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Render Target Remastered


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  • 4 weeks later...

Hello. There would be one problem with the render target system.

 

1: Shows all character costume weapons

Presentation: https://metin2.download/picture/MWBcj3M4HmPOUrswRwOssK15s5H6Uszf/.jpg    https://metin2.download/picture/gJUKINx954hESLW5bCPIsdqxoZzSsyeo/.jpg

 

Would anyone help please?

 

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  • 3 weeks later...

Hey, everything working fine except some effects like white lion smoke / blue armor smoke, what am i doing wrong or missing?

Here's what i mean:

spacer.png

 

Also:

On 1/31/2021 at 6:04 PM, szotyizz said:

Hello. There would be one problem with the render target system.

 

1: Shows all character costume weapons

Presentation: https://metin2.download/picture/MWBcj3M4HmPOUrswRwOssK15s5H6Uszf/.jpg    https://metin2.download/picture/gJUKINx954hESLW5bCPIsdqxoZzSsyeo/.jpg

 

Would anyone help please?

 

Check this:

Spoiler

uitooltip.py

search for:


		elif item.ITEM_TYPE_WEAPON == itemType:

 

at the end of that elif check if you have it like this:



			if preview != 0:
				if item.WEAPON_SWORD == itemSubType: 
					if player.GetRace() != 7 and player.GetRace() != 3:
						self.__ModelPreview(itemVnum, 3, player.GetRace())
				if item.WEAPON_DAGGER == itemSubType or item.WEAPON_BOW == itemSubType: 
					if player.GetRace() == 5 or player.GetRace() == 1:
						self.__ModelPreview(itemVnum, 3, player.GetRace())
				if item.WEAPON_TWO_HANDED == itemSubType: 
					if player.GetRace() == 0 or player.GetRace() == 4:
						self.__ModelPreview(itemVnum, 3, player.GetRace())
				if item.WEAPON_BELL == itemSubType or item.WEAPON_FAN == itemSubType: 
					if player.GetRace() == 7 or player.GetRace() == 3:
						self.__ModelPreview(itemVnum, 3, player.GetRace())

 

 

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On 2021. 02. 22. at 15:20, displayjokes said:

Hé, minden rendben működik, kivéve néhány effektet, mint a fehér oroszlánfüst / kék páncélfüst, mit csinálok rosszul vagy hiányzik?

Erre gondolok:

spacer.png

 

Is:

Nézd meg:

  Rejtett tartalom felfedése

uitooltip.py

keresés:





		

 

az elif végén ellenőrizze, hogy van-e így:






			if preview != 0:
				if item.WEAPON_SWORD == itemSubType: 
					if player.GetRace() != 7 and player.GetRace() != 3:
						self.__ModelPreview(itemVnum, 3, player.GetRace())
				if item.WEAPON_DAGGER == itemSubType or item.WEAPON_BOW == itemSubType: 
					if player.GetRace() == 5 or player.GetRace() == 1:
						self.__ModelPreview(itemVnum, 3, player.GetRace())
				if item.WEAPON_TWO_HANDED == itemSubType: 
					if player.GetRace() == 0 or player.GetRace() == 4:
						self.__ModelPreview(itemVnum, 3, player.GetRace())
				if item.WEAPON_BELL == itemSubType or item.WEAPON_FAN == itemSubType: 
					if player.GetRace() == 7 or player.GetRace() == 3:
						self.__ModelPreview(itemVnum, 3,

 

 

I have this in uitooltip.py please check it.

 

This is the hidden content, please

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3 hours ago, szotyizz said:

I have this in uitooltip.py please check it.

 

This is the hidden content, please

My bad, i read weapons and assumed it was normal weapons.

Anyway, your code is right by the tutorial i think.

 

Here's how i fixed it (my costume weapon system uses value3 to identify the type of weapon):

Search for (inside the "elif itemSubType == 3: #weapon") :


					if player.GetRace() != 7 and player.GetRace() != 3:
						self.__ModelPreview(itemVnum, 3, player.GetRace())
					if player.GetRace() == 5 or player.GetRace() == 1:
						self.__ModelPreview(itemVnum, 3, player.GetRace())
					if player.GetRace() == 0 or player.GetRace() == 4:
						self.__ModelPreview(itemVnum, 3, player.GetRace())
					if player.GetRace() == 7 or player.GetRace() == 3:
						self.__ModelPreview(itemVnum, 3, player.GetRace())

Replace with:


					if item.WEAPON_SWORD == item.GetValue(3): 
						if player.GetRace() != 7 and player.GetRace() != 3:
							self.__ModelPreview(itemVnum, 3, player.GetRace())
					if item.WEAPON_DAGGER == item.GetValue(3) or item.WEAPON_BOW == item.GetValue(3):
						if player.GetRace() == 5 or player.GetRace() == 1:
							self.__ModelPreview(itemVnum, 3, player.GetRace())
					if item.WEAPON_TWO_HANDED == item.GetValue(3):
						if player.GetRace() == 0 or player.GetRace() == 4:
							self.__ModelPreview(itemVnum, 3, player.GetRace())
					if item.WEAPON_BELL == item.GetValue(3) or item.WEAPON_FAN == item.GetValue(3): 
						if player.GetRace() == 7 or player.GetRace() == 3:
							self.__ModelPreview(itemVnum, 3, player.GetRace())

 

The piece of code you had is just randomly checking if you are a race or another and setting the weapon in the model.

This fix checks the weapon you're using and if the race you are can use that type of weapon.

 

Let me know if it works.

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23 hours ago, displayjokes said:

My bad, i read weapons and assumed it was normal weapons.

Anyway, your code is right by the tutorial i think.

 

Here's how i fixed it (my costume weapon system uses value3 to identify the type of weapon):

Search for (inside the "elif itemSubType == 3: #weapon") :



					if player.GetRace() != 7 and player.GetRace() != 3:
						self.__ModelPreview(itemVnum, 3, player.GetRace())
					if player.GetRace() == 5 or player.GetRace() == 1:
						self.__ModelPreview(itemVnum, 3, player.GetRace())
					if player.GetRace() == 0 or player.GetRace() == 4:
						self.__ModelPreview(itemVnum, 3, player.GetRace())
					if player.GetRace() == 7 or player.GetRace() == 3:
						self.__ModelPreview(itemVnum, 3, player.GetRace())

Replace with:



					if item.WEAPON_SWORD == item.GetValue(3): 
						if player.GetRace() != 7 and player.GetRace() != 3:
							self.__ModelPreview(itemVnum, 3, player.GetRace())
					if item.WEAPON_DAGGER == item.GetValue(3) or item.WEAPON_BOW == item.GetValue(3):
						if player.GetRace() == 5 or player.GetRace() == 1:
							self.__ModelPreview(itemVnum, 3, player.GetRace())
					if item.WEAPON_TWO_HANDED == item.GetValue(3):
						if player.GetRace() == 0 or player.GetRace() == 4:
							self.__ModelPreview(itemVnum, 3, player.GetRace())
					if item.WEAPON_BELL == item.GetValue(3) or item.WEAPON_FAN == item.GetValue(3): 
						if player.GetRace() == 7 or player.GetRace() == 3:
							self.__ModelPreview(itemVnum, 3, player.GetRace())

 

The piece of code you had is just randomly checking if you are a race or another and setting the weapon in the model.

This fix checks the weapon you're using and if the race you are can use that type of weapon.

 

Let me know if it works.

Thank you very much! The code works!

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I would add a little fix too. Presentation: https://metin2.download/picture/67vxVifX442WeL96BoRexPaUI6o0e7Hq/.png

 

In uitooltip.py you have added an additional parameter to def AddItemData, your def probably looks something like this:

"def AddItemData(self, itemVnum, metinSlot, attrSlot = 0, flags = 0, unbindTime = 0, preview = 1):"

 

Solution: 

 

Python: uiattachmetin.py

 

##Search

self.oldToolTip.AddItemData

 

##Replace

self.oldToolTip.AddItemData(itemIndex, metinSlot, 0, 0, 0, 0)

 

##Search

self.newToolTip.AddItemData

 

##Replace

self.newToolTip.AddItemData(itemIndex, metinSlot, 0, 0, 0, 0)

 

 

##Parameter explanation

 

## 1. itemVnum

## 2. metinSlot

## 3. attrslot (0 default)

## 4. flags (0 default)

## 5. preview (1 default)

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On 2/25/2021 at 3:14 PM, szotyizz said:

I would add a little fix too. Presentation: https://metin2.download/picture/67vxVifX442WeL96BoRexPaUI6o0e7Hq/.png

 

In uitooltip.py you have added an additional parameter to def AddItemData, your def probably looks something like this:

"def AddItemData(self, itemVnum, metinSlot, attrSlot = 0, flags = 0, unbindTime = 0, preview = 1):"

 

Solution: 

 

Python: uiattachmetin.py

 

##Search

self.oldToolTip.AddItemData

 

##Replace

self.oldToolTip.AddItemData(itemIndex, metinSlot, 0, 0, 0, 0)

 

##Search

self.newToolTip.AddItemData

 

##Replace

self.newToolTip.AddItemData(itemIndex, metinSlot, 0, 0, 0, 0)

 

 

##Parameter explanation

 

## 1. itemVnum

## 2. metinSlot

## 3. attrslot (0 default)

## 4. flags (0 default)

## 5. preview (1 default)

Another fix:
## in function

def AddRefineItemData(self, itemVnum, metinSlot, attrSlot = 0):

 

##search for:

self.AddItemData(itemVnum, metinSlot, attrSlot)

 

##change with:

self.AddItemData(itemVnum, metinSlot, attrSlot, 0, 0)

 

this one is when you are trying to upgrade one item and it shows 2x like this:

spacer.png

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  • 4 weeks later...
  • 1 month later...

what is the problem? If you see in my inventory it looks like it should be but in my item shop it goes crazy it does not load, and the same happens with the costumes, some are seen, others are not and others are the same, you see another different outfit or nothing just the character with nothing.

spacer.png

ITEMSHOP

spacer.png

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Captura-de-pantalla-2024-03-20-112804.pn

 

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  • 2 weeks later...

Good afternoon, the system works, but there are some bugs. The render is made on all items, should do it only on weapons, costumes, armor and effects. How can I put the lock on the other items? Another problem is that if they are ninja and step over sword comes out render only with the pg without weapon, you could not put the block that does not come out ?

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  • 1 month later...
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2 hours ago, blaxis said:

Thank you for the answer. Unfortunately, I don't have much coding knowledge.
Can you show an example, please?

I will look for example.

If you want to learn something and do it on your own..

Just call the render function on uiTooltip, where you call it for weapon (e.g.) and them check if player has equipped armor (player.GetItemIndex(slotPos)) on Armor slot pos (Google/ binary src)

If yes, then call render function below with player.GetItemIndex(slotPos) instead of itemvnum

 

 

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  • 3 weeks later...
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12 hours ago, blaxis said:

CPythonTextTail::DeleteCharacterTextTail - Find VID[0] Error

 

PLEASE HELP ME ? 😕

This is not a "real" error. 
You can do something link this, if you dont wanna see this error.

void CInstanceBase::DetachTextTail()
{
	if (!m_isTextTail)
		return;

	m_isTextTail=false;
	if(GetVirtualID() > 0)
		CPythonTextTail::Instance().DeleteCharacterTextTail(GetVirtualID());
}

 

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7 hours ago, V0lvox said:

This is not a "real" error. 
You can do something link this, if you dont wanna see this error.

void CInstanceBase::DetachTextTail()
{
	if (!m_isTextTail)
		return;

	m_isTextTail=false;
	if(GetVirtualID() > 0)
		CPythonTextTail::Instance().DeleteCharacterTextTail(GetVirtualID());
}

 

Thank you ! Solved..

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  • 4 weeks later...
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On 10.07.2021 at 22:53, V0lvox said:

örneğin arayacağım.

Bir şeyler öğrenmek ve kendi başınıza yapmak istiyorsanız..

Sadece uiTooltip'te render işlevini çağırın, burada silah için çağırırsınız (örn.) ve onlar, oyuncunun Armor slot pozisyonunda (Google/ binary src) zırh (player.GetItemIndex(slotPos)) kuşanmış olup olmadığını kontrol eder.

Evetse, itemvnum yerine player.GetItemIndex(slotPos) ile aşağıdaki oluşturma işlevini çağırın

 

 

Unfortunately, I couldn't apply what you said because I don't have much coding knowledge.

What do I need to do to display armor and weapon together? Can anyone help?

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