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Posts posted by blaxis
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22 minutes ago, theblabil said:
game and db compiled another freebsd version. Try build you're just using machine.
Sorry for my bad English.
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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.
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Client and server syserr ?
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9 hours ago, boaspessoal said:
also looking for at least a clue as to how this can be done(attaching objects like weapons seems to preview fine in worldeditor but doesnt show in game for example)
I'm not sure but I think it's done with 3ds max
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18 hours ago, Karbust said:
There was never a leaked version of granny. This was already asked in here, wouldn't hurt using the search function...
Yes it was me
Unfortunately, the source file of the lib file is not shared
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Hello there.
I added a new NPC, but his name is crooked. I couldn't find the reason for this.
How can I align the name? I don't have much coding knowledge, if you can show it in a way that is understandable, I would appreciate it. Thank you so much. -
This system is a plugin.
You need to install the original Render Target system to use it without any problems:Then you can install this system.
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1129 00:46:54105 :: File "ui.py", line 1266, in OnMouseOverIn 1129 00:46:54105 :: AttributeError 1129 00:46:54105 :: : 1129 00:46:54105 :: 'MiddleBar' object has no attribute 'overFunc' 1129 00:46:54106 ::
Hello there.
How can I solve this error?Line 1266:
def OnMouseOverIn(self): if self.overFunc: apply(self.overFunc, self.overArgs )
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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")
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Hi, Everything looks good in the program, but after saving, the hair does not appear in the game. Or something else.. (But it looks fine in Granny Viewer.)
How do I merge objects?
Solved
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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?
It's a GR2 file that is very important to me, but I couldn't convert it to FBX
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1 hour ago, Draveniou1 said:
https://metin2.download/picture/YL6ZjRlbaeEMho0Y465yKn74zfZ7Tcgm/.jpg you have fail please check photo
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"
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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.
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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
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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" } }
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1 hour ago, Draveniou1 said:
Go in Group HairData
Change your HairDataCount xx with HairDataCount 999
No Group HairData in this msm. I only add AttachingData but don't work.
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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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I'm getting game.core in Novaline infrastructure.
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@ Owsaphi.
I removed DICE image and checkbox, because I do not use. But there is 1 step shift in settings.
For example, "Item" option works for "Exp".
"Yang" option also works for "Item".Please help me?
Skill NPC Quest and Refresh Problem
in Community Support - Questions & Answers
Posted
Hi. When I get skills from NPC as P or G, sometimes (albeit rare) skills don't appear active. They appear as active when I teleport or exit the game and re-enter.
How can I solve this problem?