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dajbufka

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  1. Hey, I created a new effect for the sword aura, but it's only one particle, currently 128 KB and 128x256 resolution. Isn't that too much for a sword aura? It's a dds file, one of the particles. Won't it crash the latest Martysam client? How many maximum particles do you recommend, and what should the maximum KB be for such particles? One particle layer, how many KB should the maximum KB be? Can someone tell me? I'd be very grateful.
  2. I changed the shape, resolution and used guaessa blur or something like that xD
  3. This is not caused by a hidden function in another particle. The pulsing and bouncing are already defined inside this .mse itself. The main reason the effect never becomes static is that several particle groups are set to loop forever with CycleLoopEnable 1 and LoopCount 0, so the animation keeps restarting. The up-and-down movement comes from the second particle group's List TimeEventPosition, where Z changes from 18.459999 to 121.070107; because that group has CycleLength 0.400000 and looping enabled, it keeps moving upward again every cycle, which makes the whole effect look like it is bouncing. If you want it static, keep only one fixed position value there instead of two animated ones. The pulsing comes from animated emission and scale values, especially List TimeEventEmissionCountPerSecond changing from 10.000000 to 72.164948, and List TimeEventScaleX / List TimeEventScaleY changing during the lifetime. If you want a stable aura, those values should stay flat from start to end. I also noticed one suspicious alpha block: List TimeEventAlpha { 0.000000 1.000000 / 0.0000000 0.000000 }. Two alpha values at the exact same timestamp can cause flicker or instant disappear/reappear behavior, so it is better to use a constant alpha like 0.000000 1.000000 and 1.000000 1.000000, or fade it later at a different time. Also, TexAniType 4 with TexAniDelay 0.028000 means the texture itself may still animate, so if yong_gwon_pa copy.dds is a multi-frame texture, the effect can still look alive even after fixing the particle settings. In short: remove the animated TimeEventPosition, make emission and scale values constant, fix the alpha timestamps, and disable infinite looping if you do not want repeated motion. As for editors, in Metin2 there is no widely used standalone .mse effect editor that is better known than WorldEditor/WorldEditorRemix; most people still use WorldEditor or edit the file manually in a text editor.
  4. Hey, does anyone know where the steps/pixels at the top and bottom of the effect came from? I used a sphere as the effect and saved it as abgr8 or something similar, which is a good format. How do I handle textures for skill effects in Metin2? Which textures should I choose? On a dark or transparent background? This effect is supposed to be static, so it might be difficult to achieve it with a DDS texture? Images with problem in hosting: [Hidden Content] [Hidden Content] [Hidden Content] [Hidden Content] [Hidden Content] BoundingSphereRadius 150.000000 BoundingSpherePosition 0.000000 0.000000 100.000000 Group Particle { StartTime 0.000000 List TimeEventPosition { 0.000000 "MOVING_TYPE_DIRECT" -0.000000 4.537000 66.731003 } Group EmitterProperty { MaxEmissionCount 15 CycleLength 2.000000 CycleLoopEnable 1 LoopCount 0 EmitterShape 0 EmitterAdvancedType 0 EmitterEmitFromEdgeFlag 0 EmittingDirection 0.000000 0.000000 0.000000 List TimeEventEmittingSize { 0.000000 0.000000 } List TimeEventEmittingAngularVelocity { } List TimeEventEmittingDirectionX { } List TimeEventEmittingDirectionY { } List TimeEventEmittingDirectionZ { 0.000000 5.000000 } List TimeEventEmittingVelocity { 0.160000 1.000000 } List TimeEventEmissionCountPerSecond { 0.000000 1.000000 } List TimeEventLifeTime { 1.000000 5.000000 } List TimeEventSizeX { 7.142858 61.061947 } List TimeEventSizeY { 4.400000 15.000000 } } Group ParticleProperty { SrcBlendType 5 DestBlendType 4 ColorOperationType 4 BillboardType 1 RotationType 1 RotationSpeed 0.000000 RotationRandomStartingBegin 0 RotationRandomStartingEnd 0 AttachEnable 1 StretchEnable 1 TexAniType 0 TexAniDelay 0.000000 TexAniRandomStartFrameEnable 0 List TimeEventGravity { } List TimeEventAirResistance { } List TimeEventScaleX { 0.480000 0.106195 } List TimeEventScaleY { 0.051429 8.000000 } List TimeEventColorRed { 0.656410 0.984314 } List TimeEventColorGreen { 0.656410 0.984314 } List TimeEventColorBlue { 0.656410 0.984314 } List TimeEventAlpha { 0.514286 0.911504 } List TimeEventRotation { 0.708571 35.840706 } List TextureFiles { "dotestow.dds" } } } Thanks for the help.
  5. Hello, I'm having a problem with this effect. I don't know if it's because it's stored on other particles or if I'm setting it up incorrectly. How can I stop this effect from pulsing and become static? Currently, the top and bottom are still pulsating, and the entire effect is bouncing up and down. The three AI models can't seem to get it to work the way I want. Can someone explain what I'm doing wrong? Maybe I'm selecting the wrong MSE effect? It's Sura's gwigeom_4_loop.mse effect. I've attached a screenshot and the code. I'd be very grateful for your response and help. I wish you all the best BoundingSphereRadius 100.000000 BoundingSpherePosition 0.000000 0.000000 80.000000 Group Particle { StartTime 0.000000 List TimeEventPosition { 0.000000 "MOVING_TYPE_DIRECT" 0.000000 0.067000 13.220000 } Group EmitterProperty { MaxEmissionCount 10 CycleLength 2.000000 CycleLoopEnable 1 LoopCount 0 EmitterShape 2 EmitterAdvancedType 0 EmittingSize 0.000000 0.000000 0.000000 EmitterEmitFromEdgeFlag 0 EmittingDirection 0.010000 0.010000 0.000000 List TimeEventEmittingSize { 0.000000 0.000000 } List TimeEventEmittingAngularVelocity { 0.000000 30.000000 } List TimeEventEmittingDirectionX { 0.000000 0.000000 } List TimeEventEmittingDirectionY { 0.000000 0.000000 } List TimeEventEmittingDirectionZ { 0.000000 50.000000 } List TimeEventEmittingVelocity { 0.000000 15.463917 } List TimeEventEmissionCountPerSecond { 0.000000 10.000000 0.365714 72.164948 } List TimeEventLifeTime { 0.000000 0.154639 } List TimeEventSizeX { 0.000000 69.072166 } List TimeEventSizeY { 0.000000 64.000000 } } Group ParticleProperty { SrcBlendType 5 DestBlendType 2 ColorOperationType 4 BillboardType 1 RotationType 1 RotationSpeed 500.000000 RotationRandomStartingBegin 0 RotationRandomStartingEnd 800 AttachEnable 1 StretchEnable 1 TexAniType 4 TexAniDelay 0.028000 TexAniRandomStartFrameEnable 0 List TimeEventGravity { } List TimeEventAirResistance { 0.000000 0.020619 } List TimeEventScaleX { 0.160000 0.000000 0.320000 0.141593 0.948571 0.061947 0.954286 0.194690 } List TimeEventScaleY { 0.000000 0.422680 } List TimeEventColorRed { 0.000000 0.992157 0.012821 0.901961 0.269231 1.000000 0.653846 1.000000 0.669231 0.992157 0.682051 1.000000 0.953846 0.854902 } List TimeEventColorGreen { 0.000000 0.000000 0.012821 0.000000 0.269231 0.000000 0.653846 0.000000 0.669231 0.000000 0.682051 0.000000 0.953846 0.000000 } List TimeEventColorBlue { 0.000000 0.000000 0.012821 0.000000 0.269231 0.000000 0.653846 0.000000 0.669231 0.000000 0.682051 0.000000 0.953846 0.000000 } List TimeEventAlpha { 0.997436 1.000000 0.997436 0.000000 } List TimeEventRotation { 0.000000 800.000000 } List TextureFiles { "yong_gwon_pa copy.dds" } } } Group Particle { StartTime 0.616000 List TimeEventPosition { 0.104000 "MOVING_TYPE_DIRECT" 0.000000 0.000000 18.459999 0.336000 "MOVING_TYPE_DIRECT" 0.000000 0.000000 121.070107 } Group EmitterProperty { MaxEmissionCount 30 CycleLength 0.400000 CycleLoopEnable 1 LoopCount 0 EmitterShape 2 EmitterAdvancedType 2 EmittingSize 30.000000 30.000000 30.000000 EmitterEmitFromEdgeFlag 0 EmittingDirection 0.300000 0.300000 0.300000 List TimeEventEmittingSize { 0.000000 0.000000 } List TimeEventEmittingAngularVelocity { 0.000000 30.000000 } List TimeEventEmittingDirectionX { 0.000000 0.000000 } List TimeEventEmittingDirectionY { 0.000000 0.000000 } List TimeEventEmittingDirectionZ { 0.000000 -50.000000 } List TimeEventEmittingVelocity { 0.000000 1.200000 } List TimeEventEmissionCountPerSecond { 0.000000 195.876282 } List TimeEventLifeTime { 0.000000 0.154639 } List TimeEventSizeX { 0.000000 70.000000 } List TimeEventSizeY { 0.000000 70.000000 } } Group ParticleProperty { SrcBlendType 2 DestBlendType 2 ColorOperationType 4 BillboardType 1 RotationType 0 RotationSpeed 500.000000 RotationRandomStartingBegin 360 RotationRandomStartingEnd 0 AttachEnable 1 StretchEnable 0 TexAniType 3 TexAniDelay 0.000000 TexAniRandomStartFrameEnable 0 List TimeEventGravity { } List TimeEventAirResistance { } List TimeEventScaleX { 0.000000 0.257732 1.000000 0.123711 } List TimeEventScaleY { 0.000000 0.257732 1.000000 0.113402 } List TimeEventColorRed { 0.000000 1.000000 } List TimeEventColorGreen { 0.000000 1.000000 } List TimeEventColorBlue { 0.000000 1.000000 } List TimeEventAlpha { 0.300000 1.000000 } List TimeEventRotation { 0.000000 0.000000 } List TextureFiles { "gwi_geom_spark copy.dds" } } } Group Particle { StartTime 0.000000 List TimeEventPosition { 0.000000 "MOVING_TYPE_DIRECT" 0.000000 0.000000 13.220000 } Group EmitterProperty { MaxEmissionCount 10 CycleLength 2.000000 CycleLoopEnable 1 LoopCount 0 EmitterShape 2 EmitterAdvancedType 0 EmittingSize 0.000000 0.000000 0.000000 EmitterEmitFromEdgeFlag 0 EmittingDirection 0.010000 0.010000 0.000000 List TimeEventEmittingSize { 0.000000 0.000000 } List TimeEventEmittingAngularVelocity { 0.000000 30.000000 } List TimeEventEmittingDirectionX { 0.000000 0.000000 } List TimeEventEmittingDirectionY { 0.000000 0.000000 } List TimeEventEmittingDirectionZ { 0.000000 50.000000 } List TimeEventEmittingVelocity { 0.000000 15.463917 } List TimeEventEmissionCountPerSecond { 0.000000 10.000000 0.365714 72.164948 } List TimeEventLifeTime { 0.000000 0.154639 } List TimeEventSizeX { 0.000000 69.072166 } List TimeEventSizeY { 0.000000 64.000000 } } Group ParticleProperty { SrcBlendType 2 DestBlendType 2 ColorOperationType 4 BillboardType 1 RotationType 4 RotationSpeed 500.000000 RotationRandomStartingBegin 0 RotationRandomStartingEnd 800 AttachEnable 1 StretchEnable 0 TexAniType 4 TexAniDelay 0.000000 TexAniRandomStartFrameEnable 0 List TimeEventGravity { } List TimeEventAirResistance { 0.000000 0.020619 } List TimeEventScaleX { 0.000000 0.288660 1.000000 0.154639 } List TimeEventScaleY { 0.005714 0.237113 } List TimeEventColorRed { 0.000000 0.717647 0.012821 1.000000 0.025641 0.694118 0.038462 0.619608 0.051282 1.000000 0.064103 0.662745 0.076923 0.764706 } List TimeEventColorGreen { 0.000000 0.000000 0.012821 0.000000 0.025641 0.000000 0.038462 0.000000 0.051282 0.000000 0.064103 0.015686 0.076923 0.054902 } List TimeEventColorBlue { 0.000000 0.000000 0.012821 0.000000 0.025641 0.000000 0.038462 0.000000 0.051282 0.000000 0.064103 0.015686 0.076923 0.000000 } List TimeEventAlpha { 0.000000 1.000000 0.000000 0.000000 } List TimeEventRotation { 0.000000 800.000000 } List TextureFiles { "elect_1.dds" "elect_2.dds" } } } Link for image: [Hidden Content] I'm working on the yong_gwon_pa copy.dds texture, but maybe there are some hidden functions in other hidden particles in the world editor remix that prevent me from freezing the effect? Next question: Maybe we have other effect editor for effect in Metin 2?
  6. Yea, me too need this. World editor is not my, i need new efect skills
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