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Posted
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:

Screenshot_8.png.62c6872940ff5da44a21069

 

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 ):

Screenshot_9.png.a124e750f362c9b34736475

 

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:

Screenshot_8.png.62c6872940ff5da44a21069

 

As you know what LineageMonster.stone_golem = patch to script.

 

stone_golem script:

Screenshot_10.png.e9c5bb08004bce1ad01097

 

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 ):

Screenshot_12.png.273b0a011564edcb0c4f7f

 

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.

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Posted

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?

Posted
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.

Screenshot_14.png.4254ec7bf6d89ad185395e

 

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.

Posted
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.

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