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StarSoul

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About StarSoul

  • Birthday August 24

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  1. Greetings, Here is a project I have been working on for several months on and off; Christmas trees. The current in-game Christmas trees are a bit 'Meh...' so I decided to put my own spin on them. I used the in-game textures but modified them quite a bit. I changed bulb colors, improved the clarity, and added the stocking drop item that is common in Christmas events. I created a snow version as well. There are 3 different decorated versions (only bulbs, bulbs & ornaments, and ribbons, bulbs, & ornaments) plus a non-decorated version. If that wasn't enough, I created a large and small version for each type. The large one is about as big as the original Christmas trees and will work with the Christmas tree glow/sparkle effects. The small version is about the size of a standard tree being a little taller than the in-game characters. You can always play around with the size of the trees in Speed Tree 4.2 if neither size works for you. The trees were created in Speed Tree 4.2. They have collision and wind physics (yay). I only briefly tested them in-game so there might be issues with them but I highly doubt it. If you run into any problems, feel free to DM me or leave a reply to this thread. There is a whopping total of 48 trees. Enjoy. (Merry Christmas?) Tree 1: Summer Tree 1: Winter Tree 2: Summer Tree 2: Winter Tree 3: Summer Tree 3: Winter Download Center [Hidden Content]
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  2. I love this. It is a massive improvement from the original. The only downside to it is that it doesn't have that 'glow' look like the original did.
  3. Greetings, I have here a simple plant; cattail grass for ponds and streams. I really wanted this type of plant for my map so I created my own version using textures from the Oblivion Tree package. The cattail grass from that upload was bugged and didn't work with the Metin2 World Editor or the game. After many hours of work and frustration, I was able to create this. I hope you have fun with it. The file contains 4 different size grasses and 2 different size 'cattails' without grass so you can place them however you like within the grass. It doesn't have collision. You can frolic through it freely. It doesn't have wind physics, sadly. It was created in Speed Tree 4.2 and modified in Speed Tree 3. If you want to modify it, I suggest using Speed Tree 3 as the scaling works better for the World Editor. You wont be able to see the actual 'cat tail' in Speed Tree 4.2 due to scaling issues. Download Center [Hidden Content]
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  4. Can you post images of what they look like in-game? Looking at just the flat texture doesn't give the complete picture. Thanks for posting though.
  5. This is really cute. I like this. I would like to see more small changes like this too.
  6. I absolutely LOVE these maps. I think I will do my best to recreate a couple of them; like the giant walked city one. Those assets are there. I even see a tree that's never been used and not currently in the game assets. I also see a fence that was never added too. Some of them do look like early versions of Map1 and Map2 for the three nations. What a gem you found. Thank you.
  7. I don't know if they're intentionally being vague or not in the reporting. They said it was "games" suggesting they had stolen and modified more than just Metin2 (if Metin2 is actually part of that list of games). I wish they were more specific. If it is Metin2 and it was Gameforge who went after them, it's not really a surprise at this point. I sometimes wonder if Gameforge makes more money going around suing private servers than they do on their actual game servers.
  8. Okay, I'm starting to understand now. I'm not much of a coder, but I'm learning. The function you showed, what is it doing exactly? Why does it change the drop chance to 50%? Thank you for your input so far. I did notice when testing in-game, a while back, that what you said was true. I had a 50% chance to drop one or the other but I didn't know exactly why.
  9. This is difficult for me to follow. I don't quite understand what you mean. From what I can gather, the "10" value is not 10% chance to drop but 50% chance instead?
  10. I have an added question to this. Cursed mobs also use "kill_drop" for the level 30 weapons. What does this additional value mean (the one in red)? I'm assuming the "10" is 10% chance to drop after killing 100 Cursed Wolves. If I try removing the "25" it breaks the code so it is there for some kind of purpose. Group Cursed_Wolf { Kill_drop 100 Mob 131 Type kill 1 5110 1 25 10 2 7160 1 25 10 }
  11. Can you clarify a bit more? I'm assuming this is the "uirefine.py" in the "root" folder on the client side?
  12. A small but major thing missed in Part I of this guide is that make sure the "on_click" value for the NPC you're wanting to use in "mob_proto.txt" on the server is changed to a value of 1. Otherwise the shop doesn't open when you click the NPC. I ran into this after doing everything else correctly and shop still wouldn't open. If you're having this issue too, that may be the reason. For more clarification, to add the NPC to a map, navigate to that map's folder in the server. For example, lets say you're wanting to put an NPC in Red Nation Map1. You would navigate to: usr/metin2/server/share/locale/english (or preferred language)/map/metin2_map_a1. You want to edit the "npc.txt" file. The first values "000 000" are the map coordinates where the NPC sits on the map. The last value is the NPC vnum. The "z" value is the direction the NPC is facing. I'll list out the direction values: 1. South direction 2. South-East direction 3. East direction 4. North-East direction 5. North direction 6. North-West direction 7. West direction 8. Southwest direction 0. Random direction (among the 8 previous ones) It is easiest to copy and past from an NPC that is already listed in the file then replace the coordinates, direction, and NPC vnum to your desired values. Save it to the server. Done.
  13. Can you explain how this was solved? I remember doing this too. I know it is a simple change in one of the files but I can't remember how I did it now.
  14. Thank you for this. I wouldn't have known this was bugged until falling through it in-game. This is such a neat bridge too.
  15. Greetings, I love the improvements of this editor compared to the older one. I was using v23 for a long time. I do have a request/question. Is it possible to move objects height value in increments of 10m? I loved this from v23 because it allowed me to be very precise with placements, especially for fences and walls. Right now, the smallest increments is 50m when pressing down 6 + mouse-wheel. Thanks.
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