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  1. BR v20.4.0 whole client (Metin2 Download) Contents/news: root+meta, locale+protos, useless dumped binary for RE/debug Battle Royale assets. Challenge Minigame assets - Stone, Paper, Scissors game ps.: I just wanted to put the patches only, but the patcher rewrote the attributes of the new files(dates and so on) so I didn't know which files have been updated. edit:
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  2. M2 Download Center Download Here ( Internal )
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  3. M2 Download Center Download Here ( Internal ) Hi, folks! With this guide you will be able to combine textlines with images, like rubinum does. Usage is simple: emojiTextLine.SetText("|Eemoji/key_ctrl|e + |Eemoji/key_x|e + |Eemoji/key_rclick|e - Direct sell") The files are located in the icon pack, so basically the code will load from icon/{GIVEN_PATH}.tga - in the sample the path for the X is: icon/emoji/key_x.tga Here are the images from rubinum client:  Howto: Have fun Sorry for arab players , for sure they have also developers, so let's go guys, finish it ? If you have problem, maybe I made a mistake in the guide of missed out something, just leave a comment below. PS.: Sometimes the code tag of the board puts an extra invisible character mostly the end of the lines, if your IDE cries for syntax error, but it seems correct, check that part of the file with notepad++, it will show a ?(question mark) where the problem is.
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  4. M2 Download Center Download Here ( Internal ) Hey there, I have an Halloween gift for you all. i have been working for a few hours on official like element image on target window(See screenshots below). When you click on a mob if it is defined as elemental, it will open an element image in addition to the target window. Don't forget to hit the like button! (C) Metin2 guild wars - coded by [GA]Ruin - 27/10/2017 (I create custom metin2 systems in c++/python. if you want a custom system send me a pm and we can talk over skype). Let's begin! Server Side: Open service.h, add in the end: #define ELEMENT_TARGET Open char.cpp, search for else { p.dwVID = 0; p.bHPPercent = 0; } add below: #ifdef ELEMENT_TARGET const int ELEMENT_BASE = 11; DWORD curElementBase = ELEMENT_BASE; DWORD raceFlag; if (m_pkChrTarget && m_pkChrTarget->IsMonster() && (raceFlag = m_pkChrTarget->GetMobTable().dwRaceFlag) >= RACE_FLAG_ATT_ELEC) { for (int i = RACE_FLAG_ATT_ELEC; i <= RACE_FLAG_ATT_DARK; i *= 2) { curElementBase++; int diff = raceFlag - i; if (abs(diff) <= 1024) break; } p.bElement = curElementBase - ELEMENT_BASE; } else { p.bElement = 0; } #endif open packet.h, search for: } TPacketGCTarget; add above: #ifdef ELEMENT_TARGET BYTE bElement; #endif Client side: open locale_inc.h, add in the end: #define ELEMENT_TARGET open packet.h, search for } TPacketGCTarget; add above: #ifdef ELEMENT_TARGET BYTE bElement; #endif open PythonNetworkPhaseGame.cpp, look for: else if (pInstPlayer->CanViewTargetHP(*pInstTarget)) replace below with the following: #ifdef ELEMENT_TARGET PyCallClassMemberFunc(m_apoPhaseWnd[PHASE_WINDOW_GAME], "SetHPTargetBoard", Py_BuildValue("(iii)", TargetPacket.dwVID, TargetPacket.bHPPercent, TargetPacket.bElement)); #else PyCallClassMemberFunc(m_apoPhaseWnd[PHASE_WINDOW_GAME], "SetHPTargetBoard", Py_BuildValue("(ii)", TargetPacket.dwVID, TargetPacket.bHPPercent)); #endif open PythonApplicationModule.cpp, look for #ifdef ENABLE_ENERGY_SYSTEM add above: #ifdef ELEMENT_TARGET PyModule_AddIntConstant(poModule, "ENABLE_VIEW_ELEMENT", 1); #else PyModule_AddIntConstant(poModule, "ENABLE_VIEW_ELEMENT", 0); #endif open game.py, look for def SetHPTargetBoard(self, vid, hpPercentage): if vid != self.targetBoard.GetTargetVID(): self.targetBoard.ResetTargetBoard() self.targetBoard.SetEnemyVID(vid) self.targetBoard.SetHP(hpPercentage) self.targetBoard.Show() replace with: if app.ENABLE_VIEW_ELEMENT: def SetHPTargetBoard(self, vid, hpPercentage,bElement): if vid != self.targetBoard.GetTargetVID(): self.targetBoard.ResetTargetBoard() self.targetBoard.SetEnemyVID(vid) self.targetBoard.SetHP(hpPercentage) self.targetBoard.SetElementImage(bElement) self.targetBoard.Show() else: def SetHPTargetBoard(self, vid, hpPercentage): if vid != self.targetBoard.GetTargetVID(): self.targetBoard.ResetTargetBoard() self.targetBoard.SetEnemyVID(vid) self.targetBoard.SetHP(hpPercentage) self.targetBoard.Show() open uitarget.py, look for import background add below: if app.ENABLE_VIEW_ELEMENT: ELEMENT_IMAGE_DIC = {1: "elect", 2: "fire", 3: "ice", 4: "wind", 5: "earth", 6 : "dark"} look for: self.isShowButton = False add below: if app.ENABLE_VIEW_ELEMENT: self.elementImage = None inside Destroy method, look for: self.__Initialize() add below: if app.ENABLE_VIEW_ELEMENT: self.elementImage = None inside ResetTargetBoard method, look for: self.hpGauge.Hide() add below: if app.ENABLE_VIEW_ELEMENT and self.elementImage: self.elementImage = None look for : def SetElementImage(self,elementId): add above: if app.ENABLE_VIEW_ELEMENT: def SetElementImage(self,elementId): try: if elementId > 0 and elementId in ELEMENT_IMAGE_DIC.keys(): self.elementImage = ui.ImageBox() self.elementImage.SetParent(self.name) self.elementImage.SetPosition(-60,-12) self.elementImage.LoadImage("d:/ymir work/ui/game/12zi/element/%s.sub" % (ELEMENT_IMAGE_DIC[elementId])) self.elementImage.Show() except: pass Compile server, client source and root pack and that's it! Enjoy! Happy halloween!
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  5. Hey, In different Games always Ninja's have the ability to hide example in Wow when Rogue hide the Monsters losing their aggro, but in Metin2 when you hide with the Skill Eunhyung the Monster still have aggro on you, this seems little wrong, Hided and Monster still can reach you? Maybe because you can use Poison / Bleeding / Fire that make this little bit difficult, but i think i come up with a solution. I think the only part that missing is when you clean the Target from the Monster to move again back but is not really necessary. * I Added also for GMs in /in command the function. In the Tutorial bellow, you can find the Function ForgetMyAttacker with my improvements.
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  6. M2 Download Center Download Here ( Internal ) VirusTotal: [Hidden Content] Hi ! Today ThunderCore Society will offer you a special tool for Granny3D Models. Note: That tool isn't for begginers and we don't offer suport for that. We hereby inform you that we take the copyrights file and his contents because ThunderCore Society has paid to perform this work. Attention: NonCommercial — You may not use the material for commercial purposes. NoDerivatives — If you transform, or build upon the material, you may not distribute the modified material. No additional restrictions — You may not apply legal terms or technological measures that legally restrict others from doing anything the license permits. Kind Regards - Johnny White
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  7. Because maybe it caused by external thing. So now look for the newest backup when the sash is working and make a list with the modifications what the next backup contains where it not working. If it's systems you can try disable them in the locale_inc.h / service.h. Otherwise you need keep reverse the changes. Hopefully you do backups often so it will be just a little work.
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  8. M2 Download Center Download Here ( Internal ) Yo' folks! Here is a small gui extension from the official v20.4.0 binary, which is kinda trash, but can be useful for some guis to point out some stuffs. Webzen finally started to use their old codes, this is one of they have never used before. Preview: Animation is not binary sided, it's via python, the testScript.py is attached, the injection is on you, there are many examples how to test a script, there are also many loaders to it. Have fun, Download
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  9. Hello everyone. Let me share these with you here. This post contains everything for the recent[v20.1.5.1 05.05.2020] item and mob proto structure. About the mob_proto it might be some false data, but it's okay , it is impossible to figure out totally from clientside only. I am going to explain my thoughts about the new AI Flags as well as about everything I know, or think. enum EMisc { CHARACTER_NAME_MAX_LEN = 24, MOB_SKILL_MAX_NUM = 5, ITEM_NAME_MAX_LEN = 24, ITEM_LIMIT_MAX_NUM = 2, ITEM_VALUES_MAX_NUM = 6, ITEM_APPLY_MAX_NUM = 4, ITEM_SOCKET_MAX_NUM = 3, CHARACTER_FOLDER_MAX_LEN = 64, }; Fist stop, this enum contains some basic informations which mostly the same, except one. ITEM_APPLY_MAX_NUM has been increased to 4 from 3. Why? Because of the new mounting system what they have done. The seal items of the mounts control everything about the mounting and its bonuses; - New APPLY_MOUNT bonus, its value is the vnum of the mount, stored into POINT_MOUNT. - The bonuses what the mount gives are in the rest of the applies. This why they had to add an extra apply because some mounts gives up to 3 bonuses. typedef struct SItemLimit { BYTE bType; long lValue; } TItemLimit; typedef struct SItemApply { WORD wType; long lValue; } TItemApply; Ho-ho-ho another stop here for a sentence. Might be you cannot see any new values, but if you check the datatypes in the TItemApply, you will see they have changed the datatype of the ApplyType from BYTE(unsigned char) to WORD(unsigned short). Why? The answer is easy; because of their number of the bonuses reached the 255 limit of the BYTE, above of 255 the data will overflow. This modification they made with the 6th 7th bonuses. They added lots of worthless bonuses to be different from the private section and to squeeze out the money of the players with the 6th 7th bonuses. enum EItemAntiFlag { ITEM_ANTIFLAG_FEMALE = (1 << 0), ITEM_ANTIFLAG_MALE = (1 << 1), ITEM_ANTIFLAG_WARRIOR = (1 << 2), ITEM_ANTIFLAG_ASSASSIN = (1 << 3), ITEM_ANTIFLAG_SURA = (1 << 4), ITEM_ANTIFLAG_SHAMAN = (1 << 5), ITEM_ANTIFLAG_GET = (1 << 6), ITEM_ANTIFLAG_DROP = (1 << 7), ITEM_ANTIFLAG_SELL = (1 << 8), ITEM_ANTIFLAG_EMPIRE_A = (1 << 9), ITEM_ANTIFLAG_EMPIRE_B = (1 << 10) ITEM_ANTIFLAG_EMPIRE_R = (1 << 11) ITEM_ANTIFLAG_SAVE = (1 << 12) ITEM_ANTIFLAG_GIVE = (1 << 13) ITEM_ANTIFLAG_PKDROP = (1 << 14) ITEM_ANTIFLAG_STACK = (1 << 15) ITEM_ANTIFLAG_MYSHOP = (1 << 16) ITEM_ANTIFLAG_SAFEBOX = (1 << 17) ITEM_ANTIFLAG_WOLFMAN = (1 << 18) ITEM_ANTIFLAG_RT_REMOVE = (1 << 19) ITEM_ANTIFLAG_QUICKSLOT = (1 << 20) ITEM_ANTIFLAG_CHANGELOOK = (1 << 21) ITEM_ANTIFLAG_REINFORCE = (1 << 22) ITEM_ANTIFLAG_ENCHANT = (1 << 23) ITEM_ANTIFLAG_ENERGY = (1 << 24) ITEM_ANTIFLAG_PETFEED = (1 << 25) ITEM_ANTIFLAG_APPLY = (1 << 26) ITEM_ANTIFLAG_ACCE = (1 << 27) ITEM_ANTIFLAG_MAIL = (1 << 28) }; Okay, here also there are many of new antiflags and I am going the explain the new flags only: ITEM_ANTIFLAG_RT_REMOVE : This one kind of funny, because this doesn't have any reference at clientside, but it should be ANTIFLAG_REAL_TIME_REMOVE. Which blocks the destroyitem function when the real_time_expire_event is executed. It is about 98% sure. Only the new pet system seals have this flag, and their transport box. Isn't it funny that I've just figured this out now when I wrote this? haha ITEM_ANTIFLAG_QUICKSLOT : Obviously blocks to attach the item with this flag to the quickslots. ITEM_ANTIFLAG_CHANGELOOK : This one will block the changelook process. That item which has this flag cannot be used for appearance for another. ITEM_ANTIFLAG_REINFORCE : Blocks to add new bonuses to an item. ITEM_ANTIFLAG_ENCHANT : Blocks to change the attributes of an item. ITEM_ANTIFLAG_ENERGY : Blocks to use the item for making Energy Fragment from it. ITEM_ANTIFLAG_PETFEED : This flag blocks the pet, to eat the item which has it. ITEM_ANTIFLAG_APPLY : This flag will make the item unstonable, you will not be able to put any stones into it. Or It blocks every applicable item to use on it, can be both too, dunno. ITEM_ANTIFLAG_ACCE : This flag will block theowadan to absorb the bonuses from the item which has this flag. ITEM_ANTIFLAG_MAIL : The flag will make the item unsendable via mail. enum EItemFlag { ITEM_FLAG_REFINEABLE = (1 << 0), ITEM_FLAG_SAVE = (1 << 1), ITEM_FLAG_STACKABLE = (1 << 2), ITEM_FLAG_COUNT_PER_1GOLD = (1 << 3), ITEM_FLAG_SLOW_QUERY = (1 << 4), ITEM_FLAG_RARE = (1 << 5), ITEM_FLAG_UNIQUE = (1 << 6), ITEM_FLAG_MAKECOUNT = (1 << 7), ITEM_FLAG_IRREMOVABLE = (1 << 8), ITEM_FLAG_CONFIRM_WHEN_USE = (1 << 9), ITEM_FLAG_QUEST_USE = (1 << 10), ITEM_FLAG_QUEST_USE_MULTIPLE= (1 << 11), ITEM_FLAG_QUEST_GIVE = (1 << 12), ITEM_FLAG_LOG = (1 << 13), ITEM_FLAG_APPLICABLE = (1 << 14), }; Small confess about the normal Flags, I'm too lazy to explain everything so I just put here the list of them Anyway they didn't add any new, just removed some unused from 2003 devphase. enum EItemWearFlag { WEARABLE_BODY = (1 << 0), WEARABLE_HEAD = (1 << 1), WEARABLE_FOOTS = (1 << 2), WEARABLE_WRIST = (1 << 3), WEARABLE_WEAPON = (1 << 4), WEARABLE_NECK = (1 << 5), WEARABLE_EAR = (1 << 6), WEARABLE_UNIQUE = (1 << 7), WEARABLE_SHIELD = (1 << 8), WEARABLE_ARROW = (1 << 9), WEARABLE_HAIR = (1 << 10), WEARABLE_ABILITY = (1 << 11), WEARABLE_PENDANT = (1 << 12), }; Here for a comment, they have just added the pendant as new, and changed the index of the unique with the shield. Also wondering when they are going to remove the unused wear ability flag, and its I dont know how many slots from the equipments .. Those were back in time couple of hidden items, for the collection quests bonus holder of the results, or whatever, stupid thing, unused, supposed to be removed. Done. The Immune flag is untouched, pf obviously because it is used for nothing at all rofl. About the LimitTypes, they removed the PC_BANG value, and its items, codes completely. typedef struct SItemTable { DWORD dwVnum; DWORD dwVnumRange; char szName[ITEM_NAME_MAX_LEN + 1]; char szLocaleName[ITEM_NAME_MAX_LEN + 1]; BYTE bType; BYTE bSubType; BYTE bWeight; BYTE bSize; DWORD dwAntiFlags; DWORD dwFlags; DWORD dwWearFlags; DWORD dwImmuneFlag; DWORD dwBuyItemPrice; DWORD dwSellItemPrice; TItemLimit aLimits[ITEM_LIMIT_MAX_NUM]; TItemApply aApplies[ITEM_APPLY_MAX_NUM]; long alValues[ITEM_VALUES_MAX_NUM]; long alSockets[ITEM_SOCKET_MAX_NUM]; DWORD dwRefinedVnum; WORD wRefineSet; DWORD dw67Material; BYTE bAlterToMagicItemPct; BYTE bSpecular; BYTE bGainSocketPct; BYTE bMaskType; BYTE bMaskSubType; } TItemTable; Okay, lets do this one too. So, as you can see here are couple of new values, compared to the old one from 2013. Let's roll over on the new values. dw67Material : This one will be the vnum for the 6th 7th bonus adder, which material is necessary to add the bonus to the item. You can read about this on the official wiki. bMaskType : This is used for the private shop search to categorize the items. bMaskSubType : This is also used for the private shop search to categorize the items. Last word about the item_proto: I will not put the types, subtypes, and their mask version and describe them because none of you will use it . Coming up the mob_proto. enum EMobEnchants { MOB_ENCHANT_CURSE, MOB_ENCHANT_SLOW, MOB_ENCHANT_POISON, MOB_ENCHANT_STUN, MOB_ENCHANT_CRITICAL, MOB_ENCHANT_PENETRATE, MOB_ENCHANTS_MAX_NUM, }; Yes this is untoucheed. No, they didn't add bleeding as enchant to the mobs. It is an effect of some skills of the monsters in the zodiac temple. enum EMobResists { MOB_RESIST_FIST, MOB_RESIST_SWORD, MOB_RESIST_TWOHAND, MOB_RESIST_DAGGER, MOB_RESIST_BELL, MOB_RESIST_FAN, MOB_RESIST_BOW, MOB_RESIST_CLAW, MOB_RESIST_FIRE, MOB_RESIST_ELECT, MOB_RESIST_MAGIC, MOB_RESIST_WIND, MOB_RESIST_POISON, MOB_RESIST_BLEEDING, MOB_RESISTS_MAX_NUM, }; Here you can see couple of new values, all of them obvious, and readable to understand. But if it isn't... MOB_RESIST_FIST: Resist to fist, so when you hit the monster without weapon equipped and it has this defence value, the damage will be reduced. MOB_RESIST_CLAW: Resist against claw attacks, come on, I don't want to do this. MOB_RESIST_BLEEDING: Same as resist_poison just against of the bleeding. enum EMobElementaryWhatevers { MOB_ELEMENTAL_ELEC, MOB_ELEMENTAL_FIRE, MOB_ELEMENTAL_ICE, MOB_ELEMENTAL_WIND, MOB_ELEMENTAL_EARTH, MOB_ELEMENTAL_DARK, MOB_ELEMENTAL_MAX_NUM }; Without serverside these values are not understandable properly. Naturaly those monsters which has elemental resists they have this values as well on the same elemental. Forexample: Lets see the Death reaper(1093). He has UNDEAD and ATT_DARK as RaceFlag, 50% resist fist(just telling ;]), ElemDark=1 and resist dark "-20%" But some monsters are having these values 100+ which is.... no idea why. Zodiac monsters only if I'm not wrong. enum EMobAIFlags { AIFLAG_AGGRESSIVE = (1 << 0), AIFLAG_NOMOVE = (1 << 1), AIFLAG_COWARD = (1 << 2), AIFLAG_NOATTACKSHINSU = (1 << 3), AIFLAG_NOATTACKJINNO = (1 << 4), AIFLAG_NOATTACKCHUNJO = (1 << 5), AIFLAG_ATTACKMOB = (1 << 6), AIFLAG_BERSERK = (1 << 7), AIFLAG_STONESKIN = (1 << 8), AIFLAG_GODSPEED = (1 << 9), AIFLAG_DEATHBLOW = (1 << 10), AIFLAG_REVIVE = (1 << 11), AIFLAG_HEALER = (1 << 12), AIFLAG_COUNT = (1 << 13), AIFLAG_NORECOVERY = (1 << 14), AIFLAG_REFLECT = (1 << 15), AIFLAG_FALL = (1 << 16), AIFLAG_VIT = (1 << 17), AIFLAG_RATTSPEED = (1 << 18), AIFLAG_RCASTSPEED = (1 << 19), AIFLAG_RHP_REGEN = (1 << 20), AIFLAG_TIMEVIT = (1 << 21), }; Here you can see many of new AIFlag values. I am not 100% sure about them, but here is what I think about these new values: AIFLAG_HEALER : This one is the healer, who will heal all members in its group. AIFLAG_COUNT : Who has this flag, you can make just 1 damage on it. AIFLAG_NORECOVERY : This will blocks the monster to recover its health. AIFLAG_REFLECT : <vice> With this flag the monster will be able to transform you into a monster, npc, or statue. AIFLAG_FALL : Ability to force you to fall off your mount. AIFLAG_VIT : <versa> Make your attack damage half, for 10 minutes, until the zodiac floor expires. AIFLAG_RATTSPEED : Reduces the speed of your attack. AIFLAG_RCASTSPEED : Reduces the speed of your skills, it means the cooldown of your skills will be increased. AIFLAG_RHP_REGEN : Reduces the regeneration of your health. AIFLAG_TIMEVIT : <versa> Make your attack damage half, for x seconds. About the vice-versa, those values are imaginable in switched description too. If the reflect is removing your attack damage with the half of it for x seconds then the VIT flags are the transformations. Forexample: the timevit is for tranforming you into monster, or mount for couple of seconds. the vit is for transforming you into a statue until the zodiac floor runs, or until one of your mate hits you. typedef struct SMobSkillLevel { DWORD dwVnum; BYTE bLevel; } TMobSkillLevel; typedef struct SMobTable { DWORD dwVnum; char szName[CHARACTER_NAME_MAX_LEN + 1]; char szLocaleName[CHARACTER_NAME_MAX_LEN + 1]; BYTE bType; BYTE bRank; BYTE bBattleType; BYTE bLevel; BYTE bScale; BYTE bSize; DWORD dwGoldMin; DWORD dwGoldMax; DWORD dwExp; DWORD dwMaxHP; BYTE bRegenCycle; BYTE bRegenPercent; WORD wDef; DWORD dwAIFlag; DWORD dwRaceFlag; DWORD dwImmuneFlag; BYTE bStr, bDex, bCon, bInt; DWORD dwDamageRange[2]; short sAttackSpeed; short sMovingSpeed; BYTE bAggresiveHPPct; WORD wAggressiveSight; WORD wAttackRange; char cEnchants[MOB_ENCHANTS_MAX_NUM]; char cResists[MOB_RESISTS_MAX_NUM]; char cElementalFlags[MOB_ELEMENTAL_MAX_NUM]; char cResistDark, cResistIce, cResistEarth; DWORD dwResurrectionVnum; DWORD dwDropItemVnum; BYTE bMountCapacity; BYTE bOnClickType; BYTE bEmpire; char szFolder[CHARACTER_FOLDER_MAX_LEN + 1]; float fDamMultiply; DWORD dwSummonVnum; DWORD dwDrainSP; DWORD dwMonsterColor; DWORD dwPolymorphItemVnum; TMobSkillLevel Skills[MOB_SKILL_MAX_NUM]; BYTE bBerserkPoint; BYTE bStoneSkinPoint; BYTE bGodSpeedPoint; BYTE bDeathBlowPoint; BYTE bRevivePoint; BYTE bHealPoint; BYTE bRAttSpeedPoint; BYTE bRCastSpeedPoint; BYTE bRHPRegenPoint; FLOAT fHitRange; } TMobTable; bScale: : Scale value between 50 and 200. It will resize the monster. cElementalFlags : So I've told you some info about this, I don't know more. cResistDark : This is a missing elemental resist, they have added it, I just don't really know why even there, not into the resists array, stupid. cResistIce : This is a missing elemental resist, they have added it, I just don't really know why even there, not into the resists array, stupid. cResistEarth : This is a missing elemental resist, they have added it, I just don't really know why even there, not into the resists array, stupid. bHealPoint : Healing percent for the healers. bRAttSpeedPoint : These can be used for what I've named them or the REFLECT or the VIT and TIMEVIT flags too, to give them special value, so it is still a questionmark. bRCastSpeedPoint : These can be used for what I've named them or the REFLECT or the VIT and TIMEVIT flags too, to give them special value, so it is still a questionmark. bRHPRegenPoint : These can be used for what I've named them or the REFLECT or the VIT and TIMEVIT flags too, to give them special value, so it is still a questionmark. fHitRange : Because the client is using its default value to make the checks, this one for sure is on serverside, to check the distance between the character and the monster to validate the attack, skill or the movement of the monsters. But still not 100% I hope it is understandable, my english isn't the best sorry for that. If I missed something let me know in PM.
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  10. M2 Download Center Download Here ( Internal ) Hi everyone! So, after serveral days of searching a tool that could change the texture path of a .gr2 file, I found the tool(probably all of you know it, the texture changer by marv). After that I tried to change the texture paths of some gr2 models of a weapon, and guess what, it didn't work. I'm gonna reupload the file, because I didn't seen it on metin2dev, and I'm gonna teach you how to use it. First of all, I don't know about others, but for me it didn't work to change anything with this (I'm running windows 7 x64 bit). Some of guys told me that this "texture changer" works only on windows 7 x86 bit, so I reinstalled my windows(I really needed that tool), of course, it didn't work either way. So, go in Start and search cmd, and run it. After the cmd started you'll see a path right there C:\Users\Name (Instead of Name you'll have your username of computer administrator, or the account you're logged in), now that's the path where we can work with the tool. PAY ATTENTION!!! IF YOU START THE TOOL IN OTHER FOLDER INSTEAD OF C:\Users\Name THE TOOL WILL NOT WORK, AND YOU WILL NOT BE ABLE TO SAVE THE NEW MODEL. Exctract all the files from the archive(I'll post it below), and start Metin2TextureChanger.exe. Now click "Load" to choose a gr2 file you want to change texture path, BUT, the model name can't have spaces in name(devil sword.gr2 for example, it's wrong, the tool won't read it, and you'll not be able to save your new gr2 model), so if you want to change for example devil sword.gr2 you need to rename it into devil_sword.gr2 or devilsword.gr2 or any other name without spaces betwen. Where is "Neuer Texturpfad" we will chose the new path for texture, for example d:\ymir work\test\devil_sword_blue.dds , there you can choose any other path, but you can't modify "d:\ymir work" or you won't be able to see the weapon/armour in-game. Now we save the file wherever we want, it doesn't matter, this way must work for everybody. AGAIN, THIS TOOL WASN'T MADE BY ME. And I made this post because I've searched many days a tool that would work, but neither didn't work, and this tool didn't work for me either just when I used this method. So, this post is for guys who had the same problem like me (they had the tool, but couldn't save the new model) that's why I wanted to help them, and any other people who weren't been able to use it. And about the other tool I've found on this forum, the tool "made" by thunder-core, I didn't find that tool satisfying, it worked, but after the new model was made, I wasn't been able to import it in 3d max, or to convert the model from file format revision 7 to 6. So you were basicaly forced to upgrade your client to granny 2.9, and I found that inconvenient, because, I don't know about others, but I don't use source for binary, and because of that it's imposible to see the model in-game. And of course, the new model you've created, with the tool in attachement, is revision 7, so you need the new granny if you want to see it in-game, but you can use the converter from archive to convert from revision 7, to revision 6 (old), and you'll be able to see it in-game. If you already see it in-game, you don't need to use the converter. If you found this post helpful I'm glad I could help you.
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  11. Where is "please"? Corrected.
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  12. I prepared other buttons for this system, which I think are holding a better climate. I put it here, maybe it will be useful to someone PS: I also put a project save in the package, so that you can more conveniently edit each button if necessary. Download: Mega (Metin2 Download)
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  13. M2 Download Center Download Here ( Internal ) Hello There. I publish here this system i hope that this help you a bit with this you can hide your costume if you dont like it (if I forgot something just say it ) (this system is not complete yet you can hide only your costume no hairstyle,sash,weapon) (This system is not mine! i just found the source function and made the python codes and quest)
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  14. M2 Download Center Download Here ( Internal ) Webzen started to code new functions for everything. (They're refreshing the stuff slowly too). Today I'll give an update about SendQuestInputStringPacket. This packet is often used by r34083 to make new systems with communication. This function is only work when the string size is big than 64. net.SendQuestInputLongStringPacket I explained everything in the rar file Kind Regards, Ken
    1 point
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