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Orphexile

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Everything posted by Orphexile

  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. 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.
  5. @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?
  6. 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."
  7. 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:
  8. 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?
  9. 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.
  10. 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?
  11. @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.
  12. Does anyone remember how to fix this bug with MShaman in Chronicle 1?
  13. @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
  14. 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 values out? For some reason title colour seems be overwritten by something else. Cheers.
  15. Can someone explain this error to me. There is an undefined spawn at position 984, but there? I checked just about every Script with NPC in it to no avail.
  16. Most of the single word NPCs are loaded without capitalisation, Core being an exception. The same happens if I use a fresh npcdata-e. Any idea what's going? NPC names that contain more than one word, are completely fine.
  17. What I meant was: Can you download from that ftp, because I get an errror 404. I did find a torrent with the same server files though.
  18. It's like people are trying to do everything in their power to discourage others from reviving old projects. The fuck, if you don't have anything positive to contribute, why the fuck do you even participate in this thread?
  19. I think these two should in theory be the same: https://mega.nz/#!pRdU1SZb!W03OuMKVy5UTpCpg4FGeiHNOpOINe7x3pn7tw8CsXFc https://mega.nz/#F!GWBSjAKK!u1hRLGHdvQooUTAVRXE4jQ!KfYADSKQ Extender: https://github.com/LoanX/VanganthExtender
  20. Let's assume that I would be willing to drop 3.000,00€ on source C2/C3 files. Is there any option left to do so, or have all of the archieves been lost in the aether? It was too long ago for me to remember correctly, long before I had any idea how to code, but I do remember is that we used to run somewhat stable C3/C4 code on MobL2. We purchased the files from some Russians, but my friend, who was taking care of the server, doesn't remember there being any major errors while running the code. Were those files shit to begin with and we just didn't know, or did everything got lost to the time, because I find it impossible to track down anyone who is wlling to sell them to me.
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