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MeQQs

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  1. before/after before: after: I made it using [Hidden Content], it's free. You can easily change text: In addition, minor changes to the positioning of elements in characterwindow.py. I changed the x and y coordinates, as well as the width and height, of the buttons so that they would be exactly equal. ## Tab Area { "name" : "TabControl", "type" : "window", "x" : 0, "y" : 328, "width" : 253, "height" : 37, "children" : ( ## Tab { "name" : "Tab_01", "type" : "image", "x" : 0, "y" : 0, "width" : 253, "height" : 37, "image" : LOCALE_PATH+"tab_1.sub", }, { "name" : "Tab_02", "type" : "image", "x" : 0, "y" : 0, "width" : 253, "height" : 37, "image" : LOCALE_PATH+"tab_2.sub", }, { "name" : "Tab_03", "type" : "image", "x" : 0, "y" : 0, "width" : 253, "height" : 37, "image" : LOCALE_PATH+"tab_3.sub", }, { "name" : "Tab_04", "type" : "image", "x" : 0, "y" : 0, "width" : 253, "height" : 37, "image" : LOCALE_PATH+"tab_4.sub", }, ## RadioButton { "name" : "Tab_Button_01", "type" : "radio_button", "x" : 5, "y" : 5, "width" : 60, "height" : 26, }, { "name" : "Tab_Button_02", "type" : "radio_button", "x" : 66, "y" : 5, "width" : 60, "height" : 26, }, { "name" : "Tab_Button_03", "type" : "radio_button", "x" : 127, "y" : 5, "width" : 60, "height" : 26, }, { "name" : "Tab_Button_04", "type" : "radio_button", "x" : 188, "y" : 5, "width" : 59, "height" : 26, }, ), }, Also adjust the height of the entire window. For the PL locale, I had to add 5px to the height; for other locales, it may vary. Just use the new texture and see how much you need to add; you can start with those 5px by setting it to 366px, just like I did. Why do it this way instead of just following the original without editing the Python code? Metin creates a window and then covers it with a texture, and overall it looks okay, but the shadow duplicates at the edges, which looks unappealing. My method looks pixel-perfect. If that doesn't convince you, the .af source file also includes a buttons background that you can unhide. Export the texture, pack it, and you'll get a similar effect without having to edit the Python code. However, I don't recommend this method. Download Alternative download links → Mega.nz
  2. GrannyExporter.exe Blender Import Addon (Better Fbx Importer & Exporter 6.0.5 by Mesh Online) paid [Hidden Content] A few JS scripts that I used for exporting. I do not guarantee that they work as intended and I do not provide support for their use. make_index_4.js make_index_3.js make_index_2.js make_index.js monster.js
  3. Each character has all available animations. Make sure you have the skeleton selected to see them.
  4. Hello, I've exported all the character models from a 2014 client, including animations and textures. I've created convenient .blend files, which might be useful for someone. You can use these for rendering purposes, or use the skeletons to create your own animations or other interesting projects. You can also use these files to import all the models into another engine, such as Unity or Unreal. I have tried to correct all the errors I found. However, it must be taken into account that these models and animations were created using Autodesk software. Consequently, there are certain differences that complicate the import process. One of these differences is the skeleton itself; we can notice that at the ends of fingers, toes, and other bones, there are small blocks often named with "nub." This is one of the differences in how the skeleton is constructed in Maya compared to Blender. These can be removed, and the animations will still work, but I left them just in case. It's always easier to remove something than to add it later. All textures are in PNG format, and the alpha channel is preserved. Metin encodes information about, I believe, the metallness of the material in the alpha channel. I'm not sure about this. Therefore, most materials are set to ignore the alpha channel. All textures are packed in the .blend file; however, I am providing these textures separately in a folder for easy access. There is no reason why I exported these models. I just found a tool here on our forum and had to test it. I'm sharing the result in case someone finds it useful. I have always wanted to export a character from Metin, but the possibilities were limited. It's great that it is now possible. [Hidden Content] [Hidden Content] Quick and dirty render from blender:
  5. Is it possible to convert granny model form 2.9 to 2.6 or 2.4?
  6. Hello I have a small problem with my edited in World Editor Metin2 map. I have added sound to waterfall and teleport but ingame it have fail effect. When I am standing near teleport on ch2 i hear waterfall instead teleport sound and after switch to ch1 my problem with sound is inversed (maybe generated file by World Editor have mistakes and client plays incorrect sound?). I very please for solve that problem.
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