Thundernatsu 36 Posted May 5, 2019 Share Posted May 5, 2019 (edited) On 5/3/2019 at 2:03 PM, Thundernatsu said: Now have this error anyone? CxL'Mufuku Spoiler Edited September 3, 2022 by Metin2 Dev Core X - External 2 Internal 2 2 1 Link to comment Share on other sites More sharing options...
KreacherSF 0 Posted May 14, 2019 Share Posted May 14, 2019 (edited) Thanks Edited May 14, 2019 by KreacherSF Link to comment Share on other sites More sharing options...
KreacherSF 0 Posted May 14, 2019 Share Posted May 14, 2019 how can we do for weapons and armor @WLsj24 Link to comment Share on other sites More sharing options...
bykatil199 2 Posted May 15, 2019 Share Posted May 15, 2019 (edited) Bug Fix ? sea discoloration Spoiler Edited August 21, 2022 by Metin2 Dev Core X - External 2 Internal Link to comment Share on other sites More sharing options...
Bot Metin2 Dev 4884 Posted May 15, 2019 Bot Share Posted May 15, 2019 (edited) 18 minutes ago, bykatil199 said: Bug Fix ? sea discoloration Reveal hidden contents Spoiler On 4/30/2019 at 10:16 PM, WLsj24 said: Search in EterLib/CRenderTarget.cpp: state_manager.SetRenderState(D3DRS_FOGENABLE, TRUE); Replace with: state_manager.SetRenderState(D3DRS_FOGENABLE, FALSE); Edited August 25, 2022 by Metin2 Dev Core X - External 2 Internal 1 Link to comment Share on other sites More sharing options...
bykatil199 2 Posted May 16, 2019 Share Posted May 16, 2019 10 hours ago, WLsj24 said: Hide contents thanks Link to comment Share on other sites More sharing options...
bykatil199 2 Posted May 18, 2019 Share Posted May 18, 2019 sometimes the design does not appear starts to appear again when I go to another map it fix ? Link to comment Share on other sites More sharing options...
Bot Metin2 Dev 4884 Posted May 18, 2019 Bot Share Posted May 18, 2019 (edited) 16 minutes ago, bykatil199 said: sometimes the design does not appear starts to appear again when I go to another map it fix ? Shang fix: On 2/6/2019 at 8:05 PM, Shang said: That happened to me and is not a render target problem is just a map problem (maybe when rendering). And after so much debug I found a "solution", you can solve it just giving the (0, 0, 0) position to the model instance when you create it. EterLib/CRenderTarget.cpp -> https://metin2.download/picture/rKu2OcXzgkw4354V2FZMjWpHlJLZpfX1/.png Edited September 3, 2022 by Metin2 Dev Core X - External 2 Internal 1 1 4 Link to comment Share on other sites More sharing options...
bykatil199 2 Posted May 19, 2019 Share Posted May 19, 2019 2 hours ago, WLsj24 said: Shang fix: thanks Link to comment Share on other sites More sharing options...
avertuss 48 Posted May 19, 2019 Share Posted May 19, 2019 @h4c0k1 Do you know how can i select warrior men model? Because it's 0 i think, ninja female is 1. When i put 0 i see nothing. Fixed but i wanted use camera like you but what should i include intro rendertarget to use m_v3Eye and m_v3Target? Link to comment Share on other sites More sharing options...
bykatil199 2 Posted May 28, 2019 Share Posted May 28, 2019 (edited) fix ? background ? Edited August 21, 2022 by Metin2 Dev Core X - External 2 Internal Link to comment Share on other sites More sharing options...
Detro 7 Posted May 29, 2019 Share Posted May 29, 2019 Error 12 error LNK1120: 11 unresolved externals C:\Binary Source Shivia.pl #Like WoM2\vs_files\UserInterface\binary\Metin2Debug.exe UserInterface Error 2 error LNK2019: unresolved external symbol "public: __thiscall CRenderTargetManager::CRenderTargetManager(void)" (??0CRenderTargetManager@@QAE@XZ) referenced in function "public: __thiscall CPythonApplication::CPythonApplication(void)" (??0CPythonApplication@@QAE@XZ) C:\Binary Source Shivia.pl #Like WoM2\vs_files\UserInterface\PythonApplication.obj UserInterface Error 1 error LNK2019: unresolved external symbol "public: bool __thiscall CActorInstance::IsNewPet(void)" (?IsNewPet@CActorInstance@@QAE_NXZ) referenced in function "public: int __thiscall CInstanceBase::IsNewPet(void)" (?IsNewPet@CInstanceBase@@QAEHXZ) C:\Binary Source Shivia.pl #Like WoM2\vs_files\UserInterface\InstanceBase.obj UserInterface Error 3 error LNK2019: unresolved external symbol "public: virtual __thiscall CRenderTargetManager::~CRenderTargetManager(void)" (??1CRenderTargetManager@@UAE@XZ) referenced in function "public: virtual __thiscall CPythonApplication::~CPythonApplication(void)" (??1CPythonApplication@@UAE@XZ) C:\Binary Source Shivia.pl #Like WoM2\vs_files\UserInterface\PythonApplication.obj UserInterface Error 4 error LNK2019: unresolved external symbol "public: void __thiscall CRenderTargetManager::CreateRenderTargetTextures(void)" (?CreateRenderTargetTextures@CRenderTargetManager@@QAEXXZ) referenced in function "public: bool __thiscall CPythonApplication::Process(void)" (?Process@CPythonApplication@@QAE_NXZ) C:\Binary Source Shivia.pl #Like WoM2\vs_files\UserInterface\PythonApplication.obj UserInterface Error 7 error LNK2019: unresolved external symbol "public: void __thiscall CRenderTargetManager::DeformModels(void)" (?DeformModels@CRenderTargetManager@@QAEXXZ) referenced in function "public: void __thiscall CPythonApplication::RenderGame(void)" (?RenderGame@CPythonApplication@@QAEXXZ) C:\Binary Source Shivia.pl #Like WoM2\vs_files\UserInterface\PythonApplication.obj UserInterface Error 6 error LNK2019: unresolved external symbol "public: void __thiscall CRenderTargetManager::Destroy(void)" (?Destroy@CRenderTargetManager@@QAEXXZ) referenced in function "public: void __thiscall CPythonApplication::Destroy(void)" (?Destroy@CPythonApplication@@QAEXXZ) C:\Binary Source Shivia.pl #Like WoM2\vs_files\UserInterface\PythonApplication.obj UserInterface Error 5 error LNK2019: unresolved external symbol "public: void __thiscall CRenderTargetManager::ReleaseRenderTargetTextures(void)" (?ReleaseRenderTargetTextures@CRenderTargetManager@@QAEXXZ) referenced in function "public: bool __thiscall CPythonApplication::Process(void)" (?Process@CPythonApplication@@QAE_NXZ) C:\Binary Source Shivia.pl #Like WoM2\vs_files\UserInterface\PythonApplication.obj UserInterface Error 9 error LNK2019: unresolved external symbol "public: void __thiscall CRenderTargetManager::RenderBackgrounds(void)" (?RenderBackgrounds@CRenderTargetManager@@QAEXXZ) referenced in function "public: void __thiscall CPythonApplication::RenderGame(void)" (?RenderGame@CPythonApplication@@QAEXXZ) C:\Binary Source Shivia.pl #Like WoM2\vs_files\UserInterface\PythonApplication.obj UserInterface Error 10 error LNK2019: unresolved external symbol "public: void __thiscall CRenderTargetManager::RenderModels(void)" (?RenderModels@CRenderTargetManager@@QAEXXZ) referenced in function "public: void __thiscall CPythonApplication::RenderGame(void)" (?RenderGame@CPythonApplication@@QAEXXZ) C:\Binary Source Shivia.pl #Like WoM2\vs_files\UserInterface\PythonApplication.obj UserInterface Error 8 error LNK2019: unresolved external symbol "public: void __thiscall CRenderTargetManager::UpdateModels(void)" (?UpdateModels@CRenderTargetManager@@QAEXXZ) referenced in function "public: void __thiscall CPythonApplication::UpdateGame(void)" (?UpdateGame@CPythonApplication@@QAEXXZ) C:\Binary Source Shivia.pl #Like WoM2\vs_files\UserInterface\PythonApplication.obj UserInterface Error 11 error LNK2019: unresolved external symbol "void __cdecl initRenderTarget(void)" (?initRenderTarget@@YAXXZ) referenced in function "bool __cdecl RunMainScript(class CPythonLauncher &,char const *)" (?RunMainScript@@YA_NAAVCPythonLauncher@@PBD@Z) C:\Binary Source Shivia.pl #Like WoM2\vs_files\UserInterface\UserInterface.obj UserInterface 1 Link to comment Share on other sites More sharing options...
evils666 0 Posted June 7, 2019 Share Posted June 7, 2019 I have error: undefined LPDIRECT3DTEXTURE8 Any ideas. Link to comment Share on other sites More sharing options...
Thundernatsu 36 Posted June 9, 2019 Share Posted June 9, 2019 (edited) On 3/5/2019 at 14:03, Thundernatsu said: Ora hai questo errore up Spoiler Edited September 3, 2022 by Metin2 Dev Core X - External 2 Internal 1 1 Link to comment Share on other sites More sharing options...
JollyPotato 0 Posted June 15, 2019 Share Posted June 15, 2019 Hey, how i can finish this :S void CRenderTarget::ViewArmor(BYTE bJob, DWORD dwVnum) { SelectModel(bJob); ChangeArmor(dwVnum); } now i need a Code in CPythonRenderTargetModule.cpp PyObject* renderTargetViewArmor(PyObject* poSelf, PyObject* poArgs) { ?????????????? } Link to comment Share on other sites More sharing options...
.Kori 3 Posted June 17, 2019 Share Posted June 17, 2019 (edited) Hello My Camera Error Help Me Very big Mob https://metin2.download/picture/X0Zi287T9dO7sYlyMF5DRbX7bXPOXFC6/.png Edited September 3, 2022 by Metin2 Dev Core X - External 2 Internal 1 1 1 Link to comment Share on other sites More sharing options...
Fire 23 Posted June 29, 2019 Share Posted June 29, 2019 (edited) I have added armor and weapon features. If I render the armor without the weapon, the character will be displayed well. If I render the armor + weapon, it will display as the image above. @CxL'Mufuku Any suggestion? Edited August 21, 2022 by Metin2 Dev Core X - External 2 Internal Link to comment Share on other sites More sharing options...
alparsln 0 Posted July 2, 2019 Share Posted July 2, 2019 debugx Link to comment Share on other sites More sharing options...
Premium DemOnJR 564 Posted July 3, 2019 Premium Share Posted July 3, 2019 (edited) UPDATE This is the hidden content, please Sign In or Sign Up I do not have the archive anymore. Edited September 11, 2023 by DemOnJR 36 1 1 1 10 2 16 Link to comment Share on other sites More sharing options...
cjunior2011 8 Posted July 4, 2019 Share Posted July 4, 2019 (edited) This worked without any problem, nice work dude, thanks! Spoiler Edited August 25, 2022 by Metin2 Dev Core X - External 2 Internal Link to comment Share on other sites More sharing options...
cjunior2011 8 Posted July 4, 2019 Share Posted July 4, 2019 (edited) I have a problem to show the rendering only seals of mounts and pets please i try this: elif item.ITEM_TYPE_COSTUME == itemType: if itemSubType == item.COSTUME_TYPE_MOUNT: MountVnum = item.GetValue(4) if MountVnum != 0: self.__ModelPreview(MountVnum) and this: elif item.GetItemType() == item.ITEM_COSTUME: if item.GetItemSubType() == item.COSTUME_TYPE_MOUNT: MountVnum = item.GetValue(4) if MountVnum != 0: self.__ModelPreview(MountVnum) but nothing happen: Edited August 25, 2022 by Metin2 Dev Core X - External 2 Internal Link to comment Share on other sites More sharing options...
ѕeмa™ 308 Posted July 4, 2019 Share Posted July 4, 2019 (edited) hace 4 horas, cjunior2011 dijo: I have a problem to show the rendering only seals of mounts and pets please i try this: elif item.ITEM_TYPE_COSTUME == itemType: if itemSubType == item.COSTUME_TYPE_MOUNT: MountVnum = item.GetValue(4) if MountVnum != 0: self.__ModelPreview(MountVnum) and this: elif item.GetItemType() == item.ITEM_COSTUME: if item.GetItemSubType() == item.COSTUME_TYPE_MOUNT: MountVnum = item.GetValue(4) if MountVnum != 0: self.__ModelPreview(MountVnum) but nothing happen: You must send the vnum of the mount. I dont know if you save that value in Value4 but as i see in your gif is not working. Maybe you should try to make a dictionary with the vnum of the seals and the mount vnum, i know is not the best solution, but it could work. Example: PetsAndMounts = { 53001 : 34001, 53002 : 34002, 53003 : 34003, 53005 : 34004, } if PetsAndMounts.has_key(itemVnum): renderTarget.SelectModel(2, PetsAndMounts[itemVnum]) I hope this can help you. Edited August 25, 2022 by Metin2 Dev Core X - External 2 Internal 1 https://m2admin.net/ Link to comment Share on other sites More sharing options...
Meruem 12 Posted July 4, 2019 Share Posted July 4, 2019 (edited) if you use mounts by value it is better that way. elif itemType == item.ITEM_TYPE_COSTUME and itemSubType == item.COSTUME_TYPE_MOUNT: MountVnum = item.GetValue(3) if MountVnum != 0: self._ModelPreview(MountVnum ) hace 12 horas, cjunior2011 dijo: I have a problem to show the rendering only seals of mounts and pets please i try this: elif item.ITEM_TYPE_COSTUME == itemType: if itemSubType == item.COSTUME_TYPE_MOUNT: MountVnum = item.GetValue(4) if MountVnum != 0: self.__ModelPreview(MountVnum) and this: elif item.GetItemType() == item.ITEM_COSTUME: if item.GetItemSubType() == item.COSTUME_TYPE_MOUNT: MountVnum = item.GetValue(4) if MountVnum != 0: self.__ModelPreview(MountVnum) but nothing happen: if not, use the style of the code that showed if you want something better in tec post the complete code. Edited August 25, 2022 by Metin2 Dev Core X - External 2 Internal 1 Link to comment Share on other sites More sharing options...
cjunior2011 8 Posted July 5, 2019 Share Posted July 5, 2019 15 hours ago, ѕeмa™ said: You must send the vnum of the mount. I dont know if you save that value in Value4 but as i see in your gif is not working. Maybe you should try to make a dictionary with the vnum of the seals and the mount vnum, i know is not the best solution, but it could work. Example: PetsAndMounts = { 53001 : 34001, 53002 : 34002, 53003 : 34003, 53005 : 34004, } if PetsAndMounts.has_key(itemVnum): renderTarget.SelectModel(2, PetsAndMounts[itemVnum]) I hope this can help you. my mount system protos with npc nvum value0, right? Spoiler [...] ADDON_VALUE2 VALUE0 VALUE1 VALUE2 VALUE3 VALUE4 VALUE5 Specular SOCKET ATTU_ADDON [...] 28800 20114 0 0 0 0 0 0 0 0 7 hours ago, Meruem said: if you use mounts by value it is better that way. elif itemType == item.ITEM_TYPE_COSTUME and itemSubType == item.COSTUME_TYPE_MOUNT: MountVnum = item.GetValue(3) if MountVnum != 0: self._ModelPreview(MountVnum ) if not, use the style of the code that showed if you want something better in tec post the complete code. btw this dont work, nothing happen Link to comment Share on other sites More sharing options...
Premium Jfirewall 280 Posted July 5, 2019 Premium Share Posted July 5, 2019 elif itemType == item.ITEM_TYPE_COSTUME and itemSubType == item.COSTUME_TYPE_MOUNT: MountVnum = item.GetValue(3) if MountVnum != 0: self.__ModelPreview(MountVnum) 1 Link to comment Share on other sites More sharing options...
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