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MSM SourceSkin question


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So, i added alpha channels to all armor textures, but in the msm file i have to type the SourceSkin file where the texture i type in it is going to be the only texture shining like that.

How can i make the whole costume shine?

Keep in mind this costume uses 5 textures

I typed only one costume sourceskin and only that texture is shining

How to make all textures get the specular/alpha channel value working? 

ceda4a677ced08e1eaeaf73fe77ea7b9.gif

ATEhtM8.png

Thank you!

 

 

Edited by Metin2 Dev
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You have to go item proto at ur vnume example:

12313    Costume Dragon    ITEM_COSTUME    COSTUME_BODY    2    ANTI_DROP | ANTI_SELL | ANTI_STACK | ANTI_MYSHOP    ITEM_TUNABLE    WEAR_BODY        0    0    0    0    0    LEVEL    0    LIMIT_NONE    0    APPLY_MAX_HP    5000    APPLY_ATTBONUS_HUMAN    20    APPLY_ATT_GRADE_BONUS    100    0    350    0    12313    0    100    100(This is specular)    3    0


From finish is Attu_addon - Socket - And specular at specular u can use from 0 to 100.

After this pack your proto and locale

Source skin for second .dds example 

If you have red costume and gr2 is reading ymir work:/pc/shaman/red_costume.dds and you want to add blue costume you just have to do source skin

Default with gr2 default
		Model                "assassin_novice.GR2"
        SourceSkin            "assassin_novice_red.dds"
        TargetSkin            "assassin_novice_red.dds"
New costume
		Model                "assassin_novice.GR2"
        SourceSkin            "assassin_novice_red.dds"
        TargetSkin            "assassin_novice_blue.dds"

 

And if you want to go full specular you can use photoshop and your costume will be "cringe"

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1 minute ago, Vaynz said:

You have to go item proto at ur vnume example:


12313    Costume Dragon    ITEM_COSTUME    COSTUME_BODY    2    ANTI_DROP | ANTI_SELL | ANTI_STACK | ANTI_MYSHOP    ITEM_TUNABLE    WEAR_BODY        0    0    0    0    0    LEVEL    0    LIMIT_NONE    0    APPLY_MAX_HP    5000    APPLY_ATTBONUS_HUMAN    20    APPLY_ATT_GRADE_BONUS    100    0    350    0    12313    0    100    100(This is specular)    3    0


From finish is Attu_addon - Socket - And specular at specular u can use from 0 to 100.

After this pack your proto and locale

Source skin for second .dds example 

If you have red costume and gr2 is reading ymir work:/pc/shaman/red_costume.dds and you want to add blue costume you just have to do source skin


Default with gr2 default
		Model                "assassin_novice.GR2"
        SourceSkin            "assassin_novice_red.dds"
        TargetSkin            "assassin_novice_red.dds"
New costume
		Model                "assassin_novice.GR2"
        SourceSkin            "assassin_novice_red.dds"
        TargetSkin            "assassin_novice_blue.dds"

 

And if you want to go full specular you can use photoshop and your costume will be "cringe"

Hello there,

I know how specular and target skin works, but i have 5 textures on this Costume, but it is shining only one of those textures.

I forgot to mention the number of textures this costume uses.

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4 minutes ago, Vaynz said:

 

Sorry I'm a little tired and I don't understand. You can remove the effect from the player settings mode "9.mse" or something like that and please send a picture of granny viewer to texture list

j5bBA5p.png

EoQ6vkT.png

Keep in mind this Armor uses 5 textures. I set the biggest texture to be the main SourceSkin (chest texture).

My Armor at +9 has 100 specular, but only the texture typed in SourceSkin is getting that Gloss Effect (in our case, the Chest body texture 5.tga)

How to make all textures to get the specular/alpha channel value working?

Edited by Metin2 Dev
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That's a bit intersting but you can do something like that

		Model				"assassin_novice.GR2"
		SourceSkin			"first.dds"
		TargetSkin			"first.dds"
		SourceSkin2			"second.dds"
		TargetSkin2			"second.dds"
		SourceSkin3			"thirdtexture.dds"
		TargetSkin3			"thirdtexture.dds"

Try and give me an answer.

Edited by Vaynz
Forgot sth
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25 minutes ago, Vaynz said:

That's a bit intersting but you can do something like that



		Model				"assassin_novice.GR2"
		SourceSkin			"first.dds"
		TargetSkin			"first.dds"
		SourceSkin2			"second.dds"
		TargetSkin2			"second.dds"
		SourceSkin3			"thirdtexture.dds"
		TargetSkin3			"thirdtexture.dds"

Try and give me an answer.

It is working half way.. Only until SourceSkin2. Nothing past that

Is there a way to make it work?

 

Edited by Shahin
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8 hours ago, Shahin said:

It is working half way.. Only until SourceSkin2. Nothing past that

Is there a way to make it work?

 

 

Your bin reads only until SourceSkin2, you need to extend it.

 

Go to GameLib\RaceDataFile.cpp and search:
 

                if (TextFileLoader.GetTokenString("sourceskin2", &strSourceSkin) &&
                    TextFileLoader.GetTokenString("targetskin2", &strTargetSkin))
                {
                    AppendShapeSkin(dwShapeIndex, 0, (strPathName + strSourceSkin).c_str(), (strPathName + strTargetSkin).c_str());
                }

 

add under it:


 

                if (TextFileLoader.GetTokenString("sourceskin3", &strSourceSkin) &&
                    TextFileLoader.GetTokenString("targetskin3", &strTargetSkin))
                {
                    AppendShapeSkin(dwShapeIndex, 0, (strPathName + strSourceSkin).c_str(), (strPathName + strTargetSkin).c_str());
                }
                if (TextFileLoader.GetTokenString("sourceskin4", &strSourceSkin) &&
                    TextFileLoader.GetTokenString("targetskin4", &strTargetSkin))
                {
                    AppendShapeSkin(dwShapeIndex, 0, (strPathName + strSourceSkin).c_str(), (strPathName + strTargetSkin).c_str());
                }

 

You can add more if you want.

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Search

Binary 
GameLib/RaceDataFile.cpp

if (TextFileLoader.GetTokenString("sourceskin2", &strSourceSkin)
				{
					[...]
				}
Add under
#ifdef SHINING_TARGET
				if (TextFileLoader.GetTokenString("sourceskin3", &strSourceSkin) &&
					TextFileLoader.GetTokenString("targetskin3", &strTargetSkin))
				{
					AppendShapeSkin(dwShapeIndex, 0, (strPathName + strSourceSkin).c_str(), (strPathName + strTargetSkin).c_str());
				}
				if (TextFileLoader.GetTokenString("sourceskin4", &strSourceSkin) &&
					TextFileLoader.GetTokenString("targetskin4", &strTargetSkin))
				{
					AppendShapeSkin(dwShapeIndex, 0, (strPathName + strSourceSkin).c_str(), (strPathName + strTargetSkin).c_str());
				}
				if (TextFileLoader.GetTokenString("sourceskin5", &strSourceSkin) &&
					TextFileLoader.GetTokenString("targetskin5", &strTargetSkin))
				{
					AppendShapeSkin(dwShapeIndex, 0, (strPathName + strSourceSkin).c_str(), (strPathName + strTargetSkin).c_str());
				}
				if (TextFileLoader.GetTokenString("sourceskin6", &strSourceSkin) &&
					TextFileLoader.GetTokenString("targetskin6", &strTargetSkin))
				{
					AppendShapeSkin(dwShapeIndex, 0, (strPathName + strSourceSkin).c_str(), (strPathName + strTargetSkin).c_str());
				}
#endif

Userinterface/locale_inc.h
#define SHINING_TARGET

 

I know the code can be improved but I just woke up and I'm going to improvise it. For example {source skin 1 - 6} In a few lines.

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