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Render Target Remastered


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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    

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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://imgur.com/YB73JNb    https://imgur.com/P3mZDYg

 

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())

 

 

It's all lies

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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.

 

https://gist.github.com/szotyizz/a6cdb5115bdcb9ae0e06f229211595b3

Edited by szotyizz
Link to post
3 hours ago, szotyizz said:

I have this in uitooltip.py please check it.

 

https://gist.github.com/szotyizz/a6cdb5115bdcb9ae0e06f229211595b3

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.

Edited by displayjokes

It's all lies

Link to post
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!

Link to post

I would add a little fix too. Presentation: https://ibb.co/Pcqf6y7

 

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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