Jump to content

Add Raid Boss effects to other npc?


Recommended Posts

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).

  • Upvote 1
Link to comment
Share on other sites

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:

Unbenannt.png

 

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:

Unbenannt2.png

 

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:

Unbenannt3.png

 

4: Start your client to check the results:

Unbenannt4.png

 

EDIT: Here are some other examples :

Unbenannt.png Unbenannzzzzt.png Unbenannt.png

Hehehehe :D HEres another one:

 

Shot00000.png

Edited by Finn
Link to comment
Share on other sites

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 by Tristis
Link to comment
Share on other sites

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

Link to comment
Share on other sites

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.

Link to comment
Share on other sites

  • 1 month later...

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.

  • Upvote 1
Link to comment
Share on other sites

Join the conversation

You can post now and register later. If you have an account, sign in now to post with your account.
Note: Your post will require moderator approval before it will be visible.

Guest
Reply to this topic...

×   Pasted as rich text.   Paste as plain text instead

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.



×
×
  • Create New...