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Orphexile

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  1. Could you by any chance share the tools? What I tried so far: https://mega.nz/file/X91XADKJ#hyWaVwfjlXvz4E_oS_mQlYIpwGnx1WYUHYqR5EN0GAo (I can open and save the original C1 .ukx with this one, but it crashes when trying to import .psa files) http://www.mediafire.com/download/wd0255tmwn7dgw2/UE2004.zip (I can open and edit .ukx files encrypted with the ut2down tool) I have also tried the UnrealED from the latest patch of Unreal Tournament 2004, which can create .ukx files and is compatible with the ut2down encryption. No matter what I do, I get the "bad sector" error when trying to open the .ukx file.
  2. I have the both the ut2003 and ut2004 version that is able to open .ukx packs created by the ut2down tool, but I can't open default C1 packs with it. I've been trying to port C6 textures into the C1 client. I found out how to manually add notifys, but I was unable to import sounds into the pack. I tried editing directly the C1 pack with the lordofdest-l2editor-25.10.2017 version, which seems to work, but it crashed when trying to add animations (skirts). Any help would be appreciated, because I am this close to crying, after trying to figure out for about a month now.
  3. Has anyone managed to prevent the editor from crashing when trying to import armor animations (psa)?
  4. Deleted content.
  5. Sorry, could you double check this file, I want to confirm that I'm not crazy and C6 doesn't include most of the TexEnv%%props.txt files. This is what gets exported for me using umodel: MShaman.utx from a fresh install (C6): https://gofile.io/d/qu20bz Worse case scenario, I'll just pull textures out of Gracia Final, or a later chronicle.
  6. @SGER@fjsIn my specific problem, I am trying to port the C6 textures into a C1 client and keep them as authentic as I possibly can, so knowing which of the textures included in the Cubemap textures to include is "vital". I have a feeling that we are not on the same page. 1. MShaman gets exported into 338 .tga textures (C6) 2. The MShaman\TexEnvMap only incudes 4 TexEnvMap properties, for .tga Specular textures that are included in the MShaman package, so: - t_ma.tga -t_maj.tga -t_wedd.tga 3. For every other .tga texture, you only get a Shader property in MShaman\Shader with a, for example: "Specular = TexEnvMap'UpBody.TexEnvMap56'" declaration, but no TexEnvMap56 file in the MShaman\TexEnvMap folder (Because Gildor's tool can't generate TexEnvMap properties for textures outside the package - Cubemaps.utx) Is the "trick" to always include the "Shine0" one when setting a Specular, because I have a metric tonne of Specular textures? But then again, I can't imagine an item like Demon's Robe having the same Specular texture as Doom Plate, because one is a robe and the other is plate?
  7. Yeah, the thing is that it doesn't, not all of them anyway. I can export about 8 of of the 60+ TexEnvMap modifier properties, so everything in between is just guessing which Specular Texture to match. I talked to GIldor about it and he confirmed it, here is his reply: "Ok, then I understood things right, as I mentioned in previous message - there's no link between cubemap and its 6 textures. Probably because UE3 and UE4 has perfect matching - there will be a folder with cubemap's name, and it will contain those 6 textures. It seems this doesn't work for UE2, and I can't do anything to fix at ATM."
  8. I was asking, because this is what gets extracted when I run the UModel tool from Gildor: If I use Gildor's Extractor tool, then the list is much larger, but the files seem to be encoded:
  9. Do you know where _bh (back head) animations/textures are defined? It's not under chargrp. Hairgrp perhaps, but it's encrypted in some weird format?
  10. So is the "Specular = TexEnvMap'LowBody.TexEnvMap1'" basically just a placeholder? I'm trying to guess the reasoning for its inclusion? I guess it is kind of like how the Tallum/Majestic, etc. plate have included the whole "dream catcher" mesh, but the devs never bothered to include a texture? One last thing if you can. Do you know what's the difference between using a Shader with OB_Masked or Final Blend with FB_AlphaBlend? I'm guessing that FB_AlphaBlend is more resource heavy, but that hardly matters in 2020? I can for example achieve the same visual result, at least as far as I can tell, with either, but OB_Masked seems a lot easier to set.
  11. I have successfully converted most of the C6 textures to work with a C1 client, but what I am missing is a lot of TexEnvMap classes. For example, a Shader will have them defined as such: Diffuse = Texture'LowBody.MShaman_m002_t59_l_ori' NormalMap = None Opacity = Texture'LowBody.MShaman_m002_t59_l_ori' Specular = TexEnvMap'LowBody.TexEnvMap1' SpecularityMask = Texture'LowBody.MShaman_m002_t59_l_sp' SelfIllumination = None SelfIlluminationMask = None Detail = None DetailScale = 8 OutputBlending = OB_Normal (0) TwoSided = true Wireframe = false But I can not find any reference to it anywhere. If I export them using the Gildor's exporter, it will generate some files, but they are either empty or encrypted. Am I even supposed to use TexEnvMap for D-A grade armors? I also looked in cubemaps and goldcubes. Also off topic question, some armors, like Majestic Plate will have OutputBlending set to OB_Normal (0) in the exported settings, but will only work correctly once you either set a Final Blend or set it to OB_Masked. I also noticed that Doom Plate pants will have twosided set to false, but C6 client still displays them correctly, while C1 doesn't. Can anyone offer some explanation?
  12. Removed 4/char
  13. @FrankSo far all of the B grade has a bug in one form or another on MShaman. I'll cycle through all of the armor and let you know. From what I understand there was a mesh change in certain mage models that was introduced in C2. My attempts of fixing it, have been futile so far. Male mystic has issues with Blue Wolf / Zubei textures.
  14. Does anyone remember how to fix this bug with MShaman in Chronicle 1?
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