Gam3Master Posted August 7, 2019 Posted August 7, 2019 How is it possible to change size of monster, increase and make it bigger? for example Gremlin size of Baium? Quote
NevesOma Posted August 7, 2019 Posted August 7, 2019 5 hours ago, Gam3Master said: How is it possible to change size of monster, increase and make it bigger? for example Gremlin size of Baium? 1st way: 20083 - ID LineageMonster.stone_golem - patch to script. LineageMonsters.stone_golem_m00 - patch to model. LineageMonstersTex.stone_golem_t00 - patch to 1st texturel. LineageMonstersTex.stone_golem_t01 - patch to 2nd texturel. Decrypt original *.ukx & *.utx files ( for example LineageMonsters.ukx & LineageMonstersTex.utx ) and get the model + textures of your NPC / mob. Next: import all content to Unreal and use this box to change scale ( how to import you can read in Client Dev section ): 1.000000 - original scale ( 100% ). 2.000000 - scale ( 200% of original size ) Save with your name and change patch to model & textures in npcgrp.dat 2nd way: As you know what LineageMonster.stone_golem = patch to script. stone_golem script: In npcgrp.dat you can see examples of patch to script with prefix _20_bi & _30_bi or _10_sm Let we see text of script with prefix _20_b ( for example banshee_20_bi ): We can see new line. DrawScale = 1.20 ( 1.00 = 100% of size ). Your npc will be 20% bigger. You can use LineageMonster.banshee_20_bi to your NPC ( patch to script ) and not LineageMonster.stone_golem => your gremlin will be 20% bigger => _20_bi = _20%_big New example: LineageMonster.blade_stakato_soldier_10_sm => your NPC will be 10% smaller. In total, you can edit only patch to script, but be careful. 2 1 Quote
Gam3Master Posted August 8, 2019 Author Posted August 8, 2019 Thanks for replay. I will try today and post the result. Quote
Gam3Master Posted August 9, 2019 Author Posted August 9, 2019 So i tried the first way and as I see I can't use it without a good guide cause can't complete it. for second way I guess i need hex editor or there is a .u file editor? Quote
NevesOma Posted August 9, 2019 Posted August 9, 2019 4 hours ago, Gam3Master said: So i tried the first way and as I see I can't use it without a good guide cause can't complete it. for second way I guess i need hex editor or there is a .u file editor? For 1st way: check the forum. You can find nice guides from @GLO or from other people. For 2nd way: you don't need hex editor, simple check the npcgrp.dat for script names. As you know, _20_bi = 20% big; _30_bi = 30% big; _10_sm = 10% small. _NUM_bi = NUM% big; _NUM_sm = NUM% small. but not always. For example if you will replace your script name to " LineageMonster.banshee_20_bi" in npcgrp.dat then your monster will be 20% big. But you need to be careful that the animations also match. Try. Quote
NevesOma Posted August 11, 2019 Posted August 11, 2019 9 hours ago, GLO said: not every class has a _bi or _sm extension Yes, that's right, that's why I wrote to him above to search for these names in npcgrp.dat who have such suffixes. And I too wrote to him above that not every class with the suffix _bi_NUM this is exactly number of %. For example: devastator_200_bi = ( DrawScale=3.00 ) and not 2.0 as we saw from the name, therefore one must be careful. In any case, this is the easiest method for him. Quote
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