress=DevBind Suppress=DevBsp Also, if your editors close with no log or error mesage whatsoever then it's likely the case that something's wrong with your OS. I've successfully ran all versions without any problems in windows 11 pro x64.
  3. Your l2editor can't access the 'Textures' folder, nor the 'Sounds' folder, and probably none of the others. Send a pic of your client's root folder so I can see exactly how you're using it This particular version can't build sunlight properly, your TerrainInfos will look black. There are other versions of it (the prelude/interlude versions) but they also have their own problems (fucked up map geometry, problems with movers, having to manually turn on the collision of every staticmesh in order for them to generate shadows, etc.) i doubt you'll ever find any guides anywhere about how to use these editors properly, because it'd be just way too tedious to explain; tldr you're gonna have to experiment with them on your own and figure out how to use them, while they're not perfect it's definitely possible to make/port maps with them to any client. Or, you can try to figure out if some shady russian is selling a proper unrealed for L2 in some other forum
  4. You don't have your l2editor set up properly within your client's root folder, so it can't access the files from the client. ->L2 Client's root folder --->L2Editor --->Animations --->ForceFeedback --->L2text --->MAPS --->Music --->Screenshot --->Sounds --->StaticMeshes --->System --->SysTextures --->Textures --->Voice Also, this is pretty useles when it comes to editing maps
  5. Because if he doesn't freeshare the projects himself they will eventually get leaked anyway. Again, you were asking about this yesterday on discord and multiple people have already told you there's no code removed, if you're not gonna listen to the feedback to your question, why even ask to begin with? Lol
  6. in the case of h5 client and lower, those 'combos' are completely hardcoded, you can't really make new ones, this is a thing only ever since goddess.
  7. Take a look at AnimationCombo.dat. Those letters are a mix of animations, i.e. 'D' could be SpAtk01+SpAtk02, Mix01 could be SpAtk06+SpAtk07+SpAtk08, and so on.
  8. he ain't selling anything tho, you must have 70 IQ
  9. This guy is the least sketchy person alive on this forum.
  10. As far as i'm aware they're smaller in older clients, including h5 (64x64?) Either way it seems impractical to me, i'd rather throw a texture in a proper utx and call it a day
  11. I'm pretty sure you can, ye, but definitely not png images maybe if someone builds a system to show images by sending like 1500 crests to build a big image? :^)
  12. You can't. The image needs to be stored in the client, inside any kind of client package (ukx, utx, usx, uax, u, etc). You can't send images from server to client.
  13. Should be alpha, not masked. And it should be either in tga format, or dtx3/dtx5 with no mipmaps.
  14. Try disabling Hyper-V?
  15. If you're using Classic clients, then all the client sided files you need are already in your client
  16. You're missing animnotifies, which are added directly onto the .ukx file. Specifically, AnimNotify_AttackShot UDN - Two - AnimNotifies
  17. GitHub - zikdoz/L2DiscordPresence: Simple library to enable customized Discord's rich presence (e.g. playing on some server with custom text and icons) for Lineage 2 (may be used for other games, I think)
  18. Not possible sadly, what you CAN do is make an animated texture with a bunch of steps, to create a small sequence, however you NEED to use RGBA8 .tga format (not DDS/DXT1/DXT3/DXT5), so the .utx files will be pretty big.
  19. I don't have the proper ddf files sadly, most of them are fucked up in miko's releases (specifically 110 protocol); however, l2clientdat works fine with that client, is there any particular reason why you don't use it?
  20. Not having any issues whatsoever atm
  21. So simply copy the values and set bSplit9Texture to True
  22. I'm asking about the process of exporting the textures and re-importing them. What tool do you use? l2tool? do you use unrealed? are you exporting the texture and re-importing it somewhere else, or moving it from assassin utx to your utx? i suggest you to download the l2editor i shared on this forum, open the assassin utx file, right click the texture > properties, and check the Split9 values. You need to apply those to the texture in your utx file
  23. Please explain how you ported it. You probably didn't define split9 values
×
×
  • Create New...

AdBlock Extension Detected!

Our website is made possible by displaying online advertisements to our members.

Please disable AdBlock browser extension first, to be able to use our community.

I've Disabled AdBlock