Jump to content

Recommended Posts

Posted

[glow=red,2,300]1. Introduction[/glow]

In this guide we will learn how to edit the loading screen of any chronicle. I have seen some guides in forum but much of them had some errors and when people try to enter game they get crash. However in this guide I will try to guide you step by step to get the expected result.

 

[glow=red,2,300]2.What is loading screen?[/glow]

The loading screen is the picture that appears when you are waiting your char to log in. As im using Interlude, my original loading screen would be this one:

 

sinttuloog.png

 

[glow=red,2,300]3. Programs that we will need:[/glow]

 

Link 1 mediafire (rar)

Link 2 megaupload (rar)

Link 3 4shared (rar)

 

* All links are the same

 

[glow=red,2,300]4. Rar content:[/glow]

The above rar contain:

● Paint.NET 3.5.10 installer ( ??? ) --> Install it where you like. We will use this program to convert DDS files to PNG so we can easily edit them without any plugins.

● UE2Runtime installer --> Install it where you like too.

● L2Tool

● L2Endec

● L2Decrypt

● Encrypt UTX

You will need any version of Photoshop too, search in google

 

[glow=red,2,300]5. Guide:[/glow]

The first thing we will do is extract the rar, in the desktop for example.

Now we need to find the loading screen to edit it. This file is packed in l2Font-e.utx of our systextures folder (C:\Program Files\Lineage II\systextures) so copy it to the folder where we have all our tools.

 

79138293.png

 

Now that we have all files in the same folder, let's drag and drop our l2Font-e.utx on l2decrypt to decrypt it. This will open it and after waiting 5 seconds or so will appear this:

 

34744828.png

 

We have to remember number that appears in ... using Version 121.

Click on enter and l2decrypt will close. Also now we have a new file: L2Font-e.clear.utx (You can erase the original l2Font-e.utx if you like).

 

 

Now we have our file decrypted, however, to open it with the UnrealEditor we need to make it  "readable". For this we will use the l2tool. Double click on it. In the third line (which begins with UTX...) select our L2Font-e.clear.utx and click on the Line2-> UnrealED button. Agree and select a location to be saved (I recommend in the same folder to overwrite the previous L2Font-e.clear.utx and not create thousand files).

 

27821423.png

 

26937871.png

 

Now we have our L2Font-e.clear.utx ready to open with UnrealEditor, so open it and checking that you are on "textures" tab, go to file -> open -> and select our L2Font-e.clear.UTX:

 

14661118.png

 

Now go to the tab where says AgitMap and select Skins. Here we have the original loading screen (Texture loading02-e * [DXT3]), we right-click on it, click on export to file and select any location, desktop for example. (Do not close the UnrealED)

 

57933578.png

 

Well! We now have a new friend to play with on the location where we selected in Unreal (desktop in my case) the loading02-e.dds.

 

Now comes the editing, we have two ways:

● Edit with Paint.net directly (This program may called your attention, but is one of the few wich can read the dds format without plugins)

● Edit with Photoshop (be better)

 

I'm going to edit it with Photshop and, as it doesnt read .dds, I will open the loading02-e.dds with Paint.net and I will save it as .png (File -> Save as) to make it readable by Photoshop.

 

44523755.png

 

89988353.png

 

Now open this .png with photoshop and edit it as you like, we can leave the black bar where appears the NCSoft credits, remove, put new images ... what you want ... But respect image size and dont write anything below LOADING bar... Once you have finished your editing, save it again as .png.

 

74023754.png

 

Now we will re-open the loading02-e that we have in png with paint.net and we're going to save as .dds (File --> Save it as):

 

23572128.png

 

A new tab will appear with saving options, put them like that: (DTX3 / Interactive setting / Perceptual)

 

86480749.png

 

We have finished with editing. Return to Unreal where we still have the old loading02-e, go to File --> Import (verifying that we are in the textures tab) and select the loading02-e  that we have edited. It appears another tab settings, you must put it like this:

 

56276035.png

 

85894580.png

 

Now we  have the new loading02-e loaded so now go  to file --> save and save it in the folder where we have all the tools (Remember, I put in it desktop)

 

We are almost done. The only need now is to re-encrypt it again to allow client to recognize it. Go to the folder from the beginning, where we have the l2Font-e.utx we have just saved, do right-click on encrypt UTX and click edit.

 

42965092.png

 

Paste that if isnt:

 

l2encdec -e 121 L2Font-e.utx

 

* In case your file is named different from L2Font-e.utx, change it for the file name

** In case your version is different, change 121 for yours (second image of the guide, where we used l2decrypt and I told you to remember a number)

 

Save it and run the UTX encrypt. This will give us a new file, the hoped enc-L2Font e.utx.

 

68696734.png

 

Move the enc-L2Font e.utx to your systextures folder, change his name for L2Font e.utx and...

 

16040903.png

 

You have finished! Congrats!

 

But... wtf we must check how it looks not?

 

sinttulomjq.png

 

[glow=red,2,300]6. Comments[/glow]

I would like to apologize because the pictures are in Spanish and most people dont understand it, I have tried to specify all to make understable by everybody. If you have any doubt post here and we will solve it.

 

[glow=red,2,300]6. Credits[/glow]

Images and guide by me

 

Comment  ;)

Posted

Hi, I receive the error when L2Font-e.clear.utx open the file with UnrealeD.

 

Error ouput:

No Label

 

OS: Windows NT 6.1 (Build: 7601)

CPU: GenuineIntel PentiumPro-class processor @ 3399 MHz with 4095MB RAM

Video: Intel® HD Graphics Family (2253)

 

Texture L2Font-e.Font.SmallFont-e: Serial size mismatch: Got 58, Expected 131345

 

History: LoadObject <- (Texture L2Font-e.Font.SmallFont-e 2287==2287/40431129 2229 131345) <- ULinkerLoad::Preload <- PreLoadObjects <- UObject::EndLoad <- UObject::LoadPackage <- UEditorEngine::SafeExec <- (LOAD FILE="C:\EditingTextures\L2Font-e.clear.utx") <- UEditorEngine::SafeExec <- (OBJ LOAD FILE="C:\EditingTextures\L2Font-e.clear.utx") <- UEditorEngine::Exec <- (OBJ LOAD FILE="C:\EditingTextures\L2Font-e.clear.utx") <- UUnrealEdEngine::Exec <- WBrowserTexture::OnCommand <- WWindow::WndProc <- WWindow::StaticProc <- WBrowserMaster::OnCommand <- WWindow::WndProc <- WWindow::StaticProc <- MessagePump <- MainLoop

  • 3 weeks later...
  • 3 weeks later...
  • 4 weeks later...
  • 2 weeks later...
  • 4 weeks later...
Posted

helloo!! I have a problem with this... I decrypt  the file with l2decrypt, I open l2tool and says with red characters:

 

"Componet MSCOMCTL.OCX or one file is dependencies not correctly registered. a file is missing or invalid."

 

please Help!

Guest
This topic is now closed to further replies.



  • Posts

    • ⚡ Fast order delivery is active 24/7! Upgrade your personal Gmail to Gemini Pro with full 2TB storage and premium Google One features today.
    • Update M54: Global HP/MP/CP consumable handling expanded beyond combat-only usage. Offensive mage idle recovery with learned skill Battle Heal. Spellhowler/Storm Screamer prioritizes Hurricane, using Vampiric Claw mostly below 90% HP. Major structural refactor initialized: Added category/class organization such as Archer, Dagger, Tank, Mage, Healer, Support and Specialized class files. Further structural cleanup. Extracted combat memory/state and more class-policy logic from the main controller. Added global stuck/inactivity watchdog for bots blocked by terrain/geodata. Added unreachable dropped ground-item timeout/temporary blacklist. Reworked Necromancer/Soultaker PvP: Dominator level 78+ maintains learned Arcane Power toggle on. Overlord/Dominator level 44+ maintains learned Soul Guard toggle automatically. Stability/scalability update: Bot controller ticks staggered instead of all starting in the same phase: Same 350 ms update rate retained Reduces simultaneous AI workload bursts. Removed the old manual aggressive-monster EVT_AGGRESSION bridge. Phantoms now use native Lucera setActive() behavior so monsters aggro them naturally. Reduced unnecessary NPC scans and native AI event pressure. Added saved-bot equipment overrides using a separate database table:         lucera_autobots_items Existing lucera_autobots remains the main saved-bot identity/state table. Equipment rows are linked to saved bots through bot_id. Added optional convenience view to show bot name together with equipment overrides:         lucera_autobots_items_view Added editable equipment slots in columns: Weapon Shield Helmet Chest Legs Gloves Boots Necklace Left/Right Earrings Left/Right Rings Equipment override values: 0 = use normal class/level profile item -1 = force slot empty >0 = equip that Item ID Custom equipment works only for saved database bots. Default class/level equipment profiles remain unchanged. Supports custom equipment from No Grade to S Grade, regardless of the bot's current level. Added validation for invalid item IDs and incompatible equipment slots. Added handling for: Two-handed weapons vs shields Full-body armor vs separate leggings Added all-grade Soulshots and Spiritshots to bot inventory/replenishment so custom lower-grade weapons still use the correct shots. Mage profiles that already use Blessed Spiritshots keep that behavior with all relevant grades available. First save the bot normally so it exists in table:         lucera_autobots Then open:         lucera_autobots_items Find the row with the same bot_id and edit only the equipment slots you want. Example: weapon_id = 6608 shield_id = -1 helmet_id = 0 chest_id = 0 legs_id = 0 gloves_id = 0 boots_id = 0 This means: weapon_id 6608 → custom weapon shield_id -1 → no shield all 0 values → keep normal default profile equipment After editing the DB, despawn and respawn the saved bot so M54 reloads its equipment overrides. Do not edit bot_id. Use it only to identify which saved bot the equipment row belongs to.   DOWNLOAD
    • It will be multi client so it will detect the client from the files and adapt the packets and asset loading. I am aiming for C4 and H5 after IL
    • this is just to simplify your life, time, and can be done for free by yourself just watch some tutorials, in case you don't wanna waste time check it out!   https://l2getwork.art   https://l2getwork.art/showcase.html  
    • Good job! Any chance for it to be downgradeable or at least compatible with older chronicles?
  • Topics

×
×
  • Create New...

Important Information

This community uses essential cookies to function properly. Non-essential cookies and third-party services are used only with your consent. Read our Privacy Policy and We have placed cookies on your device to help make this website better. You can adjust your cookie settings, otherwise we'll assume you're okay to continue..