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911reg

L2Client Developer
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Everything posted by 911reg

  1. I updated it as soon as I posted my comment though
  2. I don't think you can, if i don't remember wrong that logo's position is hardcoded. What you can do though is just remove the texture so it's invisible, then add a new window without background inside Interface.xdat (you can copy the window where the 'New Account, Lost Account' and other buttons are) Then simply, inside that window, add a new texture.
  3. Please translate your topic to English Remember that this section is international, so you can not use your own native language. English is required.
  4. didn't my version work for you? i tested it and it seemed to work perfectly fine, no RGBA8RawData errors whatsoever
  5. Hey there, in those cases, you need to add a socket with alias e_bone and attach it to one of the mob's bones, which you're missing: You can use these buttons to check what bones the mesh has should end up looking something like this: Remember to add a small Z offset, or the abnormal effects will be inside of the mob's head. Usually an offset of 20-25 works fine. Also, when you type Bip01 HeadNub in the BoneName field, you might see that when you press enter it gets saved as Bip01, without HeadNub. To avoid that, type the bone's name in double quotes: "Bip01 HeadNub", then press enter Also, there's a nice little trick that you can use to not lose any mesh properties (LOD, rotation, location, etc) so you don't need to export > re-import the .psk file whenever you wanna edit something, if you wanna know, send me a DM on Discord
  6. UPDATE: Fixed RGBA8RawData Download link updated
  7. vs 2015 community, tho i didn't make any changes whatsoever, just changed a few things here and there for my own use, so this is exactly the same as the one lord0fdest shared, but without unnecessary files/a few changed textures, etc
  8. forgot about that, at some point they added another int named RGBA8RawData to the Texture class, so when you save any texture it'll also contain that variable, tho since it doesnt exist in older clients it'll just throw a warning. This can be ignored mostly but it annoys the fuck out of me, gonna upload a fix to my topic in a bit, but basically you can simply go to Object > Material > RenderedMaterial > Texture, scroll down to the bottom and delete the .int, then recompile changed scripts, and save the engine.u edit: @darta here you go
  9. That's what I've been trying to do with my brother, on a project we've been working with for many years already, but we're applying it to everything (interactive dungeons, farming, character builds, character classes in general, crafting, alchemy, etc etc etc). At this point you could argue that it's a different game though, but L2 is just monotonous and boring AF right now, hence why most people usually go towards implementing auto farm on their servers instead of making farming interesting. i.e; here's a WIP of a 'randomly generated dungeon' system we've been working on, using catacombs (the red lines are doors, and the dungeon gets bigger and more dificult depending on the amount of people who enters, plus there are multiple objectives to complete in order to advance)
  10. You can extract everything in text format, in separate .t3d files for every map, and get something like this: From there, you can literally see the whole map as plain .txt files, for example, here's a bsp brush: So it's annoying, but it's possible to port everything with scripts (even map sounds, map effects, map ambience sounds/lighting, etc)
  11. actually, that specific window isn't in interface.xdat, it's probably hardcoded inside nwindow.dll or something, you can't really change anything from that window with interface.u nor interface.xdat (at least in H5 and older clients) tho as far as i'm aware, it uses the default buttons (In H5, L2UI_CT1 > Button > Button_DF, for IL it's somewhere in L2UI_CH3 > Button)
  12. Yep, i honestly wouldn't even try to do that, it's fucking nightmarish to even think about, porting each little thing by hand... But honestly i think Carow has the best approach to it; by trying to automatize everything. Honestly, since almost everything in UE2 can be turned into plain text, you can probably find out a way to create a script to automatically adapt everything into whatever format Unity or any other modern engine uses. Same for maps, staticmeshes, BSP brushes, etc. Plus a big advantage of L2 is that it's made in a pretty old engine, so there are plenty of custom tools to extract any data necessary, and there is a lot of extensive documentation (both official and user-made) People from L2 tend to be especially retarded when you try to do something new, they'd rather keep playing the same thing they've been playing for 25 years and keep it that way, so it's probably not the best target audience for things like that tho i guess it's expected, since most people on this community are 30-50 year old kids
  13. 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
  14. 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.
  15. wrong section, should be moved to client dev, also should lock since it's already solved, thanks for sharing the answer tho
  16. 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
  17. Nah, it happens to a lot of people in different devices, in various OS. Plus they don't seem to have that problem in other servers of the same protocol, so it's weird AF, i'm guessing it's a really stupid problem to fix tho
  18. 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
  19. 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.
  20. 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)
  21. Looking at this again, I forgot to mention that the terrain problem in Elven Ruins is due to the Terrain Visibility tool (basically you can turn a portion of the terrain 'invisible', so you can make cave entrances and stuff like that). For example, here's Elven Ruins with and without StaticMeshes For more context, here's the documentation: https://docs.unrealengine.com/udk/Two/EditingTerrainMaps.html#Visibility
  22. 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: And here's that big floating floor:
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