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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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    Cambodia
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    Cambodian

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  1. Image Hosting A long time ago, I spoke to someone (I can’t remember who) about adding an image-hosting button somewhere near the topic editor. Years go by, wars break out around the world before our very eyes, and yet the forum still doesn’t have a button for hosting images. It’s incredibly inconvenient. In general, uploading images, videos, or anything else to this forum is extremely frustrating. Couldn’t you at least finally add this one button? I would kindly ask the forum administration to get things moving and add the button somewhere clearly visible, so users don’t have to keep looking for workarounds and figuring out how to upload an image every single time. It would also be great if the entire administration team could sit down together and reconsider lifting the restrictions on external image-hosting services, because these limitations are becoming a real pain. Sometimes you want to post something on the forum, but when you think about all the hassle with image hosting, you just lose the motivation to create the topic in the first place. I think that if I feel this way, many other users probably feel the same.
      • 4
      • Metin2 Dev
      • Good
  2. It’s OK now, but it’s difficult to test. Some kind of user guide for this software would be helpful.
  3. The problem still persists. The map is original.
  4. The downloadable RAR file probably hasn't been updated, as the issue still persists.
  5. Suggestion: I added collision rendering that the character can walk on. Additionally, the polygons are visible on the collision surfaces. If the collision mesh contains too many polygons, we will be able to notice it, and if necessary, the file can be replaced with a more optimized version. Suggestion2: Information about the selected objects is displayed in the corner of the program. Clicking the path opens the folder containing the file. This information about the selected objects can be disabled in the program options. When you hover the cursor over an object's name, its highlight changes color, and when you click it, the object is selected. This can be useful, for example, when deleting a specific object. Suggestion3: After reducing the tree box, selecting objects in dense areas is easier.
  6. Suggestion: instead of using the “Unselect” button to remove the preview object located under the mouse cursor, a quick double right-click could be used. However, a safeguard should be added to prevent the object from being accidentally removed while moving the camera. Additionally, the expanded folder tree does not need to collapse during this operation. It would be better if it remained expanded. I tested this solution, and it is very pleasant and intuitive to use. Test exe: [Hidden Content] PS: also see the list of textures and objects, there is a small change there, but very visually pleasing. If the mouse cursor hovers over an item in the list, the model preview is displayed in the center of the scene.
  7. It works, although achieving a successful compilation is not easy. An important, unmentioned requirement is the need for a DirectX 9 compatible Client Source. It would be good if the author prepared a complete version of the World Editor in the future that wouldn't require integration with the user's SRC, as it might simply be incompatible. Warmest regards, Kaptan Yosun is a very friendly person with a massive patience bar xd
  8. Out of curiosity, I uploaded the program for scanning. I don’t know much about viruses, but this Trojan-PSW.Win64.Stealer.axjw seems suspicious. Doesn’t this program steal files? xd
  9. I have a suggestion. I'm not sure about others, but when I'm creating a map, I pay close attention to how the view will look from the player's perspective in a given region. Taking care of this aspect in WorldEditor isn't easy because the editor renders a much larger area than the game itself. As a result, the way the map looks in the editor doesn't always match what the player will actually see ingame. I've noticed that WorldEditor renders anywhere from 4 to 9 regions, while the game only renders a single region. It might be a good idea to add an option that limits the editor's rendered area to just one region, matching the way the game renders it. PS: A great addition would be a guide explaining how to achieve a rendering effect in the game similar to the one in the world editor, if you ever have the time and willingness to create it
  10. To be honest, this project doesn't look very credible. You haven't shown anything related to the game, even though it's already in beta testing. It's not that I suspect you of anything, but it does look a bit strange. Putting that aside, since you're making a singleplayer game, why are you basing it on the Metin2 engine instead of using Unreal engine? In Unreal engine, you have all the graphics technology pretty much ready to go, so you could just focus on creating the story, mechanics, and cutscenes. Even if you want to preserve Metin2's original visual style, it would still make more sense to develop the game in Unreal engine.
  11. In Martysama archive, you will find versions of the program that generate higher-quality shadows.
  12. 1. Could you widen the World, MSM, Effect, and Flight panels by 50 pixels? 2. In Perspective Adjust, there is a noticeable lack of an option to restore the default Field of View value.
  13. [Hidden Content] Check this program. Drag the texture into the program, then drag the .sub files to see which .sub file corresponds to which part of the texture.
  14. Yes. I’ve added support for MDE files. From now on, you can edit textures in MDE just like in GR2 Tip: If you added the program to the context menu, go to the program settings, remove it from the context menu, and add it again to update it with the new MDE file association.
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