
Orphexile
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Doesn't work for a C1 client, does for work Interlude tho.
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Help Where are the TexEnvMap classes stored?
Orphexile replied to Orphexile's topic in [Request] Client Dev Help
You are a lifesaver! -
Help Where are the TexEnvMap classes stored?
Orphexile replied to Orphexile's topic in [Request] Client Dev Help
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. -
Help Where are the TexEnvMap classes stored?
Orphexile replied to Orphexile's topic in [Request] Client Dev Help
@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 prop -
Help Where are the TexEnvMap classes stored?
Orphexile replied to Orphexile's topic in [Request] Client Dev Help
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 A -
Help Where are the TexEnvMap classes stored?
Orphexile replied to Orphexile's topic in [Request] Client Dev Help
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: -
Help Where are the TexEnvMap classes stored?
Orphexile replied to Orphexile's topic in [Request] Client Dev Help
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? -
Help Where are the TexEnvMap classes stored?
Orphexile replied to Orphexile's topic in [Request] Client Dev Help
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 leas -
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 an
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@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.
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Does anyone remember how to fix this bug with MShaman in Chronicle 1?
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NPC C1 Client, font capitalisation bug.
Orphexile replied to Orphexile's topic in Client Development Discussion
@Tassadar"My" solution. I used the Cyrillic chat patch, which seems to work and I made the text more visible, I use the 50% shadow option. I also added 50% shadow to SmallFont-e to match the default NA/EU look. Files: https://gofile.io/d/4kirS2 -
NPC C1 Client, font capitalisation bug.
Orphexile replied to Orphexile's topic in Client Development Discussion
I followed your advice and changed around alpha channel thickness and the result is the same. Do you have a sample that works? I managed to "solve" the problem with the "Russian Chat Patch" and I have a feeling that the issue lies underneath, probably in NWindow.dll or Engine.dll. Also, what about this? @Tassadar Itemname-e.txt: npc_begin id=3 nickcolor=default nick=[Warehouse Keeper] name=[Taurin] npc_end npc_begin id=7086 nickcolor=default nick=[Warehouse Keeper] name=[Taurin] npc_end Do you have any clue where else the C1 client could be pulling NPC valu