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Shang

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Posts posted by Shang

  1. hace 1 hora, ElRenardo dijo:

    Sorry you got it wrong again @OtherChoice but thank you very much for the effort.

     

    It's exactly what I'm talking about @masodikbela.

    I understand the path now. The problem for me is to modify the render function of all the elements as I don't know how I can avoid the render of the parts outside the window.

    Of course the ExpandedImage is already doing so with the RenderingRect function, but now, implement that on every assets... It's more complicated than I thought it would be.

     

    If you have Dx9 this link could be usefull: https://stackoverflow.com/questions/14629910/simple-clipping-in-directx-9

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  2. hace 2 horas, OtherChoice dijo:

    Hello everybody, I have some problem rendering fire_dragon (2291) with CxL RenderTarget

    . Checked with multiple break points and TraceError(s) and everything seems ok. The model itself is displayed correctly when spawned, and also tried with older/custom version of it. All this made me believe that something might be wrong in camera settings for such a big model, so i tweaked with fov, aspect, near, far and SetViewParams(eye, target, up) but I had no luck. Anyone knows why this specific model is not rendering?

    It seems it is rendering but the model is too big. You can try to adapt the "responsive" camera that penger released from illustrated in the same post.

  3. hace 9 horas, Chunchunmaru dijo:

    this system doesnt work some maps. example : chunjo2

    i can see render in chunjo 1 but i cant see chunjo2.

     

    chunjo 1 https://metin2.download/picture/r3F9504x09DVmF8K988YXgTtGTP6KMUj/.gif

    chunjo 2 : https://metin2.download/picture/r3F9504x09DVmF8K988YXgTtGTP6KMUj/.gif

    That happened to me and is not a render target problem is just a map problem (maybe when rendering).

    And after so much debug I found a "solution", you can solve it just giving the (0, 0, 0) position to the model instance when you create it.

    EterLib/CRenderTarget.cpp -> https://metin2.download/picture/384UySom9jQdNjqpPVumLT0LInK28chB/.png

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  4. En 5/8/2018 a las 23:15, Werwolf94 dijo:

    Hi again!

    I updated the two Py file and the "bug" still appears in my client when I go to another map.
    In the video you can see when I go to an another map after that the cooldown text's are freezing.
    If I press Alt the counters are keep going down.

     

    Delete the uiTaskbar.py part from the guide.

    Find this in def __OnUpdate(self):

    		if True == self.expGaugeBoard.IsIn():
    			self.tooltipEXP.Show()
    		else:
    			self.tooltipEXP.Hide()

    Add this under:

    		startNumber = 0
    		for slot in self.quickslot:
    			for i in xrange(4):
    				slotNumber = i+startNumber
    				(Type, Position) = player.GetLocalQuickSlot(slotNumber)
    				if player.IsSkillCoolTime(Position):
    					(coolTime, elapsedTime) = player.GetSkillCoolTime(Position)
    					slot.SetSlotCoolTime(slotNumber, coolTime, elapsedTime)
    
    					cooldownDelay = 0
    					cooldown = int(coolTime-elapsedTime+cooldownDelay)
    					self.cooldownText[slotNumber].SetOutline()
    					self.cooldownText[slotNumber].SetText("%d" % cooldown)
    					cooldown = str(cooldown)
    					self.cooldownText[slotNumber].SetPosition((7, 2, -1)[len(cooldown) - 1],0)
    					self.cooldownText[slotNumber].Show()
    				else:
    					self.cooldownText[slotNumber].Hide()
    			startNumber += 4

     

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