Jump to content

Recommended Posts

Posted
39 minutes ago, maxximuns said:

Hey my friends, does anyone know why this file doesn't expand when bringing from assassins to h5?

https://prnt.sc/b2WDk-S_8TZQ

 

how does it look on the server

https://prnt.sc/goU482a7HvNL

Please explain how you ported it. You probably didn't define split9 values

Posted
16 hours ago, 911reg said:

Please explain how you ported it. You probably didn't define split9 values

Basically just replace the images one with another.
 

before
https://prnt.sc/dpIS123hiucg

 

after

https://prnt.sc/6alBvjk62x7q
 

xdata

https://prnt.sc/U2cJPU6qP-bP
https://prnt.sc/YmOEouV7hb8u

Posted
1 hour ago, maxximuns said:

Basically just replace the images one with another.
 

before
https://prnt.sc/dpIS123hiucg

 

after

https://prnt.sc/6alBvjk62x7q
 

xdata

https://prnt.sc/U2cJPU6qP-bP
https://prnt.sc/YmOEouV7hb8u

I'm asking about the process of exporting the textures and re-importing them. What tool do you use? l2tool? do you use unrealed? are you exporting the texture and re-importing it somewhere else, or moving it from assassin utx to your utx?

i suggest you to download the l2editor i shared on this forum, open the assassin utx file, right click the texture > properties, and check the Split9 values. You need to apply those to the texture in your utx file

Posted
3 hours ago, 911reg said:

Estou perguntando sobre o processo de exportar as texturas e reimportá-las. Qual ferramenta você usa? l2tool? Você usa o unrealed? Você está exportando a textura e reimportando-a em outro lugar, ou movendo-a do assassin utx para o seu utx?

Eu sugiro que você baixe o l2editor que compartilhei neste fórum, abra o arquivo assassin utx, clique com o botão direito do mouse em textura > propriedades e verifique os valores Split9. Você precisa aplicá-los à textura no seu arquivo utx

That's it, I'm basically using the assassins UTX, because when I export and import the file it doesn't look the same, programs used l2Tool and UnrealEd

3 hours ago, 911reg said:

I'm asking about the process of exporting the textures and re-importing them. What tool do you use? l2tool? do you use unrealed? are you exporting the texture and re-importing it somewhere else, or moving it from assassin utx to your utx?

i suggest you to download the l2editor i shared on this forum, open the assassin utx file, right click the texture > properties, and check the Split9 values. You need to apply those to the texture in your utx file

Look

https://prnt.sc/z_T0dugyPuue

 

there is a lot of difference

  • 2 weeks 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

    • fixed the flickering , if you noticed to an other specific page please let me know
    • And Discord: https://discord.gg/3aYqWNqb
    • Ofc: https://discord.gg/3aYqWNqb
    • You can find some H5 skins shared in old L2 modding Discords, but most of the higher‑quality ones are either paid or come bundled with full client edits. I usually mix in commissioned work and whatever I can patch myself. On a side note, I fund a lot of these commissions by selling off game items through instant sell cs2 skins, which has been a quick way for me to get some cash for projects.
    • There is no need for gRPC in this case, even tho originally it was gRPC based but since we don't need it to be bi-directional, we switched to simple http requests for the web calls and SSEs for the data streamed from the server. There are distributed locks in place to precent race conditions between actions that can happen between multiple web instances and the server.   Local models can also be slow depending on the model, and most external models can actually be faster than local ones if you use Flash 2.5 or something along those lines. I am running on 512GB of Unified Memory on my Mac Studio M3 Ultra so the speed of the local model for a small model is pretty good but I tested it with Gemini too and it works equally as fast and in some cases faster. The way it works is that I'm using pgvector (one of the benefits of moving to Postgres) to search the data and see what the player can see etc and there is some batching of the next few actions for 2-4 seconds for the user until the next LLM request fires. The batching also includes branching on logic so if they for example fall under some HP they will move to kiting instead of attacking or maybe they heal etc.   Everything is authed and permission-based. The server and the backend of the frontend have secure communication between them, either with a symmetric key (not recommended for production) or a certificate (the recommended way), so there is no worry. It's all tied to the account's access level, etc., so nobody can make an action that they normally wouldn't be allowed to do. Even the MCP is token-based, and there are prompt injection protections in place. The MCP is audited, and every mutation needs confirmation. The admin area is only accessible to the admin account anyway so normal users can't access it.  
  • 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..