NevesOma Posted June 18, 2020 Posted June 18, 2020 3 hours ago, Tristis said: ok 1st I would need tutorial for acmi l2tool install. 2. I use unreal editor. I no find full unreal engine working. 3. I try change npc color with L2Editor (if some1 can give full unreal editor for .utx and .ukx files, thnx). it work if I just change. if I import in new .utx file no work. 4. the npc I want to change now only have class (the first part of npcgrp.dat). no other. in npcgrp.dat its like this: ID LineageNPC.name (no texture) 1 0 1 I saw this guide. unreal runtime not working. I even put .utx file to texture folder but nothing. then I try decrypt file first and I put file inside folder but still not work. I get critical error all time. the same with .ukx files. I think you better pay someone who would do this for you. You cannot conquer all in one day, experience is needed... Also L2Editor incorrectly saves animations. If we say about Unreal2 Tournament the texture must first be decoded ( using l2tool by acmi ) so that it can be opened normally in Unreal runtime ( also you can download Unreal with patch by Gildor ( search ) ). You haven't figured out the textures, but you want to edit or open *.ukx already. First, read the documentation on the textures of what they are, try repainting part of the armor ( as in the video lesson that was sent to you ), then move on to something newer. You want it all at once, but it’s not possible in life... It is also unclear what you are editing there. Maybe the files are not encrypted with a another encoding, so they need to be decrypted. Maybe the file is protected from tampering ... there are very, very many nuances that you can’t recognize in a day and a week. Try to start with something simple. P.s In your line of the NPC there should be at least a record of the model from the NPC (class + model). 1 Quote
Finn Posted June 18, 2020 Posted June 18, 2020 (edited) To replace textures with l2tool (changing lobby texture example- works the same way for every utx): 1: Open L2Tool, Open your utx, Select your texture, Klick on viev to check if its the right one, klick on export to save your dds/bmp texture file: 2: Open your dds/bmp texture file with Photoshop (dds plugin required), change it and save it. To keep your original file as backup rename your saved file to "filename"_edited.dds: 3: Open L2Tool and select your utx and texture like in Step 1, klick view to ckeck whether you selected the original texture you want to replace, Now select your edited texture file by pressing the img button in l2tool (the one in the top right corner), after you have selected it press on "set". Thats it... your texture is replaced now: 4: Start your client to check the results: EDIT: Here are some other examples : Hehehehe :D HEres another one: Edited June 18, 2020 by Finn Quote
Tristis Posted June 18, 2020 Author Posted June 18, 2020 (edited) 4 hours ago, NevesOma said: I think you better pay someone who would do this for you. You cannot conquer all in one day, experience is needed... Also L2Editor incorrectly saves animations. If we say about Unreal2 Tournament the texture must first be decoded ( using l2tool by acmi ) so that it can be opened normally in Unreal runtime ( also you can download Unreal with patch by Gildor ( search ) ). You haven't figured out the textures, but you want to edit or open *.ukx already. First, read the documentation on the textures of what they are, try repainting part of the armor ( as in the video lesson that was sent to you ), then move on to something newer. You want it all at once, but it’s not possible in life... It is also unclear what you are editing there. Maybe the files are not encrypted with a another encoding, so they need to be decrypted. Maybe the file is protected from tampering ... there are very, very many nuances that you can’t recognize in a day and a week. Try to start with something simple. P.s In your line of the NPC there should be at least a record of the model from the NPC (class + model). But I can do that. not like you but I can change a EXISTING armor's color with unreal editor. just export .dds then import save encode with l2encdec and done. what I ask is how to change class or move npc to another .utx and change color. Me npc is like this in armorgrp.dat: 29055 LineageNPC.teleport_npc 1 0 2 4416 19 1.200000 0 1 5 MonSound.Hit_Soul_8 MonSound.Hit_Soul_7 MonSound.Hit_Metal_10 MonSound.Hit_Metal_16 MonSound.Hit_Soul_6 1 0 1 0 LineageEffect.p_u002_a 0 50.000000 250.000000 70.000000 0 1 also your unreal engine runtime blocked by windows defender as virus. also no allow me to run as administrator. and I never understand those GitHub etc. files. I not know how to build file. for example in acmi l2tool I see no file I can open only build files and java files. I just haven't work on ukx and staticmeshes because links difficult like above and most of times blocked as virus. why there are no guides for newbies? "use l2tool" but never say how to open l2tool and l2tool is many .xml and .java files. none say how open l2tool and how to open .bat files and java files downloaded from a site with safety. you say "search for patch for unreal runtime" but I see no guide of how to open unreal runtime step-by-step. in what directory best put? why windows see it as virus? and then you say "search for another GitHub that computer can block as virus". no offense. I just not understand why there are no step-by-step guides anymore. every guide start like developer programs u can download from GitHub links with 100 .xml and .bat files with them and can contain virus or blocked as virus already installed in computer. why? Edited June 18, 2020 by Tristis Quote
NevesOma Posted June 18, 2020 Posted June 18, 2020 19 minutes ago, Tristis said: But I can do that. not like you but I can change a EXISTING armor's color with unreal editor. just export .dds then import save encode with l2encdec and done. what I ask is how to change class or move npc to another .utx and change color. Me npc is like this in armorgrp.dat: 29055 LineageNPC.teleport_npc 1 0 2 4416 19 1.200000 0 1 5 MonSound.Hit_Soul_8 MonSound.Hit_Soul_7 MonSound.Hit_Metal_10 MonSound.Hit_Metal_16 MonSound.Hit_Soul_6 1 0 1 0 LineageEffect.p_u002_a 0 50.000000 250.000000 70.000000 0 1 also your unreal engine runtime blocked by windows defender as virus. also no allow me to run as administrator. and I never understand those GitHub etc. files. I not know how to build file. for example in acmi l2tool I see no file I can open only build files and java files. I just haven't work on ukx and staticmeshes because links difficult like above and most of times blocked as virus. why there are no guides for newbies? "use l2tool" but never say how to open l2tool and l2tool is many .xml and .java files. none say how open l2tool and how to open .bat files and java files downloaded from a site with safety. you say "search for patch for unreal runtime" but I see no guide of how to open unreal runtime step-by-step. in what directory best put? why windows see it as virus? and then you say "search for another GitHub that computer can block as virus". no offense. I just not understand why there are no step-by-step guides anymore. every guide start like developer programs u can download from GitHub links with 100 .xml and .bat files with them and can contain virus or blocked as virus already installed in computer. why? This is not our editor, we have nothing to do with him. Why there is defined as bad - we do not know. But the editor with the patch from the Gildor knows how to correctly save the NPC with animation. L2editor has problems. Whether or not to work with him is your choice. Try this version of l2tool ( just run *.jar file ). After you can save *.utx pack from l2tool and open with Unreal 2 Runtime. Link: http://wdfiles.ru/nmyM No problem, I understand you. Slowly everything will become clear. About ID 29055 ( teleport npc ). Yes, indeed, there are no models in line of *.dat. It is made as an effect and can only be repainted by repainting its texture in the original effects. Script of NPCID 29055: //================================================================================ // teleport_npc. //================================================================================ class teleport_npc extends LineagePawn Config(User); var Actor ViewEmitter; var string EmitterClass; simulated function PostBeginPlay () { local Class<Emitter> tempClass; Super.PostBeginPlay(); // 0x00000014 : 0x0000 tempClass = Class<Emitter>(DynamicLoadObject(EmitterClass,Class'Class')); // 0x00000017 : 0x0006 if ( tempClass != None ) // 0x00000025 : 0x0021 { ViewEmitter = Spawn(tempClass,self,'None',Location,Rotation); // 0x0000002E : 0x002C ViewEmitter.SetPhysics(10); // 0x0000003E : 0x004A ViewEmitter.bTrailerSameRotation = False; // 0x00000049 : 0x0058 ViewEmitter.bTrailerPrePivot = True; // 0x00000054 : 0x0069 ViewEmitter.SetBase(self,vect(0.00,0.00,1.00)); // 0x0000005F : 0x007A } } simulated event Detach (Actor Other) { if ( ViewEmitter == Other ) // 0x00000015 : 0x0000 { ViewEmitter = None; // 0x0000001F : 0x000F } Super.Detach(Other); // 0x00000023 : 0x0016 } simulated function Destroyed () { Super.Destroyed(); // 0x00000014 : 0x0000 if ( ViewEmitter != None ) // 0x00000017 : 0x0006 { ViewEmitter.NDestroy(); // 0x0000001F : 0x0011 ViewEmitter = None; // 0x00000028 : 0x0020 } } event GetEffTargetLocation (out Vector LocVector) { LocVector = Location; // 0x00000015 : 0x0000 } defaultproperties { EmitterClass="Lineageeffect.teleport_map_a" GroundSpeed=120.00 ControllerClass=Class'HerdNpc' DrawType=15 CollisionRadius=40.00 CollisionHeight=80.00 } Ok with class, next go to teleport_map_a from Lineageeffect.u We have emitters of this NPC: class teleport_map_a extends Emitter; // 보스전 용 텔레포트큐브. defaultproperties { Begin Object Class=SpriteEmitter Name=SpriteEmitter0 UseDirectionAs=PTDU_Normal ColorScale(0)=(Color=(B=255,G=255,R=255,A=255)) ColorScale(1)=(RelativeTime=1.000000,Color=(B=255,G=255,R=255,A=255)) ColorMultiplierRange=(X=(Min=0.000000,Max=0.000000),Z=(Min=0.700000,Max=0.700000)) Opacity=0.580000 FadeOutStartTime=1.220000 FadeOut=True FadeInEndTime=0.400000 FadeIn=True MaxParticles=2 Name="tele_down01" StartLocationRange=(Z=(Min=-78.000000,Max=-78.000000)) SpinParticles=True SpinCCWorCW=(X=1.000000) SpinsPerSecondRange=(X=(Min=0.010000,Max=0.010000)) UseSizeScale=True UseRegularSizeScale=False SizeScale(0)=(RelativeSize=0.700000) SizeScale(1)=(RelativeTime=1.000000,RelativeSize=1.500000) StartSizeRange=(X=(Min=240.000000,Max=240.000000),Y=(Min=240.000000,Max=240.000000),Z=(Min=240.000000,Max=240.000000)) UniformSize=True Texture=Texture'FX_M_T.M_FX_particle.fx_head_texture15' WarmupTicksPerSecond=1.000000 RelativeWarmupTime=4.000000 Name="SpriteEmitter0" End Object Emitters(0)=SpriteEmitter'LineageEffect.teleport_map_a.SpriteEmitter0' Begin Object Class=SpriteEmitter Name=SpriteEmitter1 UseDirectionAs=PTDU_Normal ColorScale(0)=(Color=(B=255,G=255,R=255,A=255)) ColorScale(1)=(RelativeTime=1.000000,Color=(B=255,G=255,R=255,A=255)) ColorMultiplierRange=(X=(Min=0.001000,Max=0.001000),Y=(Min=0.200000,Max=0.200000),Z=(Min=0.200000,Max=0.200000)) Opacity=0.540000 MaxParticles=1 Name="tele_down01" StartLocationRange=(Z=(Min=-78.000000,Max=-78.000000)) StartSizeRange=(X=(Min=150.000000,Max=150.000000),Y=(Min=150.000000,Max=150.000000),Z=(Min=150.000000,Max=150.000000)) UniformSize=True DrawStyle=PTDS_AlphaBlend Texture=Texture'FX_M_T.M_FX_particle.fx_head_texture22' WarmupTicksPerSecond=1.000000 RelativeWarmupTime=4.000000 Name="SpriteEmitter1" End Object Emitters(1)=SpriteEmitter'LineageEffect.teleport_map_a.SpriteEmitter1' Begin Object Class=MeshEmitter Name=MeshEmitter1 StaticMesh=StaticMesh'FX_E_S.fx_teleport.fx_teleport_mesh01' UseMeshBlendMode=False ColorScale(0)=(Color=(B=255,G=255,R=255,A=255)) ColorScale(1)=(RelativeTime=1.000000,Color=(B=255,G=255,R=255,A=255)) FadeOutStartTime=100.000000 MaxParticles=1 Name="tele01" StartLocationRange=(Z=(Min=-75.000000,Max=-75.000000)) SpinParticles=True SpinCCWorCW=(X=0.000000,Y=0.000000,Z=0.000000) SpinsPerSecondRange=(X=(Min=0.020000,Max=0.020000)) SizeScale(0)=(RelativeSize=0.500000) SizeScale(1)=(RelativeTime=0.170000,RelativeSize=1.200000) SizeScale(2)=(RelativeTime=1.000000,RelativeSize=1.200000) SizeScaleRepeats=1.000000 StartSizeRange=(X=(Min=0.700000,Max=0.700000),Y=(Min=0.700000,Max=0.700000),Z=(Min=0.700000,Max=0.700000)) InitialParticlesPerSecond=100.000000 AutomaticInitialSpawning=False DrawStyle=PTDS_AlphaBlend LifetimeRange=(Min=100.000000,Max=100.000000) Name="MeshEmitter1" End Object Emitters(2)=MeshEmitter'LineageEffect.teleport_map_a.MeshEmitter1' Begin Object Class=MeshEmitter Name=MeshEmitter2 StaticMesh=StaticMesh'FX_E_S.fx_teleport.fx_teleport_mesh05' UseMeshBlendMode=False RenderTwoSided=True ColorScale(0)=(Color=(B=255,G=255,R=255,A=255)) ColorScale(1)=(RelativeTime=1.000000,Color=(B=255,G=255,R=255,A=255)) MaxParticles=1 Name="tele_out" SpinParticles=True SpinCCWorCW=(X=1.000000,Y=1.000000,Z=1.000000) SpinsPerSecondRange=(X=(Min=0.100000,Max=0.100000)) StartSizeRange=(X=(Min=1.500000,Max=1.500000),Y=(Min=1.500000,Max=1.500000),Z=(Min=1.500000,Max=1.500000)) InitialParticlesPerSecond=100.000000 AutomaticInitialSpawning=False DrawStyle=PTDS_AlphaBlend LifetimeRange=(Min=100.000000,Max=100.000000) Name="MeshEmitter2" End Object Emitters(3)=MeshEmitter'LineageEffect.teleport_map_a.MeshEmitter2' Begin Object Class=MeshEmitter Name=MeshEmitter3 StaticMesh=StaticMesh'FX_E_S.fx_teleport.fx_teleport_mesh02' UseMeshBlendMode=False RenderTwoSided=True ColorScale(0)=(Color=(B=255,G=255,R=255,A=255)) ColorScale(1)=(RelativeTime=1.000000,Color=(B=255,G=255,R=255,A=255)) MaxParticles=1 Name="tele_rori" SpinParticles=True SpinCCWorCW=(X=0.000000,Y=0.000000,Z=0.000000) SpinsPerSecondRange=(X=(Min=0.200000,Max=0.200000),Y=(Min=0.200000,Max=0.200000)) StartSpinRange=(Z=(Min=1.000000,Max=1.000000)) UseSizeScale=True UseRegularSizeScale=False SizeScale(0)=(RelativeSize=1.000000) SizeScale(1)=(RelativeTime=0.500000,RelativeSize=1.200000) SizeScale(2)=(RelativeTime=1.000000,RelativeSize=1.000000) SizeScaleRepeats=50.000000 StartSizeRange=(X=(Min=0.600000,Max=0.600000),Y=(Min=0.600000,Max=0.600000),Z=(Min=0.600000,Max=0.600000)) InitialParticlesPerSecond=100.000000 AutomaticInitialSpawning=False DrawStyle=PTDS_AlphaBlend LifetimeRange=(Min=100.000000,Max=100.000000) Name="MeshEmitter3" End Object Emitters(4)=MeshEmitter'LineageEffect.teleport_map_a.MeshEmitter3' Begin Object Class=SpriteEmitter Name=SpriteEmitter2 UseColorScale=True ColorScale(0)=(Color=(B=255,G=255,R=255,A=255)) ColorScale(1)=(RelativeTime=0.514286,Color=(B=108,G=108,R=108,A=255)) ColorScale(2)=(RelativeTime=1.000000,Color=(B=255,G=255,R=255,A=255)) ColorScaleRepeats=1.000000 FadeOutStartTime=50.000000 MaxParticles=1 Name="tele_in" SpinParticles=True SpinCCWorCW=(X=1.000000) SpinsPerSecondRange=(X=(Min=0.100000,Max=0.100000)) SizeScale(0)=(RelativeSize=0.700000) SizeScale(1)=(RelativeTime=0.500000,RelativeSize=1.000000) SizeScale(2)=(RelativeTime=1.000000,RelativeSize=0.700000) SizeScaleRepeats=12.000000 StartSizeRange=(X=(Min=5.000000,Max=5.000000),Y=(Min=5.000000,Max=5.000000),Z=(Min=5.000000,Max=5.000000)) UniformSize=True InitialParticlesPerSecond=100.000000 Texture=Texture'FX_E_T.fx_teleport.fx_teleport04' LifetimeRange=(Min=50.000000,Max=50.000000) WarmupTicksPerSecond=1.000000 RelativeWarmupTime=3.000000 Name="SpriteEmitter2" End Object Emitters(5)=SpriteEmitter'LineageEffect.teleport_map_a.SpriteEmitter2' Begin Object Class=SpriteEmitter Name=SpriteEmitter3 UseColorScale=True ColorScale(0)=(Color=(B=255,G=255,R=255,A=255)) ColorScale(1)=(RelativeTime=0.157143,Color=(B=88,G=88,R=88,A=255)) ColorScale(2)=(RelativeTime=0.346429,Color=(B=255,G=255,R=255,A=255)) ColorScale(3)=(RelativeTime=0.514286,Color=(B=97,G=97,R=97,A=255)) ColorScale(4)=(RelativeTime=0.675000,Color=(B=255,G=255,R=255,A=255)) ColorScale(5)=(RelativeTime=0.846429,Color=(B=91,G=91,R=91,A=255)) ColorScale(6)=(RelativeTime=1.000000,Color=(B=255,G=255,R=255,A=255)) ColorMultiplierRange=(X=(Min=0.000000,Max=0.000000),Y=(Min=0.500000,Max=0.500000)) Opacity=0.450000 FadeOutStartTime=3.040000 FadeOut=True FadeInEndTime=0.440000 FadeIn=True MaxParticles=2 Name="tele_glow" UseSizeScale=True UseRegularSizeScale=False SizeScale(0)=(RelativeSize=0.700000) SizeScale(1)=(RelativeTime=1.000000,RelativeSize=1.300000) StartSizeRange=(X=(Min=130.000000,Max=130.000000),Y=(Min=130.000000,Max=130.000000),Z=(Min=130.000000,Max=130.000000)) UniformSize=True InitialParticlesPerSecond=100.000000 Texture=Texture'FX_E_T.LightGlowSet.npc_2f_etc_G' WarmupTicksPerSecond=1.000000 RelativeWarmupTime=4.000000 Name="SpriteEmitter3" End Object Emitters(6)=SpriteEmitter'LineageEffect.teleport_map_a.SpriteEmitter3' Begin Object Class=SpriteEmitter Name=SpriteEmitter4 UseColorScale=True ColorScale(0)=(Color=(B=255,G=255,R=255,A=255)) ColorScale(1)=(RelativeTime=0.271429,Color=(B=98,G=98,R=98,A=255)) ColorScale(2)=(RelativeTime=0.500000,Color=(B=255,G=255,R=255,A=255)) ColorScale(3)=(RelativeTime=0.771429,Color=(B=90,G=90,R=90,A=255)) ColorScale(4)=(RelativeTime=1.000000,Color=(B=255,G=255,R=255,A=255)) Opacity=0.230000 FadeOutStartTime=2.920000 FadeOut=True FadeInEndTime=1.200000 FadeIn=True MaxParticles=5 Name="tele_line" SpinParticles=True SpinCCWorCW=(X=1.000000) SpinsPerSecondRange=(X=(Min=0.020000,Max=0.020000)) StartSpinRange=(X=(Max=1.000000)) UseSizeScale=True UseRegularSizeScale=False SizeScale(0)=(RelativeSize=0.500000) SizeScale(1)=(RelativeTime=1.000000,RelativeSize=1.000000) StartSizeRange=(X=(Min=120.000000,Max=150.000000),Y=(Min=120.000000,Max=150.000000),Z=(Min=120.000000,Max=150.000000)) UniformSize=True InitialParticlesPerSecond=50.000000 Texture=Texture'FX_E_T.fx_teleport.fx_teleport07' WarmupTicksPerSecond=1.000000 RelativeWarmupTime=4.000000 Name="SpriteEmitter4" End Object Emitters(7)=SpriteEmitter'LineageEffect.teleport_map_a.SpriteEmitter4' Begin Object Class=SpriteEmitter Name=SpriteEmitter5 UseColorScale=True ColorScale(0)=(Color=(B=255,G=255,R=255,A=255)) ColorScale(1)=(RelativeTime=0.128571,Color=(B=115,G=115,R=115,A=255)) ColorScale(2)=(RelativeTime=0.300000,Color=(B=255,G=255,R=255,A=255)) ColorScale(3)=(RelativeTime=0.471429,Color=(B=115,G=115,R=115,A=255)) ColorScale(4)=(RelativeTime=0.646429,Color=(B=255,G=255,R=255,A=255)) ColorScale(5)=(RelativeTime=0.821429,Color=(B=106,G=106,R=106,A=255)) ColorScale(6)=(RelativeTime=1.000000,Color=(B=255,G=255,R=255,A=255)) ColorScaleRepeats=10.000000 ColorMultiplierRange=(X=(Min=0.500000,Max=0.500000),Y=(Min=0.500000,Max=0.500000),Z=(Min=0.700000,Max=0.700000)) Opacity=0.430000 FadeOutStartTime=50.000000 MaxParticles=2 Name="tele_black02" SpinParticles=True SpinCCWorCW=(X=1.000000) SpinsPerSecondRange=(X=(Min=0.050000,Max=0.050000)) StartSpinRange=(X=(Max=1.000000)) UseSizeScale=True UseRegularSizeScale=False SizeScale(0)=(RelativeSize=0.700000) SizeScale(1)=(RelativeTime=0.500000,RelativeSize=1.000000) SizeScale(2)=(RelativeTime=1.000000,RelativeSize=0.700000) SizeScaleRepeats=10.000000 StartSizeRange=(X=(Min=45.000000,Max=45.000000),Y=(Min=45.000000,Max=45.000000),Z=(Min=45.000000,Max=45.000000)) UniformSize=True InitialParticlesPerSecond=100.000000 AutomaticInitialSpawning=False DrawStyle=PTDS_Darken Texture=Texture'FX_E_T.etc.fx_e_t001_34' TextureUSubdivisions=1 TextureVSubdivisions=2 SubdivisionEnd=1 LifetimeRange=(Min=50.000000,Max=50.000000) Name="SpriteEmitter5" End Object Emitters(8)=SpriteEmitter'LineageEffect.teleport_map_a.SpriteEmitter5' Begin Object Class=SpriteEmitter Name=SpriteEmitter8 ColorScale(0)=(Color=(B=255,G=255,R=255,A=255)) ColorScale(1)=(RelativeTime=1.000000,Color=(B=255,G=255,R=255,A=255)) Opacity=0.430000 FadeOutStartTime=1.770000 FadeOut=True FadeInEndTime=1.170000 FadeIn=True MaxParticles=4 Name="tele_glow2" SpinParticles=True SpinsPerSecondRange=(X=(Min=0.100000,Max=0.200000)) StartSpinRange=(X=(Max=1.000000)) StartSizeRange=(X=(Min=15.000000,Max=32.000000),Y=(Min=15.000000,Max=32.000000),Z=(Min=15.000000,Max=32.000000)) UniformSize=True InitialParticlesPerSecond=50.000000 Texture=Texture'FX_E_T.eva_effect.eva_effect_map38' SubdivisionEnd=7 LifetimeRange=(Min=3.000000,Max=3.000000) WarmupTicksPerSecond=1.000000 RelativeWarmupTime=3.000000 Name="SpriteEmitter8" End Object Emitters(9)=SpriteEmitter'LineageEffect.teleport_map_a.SpriteEmitter8' bNoDelete=False } So, you need to repaint default textures of Lineage for this NPC. Textures: ( FX_M_T.utx - texture pack ), next - groups and textures. FX_M_T.M_FX_particle.fx_head_texture15 FX_M_T.M_FX_particle.fx_head_texture22 FX_E_T.fx_teleport.fx_teleport04 FX_E_T.LightGlowSet.npc_2f_etc_G FX_E_T.fx_teleport.fx_teleport07 FX_E_T.etc.fx_e_t001_34 FX_E_T.eva_effect.eva_effect_map38 Staticmeshes with textures into staticmeshes ( FX_E_S.usx - staticmesh, next groupds and mesh ): FX_E_S.fx_teleport.fx_teleport_mesh01 FX_E_S.fx_teleport.fx_teleport_mesh05 FX_E_S.fx_teleport.fx_teleport_mesh02 Quote
Tristis Posted June 22, 2020 Author Posted June 22, 2020 sry for no reply but I travel to another town. thnx for explain so much but u forget to tell me what program use to change java code. some custom // explain like titles for parts of code will also help. also all this client-side right? u also no tell me why pc think unreal runtime engine is virus and no permission to run as administrator. and something I know but other newbies maybe not know: to open .jar files need jdk (java development kit) right? I just no understand why every post now is written like other is not total newbie. till 3 years ago posts explain everything: system requirements, install of program step-by-step etc. before start explain how use program. Quote
CriticalError Posted August 3, 2020 Posted August 3, 2020 well man like NevesOsma say, you can't get experience in one day, month, o year, is a investigate, play with tools and read documents, one thing you still don't know saying is a java code when unreal scripts are based in C++, so pay attention in all and begin read before post a comment, you can´t absorve all knowledge in one time. 1 Quote
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