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Tatsumaru

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Tatsumaru last won the day on September 16 2022

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About Tatsumaru

  • Birthday 06/02/1990

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  1. The characters from Metin are popping out of my screen. They're running around the whole house. I don't know what to do with them.
  2. I don't want to be too nosy, but what is the purpose of including links that lead nowhere? You've been practicing this method for a long time. I'm asking out of pure curiosity.
  3. A sensual black costume for the lady shaman was made using original materials. The intricately composed combination will surely be noticed by the experienced eye. Download: [Hidden Content] [Hidden Content]
  4. Loading Download: https://mega.nz/file/z9VHjbQZ#mgaiABETuzMMaoclldTnNr4we3MzkEKNaqD3E_OpI48 or M2DL
  5. Dear God, if you exist, please tell me that this project was not created with the intention of being sold. PS: Thank you for sharing your work with us.
  6. It seems that the program has a certain flaw. After making changes to the path, additional confirmation of the modifications is required, which can be done by pressing the "Enter" key or clicking on the version selection field for "Granny."
  7. The author of the comment, whose quote you are including, compares the model name to the texture name, so they are unable to pinpoint where the mistake might have occurred. Please go to the "Texture List" tab and check if the texture names match with the name of your new texture.
  8. I recommend the SageThumbs program, personally, I consider it essential software.
  9. Just a suggestion: Instead of an unread message, perhaps time placement would be better.
  10. Try this: Open StateManager.cpp and find this: void CStateManager::SetDevice(LPDIRECT3DDEVICE8 lpDevice) { StateManager_Assert(lpDevice); lpDevice->AddRef(); if (m_lpD3DDev) { m_lpD3DDev->Release(); m_lpD3DDev = NULL; } m_lpD3DDev = lpDevice; D3DCAPS8 d3dCaps; m_lpD3DDev->GetDeviceCaps(&d3dCaps); if (d3dCaps.TextureFilterCaps & D3DPTFILTERCAPS_MAGFANISOTROPIC) m_dwBestMagFilter = D3DTEXF_ANISOTROPIC; else m_dwBestMagFilter = D3DTEXF_LINEAR; if (d3dCaps.TextureFilterCaps & D3DPTFILTERCAPS_MINFANISOTROPIC) m_dwBestMinFilter = D3DTEXF_ANISOTROPIC; else m_dwBestMinFilter = D3DTEXF_LINEAR; DWORD dwMax = d3dCaps.MaxAnisotropy; dwMax = dwMax < 4 ? dwMax : 4; for (int i = 0; i < 8; ++i) m_lpD3DDev->SetTextureStageState(i, D3DTSS_MAXANISOTROPY, dwMax); SetDefaultState(); } And change to this: void CStateManager::SetDevice(LPDIRECT3DDEVICE8 lpDevice) { StateManager_Assert(lpDevice); lpDevice->AddRef(); if (m_lpD3DDev) { m_lpD3DDev->Release(); m_lpD3DDev = NULL; } m_lpD3DDev = lpDevice; SetDefaultState(); } Find this: void CStateManager::SetDefaultState() { And change to this: void CStateManager::SetDefaultState() { D3DCAPS8 d3dCaps; m_lpD3DDev->GetDeviceCaps(&d3dCaps); if (d3dCaps.TextureFilterCaps & D3DPTFILTERCAPS_MAGFANISOTROPIC) m_dwBestMagFilter = D3DTEXF_ANISOTROPIC; else m_dwBestMagFilter = D3DTEXF_LINEAR; if (d3dCaps.TextureFilterCaps & D3DPTFILTERCAPS_MINFANISOTROPIC) m_dwBestMinFilter = D3DTEXF_ANISOTROPIC; else m_dwBestMinFilter = D3DTEXF_LINEAR; DWORD dwMax = d3dCaps.MaxAnisotropy; dwMax = dwMax < 4 ? dwMax : 4; for (int i = 0; i < 8; ++i) m_lpD3DDev->SetTextureStageState(i, D3DTSS_MAXANISOTROPY, dwMax); Source of knowledge:
  11. Powerpuff girls - The kids in the playground asked for some kind of mural, they did not persuade me for a long time ^^
  12. Yes I have seen it, but personally I don't know how, based on this tutorial, to make the map rendering area resemble the rendering area from world editor. Rendering the whole map is not a good idea.
  13. It would be nice if you tried to increase the map rendering area similarly to how it is in world editor. Currently world editor renders a little bigger area than the game. If you don't take this fact into account when creating the map, the map in the game will not present itself in its full glory.
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