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Fuzzer

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Posts posted by Fuzzer

  1. if someone have problem with view big models.

    Scaling is the solution

    EterGrnLib\ThingInstance.cpp

    after:
    float CGraphicThingInstance::GetHeight()
    
    add:
    bool CGraphicThingInstance::GetSize(float & fHeight, float & fWidth, float & fDepth)
    {
    	fHeight = fWidth = fDepth = 0.0f;
    
    	if (m_LODControllerVector.empty())
    		return false;
    
    	CGrannyModelInstance* pModelInstance = m_LODControllerVector[0]->GetModelInstance();
    	if (!pModelInstance)
    		return false;
    
    	D3DXVECTOR3 vtMin, vtMax;
    	pModelInstance->GetBoundBox(&vtMin, &vtMax);
    
    	fHeight = fabs(vtMin.z - vtMax.z);
    	fWidth = fabs(vtMin.x - vtMax.x);
    	fDepth = fabs(vtMin.y - vtMax.y);
    
    	return true;
    }

    EterGrnLib\ThingInstance.h

    after:
    		float		GetHeight();
    
    add:
    		bool		GetSize(float & fHeight, float & fWidth, float & fDepth);

    UserInterface\InstanceBase.cpp

    after:
    void CInstanceBase::SetInstanceType(int iInstanceType)
      
    add:
    bool CInstanceBase::GetInstanceSize(float & fHeight, float & fWidth, float & fDepth)
    {
    	return m_GraphicThingInstance.GetSize(fHeight, fWidth, fDepth);
    }
    
    void CInstanceBase::SetScale(float fScale)
    {
    	m_GraphicThingInstance.SetScale(fScale, fScale, fScale, true);
    }
    
    void CInstanceBase::SetScale(float fx, float fy, float fz)
    {
    	m_GraphicThingInstance.SetScale(fx, fy, fz, true);
    }

    UserInterface\InstanceBase.h

    after:
    		void					SetInstanceType(int iInstanceType);
    
    add:
    		bool					GetInstanceSize(float & fHeight, float & fWidth, float & fDepth);
    		void					SetScale(float fScale);
    		void					SetScale(float fx, float fy, float fz);

    in your CRenderTraget function use:

    	if (m_pModel)
    	{
    		float fHieght = 0.0f, fWidth = 0.0f, fDepth = 0.0f;
    		if(m_pModel->GetInstanceSize(fHieght, fWidth, fDepth))
    		{
    			// 150.0f is max height / width / depth of model
    			float fsh = 150.0f / fHieght;
    			float fsw = 150.0f / fWidth;
    			float fsd = 150.0f / fDepth;
    
    			// here u can use float fMin = std::min({fsh,fsw,fsd});
    			float fMin = fsh < fsw ? fsh : fsw;
    			fMin = fsd < fMin ? fsd : fMin;
    
    			m_pModel->SetScale(fMin);
    		}
    	}

    like: 

    fuz-36d3-BzbVdQDCHtvrNUmR.jpg

    • Good 2
  2. M2 Download Center

    This is the hidden content, please
    ( Internal )

    Hi everyone!

     

    I recently saw that some people who create something in 3ds max use very old solutions like bones from 3ds max 7 or 3ds max 7 program.

    So i give u full UNBUGED bones for 2014 max. (exporter from 2013 version works on 2014 version of max, granny version 2.9.12.0)

     

    (for rig armors / costumes i prefer modifier SKIN)

     

    Have FUN!

    • Metin2 Dev 38
    • kekw 3
    • Eyes 1
    • Angry 1
    • Sad 1
    • Smile Tear 2
    • Think 3
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    • Love 41
  3. On 3/3/2020 at 1:37 PM, Johnny69 said:

    Python, a lot of Python ? I automatize everything with python.

     

    MaxScript, python, c++, dos :D 

  4. Auto import, scale (to pet), export to gr2 with all need parameters, and export animations with all need paramets for walk / run too.

    https://metin2.download/video/2382ronhCz0O07wmJtc5x6i9e6ez5mG2/.mp4

     

    Half Automation:D 

    https://metin2.download/video/33WUCM543CK00Xg2ivKbEdGItV1H4140/.mp4

     

    Auto export acce / sash

    https://metin2.download/video/IpTW520SuO4Vc3F42l51H8jKcZ7SiC5J/.mp4

     

    Auto render and save icons

    https://metin2.download/video/V33NMdxG5KAwMqrbgeJA1Ee3i447o1Lz/.mp4

     

    and more scripts for automatic my work :D

     

    How u automatic u work? 

     

     

    • Love 5
  5. 5 godzin temu, Syreldar napisał:

    Basically what @hachiwari said. Also, if you got Lycan this is still wrong.

     

    char_battle.cpp:

    
    		if (pAttacker->IsMonster() && pAttacker->IsDeathBlower() && pAttacker->IsDeathBlow())
    		{
    			if (number(JOB_WARRIOR, JOB_MAX_NUM - 1) == GetJob())
    			{
    				IsDeathBlow = true;
    				dam *= 4;
    			}
    		}

     

    length.h:

    
    enum EJobs
    {
    	JOB_WARRIOR,
    	JOB_ASSASSIN,
    	JOB_SURA,
    	JOB_SHAMAN,
    #ifdef ENABLE_WOLFMAN_CHARACTER
    	JOB_WOLFMAN,
    #endif
    	JOB_MAX_NUM
    };

    There you go.

    Yes that's better ;) i dont accept lycan .

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