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I decided to do a lesson, it seems there is on the Internet. And people still don't understand how to use it.

I will show you on the example of the Olympiad card, cutting the pillars.

To do this, you need:

1) Unreal Editor.

2) Umodel

3) 3DS MAX - MAX ACTOR.

4) L2SMR.

5) Dev.Mode l2 - optional.

All of the above software is on the Internet, use Google.

1) Go to Umodel, unpack our Static Mesh pack - In this case, on the map we will cut the pillars from the pack - Refine_colosseum.

 

Select it, click Export.

 

KuwAo.png

 

2) After unpacking, we are given a list of unpacked meshes. 

 

KuwH2.png

 

3) Oh yes, I forgot, how do we know the pack? This is where the first point should have been. 

Launch L2SMR - Launch Map 17_10.unr and see all possible Static Mesh. 

After we find the one we need, we remember the name. And unpack it into Umodel.

 

9f22273a259426bce6dd706d64e62f3f.png

 

4) After all the manipulations done, open the 3DS MAX - I have it in 2010. With plugin 

ActorX Importer

You will find it on the Gildor Website. 

 

Click IMPORT PSK ...

 

KuyGc.png

 

Select the directory where Umodel, unpacked your Mesh

 

KuyOK.png

 

We open. And we get Our Mesh - Only without textures.

 

KuyTJ.png

 

Next In the Front window - Cut off the Pillars, Why is there? Yes, because it is more convenient to highlight them there. Well, I also deleted the squares naturally.

For the dull it is here!

 

KuyjH.png

 

 

Cut it out, save it in .ase format 

Set the checkboxes, like mine.

 

KuyoO.png

 

In fact, we have done 50% of this shit, open up the unreal editor. 

Importing our Static Mesh - No matter how you call it 

"In My case, it will be Corasonobject."

By the way, one Unreal is better placed in the root folder with Lineage II - we will open two copies, since we will have to apply textures to it.

 

KuzUf.png

 

KuzXu.png

 

Kuzii.png

 

Opened our static mesh without textures, We push the second copy of the unreal into the game folder, and open it. And open the Refine_colosseum_S pack - which is original. After opening. We find it, and we begin to copy the lines with the materials, we transfer them from the original to our done one.

 

Ku0Ui.png

 

Highlighted in red which texture pack powers our static mesh. open our sculpting, and select two texture packs there.

Textures are selected from the root folder of the game and named Textures.

 

Ku0Y9.png

 

Ku0cw.png

 

Now, Ctrl + c - ctrl + v works. 

 

Ku0ge.png

 

Ku0n9.png

 

After the done work in 20 textures, we get the finished product and save it to the Static Mesh folder - the root folder of the game, which will be powered by L2SMR - to add the static mesh to the map.

 

Ku0wN.png

 

Ku0z6.png

 

Open L2 SMR and map 17_10.UNR add a new static mesh.

 

Ku1PR.png

 

After that, it will appear at the very end of our meshes. In the meantime, we turn to the original, remember its data. by X, Y, Z - write it down in a notebook. 

And then naturally we take it away from the map by changing the coordinates.

 

Ku1cI.png

 

Ku1X5.png

 

We go to the very end to our mesh, enter the coordinates that were on the original. Next, press the Set button.

 

Ku1gz.png

 

That's it, a static mesh on the map, now open dev_mode.ini (it's not clear to anyone, my ini for starting the devmode. I put the starting map 17_10.unr). 

 

Ready option.

 

at1lztj12hgnjvxdegiu.jpeg

 

it's a long Guide maybe I made somewhere a mistake if someone notice he can correct it

 

Thanks to Corason

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