Jump to content

Recommended Posts

Posted

I decided to do a lesson, it seems to be on the Internet. And people still do not understand how to use.

I will show using the example of an olympiad map, cutting poles.

To do this, you will need:

1) Unreal Editor. 

2) Umodel.

3) 3DS MAX - MAX ACTOR.

4 )L2SMR.

5) Dev.Mode l2 - optional.

All the above software is on the Internet, say Google.

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

Select it, press Export.

spacer.png

 

 

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

spacer.png

 

3) Ah, yes, forgot how we will know the package? That's where the first point was supposed to be.

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

After we find the name we need, we remember the name. And unpack in Umodel.

 

spacer.png

 

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

ActorX Importer


Press IMPORT PSK...

spacer.png

 

 

spacer.png

 

5)We open it. And we get Our Mesh - only without textures.

spacer.png

 

 

6) 

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

For the incomprehensible, it's here!

 

spacer.png

 

 

7) 

Cut, save in .ase format

Tick the box like mine.

 

spacer.png

 

8:) 

In fact, we completed 50% of this shit, open unreal editor.

Import our Static Mesh - No matter how you form it

"In my case there will be a Corasonobject."

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

 

spacer.png

spacer.png

 

9)Opened, our static mesh without textures, send a second copy of the unreal ED to the folder with the game, and open it. And we open the package Refine_colosseum_S - which is original. After opening. We find it, and we begin to copy lines with materials, transfer them from the original to our work.

 

spacer.png

 

Red highlighted what texture the park feeds our static mesh. open our sculpture, and choose two packs of textures there.

 

 

spacer.png

 

Ku0cw.png

 

10) 

Now, Ctrl + c and - ctrl + v.

GOGOGOGO!

spacer.png

Ku0n9.png

 

11)After working in 20 textures, we get the finished product and save it to the Static Mesh folder - the root folder of the game that the L2SMR will eat - to add static mesh to the map.

Ku0wN.png

Ku0z6.png

 

12)We open the SMR L2 and the map 17_10.UNR add a new staticmesh.

 

Ku1PR.png

 

13)

After that, he will appear at the very end of our swarms. In the meantime, we go to the original, remember its data. X, Y, Z - we write to the notebook.

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

 

Ku1cI.png

 

 

 

Ku1X5.png

 

 

14) We go to the very end to our bag, inscribe the coordinates that were on the original. Next, click Set.

Ku1gz.png

 

 

15) 

Everything, static mesh on the map, now open dev_mode.ini (this is not clear to anyone, my ini for the launch of dev.mod. I put the starting map 17_10.unr).

Done version.

at1lztj12hgnjvxdegiu.jpeg

 

 

p.s. The lesson turned out to be long, perhaps somewhere wrong.

  • Maxtor pinned this topic
  • 2 years later...
  • 10 months later...
  • 10 months later...

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now


  • Posts

    • Update M54: Global HP/MP/CP consumable handling expanded beyond combat-only usage. Offensive mage idle recovery with learned skill Battle Heal. Spellhowler/Storm Screamer prioritizes Hurricane, using Vampiric Claw mostly below 90% HP. Major structural refactor initialized: Added category/class organization such as Archer, Dagger, Tank, Mage, Healer, Support and Specialized class files. Further structural cleanup. Extracted combat memory/state and more class-policy logic from the main controller. Added global stuck/inactivity watchdog for bots blocked by terrain/geodata. Added unreachable dropped ground-item timeout/temporary blacklist. Reworked Necromancer/Soultaker PvP: Dominator level 78+ maintains learned Arcane Power toggle on. Overlord/Dominator level 44+ maintains learned Soul Guard toggle automatically. Stability/scalability update: Bot controller ticks staggered instead of all starting in the same phase: Same 350 ms update rate retained Reduces simultaneous AI workload bursts. Removed the old manual aggressive-monster EVT_AGGRESSION bridge. Phantoms now use native Lucera setActive() behavior so monsters aggro them naturally. Reduced unnecessary NPC scans and native AI event pressure. Added saved-bot equipment overrides using a separate database table:         lucera_autobots_items Existing lucera_autobots remains the main saved-bot identity/state table. Equipment rows are linked to saved bots through bot_id. Added optional convenience view to show bot name together with equipment overrides:         lucera_autobots_items_view Added editable equipment slots in columns: Weapon Shield Helmet Chest Legs Gloves Boots Necklace Left/Right Earrings Left/Right Rings Equipment override values: 0 = use normal class/level profile item -1 = force slot empty >0 = equip that Item ID Custom equipment works only for saved database bots. Default class/level equipment profiles remain unchanged. Supports custom equipment from No Grade to S Grade, regardless of the bot's current level. Added validation for invalid item IDs and incompatible equipment slots. Added handling for: Two-handed weapons vs shields Full-body armor vs separate leggings Added all-grade Soulshots and Spiritshots to bot inventory/replenishment so custom lower-grade weapons still use the correct shots. Mage profiles that already use Blessed Spiritshots keep that behavior with all relevant grades available. First save the bot normally so it exists in table:         lucera_autobots Then open:         lucera_autobots_items Find the row with the same bot_id and edit only the equipment slots you want. Example: weapon_id = 6608 shield_id = -1 helmet_id = 0 chest_id = 0 legs_id = 0 gloves_id = 0 boots_id = 0 This means: weapon_id 6608 → custom weapon shield_id -1 → no shield all 0 values → keep normal default profile equipment After editing the DB, despawn and respawn the saved bot so M54 reloads its equipment overrides. Do not edit bot_id. Use it only to identify which saved bot the equipment row belongs to.   DOWNLOAD
    • It will be multi client so it will detect the client from the files and adapt the packets and asset loading. I am aiming for C4 and H5 after IL
    • this is just to simplify your life, time, and can be done for free by yourself just watch some tutorials, in case you don't wanna waste time check it out!   https://l2getwork.art   https://l2getwork.art/showcase.html  
    • Good job! Any chance for it to be downgradeable or at least compatible with older chronicles?
    • Fermata now runs in a web browser too. Try it here: https://web.fermata.gg/    
  • Topics

×
×
  • Create New...

Important Information

This community uses essential cookies to function properly. Non-essential cookies and third-party services are used only with your consent. Read our Privacy Policy and We have placed cookies on your device to help make this website better. You can adjust your cookie settings, otherwise we'll assume you're okay to continue..