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JustLikeMe

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  1. Re pu ine ekino to post pu ekane o extremedwarf mia japanese cosplayer ftouu.. diagrafikan ta posts? RE DN BORW NA KANW POST STAMATISTE NA KANETE REPLIES .. 5h fora... .. 6h..
  2. Sta 32 bit usareis gyrw sta 3.7 RAM. Ama valeis 64 bit logika 8a usareis olh thn RAM. Twra pou to skeftome afto ine kalh idea ke gia mena ;p alla me provlimatizei to oti borei kapia 32bit programata na mh dulevun se 64bit. Afto prepei na to psa3eis.
  3. xaxaxa h tyxh ine tyflh giafto epese panw mu? 0xa0x0a0xa0x0a
  4. 3ekolate re, mh menete sta palia.. Egw symvouleftika ton Dev mono me 2000 euro 3exwrista apo afta pu edwsa gia to PC kai twra exw 128 bit architechture kai 256 RAM DDR6
  5. Kana kainurio beat den exei vgalei aftos o nikolas?
  6. Hello. I want to remove the quests for the Grand bosses without messing their behaviour, but I don't know how to disable the quest check inside the ai/individual/.java files. The second problem is the respawn time of all bosses. In config.java->grandboss I have edit the respawn and wait times, but they don't seem to work. In grandboss_data table the respawn_time is 1343591774222 which is hour, minutes, seconds and date, but I don't really know the actual format. From where should I change the respawn time? For the second problem my guess is that first the grandbosses have to be spawned according to respawn_time and after they will follow the config.java, maybe Im wrong. But I can't wait for days :/ I also heard that the respawn time is stored inside the .java files what should I do? Thanks in advance.
  7. Hi again, with the help of LightFusion I managed to get things right, however the hat is not shown in the game and only the hairstyle changes! Here my .ukx, .utx and .obj. http://www.mediafire.com/?y1lmld9f1ff7rp9 I think my .obj is weird because in 3ds Max 9 at start i get a weird error code 998. Yes i use compability mode and no aero theme. Also the armorgrp line: 1 30000 0 3 6 4 0 Dropitems.drop_hat_m003 hatutx.hat 0 0 0 0 0 1 0 0 icon.accessory_magic_cap_i00 -1 10 13 0 0 0 1 10 1 hat.MFighter_hat_m003 1 hatutx.hat 1 0 255 1 1 hat.FFighter_hat_m003 1 hatutx.hat 1 0 255 1 1 hat.MDarkElf_hat_m003 1 hatutx.hat 1 0 255 1 1 hat.FDarkElf_hat_m003 1 hatutx.hat 1 0 255 1 1 hat.MDwarf_hat_m003 1 hatutx.hat 1 0 255 1 1 hat.FDwarf_hat_m003 1 hatutx.hat 1 0 255 1 1 hat.MElf_hat_m003 1 hatutx.hat 1 0 255 1 1 hat.FElf_hat_m003 1 hatutx.hat 1 0 255 1 1 hat.MMagic_hat_m003 1 hatutx.hat 1 0 255 1 1 hat.FMagic_hat_m003 1 hatutx.hat 1 0 255 1 1 hat.MOrc_hat_m003 1 hatutx.hat 1 0 255 1 1 hat.FOrc_hat_m003 1 hatutx.hat 1 0 255 1 1 hat.MShaman_hat_m003 1 hatutx.hat 1 0 255 1 1 hat.FShaman_hat_m003 1 hatutx.hat 1 0 255 1 1 hat.MKamael_hat_m003 1 hatutx.hat 1 0 255 1 1 hat.FKamael_hat_m003 1 hatutx.hat 1 0 255 1 1 hat.Mfighter_hat_m003 1 hatutx.hat 0 0 LineageEffect.p_u002_a 1 ItemSound.itemdrop_armor_glove ItemSound.itemequip_armor_cloak 1 0 0 0 0 0 0 0 0
  8. Thank you very much. It seems that I can't find the .psk even with UTPT. Maybe it doesn't exist? And if it doesn't exist what should be written in its place? Oh the texture is hat_sp. If i try hat.hat for the ukx i get critical error ... SkeletalMesh Hat.Hat: Serial size mismatch: Got 13938, Expected 13942 History: LoadObject <- (SkeletalMesh Hat.Hat 14108==14108/14142 170 13942) <- ULinkerLoad::Preload <- ... lightfusion see your PMs ;]
  9. Hello. I made a hat, but I don't know how to edit the armorgrp lines. I have a hatutx.utx in SysTextures and a hat.ukx in Animation folder. Here is an item in armorgrp.dat which already exists: 1 8563 0 3 6 4 0 Dropitems.drop_magic_cap_m003_a LineageAccessoryTex.magic_cap_m003_a_t00 0 0 0 0 0 1 0 0 icon.accessory_magic_cap_i00 -1 10 13 0 0 0 1 10 1 LineageAccessory.Mfighter_magic_cap_m003_a 1 LineageAccessoryTex.magic_cap_m003_a_t00 1 0 255 1 1 LineageAccessory.Ffighter_magic_cap_m003_a 1 LineageAccessoryTex.magic_cap_m003_a_t00 1 0 255 1 1 LineageAccessory.Mdarkelf_magic_cap_m003_a 1 LineageAccessoryTex.magic_cap_m003_a_t00 1 0 255 1 1 LineageAccessory.Fdarkelf_magic_cap_m003_a 1 LineageAccessoryTex.magic_cap_m003_a_t00 1 0 255 1 1 LineageAccessory.Mdwarf_magic_cap_m003_a 1 LineageAccessoryTex.magic_cap_m003_a_t00 1 0 255 1 1 LineageAccessory.Fdwarf_magic_cap_m003_a 1 LineageAccessoryTex.magic_cap_m003_a_t00 1 0 255 1 1 LineageAccessory.Melf_magic_cap_m003_a 1 LineageAccessoryTex.magic_cap_m003_a_t00 1 0 255 1 1 LineageAccessory.Felf_magic_cap_m003_a 1 LineageAccessoryTex.magic_cap_m003_a_t00 1 0 255 1 1 LineageAccessory.Mmagic_magic_cap_m003_a 1 LineageAccessoryTex.magic_cap_m003_a_t00 1 0 255 1 1 LineageAccessory.Fmagic_magic_cap_m003_a 1 LineageAccessoryTex.magic_cap_m003_a_t00 1 0 255 1 1 LineageAccessory.Morc_magic_cap_m003_a 1 LineageAccessoryTex.magic_cap_m003_a_t00 1 0 255 1 1 LineageAccessory.Forc_magic_cap_m003_a 1 LineageAccessoryTex.magic_cap_m003_a_t00 1 0 255 1 1 LineageAccessory.Mshaman_magic_cap_m003_a 1 LineageAccessoryTex.magic_cap_m003_a_t00 1 0 255 1 1 LineageAccessory.Fshaman_magic_cap_m003_a 1 LineageAccessoryTex.magic_cap_m003_a_t00 1 0 255 1 1 LineageAccessory.mkamael_magic_cap_m003_a 1 LineageAccessoryTex.magic_cap_m003_a_t00 1 0 255 1 1 LineageAccessory.fkamael_magic_cap_m003_a 1 LineageAccessoryTex.magic_cap_m003_a_t00 1 0 255 1 1 LineageAccessory.Mfighter_magic_cap_m003_a 1 LineageAccessoryTex.magic_cap_m003_a_t00 0 0 LineageEffect.p_u002_a 1 ItemSound.itemdrop_armor_glove ItemSound.itemequip_armor_cloak 1 0 0 0 0 0 0 0 0 What should I edit exactly? (except for the ID) Thanks in advance.
  10. Thanks alot. As for the zModeler v1 when I opened it it said "no plugins detected you can use neither import or export". I ignored the message and when I tried to import the hat.3ds nothing happened. Can you give me your zModeler? :)
  11. Hi there, long time no see :) So I've been thinking of making a hat for gracia epilogue. Believe me I checked every tutorial and every video in maxcheaters and elsewhere but it seems that those tutorials are only to show off "skills". Give me a little help here, about the hat, I made a nice hat in 3ds max 2012. Question 1: In 3ds max 2012 you can color your model, but in order to implement it in lineage 2 you must not color it, but make the colors separated in photoshop, after import it in UE. Right? Lets take it from start. In order for a model to work you need a .ukx file which goes in the "Animations" folder and another .utx file which goes in the "SysTextures" folder. You also need a line for armorgrp.dat or weapongrp.dat which goes in the "system" folder. This is the client part. Question 2: Do you also need a line for e-itemname.dat or any other things? About the server part you have to insert lines in sql custom weapons/armors and a .xml file, This is the server part. Question 3: Do you need anything else? Probably not. About creating the model. There are 2 ways. The first one is to take an existing model and modify it and the other way is to create a model from scratch. What I did, followed elfocrash's tutorial and I made a hat model from scratch in 3ds max 2012. After that export as hat.3DS import the hat.3DS in zModeler v1 'to fix the terrains'- Question 4: I couldn't find the import/export plugins for zModeler v1 so I imported it in zModeler v2 with the plugins I exported it as .3ds and when I imported it in 3ds Max 2012 the model was messed up. What is wrong the zModeler version or the 3ds Max version? Any link for zModeler v1 with plugins? -export the hat.3ds import it in 3ds Max and export it as hat.obj. Question 5: Let apart the messed up model when I exported the hat.3ds from the 3ds Max as hat.obj I noticed in elfocrash's tutorial (3ds Max 9) it was written "Wavefront Object (*.OBJ)" while in my 3ds Max 2012 it was written "gw::OBJ-Exporter (*.OBJ)" Does this mean that mine .OBJ is not "good" ? After you have to move hat.obj into OAUKX_C7 to get hat.ukx and you put it in the "Animations" folder. Question 6: As you see in this image it shows an error. However the hat.ukx is still created. Is this related to the "not good" .obj? Is this normal? If not, what can I do to fix it? Next step is to save the colors image from photoshop as hatutx.TGA and import it in UE2 Editor. After the editting you export it as hatutx.utx- Question 7: Is this right? -and encode the hatutx.utx with Enc and then put the hatutx.utx in the "SysTextures" folder. Question 8: This encoding part is only for .utx? Or you must do it with .ukx too? Next edit the armorgrp.dat and put the line. Question 9: If your model is from scratch you need to make your own line, so how to do it? And if e.g. for the hat we use the existing Wizard Hat line, what parts to edit to make it work? I would be grateful if you answer my questions and please tell me if i missed anything or correct me if I said something wrong. Any help appreciated Thanks in advance.
  12. most events are for gracia final and when i try to convert them to epilogue there are some files like L2Summon which is located elsewhere and i cant find the unedited lines to place the edited (+code) lines since its structure is different! also player.autoattackable in epilogue isnt used when ctf gracia final uses it. So i cant adapt them correctly can anyone? here the ctf gracia final : http://www.mediafire.com/?k924cfuc44jr2zq please dont place the code recklessly if you dont know what you are doing.
  13. Can anyone share any of those events (ctf,dm,vip) for Gracia Epilogue? Thanks in advance. I have already found some events, but they are not for Epilogue and i can't convert them.
  14. It has something to do with the html/default/7206.html something should be added a file maybe
  15. Hello, i have some problems with the buffer Shiela ID: 1000003 . (l2jserver) I have downloaded the upgraded Shiela npc buffer from http://l2jserver.com/forum/viewtopic.php?f=81&t=12861 and i can't take chants , noblesse, special, pets, i can take songs, dances, buffs , remove all, heal. I have excecuted the .sql and the skills exist in npc_buffer like 1000003 1007 1 57 100 1007 etc. and in the html its action="bypass -h npc_%objectId%_Buff 1007" value="Battle" width=120 height=22 back="L2UI_ct1.button_df" fore="L2UI_ct1.button_df"> Any suggestions? Thanks in advance
  16. This is the last part of the code of the first post in which I have some problems, because i already have and if i add under increasePvpKills(target); else will have error. Where should i put that, i'm using Epilogue.
  17. i cant find any path like communityserver/. . . in l2jserver epilogue
  18. file an 8es tin gnwmi mou kai kaneis server me auto to site to poli na piasis 20 atoma max kai polla lew :S
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