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cgiven415

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  1. Ok well here I am again i have created the .psk imported into unrealed but when I save as .ukx I notice that the pitch roll and yaw need to be adjusted. From what I have noticed the x, y,z is rotated as well as the pitch roll and yaw, but it seems to always be random on the pitch roll and yaw. is there an esier way to figure out what the pitch roll and yaw should be for each mesh? or is there a way in the exporting to make the mesh end up in the right position on the char.? BTW i'm using 3ds max and unrealed 2004 patched.
  2. I know this is the area to share files with everyone and i'm sorry but these are going into my server for now and i'll create more to share at a later time. I hope you all understand. :) I want to send out a huge THANK YOU to Critical Error who helped me through any issues i had!!!!! I will try to post videos on youtube tomorrow so that you can see the effects.
  3. well here it stands i now have 3ds max and now i'm completely lost lol.....would someone be willing to email me a good tutorial on mesh creation for 3ds max in regards to lineage 2 meshes. for example if i want to create a helmet i am lost as to knowing how to add a boone and how to place mesh so that client knows its placement....yeah i'm a noob...i know
  4. lol I edited my post as to the current issue
  5. ok i have the program from gildor and client doesn't crash but my mesh doesn't show in game :( i feel like i am doing something wrong in blender mesh creation...here are the steps that i have taken: new file in blender build mesh add an armature (unsure if i did this right) create seams then unwrpped for uv then export as .psk import into unrealed2004 (says new mesh added, but i can't see it) save as .ukx then added .ukx and .utx in client edited .dat i'm so close i'm sure of it just need a little help :) thank you again for all the help this forum has been especially CriticalError. I really appreciate the help!!
  6. ok so now i have figured everything out when creating my own mesh and animation. my issue now is the .ukx is crashing freya client.....GRRRRRRR... :) so far as i have read basically it comes down to donating for a tool made by Gildor in order to make the .ukx that will not crash the client. is this correct or is there another way. Thank you in advance!
  7. Got it working ty for all the support and tutorials Critical Error I'll post some pictures/vids soon :D
  8. ok ty I will test this and report back Ok i followed all the steps and even added armor to the itemname -e.dat but i still get the same error: 2011.1.30 01:03:05 OS : Windows Vista 6.1 (Build: 7600) CPU : GenuineIntel Intel® Core2 Duo CPU P8400 @ 2.26GHz @ 2261 MHz 1978MB RAM Video : No Video PosCode : LS1(216) 0:0:0 2/0 [538] General protection fault! History: FL2GameData::LoadL2DataBin <- FL2GameData::ArmorItemDataLoad <- FL2GameData::Load <- UGameEngine::Init <- InitEngine Here are the steps i went through: Export .tga from .utx using Umodel (successful) then edit the Vorpal Leather Armor pieces (_u, _b, _l, _l2, _g) the files were the .ori, .sp, and .sp1 then saved them with new name as a .tga file. Then I used UnrealEd2 to make new texture. I added .ori in diffuse then .sp in opacity then my texpanner in specular then .sp2 in specularityMask made the outputBlending OB_Masked and twoSided true. did this for all 4 pieces. then saved all as .utx file. then used L2encdec on 121 to encrypt. I then deleated the enc- and addedd the .utx to systexture folder in client. Opened armorgrp with l2 file edit ++ v2 then copied the armor pieces lines of code, pasted them at bottom with an etra space. changed item number(no item,npc,weapon,armor has the same number i checked). I only did the FDarkelf armor set so i changed: FDarkElf.FDarkElf_m013_t1110_u FDarkElf.FDarkElf_m013_t1110_l FDarkElf.FDarkElf_m013_t1110_g FDarkElf.FDarkElf_m013_t1110_b to: midnightblue.FDarkelf_midnightblue_u midnightblue.FDarkelf_midnightblue_l midnightblue.FDarkelf_midnightblue_g midnightblue.FDarkelf_midnightblue_b thats all i changed in armorgrp, saved and encryted using 413. Then i added the armor pieses to itemname-e same method just changed itemId and name and text to be shown on mouse_over. started gameserver (problem before fixed), and then starteL2.exe and /fail....anymore advice is as always greatly appreciated ty CriticalError for your quick response last time and your tutorials have been a great help in editing the textures.
  9. ok I have read and watched god knows how many tutorial on this subject. this is what i'm working with: 64bit system 2gb ram 52gb free space on c: 5000-8000 page filing Freya- systextures UnreadEd2- to create textures and save as .utx Umodel- to export .tga from .utx L2decrypt- to decrypt .utx L2Tool- to make .utx readable in UnrealEd2 L2encdec- to encrypt new .utx L2FileEdit- edit .dat btw i'm trying to edit the new freya armors and weapons ok these are the proccess' as i understand it in the many tutorials: Proccess 1: I use L2decrypt to create clear.utx file then I open the clear.utx file in l2tool and save it in my Unreal folder, but when i go to open the .utx in UnrealEd2 i get this error OS: Windows NT 6.1 (Build: 7600) CPU: GenuineIntel PentiumPro-class processor @ 2261 MHz with 1978MB RAM Video: Mobile Intel® 4 Series Express Chipset Family (1872) Texture LineageWeaponsTex-fixed.vesper_avenger.vesper_effect_mk: Serial size mismatch: Got 116, Expected 44127 History: LoadObject <- (Texture LineageWeaponsTex-fixed.vesper_avenger.vesper_effect_mk 45269==45269/79733950 45153 44127) <- ULinkerLoad::Preload <- PreLoadObjects <- UObject::EndLoad <- UObject::LoadPackage <- UEditorEngine::SafeExec <- (LOAD FILE="C:\UnrealEngine2Runtime\Textures\LineageWeaponsTex-fixed.utx") <- UEditorEngine::SafeExec <- (OBJ LOAD FILE="C:\UnrealEngine2Runtime\Textures\LineageWeaponsTex-fixed.utx") <- UEditorEngine::Exec <- (OBJ LOAD FILE="C:\UnrealEngine2Runtime\Textures\LineageWeaponsTex-fixed.utx").. <- UUnrealEdEngine::Exec <- WBrowserTexture::OnCommand <- WWindow::WndProc <- WWindow::StaticProc <- WBrowserMaster::OnCommand <- WWindow::WndProc <- WWindow::StaticProc <- MessagePump <- MainLoop I understand from a post by CriticalError that UnrealEd2 can't open these .utx though if using freya is this correct? so that lead me to next try: Proccess 2: Export .tga from .utx using Umodel (successful) then edit it in photoshop and then use UnrealEd2 to make new texture and save .utx then encdec add to systexture folder then modify weapongrb using L2fileedit. I then added new id to my .xml and my sql buylist. I get two errors (1) client fails to load giving an error of general protection fault about loading the weapons. and my gameserver says missing data for 30000 in buylist. I have been hard at work on this for approx 2 weeks and am about to thow my computer through the window I wanted to figure this out without asking for help but *facedesk* please can anyone give me some advice. I thank you in advance.
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