abumini Posted September 18, 2017 Posted September 18, 2017 (edited) Hi everyone, I've been exporting hellbound monsters from Freya client to Interlude client, textures, meshes, sounds, the entire pack. But there is one monster that I belieave it isn't as easy as everything else. Im talking about the SandStorm. SandStorm monster is a Skeleton Pikeman with a SandStorm on top of him, and I don't know how to put a Sandstorm on top of him. This is Skeleton Pikemon. This is the SandStorm. Can someone help me? I've been working with UnrealEd 3.0 (it lets me import and create meshes and animations and simply copy paste them in the Lineage2 folder) Thanks in advance. Edited September 18, 2017 by abumini Quote
GLO Posted September 20, 2017 Posted September 20, 2017 skip the part about the meshes you need to do the script only Quote
abumini Posted September 20, 2017 Author Posted September 20, 2017 Thanks for your reply. Your talking about this scripts? AnimNotify_AttackItem : class AnimNotify_AttackItem extends AnimNotify native; AnimNotify_AttackPreShot : class AnimNotify_AttackPreShot extends AnimNotify native; AnimNotify_AttackShot : class AnimNotify_AttackShot extends AnimNotify native; var() int TargetIndex; what about textures for the animation? I was able to create the texture for the pikeman but I couldnt get the twister to show up :/ Can you help me? Quote
GLO Posted September 24, 2017 Posted September 24, 2017 On 9/20/2017 at 2:14 PM, abumini said: Thanks for your reply. Your talking about this scripts? AnimNotify_AttackItem : class AnimNotify_AttackItem extends AnimNotify native; AnimNotify_AttackPreShot : class AnimNotify_AttackPreShot extends AnimNotify native; AnimNotify_AttackShot : class AnimNotify_AttackShot extends AnimNotify native; var() int TargetIndex; what about textures for the animation? I was able to create the texture for the pikeman but I couldnt get the twister to show up :/ Can you help me? ................................................................. no not these scripts, you dont need any new textures or animations for the mob the mob uses e_u835_sand_twist_a adapt that effect and watch the part when you put it on the mob Quote
abumini Posted September 25, 2017 Author Posted September 25, 2017 Use that script with this guide? :) im going to try it out. Using the Postal2 UnrealEd wont damage the ukx file? Quote
abumini Posted September 25, 2017 Author Posted September 25, 2017 From what I understood I only need to extract the effect e_u835_sand_twist_a.uc and mention it on the npcgrp.dat correct? Quote
GLO Posted September 25, 2017 Posted September 25, 2017 4 hours ago, abumini said: From what I understood I only need to extract the effect e_u835_sand_twist_a.uc and mention it on the npcgrp.dat correct? well you need the resources for the effect (aka sprite - texture / mesh - staticmesh) and the script for it (u and int) then in npcgrp Quote
abumini Posted September 26, 2017 Author Posted September 26, 2017 I'm not beeing able to finish... I've got the staticMeshes done, the textures/particles too. Can you help me on TeamViewer to finish? please *.* Quote
GLO Posted September 26, 2017 Posted September 26, 2017 l2samdstorm should be your u with the effect - error says that it cant find it keep it in your compiler system folder OR the alternative would be to keep your e_u835 sand in the same folder as your npc script and remove the l2sandstorm show me your npc script or pm me teamviwer Quote
sacrifice Posted January 8, 2019 Posted January 8, 2019 I have a small question to compile must have the file staticmesh and textures at the root (it must be encrypted or not encrypted) (utx or dds) (usk or PSKA) Quote
NevesOma Posted May 18, 2019 Posted May 18, 2019 On 1/8/2019 at 8:28 PM, sacrifice said: I have a small question to compile must have the file staticmesh and textures at the root (it must be encrypted or not encrypted) (utx or dds) (usk or PSKA) Not encrypted ( utx for example ). Quote
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