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Everything posted by arlinamid
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If somebody asking i could make country flags like this. for romanian guys :
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M2 Download Center Internal Hi Everyone! I make an animated banner from the original GF, the idea was came from @Owsap and With some photoshop you can easily make your own banners. Just ovewrite files in npc2/flag_d directory I like moving, rolling things. Enjoy it UPDATE!! I adding an empires flag texture for flag_d. Enjoy it.
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M2 Download Center Internal Hi Everyone! Hello Community, I make this little tutorial, for all the people who wants to try modelling or modifying a Metin2 models This video only intoduce gr2 -> fbx with Noesis, after that import fbx files to 3ds max , and exporting model to gr2. I make 2 video about the process easy way, but keep eye on parameters, switchers in every program. For helping I upload to my mega folders some files 3ds Max 2018 granny export plugin whole noesis 4.44 with export/import plugin 2 video file about the process export settings to granny export in 3ds MAX I. Converting gr2 files to FBX exporting option with animation Exporting option without animation In the video you will see it I paired a model with animation, because sometime the model doesnt have it all the bones. I think its important. II. Importing FBX files With animation importing @.plechito' makes a really usefull tutorial in here Only few thing In my video I show you howto set 3ds MAX 2018 eg. UNITS setup Set all things into centimeter In exporting set all the things what i'm make if you DONT have animation in a fbx files, if you have it In animation import you haveto choose Noesis frames After all that click on OK , and your model finally imported to 3ds MAX 2018 III. Exporting from 3ds Max After you make your pretty modification in the model you have to exporting In my way. I select all things what i wanna export, In the export menu tick out animation if you didnt want to ( It usefull if you wanna make model with animation) Thick out Move Origins in Animation and Model submenu In Meshes submenu, deselect all the bones At the texture submenu thick out include, because it build it the texture into .gr2 I think thats all. If you have question send me a letter or find in discord, or leave a message somewhere Have a nice day. UPDATE I added some exporting setting to mega folder, you can use it exporting setup exporting model exporting animation exporting move animation exporting dead animation exporting static model Cheers. Update 25.03.2022 - added 64 bit support for Granny2 plugin, you should place granny2_x64.dll in noesis root folder. -following @.plechito' logic i've added path for looking for textures eg. If warrior_m.gr2 textures is missing is looking for d:\ymir work\pc\warrior . Update 24.03.2022 I'm updating Noesis Granny plugin now adding texture to the fbx material, so in your 3d application (Noesis, Blender, 3dsmax) you can see texture correctly. if you wanna download just a plugin you can find it here [Hidden Content] you have to copying the file to Noesis/plugin/python folder
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Looks nice, this give me a perfect event idea. Thank you.
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exporting armor from fbx to gr2 breaks model
arlinamid replied to Saitama's topic in Community Support - Questions & Answers
I checked your file, nothing wrong with it, everything works fine. For test I used 3ds max 2018 + granny plugin Noesis 4.44 +gr2reader126 version+ fbx 2017 plugin [Hidden Content] [Hidden Content] PS.: I dont know its important or not but i always used gr2reader plugin in noesis with pairing animation, you can set this in fmt_gr2readerXXX.py ANIMATION_MODE = 1 -
exporting armor from fbx to gr2 breaks model
arlinamid replied to Saitama's topic in Community Support - Questions & Answers
Tomorow i make a small video tutorial for you, if I had enough time. -
exporting armor from fbx to gr2 breaks model
arlinamid replied to Saitama's topic in Community Support - Questions & Answers
I dont think so, i use 3 different version of 3ds max. I didnt have these problems. Check the latest version noesis and granny plugin on xentax forum. -
exporting armor from fbx to gr2 breaks model
arlinamid replied to Saitama's topic in Community Support - Questions & Answers
Hi, when you imported fbx to 3ds max take attention to conversion unit, because some model uses inch or your 3ds max doesnt set to centimeters. I attached 2 pics what setting I used. In noesis you can use -fbxzup parameter. -
M2 Download Center Download Here ( Internal ) Hey guys, I want to share with you my windmill I made. Granny 2.9 is required to use it. Enjoy it. For using animated objects follow this tutorial:
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I upload to my mega drive folder the ox flags , all next animated object what I make you can find it here.
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Little leak from what i working. i plan sail take off and get up, flags waving and a little cruise
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Hi, I create this just for fun. #update : soon I release all the flags
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Help to use gr2 animation
arlinamid replied to Viciuus's topic in Community Support - Questions & Answers
Hi! You can use Noesis +gr2 plugin you can use it to export fbx or other format. There are some hint in this forum. -
Hi guys! Today I want to upgrade my client source libs from python 2.7 to python 3.x (3.8.9 or 3.9.5) I following the guide in I replaced libs and headers, but i get a following errors E0266 "string" is ambiguous I modified string to std::string in Python-ast.h and the error is gone away, but second error type i cant figure out what can i do Error C2059 syntax error: ',' If anyone know the solution pls share with me. Thank you.
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Hello folks, i try to improve the game with some extra thing, my idea is some situation like boss fight or entering an area make some fancy camera movement with quest. So what did you think, the gamers like this or not?
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collision and terrain attributes for mob
arlinamid replied to arlinamid's topic in Community Support - Questions & Answers
Oh i see what you say, so i have modified server_attr with WE and for displaying mobs correctly, but i think similar situation just like if you stay in forrest and using brave cape the mobs are going throw the hills to the player. or if you stay in room at using brave cape the mobs are come in from another room throw the wall. -
I would like to improve my server source by banning monsters from colliding or entering inaccessible areas, making the game a little more lifelike, not being able to move mobs on the wall, and not being able to go to places that players can no longer reach. Since the server side does not contain this data, someone has some idea how I could insert it. In 2021, I think it’s okay if the game is a little more lifelike.
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For Acce you have to enabled in motion in 2 files. ActorInstanceAttach.cpp in function CActorInstance::AttachAcce insert this code at the end of the function. if (CGrannyLODController* pLODController = m_LODControllerVector[CRaceData::PART_ACCE]) { if (CGrannyModelInstance* pWeaponModelInstance = pLODController->GetModelInstance()) { CGraphicThing* pItemGraphicThing = pItemData->GetModelThing(); if (std::shared_ptr<CGrannyMotion> pItemMotion = pItemGraphicThing->GetMotionPointer(0)) { pWeaponModelInstance->SetMotionPointer(pItemMotion); } } } [Hidden Content] and the ThingInstance.cpp in function CGraphicThingInstance::SetMotion you have to add case CRaceData::PART_ACCE: [Hidden Content] I hope i can help, before this you have to add all of the tutorial part.
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Thanks All, easily expanded to sash [Hidden Content]
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Hi guys! Is there any technik, (except photoshop, etc), to rotate terrain texture?
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Hi guys anybody has client? i checked client mega link is down.
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Version of Files : XXX Hi Everyone! I make some new object in 3dsmax 2018 exported via granny 2.11 export plugin. In Granny viewer everything fine, but in worldeditor or client are something. Can you help me find out why connect wrong places the polygons? I attach 2 picture for explain the problem. Thanks, Sincerly, Arlinamid
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You have to check item type and change socket0 data in source, because socket0 is a timestamp or you give a unix timestamp in the future. [Hidden Content] Hi Guys, i have a problem i make something wrong, i had bigger shop size ( 8x10) pack2.owner_vid = owner_vid; pack2.shop_tab_count = m_vec_shopTabs.size(); char temp[18108]; // ĂÖ´ë 1728 * 3 char* buf = &temp[0]; size_t size = 0; So i enlarge the temp variable size, but i think this it wasn't the correct number ? Because client give me this error : CPythonNetworkStream::CheckPacket - Not enough dynamic packet size: header 38 packet size: 18108 SYSERR: RECV< HEADER_GC_SHOP (4) SYSERR: bc 46 0a SYSERR: RECV< 199 (18104) If anybody have idea what i make it wrong, pls help me. Thanks. Sorry for my bad english. @Mali61 @VegaS
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FreeBSD 11 32bit source compilation
arlinamid replied to CZEboy's topic in Community Support - Questions & Answers
I'm have a same problem, anybody could help me. -
Hi guys. I always get this error ConvertToShopItemTable: row(0) of group items of group tab1 does not have vnum column. I cant figure it out what i do it wrong @Mali61 @xP3NG3Rx