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blaxis

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Posts posted by blaxis

  1. 22 minutes ago, theblabil said:

    im found something in console when game dropse me out console print 

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    # ld-elf.so.1: /usr/metin2/server/share/bin/game: Undefined symbol "rand@FBSD_1.6"

     

    # uname -a
    FreeBSD vps38174.my.domain 12.2-RELEASE-p7 FreeBSD 12.2-RELEASE-p7 GENERIC  i386
     

     

    game and db compiled another freebsd version. Try build you're just using machine. 

     

    Sorry for my bad English.

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  2. uitooltip.py:

     

    		### Belt Item ###
    		elif item.ITEM_TYPE_BELT == itemType:
    			self.__AppendLimitInformation()
    			self.__AppendAffectInformation()
    			self.__AppendAttributeInformation(attrSlot)
    
    			self.__AppendAccessoryMetinSlotInfo(metinSlot, constInfo.GET_BELT_MATERIAL_VNUM(itemVnum))

    If this does not happen, the problem may be with the server.

  3. Hi, I want to use different definitions for "UiScript". I tried but it doesn't work. How can I do it?

     

    	def LoadDialog(self):
    		try:
    			PythonScriptLoader = ui.PythonScriptLoader()
    			if shop.IsPrivateShop():
    				PythonScriptLoader.LoadScriptFile(self, "UIScript/shopdialog2.py")
    			else:
    				PythonScriptLoader.LoadScriptFile(self, "UIScript/shopdialog1.py")
    		except:
    			import exception
    			exception.Abort("ShopDialog.LoadDialog.LoadObject")

     

  4. Thanks for sharing bro!

    But I have little problem.

     

    I can convert many GR2 files to FBX without any problems. But I can't convert a gr2 file with version 2.8 I have. What is the reason of this?

     

    spacer.png

     

    It's a GR2 file that is very important to me, but I couldn't convert it to FBX 😕

  5. 1 hour ago, Draveniou1 said:

    No 😄 AttachingDataType is not sorting count.

     

    AttachingDataType = GameType.h :

    	// Attaching Data
    	enum EAttachingDataType
    	{
    		ATTACHING_DATA_TYPE_NONE, //0 
    		ATTACHING_DATA_TYPE_COLLISION_DATA, //1
    		ATTACHING_DATA_TYPE_EFFECT, //2
    		ATTACHING_DATA_TYPE_OBJECT, //3 I USE THIS FOR HAIR OBJECT(GR2)
    
    		ATTACHING_DATA_TYPE_MAX_NUM,
    	};

    So I have no problem with "AttachingDataType" 🙂

  6. 1 hour ago, Draveniou1 said:

    check with AttachingDataCount 4    and not 999

    The number given to the AttachingDataCount must be equal to the number of blocks such as AttachingData00. If the last block is AttachingData03, AttachingDataCount = 4. When I give 5 or more, the character is completely bare because it returns a null value.

     

    Group AttachingData
    {
    	AttachingDataCount	3
    
    	Group AttachingData00
    	{
    		AttachingDataType	1
    		
    		isAttaching			0
    		AttachingModelIndex	0
    		AttachingBoneName	"Bip01"
    		CollisionType		1
    		
    		SphereDataCount		1
    		Group SphereData00
    		{
    			Radius			40.000000
    			Position		0.000000 0.000000 100.000000
    		}
    		}
    	Group AttachingData01
    	{
    		AttachingDataType	1
    		
    		isAttaching			0
    		AttachingModelIndex	0
    		AttachingBoneName	"Bip01"
    		
    		CollisionType		3
    		SphereDataCount		1
    		Group SphereData00
    		{
    			Radius			70.000000
    			Position		0.000000 0.000000 100.000000
    		}
    	}
    	Group AttachingData02
    	{
    		AttachingDataType	3
    		
    		isAttaching			1
    		AttachingModelIndex	0
    		AttachingBoneName	"Bip01"
    		ObjectScriptName	"D:\ymir work\pc\warrior\hair\hair_4_1.gr2"
    	}
    }

     

    When I do AttachingDataCount = 4, nothing is read and the character is bare. So when I do 3, the armor shows up but the hair doesn't.

     

    AttachingDataType is not sorting count. Specifies the "attachment" type. For example AttachingDataType 3 = Object's.

  7. 1 hour ago, Draveniou1 said:

    I made a similar thing 1.5 years ago and I can not remember how I made it haha I will try to find it

    But all I remember was changing from 50 to 999 count

    "AttachingDataCount" I guess this is not easy to change.

    Because when I give a large number, the armor does not appear either, only a bare character appears 😄 I really need this and I couldn't find the solution for 3-4 days.

    I would really appreciate it if you can find it 🙂

  8. 1 hour ago, Draveniou1 said:

    You must add a counter

    If you do not add a meter I do not think it will work

    Try making a meter like the example above

    Don't work 😕 The armor is visible but the hair is not..

    ScriptType            RaceDataScript
    
    BaseModelFileName     "d:/ymir work/pc/warrior/115_2.GR2"
    
    Group HairData
    {
    	PathName	"d:/ymir Work/pc/warrior/"
    
    	HairDataCount 			999
    }
    
    Group AttachingData
    {
    	AttachingDataCount	3
    
    	Group AttachingData00
    	{
    		AttachingDataType	1
    		
    		isAttaching			0
    		AttachingModelIndex	0
    		AttachingBoneName	"Bip01"
    		CollisionType		1
    		
    		SphereDataCount		1
    		Group SphereData00
    		{
    			Radius			40.000000
    			Position		0.000000 0.000000 100.000000
    		}
    		}
    	Group AttachingData01
    	{
    		AttachingDataType	1
    		
    		isAttaching			0
    		AttachingModelIndex	0
    		AttachingBoneName	"Bip01"
    		
    		CollisionType		3
    		SphereDataCount		1
    		Group SphereData00
    		{
    			Radius			70.000000
    			Position		0.000000 0.000000 100.000000
    		}
    	}
    	Group AttachingData02
    	{
    		AttachingDataType	3
    		
    		isAttaching			1
    		AttachingModelIndex	0
    		AttachingBoneName	"Bip01"
    		ObjectScriptName	"D:\ymir work\pc\warrior\hair\hair_4_1.gr2"
    	}
    }

     

  9. Hello. I define a model in addition to the "AttachingData" section in the MSM File, but the GR2 I added later is not read.
    So I add hair to the character, but;
    The character is visible, the hair is not.

    How can I identify gr2 in AttachingData section?

    When I open this msm file with the World Editor, the hair appears along with the character. But the hair is not visible in the game.

    ScriptType            RaceDataScript
    
    BaseModelFileName     "d:/ymir work/pc/warrior/115_2.GR2"
    
    Group AttachingData
    {
        AttachingDataCount       1
        
        Group AttachingData00
        {
            AttachingDataType    3
            
            isAttaching          1
            AttachingModelIndex  0
            AttachingBoneName    "Bip01"
            
            ObjectScriptName     "D:\ymir work\pc\warrior\hair\hair_4_1.gr2"
        }
    }

     

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