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911reg

L2Client Developer
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Posts posted by 911reg

  1. 2 hours ago, cgrahamseven said:

    At some point, someone is going to have to manually create all the spell effects which is going to be a HUGE pain in the ass. I've redone some like certain buffs and healing spells but it's going to take a lot of time to go through the spell static meshes and figure out what was used for what. Some are obvious, others are not.

    Above applies for skill effects as well.

    That's the first thing I tought when i saw all those projects, like LU4, UE5 L2, etc. These people are gonna want to hang themselves when they get to skill effects 😂
    Especially since the the particle system in UE2 is rudimentary AF

    About finding out what you need to port to make a skill, you can figure it out by checking skillgrp.dat > checking the skill effect ID > decompiling LineageSkillEffect.u/Skill.usk (depending on the client) > checking the script for the skill you're looking for, to see what effects are used > decompile LineageEffect.u and check each of the skill's effects separately

    you'll see scripts like this (this one is the smallest i could find, usually they're up to 5-50 times the size of this one):
     

    Class d_tersi_b  Extends Emitter;
    DefaultProperties
    {
        Begin Object Name=SpriteEmitter75 Class=SpriteEmitter
            Acceleration=(X=0,Y=0,Z=2)
            ColorScale(0)=(RelativeTime=0,Color=(B=128,G=128,R=255,A=255))
            ColorScale(1)=(RelativeTime=1,Color=(B=64,G=128,R=255,A=0))
            ColorMultiplierRange=(X=(Min=0,Max=0),Y=(Min=0.3,Max=0.5),Z=(Min=1,Max=1))
            Opacity=0.91
            FadeOutStartTime=0.3975
            FadeOut=true
            FadeInEndTime=0.2025
            FadeIn=true
            MaxParticles=12
            Name="Fire"
            StartLocationRange=(X=(Min=-0.75,Max=0.75),Y=(Min=-0.75,Max=0.75),Z=(Min=0,Max=0))
            RevolutionsPerSecondRange=(X=(Min=-0.3,Max=0.3),Y=(Min=-0.3,Max=0.3),Z=(Min=-0.3,Max=0.3))
            SpinParticles=true
            SpinsPerSecondRange=(X=(Min=0.05,Max=0.2),Y=(Min=0,Max=0),Z=(Min=0,Max=0))
            StartSpinRange=(X=(Min=0,Max=1),Y=(Min=0,Max=0),Z=(Min=0,Max=0))
            UseSizeScale=true
            UseRegularSizeScale=false
            UniformSize=true
            SizeScale(0)=(RelativeTime=0,RelativeSize=0.65)
            SizeScale(1)=(RelativeTime=1,RelativeSize=0.3)
            StartSizeRange=(X=(Min=9.75,Max=13.25),Y=(Min=9.75,Max=13.25),Z=(Min=9.75,Max=13.25))
            InitialParticlesPerSecond=6
            AutomaticInitialSpawning=false
            Texture=Texture'LineageEffectsTextures.Particles5.fx_m_t4072'
            TextureUSubdivisions=4
            TextureVSubdivisions=4
            BlendBetweenSubdivisions=true
            SubdivisionEnd=16
            LifetimeRange=(Min=2,Max=2)
            StartVelocityRange=(X=(Min=0,Max=0),Y=(Min=0,Max=0),Z=(Min=3,Max=5))
        End Object
        Emitters(0)=SpriteEmitter75
        SpawnSound(0)=Sound'SkillSound15.GD1.d_tersi_1'
        SoundRadius=20
        SoundVolume=250
        SoundLooping=true
        bLightChanged=true
        bNoDelete=false
        bSunAffect=true
        DrawScale=0.1
    }


    Doesn't make it less painful but at least you know where to look for each skill

  2. Hey there, to define weapon animations, you can edit LineageWarrior.int, there you'll find all character animations in order.
    If you wanna change FMagic's 1-handed sword animations, you can go to [FMagic] and look for 1HS Run animation, and change it for any of the other weapons'. You can take a look to which animations are available using pawnviewer.

    Though if you wanna add new, non-existing animations to the game, or port animations from a higher client to IL, you'll have to completely re-build each characters' .ukx file from scratch.

    • Upvote 1
  3. Can be done with .ucc using #exec commands
    https://www.oldunreal.com/wiki/index.php?title=Exec_Commands

    otherwise, you can use L2Editor

    simply go to the Texture Browser > File > Import > import your image, then File > Save > save as .utx somewhere, then rename the file from .utx to .u (also, there's no need to encrypt .u files)

    Documentation for the texture browser:
    https://docs.unrealengine.com/udk/Two/TextureBrowserReference.html

    • Thanks 1
    • Upvote 1
  4. 3 hours ago, Finn said:

    Never had this issue. They can change their resolution manually by editing option.ini

     

    [Video]
    GamePlayViewportX=2007
    GamePlayViewportY=1125
    UseBorderlessWindow=False
    GamePlayViewportStartX=1135
    GamePlayViewportStartY=125
    StartupFullScreen=False

     

    Yep, but they're working on a server which is gonna reach a bunch of players, so that'd be kinda not practical, i've been trying to help them solve that problem myself for a bit, but sadly i'm not too experienced with interfaces as to be able to fix that, it's a really weird issue :l

  5. 2 hours ago, Drimacus said:

    can anyone give help?

    You can't save sounds using patched ut2003/ut2004, you should try importing the sounds to L2Editor and then saving an .uax file, which you can then open with both the game and ut2003/ut2004. just remember to NOT re-save the .uax using those editors, as sounds will get fucked up again. 

  6. On 4/26/2023 at 3:09 AM, xristoeli1994 said:

    Hello everyone, I'm looking for help from where and how to add sound to a custom npc adapted from a different chronicle from interlude. It's about the sound when you click on an npc merchant and he starts talking or if he makes any movements and makes sounds. I adapted an npc from another chronicle, added it to npcgrp, npcname and added xml. I spawned an npc in the game but didn't get the sounds that the other chronicle had. I use aCis Interlude.

    I didnt really get if you're trying to port a sound from a higher client to IL or from IL to a higher client?
    But since you're using aCis i guess it's the first one
    In h5 it's usually done through npcgrp.dat, but from what i'm seeing IL is missing all of these paramters there

    npcend_cnt    npcend[0]    npcend[1]    npcend[2]    npcend[3]    npcend[4]

    are you sure IL has support for sound interactions? i dont remember seeing that (tho i haven't touched IL for years)

  7. That's really nice! If you want, hit me up here, or on discord (911reg) and i might be able to give you a few tips on how to work with staticmeshes in a better way (you can basically turn the whole map into a single staticmesh if you want)
    As for the missing floors and stuff like that, it's because most floors (and some walls) are made with bsp brushes, for example, here's Talking Island without terrain/staticmeshes:
    image.png


    And here's that big floating floor:
    image.png

    image.png

     

    • Like 2
  8. 32 minutes ago, SillverShadow said:

    i see, thank you very much for the fast reply
    a bit off topic but while i have you here.
    to enter dev mode in 388 protocol i need to get a "new" nwindow.dll and add "IsL2pawnviewer=true" under url in l2ini( i think ) 
    is that nwindow.dll available? do i need to pay for it?
    thank you again.

    That'll require modifications in nwindow.dll, which i don't do, sadly i don't really have the knowledge to do that.
    However, as far as I know, devmode windows exist ingame as any other window, so you can probably access devmode through alt + g > ui > pcviewerwnd / npcviewerwnd / skillviewerwnd (don't remember if those are the exact names of each window)

     

    Tho i'm pretty sure @AlisaCodeDragon can do such modifications ¿?

  9. 45 minutes ago, SillverShadow said:

    is this enough to edit the interface as it was with earlier chronicles?
    are more tools needed?

     

    i delete things in xdat editor ( entire windows ) and they are still there ingame xD like i did nothing. any idea why?
    i saw someone say something about ui.ugx files in systextures

    Depends on what you wanna do.
    For some windows, you need to decompile .ugx files, edit flash files using jpexs decompiler, and re-import those edited files into another .ugx
    https://github.com/jindrapetrik/jpexs-decompiler
    But like 80% of windows are .u and .xdat


    PD: +rep, trusted seller

    • Thanks 1
  10. 1 hour ago, usedy07 said:

    All right, I've attached the files you want. I'd appreciate it if you could take a look.

    Thanks all.

    Try removing these files from your client:
    LineageNPCD
    LineageNPC_Hera
    TearsNPC

    sger_GK
    Afterwards, TP to Giran and then TP somewhere else multiple times, to see if the problem persists.
    Also, feel free to DM me on Discord, it'd be easier to keep going there.
    911reg#9626

  11. 14 hours ago, L2JMiracle said:

    Totally understood. You are right. I am not denying the time and the effort that you guys have poured in learning and developing yourselves as able devs.

    If I am not a learner then I would have bought a ready solution like korean client worked-out (not sure if there is. I have never tried to look for)

    Frankly, I have never bought any packs or some stuffs but just been working on a pure pack from l2j by myself.

    Actually I am not asking you guys to do everything for me.

    I just looked for a clue to solve my problem. (I am a korean and there is no korean community for l2j developing)

    I searched this forum for related articles and found some but all the instructions were just from normal users, not devs.

    They just shared their thoughts or opinions not apt informations. Namely, I could not get any clue for my problem.

     

    Anyways, I already gave up to mod client due to lack of informations and knowleges.

    Have a good day brother.

    No problem, but if you want further advice on whatever client modifications you might need, you should probably start using Discord. As i said, it's much more flexible than a forum, and your problem will probably be seen by a bunch more people.
    Here's NevesOma's client dev discord, people usually help there (including me).
    https://discord.gg/U8KyfX6BPM

     

  12. 8 minutes ago, usedy07 said:

    yes, these files appear as .u in the system file unlike the others. I will remove them and try again. Thank you very much. I hope the problem is solved.

    In that case let me know if the problem gets solved by removing those files, if you don't get the problem anymore then i'll try to fix them for ya

  13. 3 minutes ago, usedy07 said:

    It's not a specific area. My guess is that if the distance between the irradiated area and the start is far, a critical error will automatically occur. I tried it on many clients, I think it is something related to the patch I created. The problem is that there are 651 files in my patch (including system files). Total 1.83GB. I guess it will take a long time to find the solution.

     

    However, what I want to know is, what system file can get such a problem when it gets corrupted?

    Any idea ?

    Upload your NPCName & NPCGrp here, and i'll tell you which files you should upload just in case, but this problem is, like in 90% of cases, due to custom NPCs' unoptimized/broken scripts.
    Also please tell us which client you're currently using, scripts for H5 can be different than scripts for IL and vice versa, if your patch is full of random shares then you most likely need to adapt them to your client.

  14. On 4/26/2023 at 3:29 AM, xristoeli1994 said:

    Hello everyone, from long time i seach buttons from esence for interlude. Help me find them or if anyone has them please share them. I also want to ask if I happen to find them how to make the text in the button yellow or any other color and the text alignment is left what is in the picture?

    buttons.jpg

    you need to make them manually with any image editing software, since they have an autosize feature on higher clients which is not supported on IL, so you can't just 'port' the texture as it is.

     

    You can either download essence client or get the png textures from here, if you wanna edit them

     

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