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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.

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

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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.

 

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

ActorX Importer


Press IMPORT PSK...

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

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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!

 

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7) 

Cut, save in .ase format

Tick the box like mine.

 

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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.

 

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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.

 

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

 

 

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Ku0cw.png

 

10) 

Now, Ctrl + c and - ctrl + v.

GOGOGOGO!

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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

 

 

 

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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.

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