Mobius Posted March 17, 2018 Share Posted March 17, 2018 This guide was shared years ago. I am not the original author. This is the only guide ever shared to generate geodata from the client. Tools needed. Stazis L2 Geo Converter (GeoConv) Download: http://www.mediafire.com/file/irzey5hk0tyywub/GeoConv_v93b.zip G16ed (A heightmap editor that works directly with the UEd3 G16 format (16-bit greyscale.)) Download: http://www.mediafire.com/file/2v2288vlbq6n2bk/G16ed.zip UTPackage (extract) Download: http://www.mediafire.com/file/vuddpqsd5ik9g3c/UTPackage.zip Unreal Engine 2 Editor (Create UTX) Download: http://www.mediafire.com/file/yx53pt73a5e6yk3/UE2Runtime-22261903.zip L2J-GeoEditor (Convert to L2J format and create the PathNode) Download: http://www.mediafire.com/file/1j5lhll1mn1uy2x/l2j-GeoEditor-v17.zip HEX Editor - (I use UEStudio or Ultraedit) Download: Find it on the web :P Important: In this example I will use the map T_22_19, but applies the same procedure for any map. First we need to extract heightmap images from UTX files (T_22_19.UTX, T_22_20.UTX etc.) * Put this file T_22_19.UTX in UTPackage/Textures and execute "unpack.bat" * Open UTPackage/RAW folder and find the file 22_19.raw * Open this file with Ultraedit and search (Ctrl + f) for "40 80 10", the first byte after this string is the start of the heightmap image. * Copy this address, in this case is 107h * Open the windows calculator and switch to "Scientific" mode, select "Hex" and input "107", select "Dec" and now you have "263". * Open G16ed, go to "File -> Import -> RAW data, search for 22_19.raw and in the field "Data start offset" input "263" and click in Input, Ok, Ok. * Go to "File -> Save (Ctrl + S)" and use the name of the map for your new image (22_19.BMP). Now you have a perfect G16 heightmap image. Now we need to create an UTX file with the image that we have saved. * Open UnrealEd and in the windows "Textures" go to "File -> New" and complete the fields. Info -> Package: T_22_19, Group: Height, Name: 22_19, Class: Raw Material Properties -> MaterialClass: Class"Engine.Texture" (Select Texture from drop-down) * Go to "File -> Import" and select the image 22_19.BMP and ensure that the fields are correct. Info -> Package: T_22_19, Group: Height, Name: 22_19 Options -> Masked: uncheck, Generate MipMaps: uncheck, Detail Hack?: uncheck, Compression: none * Go to "File -> Save" and save this file as T_22_19.utx. Now we can create our Geodata using Stazis L2 Geo Converter (GeoConv) * Navigate to the Textures folder in the game, rename your original T_22_19.utx to T_22_19_O.utx and put in this folder our new T_22_19.utx * Open GeoConv and change this params. Min Plane Angle to XY: 20, Stairs Height: 10, Optimization Different: 80 * Click "Open Packages" and select 22_19.unr in "Lineage II/MAPS", allow the process to finish and now you have your GEO 22_19_conv.dat in the folder "Lineage II/MAPS". * Convert this GEO to L2J format and create the PathNode with L2j GeoEditor or HDGE. Known Issues * Some geodata are not correctly generated or can't be generated. * Using "Stairs Height: 10" can cause problems with the stairs (If you use "8" check all the stairs in the map for correct NSEW). 2 Quote Link to comment Share on other sites More sharing options...
Mobius Posted March 17, 2018 Author Share Posted March 17, 2018 (edited) Further manual adjustments can be made using G3DEditor. Download: http://www.mediafire.com/file/ps2d2kc0hwc2d54/G3DEditor_win_x64_20110920.zip Edited March 17, 2018 by Mobius Quote Link to comment Share on other sites More sharing options...
ikkop Posted December 14, 2018 Share Posted December 14, 2018 Hi plz u have screen for that Quote for "40 80 10", the first byte after this string is the start of the heightmap image. * Copy this address, in this case is 107h i'm here and i don't see de adress Quote Link to comment Share on other sites More sharing options...
Mobius Posted December 15, 2018 Author Share Posted December 15, 2018 I do not use the hex editor you use. And your screenshot does not show all the window. Quote Link to comment Share on other sites More sharing options...
sessho6430 Posted March 17, 2019 Share Posted March 17, 2019 Hi, i have this error, any solution? Quote Link to comment Share on other sites More sharing options...
destrodevianne Posted May 1, 2020 Share Posted May 1, 2020 On 3/17/2019 at 8:35 PM, sessho6430 said: Hi, i have this error, any solution? i have the same error , any solution ? Quote Link to comment Share on other sites More sharing options...
SaSuKi Posted May 27, 2020 Share Posted May 27, 2020 On 5/1/2020 at 4:45 PM, destrodevianne said: i have the same error , any solution ? Hello, a bit late i know but i had the same problem as above, finally managed to find a solution. You have to change Windows Region to: English (United Kingdom). Spoiler This worked perfectly for me. 1 1 Quote Link to comment Share on other sites More sharing options...
Jenkis Posted November 5, 2021 Share Posted November 5, 2021 what about creating GEODATA for custom map? Quote Link to comment Share on other sites More sharing options...
barao45 Posted March 26, 2022 Share Posted March 26, 2022 (edited) Hi Bros, im starting to edit some maps but i didnt found any wiki that shows how to use g3deditor or any editor. What is te functionality of de buttons with triangles ? and the colors? . Edited March 30, 2022 by barao45 Quote Link to comment Share on other sites More sharing options...
BrabusLV Posted September 25, 2022 Share Posted September 25, 2022 (edited) sorry duplicate contet, cant delete Edited September 25, 2022 by BrabusLV sorry duplicate contet, cant delete Quote Link to comment Share on other sites More sharing options...
lch Posted March 16, 2023 Share Posted March 16, 2023 (edited) Thanks, the guide is very useful. I have this problem, is there any solution? When extracting heightmap images from UTX files,Multiple files 18_15.raw, 18_15deco01.raw, 18_15G001.raw, etc. were extracted from the UTPackage/RAW folder. Do you need to extract all the new images (18_15.BMP, 18_15deco01.BMP, ..., 18_15S005.BMP)? On 3/16/2023 at 5:20 PM, Finn said: the other textures are like you can read for decoration purposes only. unreal needs those to apply texture to the ground and for example grass, debris or whatever deco u want to your heightmap Thank you for your reply! Edited June 9, 2023 by lch Solved Quote Link to comment Share on other sites More sharing options...
Finn Posted March 16, 2023 Share Posted March 16, 2023 (edited) the other textures are like you can read for decoration purposes only. unreal needs those to apply texture to the ground and for example grass, debris or whatever deco u want to your heightmap Edited March 16, 2023 by Finn Quote Link to comment Share on other sites More sharing options...
lch Posted March 16, 2023 Share Posted March 16, 2023 (edited) sorry, I put the question together Edited March 18, 2023 by lch Quote Link to comment Share on other sites More sharing options...
fa1thDEV Posted August 4, 2023 Share Posted August 4, 2023 On 3/16/2018 at 9:12 PM, Mobius said: This guide was shared years ago. I am not the original author. This is the only guide ever shared to generate geodata from the client. Tools needed. Stazis L2 Geo Converter (GeoConv) Download: http://www.mediafire.com/file/irzey5hk0tyywub/GeoConv_v93b.zip G16ed (A heightmap editor that works directly with the UEd3 G16 format (16-bit greyscale.)) Download: http://www.mediafire.com/file/2v2288vlbq6n2bk/G16ed.zip UTPackage (extract) Download: http://www.mediafire.com/file/vuddpqsd5ik9g3c/UTPackage.zip Unreal Engine 2 Editor (Create UTX) Download: http://www.mediafire.com/file/yx53pt73a5e6yk3/UE2Runtime-22261903.zip L2J-GeoEditor (Convert to L2J format and create the PathNode) Download: http://www.mediafire.com/file/1j5lhll1mn1uy2x/l2j-GeoEditor-v17.zip HEX Editor - (I use UEStudio or Ultraedit) Download: Find it on the web Important: In this example I will use the map T_22_19, but applies the same procedure for any map. First we need to extract heightmap images from UTX files (T_22_19.UTX, T_22_20.UTX etc.) * Put this file T_22_19.UTX in UTPackage/Textures and execute "unpack.bat" * Open UTPackage/RAW folder and find the file 22_19.raw * Open this file with Ultraedit and search (Ctrl + f) for "40 80 10", the first byte after this string is the start of the heightmap image. * Copy this address, in this case is 107h * Open the windows calculator and switch to "Scientific" mode, select "Hex" and input "107", select "Dec" and now you have "263". * Open G16ed, go to "File -> Import -> RAW data, search for 22_19.raw and in the field "Data start offset" input "263" and click in Input, Ok, Ok. * Go to "File -> Save (Ctrl + S)" and use the name of the map for your new image (22_19.BMP). Now you have a perfect G16 heightmap image. Now we need to create an UTX file with the image that we have saved. * Open UnrealEd and in the windows "Textures" go to "File -> New" and complete the fields. Info -> Package: T_22_19, Group: Height, Name: 22_19, Class: Raw Material Properties -> MaterialClass: Class"Engine.Texture" (Select Texture from drop-down) * Go to "File -> Import" and select the image 22_19.BMP and ensure that the fields are correct. Info -> Package: T_22_19, Group: Height, Name: 22_19 Options -> Masked: uncheck, Generate MipMaps: uncheck, Detail Hack?: uncheck, Compression: none * Go to "File -> Save" and save this file as T_22_19.utx. Now we can create our Geodata using Stazis L2 Geo Converter (GeoConv) * Navigate to the Textures folder in the game, rename your original T_22_19.utx to T_22_19_O.utx and put in this folder our new T_22_19.utx * Open GeoConv and change this params. Min Plane Angle to XY: 20, Stairs Height: 10, Optimization Different: 80 * Click "Open Packages" and select 22_19.unr in "Lineage II/MAPS", allow the process to finish and now you have your GEO 22_19_conv.dat in the folder "Lineage II/MAPS". * Convert this GEO to L2J format and create the PathNode with L2j GeoEditor or HDGE. Known Issues * Some geodata are not correctly generated or can't be generated. * Using "Stairs Height: 10" can cause problems with the stairs (If you use "8" check all the stairs in the map for correct NSEW). Hello, how I convert since geodata.l2j to .l2g?, I'm working in lucera2 classic, thank you for the information! Quote Link to comment Share on other sites More sharing options...
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