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As @misterelax mentioned, this editor is not intended for mapping, just for other general things, such as working with .utx files, .usx files, .uax files, etc.
If you wanna experiment with map lighting, look around for lordofdest's prelude/interlude based editors.
"You know nothing, Jon Snow"
I am not a troll, Your post shows that you have no experience, that's why you repeat magic words like "modern tools", "specifing features", "stability" etc.
Have You learned C#? Good.
Is this only one language you know?
"Anyone who has a hammer sees everything as a nail"
There have been similar projects before. All abandoned. In .NET, JS, Go.... even in C++
Eg. https://github.com/Elfocrash/L2dotNET
You will try to understand the geoengine code and how it should work in the game, you will shit your pants - it requires not only programming skills but also understanding of geometry and geolocation issues.
The L2J is a large project, developed by a group of enthusiasts for many years (AFAIK 20 for now), and still bears little resemblance to the original one.
There is no point in replacing Java with .NET
Belive me.
The only thing that can be beneficial is practicing the language.
Try to gather beginner C# programmers, maybe someone will want to practice the language?
But does it make sense?
It is better to practice on a project that may bring income in the future IMHO.
I want to edit some dat files at the client level, I'm learning little by little. Some time ago, around 2015, I edited the skills, effects and icons with the "fileeditor" program, but now I have to do it with L2ClientDat, to my surprise when I open the file it looks like this:
I don't know what the "StrID:" variable means, previously it appeared as "icon.icon name", can anyone help me decipher how this variable works? sorry for the text, but it was translated with a translator
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