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YulRun

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YulRun last won the day on September 1 2021

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About YulRun

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  1. I used to have a different program for it, now I don't remember what it was. Currently using L2UTX Viewer, but for some .utx files I seem to get errors, for most I dont. Error is: Anyone know how to resolve this, or suggest a different application. Cheers
  2. Anyone know if anything like this exists currently for any version of the Classic Client? Cheers.
  3. Thanks, I got that, what I'm trying to do is make dungeon maps for the Radar Map. To do that I need Co'ordinates to do so. I think I may have figure out a solution to do so. So by default the minimap script takes the player x,y and subtracts the map x,y that we set and divides it by 20 to determine how to place the UV, changing it to 32 makes my numbers line up and work, but messes up all the town maps, so gonna have to keep thinking So rather than bashing my head on the wall anymore, I went with the easiest solution to figure out how to determine the local x/y coordinates, and how to cartograph my own maps. Since I have access to the RadarMap script and know by default they use a division of 20, I first must make 2 references to get the numbers required. One is the center of a room ingame, and 2 is the x,y of that location on the map picture. Then it's just solve for X, Y essentially. 172672 - X = (485 * 20) X = 162,972 -17600 - Y = (423 * 20) Y = -26,060 So by determining a start position on the map and having it line up on the mini map, you can then go to the corners of rooms using your new Local Map X/Y to Cartograph the rooms out by doing /loc to get the x,y, then run the math in the right direction to get your x,y on the image to start drawing your squares. Hope this helps anyone else trying to figure out this shit lol.
  4. Good day all, currently trying to find the best way to determine where the zone map would start. Using a Classic Minimap you can use local maps by zone ID and localMap x/y. Using Necropolis of Disciples as an example (The one the classic map comes with) It is Zone ID 140 and it's color is 249, below is the ZoneName image (128x128px) Based on shape alone I can determine that the 249 must be the red shape. I know a Map tile is 32,768 units and origin 0,0 starts at 20_18. Using the math to calculate the top left corner of this graphic at 19,57 I did the math: 9/128 = 0.1484375 * 32,768 = 4,864 57/128 = 0.4453125 * 32,768 = 14,592 Calculated the size for 25_17 (25 - 20) * 32,768 = 163,840 (17 - 18) * 32,768 = -32,768 163,840 - 4,864 = 158,976 -32,768 + 14,592 = -18,176 On that file it says the X and Y are 163,000 x -26,100 so I know somewhere I'm doing the math wrong lol curious if anyone can provide some insight into it, so I can start making the maps for the other catacombs. Cheers
  5. All good after editing a few lower maps I figured out the labelled all Emitters the same for the same objects, so that helps. For the Kamael Training Pad the emitter to remove is Emitter181 same id for every zone. for the weird swirly thing outside of town gates it's Light232 and Emitter's 1,2,8,9
  6. Thanks, Managed to remove some from around Orc Village, but doesn't seem to want to let me load up 24_18 for aden to figure out what the emitter number is, tells me I have an index out of bounds for statues_t for some reason..
  7. Trying to find out how to get reference to the animated static meshes to remove them. I've used L2SMR to identify deco objects and remove them from the map, but if they also had an animation attached, they still linger in game. Example in picture is the Kamael Guild Platforms
  8. Good day, Looking how to get an ItemId object from an int value of the item Id, if anyone knows how? I looked at the UIDATA_ITEM, and doesn't appear to have a native function there, wondering if anyone knows of a function existing. More Info that may help understand why I'm asking: I'm trying to use native static function string GetItemTextureName(ItemID Id); But requires type ItemId, and not int. So trying to find a way to to convert int value to the corresponding ItemId. Cheers YulRun Figured it out, Answer is: Built in function: GetItemID(Int id) returns ItemID
  9. @Rolo's Answers answer all questions and it can be locked. - Unwanted Pet or Player actions can be removed within actionname-e.dat - Adding Macro Icons can be edited within MacroListWnd.u or added directly to that texture file in chronological order. Cheers
  10. If you plan to start Interlude with L2J, aCis is your best Starting point hands down. No pack, anywhere is 100% BUG Free and Low-Rate Ready. If you want to develop a low rate you need to put in the work. But aCis has one of the Best GeoEngines/Pathing, and coming with a OFF Parsed SpawnManager puts you in a pretty good starting place.
  11. A suggestion is to condense and highlight the styling of Pinned Topics. Some Forums have a lot of pinned topics to sift through as you scroll to see the latest topics. Having them condensed and highlighted would make navigating forums/subforums more pleasant. Example:
  12. My suggestion is to Sub-Category Client Development into 3 Categories: -Discussion Forum, with the sub categories of Requests -Shares with sub categories of Game Versions, C1-C5, C6 Interlude, CT+ H5, GoD, Classic -and then a separate Guide's Forum
  13. Like the Action WIndow (Has a list of usable Actions) If I wanted to remove Couple Actions or Add a custom action etc.
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