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Render Target Remastered


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Hi,

 

here I publish my edit of the public Render Target System.

I hate it, when people earn money with public systems.

 

Preview:

https://i.gyazo.com/f1529844682e872a6c580c27b2daa289.mp4

 

DL:

https://mega.nz/file/HQsmRSpJ#kHpxAZ91QccFi3gDGVVjM4RzyJNAuNm9qfywvMeObWQ

 

Original Thread

https://metin2.dev/board/index.php?/topic/20550-rlsrendertarget/&tab=comments#comment-111384

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M2 Download Center Download Here ( Internal ) Hi,   here I publish my edit of the public Render Target System. I hate it, when people earn money with public systems.   Preview: https://i.gyazo.com/f1529844682e872a6c580c27b2daa289.mp4   DL: https://mega.nz/file/HQsmRSpJ#kHpxAZ91QccFi3gDGVVjM4RzyJNAuNm9qfywvMeObWQ   Original Thread https://metin2.dev/board/index.php?/topic/20550-rlsrendertarget/&tab=comments#comment-111

Bug-Fix for all others. Preview is now only on Items in Inventory UiToolTip-Fix.txt

NextUpdate will include Hair https://gyazo.com/7f42469a5eb30f2d7dbd57ee2caaa5b4 UiToolTip-Fix_2.0.txt UiToolTip-Fix_3.0.txt 2.0 -> Rüstung Costüme/Waffen 3.0 -> Hair bug Fix + On/Off Render Target on Gameoptions    

Posted Images

On 7/30/2019 at 11:15 AM, useless69 said:

thanks for share, but i got this error,

indentifier LPDIRECT3DTEXTURE8 and LPDIRECT3DSURFACE8

is undefined, can you help me? thanks

 

Bug-Fix for all others. Preview is now only on Items in Inventory

UiToolTip-Fix.txt

Edited by VegaS™
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https://gyazo.com/bef49bd16c7e3136ec12a137c1508160 

It work, but don`t show atributes on costume/hair. 

//edit

Search: 

		elif 0 != isCostumeItem: #wenn Kostum
			self.__AppendLimitInformation()

Replace with: 

		elif 0 != isCostumeItem: #wenn Kostum
			self.__AppendLimitInformation()
			self.__AppendAffectInformation()
			self.__AppendAttributeInformation(attrSlot)

 

Edited by Razvinio99
helping
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On 7/29/2019 at 9:25 AM, V0lvox said:

Hi,

 

Here i publish my edit of the public Render Target System.

I hate it, when people earn money with public systems.

https://mega.nz/#!zdkSgKpY!9-8o1x5EfM_r3bDD6u1bt1hnv6oCyeOGkKcPmmNSPRk

 

Original Thread

https://metin2.dev/board/index.php?/topic/20550-rlsrendertarget/&tab=comments#comment-111384

 

https://gyazo.com/f1529844682e872a6c580c27b2daa289

 

have a look at my comments at UiToolTip.py

 

Bug Fix:

UiToolTip-Fix.txt

@V0lvox

i have this error

https://imgur.com/a/7RjBcbL

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On 8/2/2019 at 6:39 PM, evils666 said:

Thanks for upload but I have this error, Can You help me? I would be grateful.
 

EXyE4aV.png

Some others has this error too. Allready could not fix it. 

Please contact me on Discord

On 8/3/2019 at 12:04 AM, Thundernatsu said:

Please build Binary as Debug and show me console entry

Edited by VegaS™
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19 hours ago, V0lvox said:

NextUpdate will include Hair :D

https://gyazo.com/7f42469a5eb30f2d7dbd57ee2caaa5b4

UiToolTip-Fix_2.0.txt

UiToolTip-Fix_3.0.txt

2.0 -> Rüstung Costüme/Waffen

  3.0 -> Hair bug Fix + On/Off Render Target on Gameoptions

 

 

I think it is better to make the item render target appear when pressing "alt + right click or left click or what ever" to the item

 

Anyway thank you for sharing 

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4 minutes ago, jeddawee said:

I think it is better to make the item render target appear when pressing "alt + right click or left click or what ever" to the item

 

Anyway thank you for sharing 

Won't be good with offlineshops or normal shops ...

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2 godziny temu, jeddawee napisał:

I think it is better to make the item render target appear when pressing "alt + right click or left click or what ever" to the item

 

Anyway thank you for sharing 

 

To make such a thing the best solution is to set your main board on self.Hide()

After 

		In class ToolTip after :

		parentWindow = self.GetParentProxy()
		if parentWindow:
			(gx, gy) = parentWindow.GetGlobalPosition()
			x -= gx
			y -= gy

		self.SetPosition(x, y)
        
        Add:
          
		try:
			if app.IsPressed(app.DIK_LCONTROL):
				if not self.vRenderTargetMain.IsShow():
					self.vRenderTargetMain.Show()
			else:
				if self.vRenderTargetMain.IsShow():
					self.vRenderTargetMain.Hide()
		except:pass

 

Good idea about public :)

 

image.png.8038c75a8adcfaf0180b62fa880f80d8.png

 

 

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24 minutes ago, D4NTE said:

 

To make such a thing the best solution is to set your main board on self.Hide()

After 

		In class ToolTip after :

		parentWindow = self.GetParentProxy()
		if parentWindow:
			(gx, gy) = parentWindow.GetGlobalPosition()
			x -= gx
			y -= gy

		self.SetPosition(x, y)
        
        Add:
          
		try:
			if app.IsPressed(app.DIK_LCONTROL):
				if not self.vRenderTargetMain.IsShow():
					self.vRenderTargetMain.Show()
			else:
				if self.vRenderTargetMain.IsShow():
					self.vRenderTargetMain.Hide()
		except:pass

 

Good idea about public :)

 

image.png.8038c75a8adcfaf0180b62fa880f80d8.png

 

 

Thanks I will test that when I got time 

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3 hours ago, V0lvox said:

Oh. I will test:

https://gyazo.com/d0b7d2e1e6659f7478771f6f5e5cde6b

 

works fine. The only thing is just with Costume with Antiflag not only for MALE/FEMALE, but i will fix this

 

You can add me Discord: Volvox#7662 and i will have a look

Bro i said warrior male not female change your charachter to a warrior male and see what happens

 

And from what i see in your picture you are using a better code than you are showing here let's be honest(just rendering your armors renders with it sash and weapon , not what you are putting here)

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vor 3 Stunden schrieb MrQuin:

Bro i said warrior male not female change your charachter to a warrior male and see what happens

 

And from what i see in your picture you are using a better code than you are showing here let's be honest(just rendering your armors renders with it sash and weapon , not what you are putting here)

Iam using just some more code on UiToolTip, but this is not public. On every class everything work fine. You are the first user of all 50+ users that have this special issue. Please contact me Discord and i will have a look :)

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2 hours ago, V0lvox said:

Iam using just some more code on UiToolTip, but this is not public. On every class everything work fine. You are the first user of all 50+ users that have this special issue. Please contact me Discord and i will have a look :)

Since you are using a very special code why share this shitty code full of bugs, making me think that you didn't even tried it just share it directly

And just to be sure i only tried your code i am not even using it

At lease people whom sells this system will offer a support with a better code

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12 minutes ago, MrQuin said:

 

Since you are using a very special code why share this shitty code full of bugs, making me think that you didn't even tried it just share it directly

And just to be sure i only tried your code i am not even using it

At lease people whom sells this system will offer a support with a better code

Stop being rude, I think he is trying to help you by asking you to add him on discord

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vor 2 Stunden schrieb MrQuin:

 

Since you are using a very special code why share this shitty code full of bugs, making me think that you didn't even tried it just share it directly

And just to be sure i only tried your code i am not even using it

At lease people whom sells this system will offer a support with a better code

Wtf is wrong with. Just build these 3 updates and everythink is fine.

your shitty bug files are not my fault. Now i will not fix your bug because you are asshole.

i someone else have some bugs, please contact me. Wirh all Updates it runs perfect by 50 users i know !

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Why the fuck is every1 using it so fucking complicated? - Why do you use the renderTarget-module in the parent class? Just because I did it in the example?!

 

#untested

##ui.py
import renderTarget

class RenderTarget(Window):
	def __init__(self, layer = "UI"):
		Window.__init__(self, layer)
		self.renderIdx = -1

	def __del__(self):
		Window.__del__(self)

	def RegisterWindow(self, layer):
		self.hWnd = wndMgr.RegisterRenderTarget(self, layer)
		
	def SetRenderTarget(self, renderIdx):
		self.renderIdx = renderIdx
		wndMgr.SetRenderTarget(self.hWnd, self.renderIdx)
	
	def SetBackground(self, image):
		if self.renderIdx == -1:
			dbg.TraceError("RenderTarget: You have to set the RenderTarget first!")
			return
		renderTarget.SetBackground(self.renderIdx, image)
	
	def SelectModel(self, index):
		if self.renderIdx == -1:
			dbg.TraceError("RenderTarget: You have to set the RenderTarget first!")
			return
		renderTarget.SelectModel(self.renderIdx, index)
	
	def SetVisibility(self, vis):
		if self.renderIdx == -1:
			dbg.TraceError("RenderTarget: You have to set the RenderTarget first!")
			return
		renderTarget.SetVisibility(self.renderIdx, vis)
	
	def SetHair(self, index):
		if self.renderIdx == -1:
			dbg.TraceError("RenderTarget: You have to set the RenderTarget first!")
			return
		renderTarget.SetHair(self.renderIdx, index)
	
	def SetArmor(self, index):
		if self.renderIdx == -1:
			dbg.TraceError("RenderTarget: You have to set the RenderTarget first!")
			return
		renderTarget.SetArmor(self.renderIdx, index)
	
	def SetWeapon(self, index):
		if self.renderIdx == -1:
			dbg.TraceError("RenderTarget: You have to set the RenderTarget first!")
			return
		renderTarget.SetWeapon(self.renderIdx, index)
	
	def SetAcce(self, index):
		if self.renderIdx == -1:
			dbg.TraceError("RenderTarget: You have to set the RenderTarget first!")
			return
		renderTarget.SetAcce(self.renderIdx, index)

##somewhere in init/load/create
		self.ModelPreview = ui.RenderTarget()
		self.ModelPreview.SetParent(self.ModelPreviewBoard)
		self.ModelPreview.SetSize(190, 210)
		self.ModelPreview.SetPosition(5, 22)
		self.ModelPreview.SetRenderTarget(2) # Der index hat eindeutig zu sein -> sonst kann man nicht 2 rendertargets gleichzeitig sehen, logisch oder?
		self.ModelPreview.SetBackground("d:/ymir work/ui/game/myshop_deco/model_view_bg.sub")
		self.ModelPreview.SetVisibility(True)
		self.ModelPreview.SelectModel(model)
		self.ModelPreview.SetHair(Vnum)
		self.ModelPreview.SetArmor(Vnum)	
		self.ModelPreview.SetWeapon(Vnum)
		self.ModelPreview.SetAcce(Vnum)
		self.ModelPreview.Show()
        
##somewhere in hide/close/whatever:
		self.ModelPreview.SetVisibility(False)
  
##somewhere in some fucking method, who cares?
		self.ModelPreview.SetWeapon(Vnum)
  

 

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