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Specular - Costume - Weapon Costume


Wakanim

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You mean the Specular...not shinings i guess...

Uhm you inserted this in let's say shaman_w.msm:

	Group ShapeData186
	{
		SpecialPath			"d:/ymir Work/pc/shaman/"

		ShapeIndex			41999
		Model				"shaman_dragon.GR2"
		SourceSkin			"dragon_armor_body.dds"
		TargetSkin			"dragon_armor_body.dds"
		SourceSkin2			"dragon_armor_foot.dds"
		TargetSkin2			"dragon_armor_foot.dds"
		SourceSkin3			"dragon_armor_hand.dds"
		TargetSkin3			"dragon_armor_hand.dds"
		SourceSkin4			"dragon_armor_leg.dds"
		TargetSkin4			"dragon_armor_leg.dds"
	}


Then you have in your Item Proto:
 

31337	vip	ITEM_COSTUME	COSTUME_BODY	2	ANTI_DROP | ANTI_SELL | ANTI_STACK	NONE	NONE	NONE	0	0	0	0	0	LIMIT_NONE	0	LIMIT_NONE	0	APPLY_MOV_SPEED	50	APPLY_ATTBONUS_MONSTER	20	APPLY_NONE	0	5	0	0	41999	0	0	16	0	0	

You see the 16 in the End?
This part needs to be set 0-100  (The higher the brighter it shines).
Also your weapon needs to have an alpha channel:

74ab48fe1d40f856a0e20fce1cd787a4.png

You can check that in Photoshop or other Programs:
f3e26642bbe5ef9f522fc66a3fc4c237.png

How to make an alpha channel, you need to search.

I used a armor texture now...but that shouldnt make much of a difference

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  • Moon

In instance base look for case CItemData::ITEM_TYPE_WEAPON:

add below the break; line and above case CItemData::ITEM_TYPE_ARMOR the following:
 

case CItemData::ITEM_TYPE_COSTUME:
            __ClearWeaponRefineEffect();
            if (pItem->GetSubType() == CItemData::WEAPON_COSTUME)
            {
                 ....(think alone what to fill here)
            }
            break;

 

good luck.

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13 hours ago, Wakanim said:

I already done specular and shining for costume ^^ thanks dark but i mean for the costume weapon 

I add shining in the binary for my weapon but, the effect doesn't disappear :/

 

my code in the binary :

 

 9e04cf97353c4de4a6b4bc2eb7c560a7.png

how did you do?

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