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KolenMG

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KolenMG last won the day on April 20

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About KolenMG

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  1. Well. it implies a lot of research and understanding. not just blindly asking AI to do it.. the point should be that you should know what or how the source is working in regards each aspect.. so it easier to have the sdk atyour hand first.
  2. check the hair, unequip the hair. maybe there are some meshes moved far far away on ground/up in the air, attached to the costumes
  3. hello! In regards the first question, I believe Karbust did a plugin for this: In regards the second question, you are referring as a handmade speedtree model creator?
  4. I think its the first time hearing this...
  5. somewhere in your source there is a vrace defined to where mount should the standing mount system apply its animations.
  6. Indeed was my bad. sorry. The problem was that I was setting the asset directory being the D drive and not a client pack. all good now! thank you!
  7. What am I doing wrong? It seems nothing is loaded in regards any map I try to load. Im only see the shadow map and the terrain untextured.
  8. Is the scale a metin2 feature? Or its a custom system from your personal server? NVM. Just re-read the description. Awesome!
  9. I've just encountered an weird issue when I moved some objects to a different area. Maybe is it because that somehow those objects are still considered in the area where those were place initially(and when the specific area gets unrendered, those objects will be also unloaded / unredered?) I've showed in the video from where I moved the objects. [Hidden Content] Also selecting those objects it seems, it doesnt show their info in the left module. [Hidden Content]
  10. Thats not a base. Those are shaders. and with those, you can save just a lot of time. Without them will require much more time. Even with that release, you need to figure it out how to use them. Personally was a start for me to see where to start overall, but I've re-written all of the shaders required by the game to work properly also creating new ones based on need. The shaders release is not just a drag and drop then compile behavior. Its a start to see where or how to do it mostly, or how it should look like. I think a lot of people are using / chasing distraught files for the rewritten packets, dx9, the audio lib changes and font type, offering larger flexibility than the old posted files, being a stable overall project with pluses and minuses. also I dont understand the point of what I achieved. I achieved what BGFX is supposed to help to achieve. If you are referring about what I've shared above, then for sure the granny source is a must, without it, you need to transpose the entire source to other animations translators even if you somehow achieve how to process the gr2 meshes.
  11. Thank you for sharing! I'll keep in mind that when referring to architectures. I was aware of x86. Back in the days, at some point, most of the people started a name trend referring to x86 as "the new 32" ans so on. My references in the main post about naming, were based on the existent compiled files (for different architectures) in the archive. Thank you again!
  12. Can you please tell me what did I mention wrong or what did I do wrong? For the next time, to use the correct terms and correct myself
  13. it helped me to achieve this state.
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