Active Member Volvox 1510 Posted August 24, 2021 Author Active Member Share Posted August 24, 2021 (edited) 1 hour ago, blaxis said: Unfortunately, I couldn't apply what you said because I don't have much coding knowledge. What do I need to do to display armor and weapon together? Can anyone help? Upload UiToolTip.py or think about this hint: renderTarget.SetWeapon(RENDER_TARGET_INDEX, Vnum) if (player.GetItemIndex(item.COSTUME_SLOT_BODY)==0): renderTarget.SetArmor(RENDER_TARGET_INDEX, player.GetItemIndex(item.EQUIPMENT_BODY)) else: renderTarget.SetArmor(RENDER_TARGET_INDEX, player.GetItemIndex(item.COSTUME_SLOT_BODY)) Edited August 24, 2021 by V0lvox 1 1 Link to comment Share on other sites More sharing options...
Zimo2014 8 Posted August 24, 2021 Share Posted August 24, 2021 The system worked for all items but it don't work in coustume weapon in marty source i tryed it in another source and it worked what's the problem? Link to comment Share on other sites More sharing options...
Active Member Volvox 1510 Posted August 24, 2021 Author Active Member Share Posted August 24, 2021 The source is not the problem. It depends on your skills to adapt this system. First you have to know the subtypes. Is there one subtype for all weapons or is there a subtype for every type ? elif itemSubType == 2: #weapon if player.GetRace() != 7 and player.GetRace() != 3: self.__ModelPreview(itemVnum, 3, player.GetRace(),slotIndex) if player.GetRace() == 5 or player.GetRace() == 1: self.__ModelPreview(itemVnum, 3, player.GetRace(),slotIndex) if player.GetRace() == 0 or player.GetRace() == 4: self.__ModelPreview(itemVnum, 3, player.GetRace(),slotIndex) if player.GetRace() == 7 or player.GetRace() == 3: self.__ModelPreview(itemVnum, 3, player.GetRace(),slotIndex) OR elif itemSubType in CustumWeaponSubTypeArray: ... Link to comment Share on other sites More sharing options...
Zimo2014 8 Posted August 24, 2021 Share Posted August 24, 2021 Costume weapon subtype in charitem is 3 and in the tooltip.py is 3 Link to comment Share on other sites More sharing options...
Active+ Member blaxis 274 Posted August 24, 2021 Active+ Member Share Posted August 24, 2021 1 hour ago, V0lvox said: Upload UiToolTip.py or think about this hint: renderTarget.SetWeapon(RENDER_TARGET_INDEX, Vnum) if (player.GetItemIndex(item.COSTUME_SLOT_BODY)==0): renderTarget.SetArmor(RENDER_TARGET_INDEX, player.GetItemIndex(item.EQUIPMENT_BODY)) else: renderTarget.SetArmor(RENDER_TARGET_INDEX, player.GetItemIndex(item.COSTUME_SLOT_BODY)) Thank you so much! Solved. Meanwhile, I noticed something. I'm not sure if it's a problem. ### Armor ### Changing it as shown in "uitooltip_Fix2.txt" will preview different characters' armors as well. E.g; I'm using the warrior character and it previews when I hover over the ninja armor (as warrior armor) So I reverted this fix to its previous state. Just wanted to point it out for informational purposes. Link to comment Share on other sites More sharing options...
Zimo2014 8 Posted August 24, 2021 Share Posted August 24, 2021 48 minutes ago, V0lvox said: The source is not the problem. It depends on your skills to adapt this system. First you have to know the subtypes. Is there one subtype for all weapons or is there a subtype for every type ? elif itemSubType == 2: #weapon if player.GetRace() != 7 and player.GetRace() != 3: self.__ModelPreview(itemVnum, 3, player.GetRace(),slotIndex) if player.GetRace() == 5 or player.GetRace() == 1: self.__ModelPreview(itemVnum, 3, player.GetRace(),slotIndex) if player.GetRace() == 0 or player.GetRace() == 4: self.__ModelPreview(itemVnum, 3, player.GetRace(),slotIndex) if player.GetRace() == 7 or player.GetRace() == 3: self.__ModelPreview(itemVnum, 3, player.GetRace(),slotIndex) OR elif itemSubType in CustumWeaponSubTypeArray: ... i tested this and it doesn't work Link to comment Share on other sites More sharing options...
Mohamed21 0 Posted August 26, 2021 Share Posted August 26, 2021 tHNAKS Link to comment Share on other sites More sharing options...
Active Member Volvox 1510 Posted August 26, 2021 Author Active Member Share Posted August 26, 2021 52 minutes ago, Mohamed21 said: tHNAKS De nada Link to comment Share on other sites More sharing options...
Active+ Member blaxis 274 Posted September 2, 2021 Active+ Member Share Posted September 2, 2021 (edited) On 8/24/2021 at 4:48 PM, Zimo2014 said: i tested this and it doesn't work I had the same problem but found the solution man! The subtype in item_proto is 255 (wtf!) ---> locale/xx/item_proto I changed it to 3 and it works fine now. You can check it if you want. Edited September 2, 2021 by blaxis 1 Link to comment Share on other sites More sharing options...
Active Member Volvox 1510 Posted September 2, 2021 Author Active Member Share Posted September 2, 2021 7 minutes ago, blaxis said: I had the same problem but found the solution man! The subtype in item_proto is 255 (wtf!) ---> locale/xx/item_proto I changed it to 3 and it works fine now. You can check it if you want. Check types and subtypes is a prerequisite for this system Link to comment Share on other sites More sharing options...
Zimo2014 8 Posted September 2, 2021 Share Posted September 2, 2021 I changed it to 4 and it work Link to comment Share on other sites More sharing options...
arlinamid 1130 Posted September 25, 2021 Share Posted September 25, 2021 Hi guys. I got a little wierd problem with rendertarget system, everything works fine till I open Itemshop after that client is crashing. After debug void CGraphicRenderTargetTexture::Render() const { D3DSURFACE_DESC desc; if (m_lpd3dRenderTargetSurface == nullptr) return; m_lpd3dRenderTargetSurface->GetDesc(&desc); m_lpd3dRenderTargetSurface is came null, any idea how to fix that? Some where it lose window handle pointer. Best regards, Arlinamid Link to comment Share on other sites More sharing options...
Active Member Volvox 1510 Posted September 25, 2021 Author Active Member Share Posted September 25, 2021 6 hours ago, arlinamid said: Hi guys. I got a little wierd problem with rendertarget system, everything works fine till I open Itemshop after that client is crashing. After debug void CGraphicRenderTargetTexture::Render() const { D3DSURFACE_DESC desc; if (m_lpd3dRenderTargetSurface == nullptr) return; m_lpd3dRenderTargetSurface->GetDesc(&desc); m_lpd3dRenderTargetSurface is came null, any idea how to fix that? Some where it lose window handle pointer. Send log.txt Link to comment Share on other sites More sharing options...
arlinamid 1130 Posted September 26, 2021 Share Posted September 26, 2021 (edited) 17 hours ago, V0lvox said: Send log.txt Log.txt https://metin2.download/picture/f0PgSy2vwE53j41Z8QiUR5700LEHwIfL/.png Debugging dump : https://metin2.download/picture/I03XnykMgthT6nEM5uO9YDdP8nJL3T2m/.png My grpRenderTargetTexture.cpp after updated to DX9 https://codeshare.io/gLAerN Edited August 17, 2022 by Metin2 Dev Core X - External 2 Internal 2 2 Best regards, Arlinamid Link to comment Share on other sites More sharing options...
Active Member Volvox 1510 Posted September 26, 2021 Author Active Member Share Posted September 26, 2021 (edited) 4 hours ago, arlinamid said: Log.txt https://metin2.download/picture/f0PgSy2vwE53j41Z8QiUR5700LEHwIfL/.png Debugging dump : https://metin2.download/picture/I03XnykMgthT6nEM5uO9YDdP8nJL3T2m/.png My grpRenderTargetTexture.cpp after updated to DX9 https://codeshare.io/gLAerN Dont comment the fix! https://metin2.download/picture/9L1h8nyOHOaf2604u4QgL7IQ73PS3O4D/.jpg Edited September 4, 2022 by Metin2 Dev Core X - External 2 Internal 2 2 Link to comment Share on other sites More sharing options...
arlinamid 1130 Posted September 26, 2021 Share Posted September 26, 2021 (edited) If I dont comment it rendered it to main window. Not to the rendertarget window. 2 hours ago, V0lvox said: Dont comment the fix! Tomorow I give you an video from error Edited September 26, 2021 by arlinamid Best regards, Arlinamid Link to comment Share on other sites More sharing options...
arlinamid 1130 Posted September 27, 2021 Share Posted September 27, 2021 (edited) 18 hours ago, V0lvox said: Dont comment the fix! With "fix looks like this, without it crashing Edited August 17, 2022 by Metin2 Dev Core X - External 2 Internal Best regards, Arlinamid Link to comment Share on other sites More sharing options...
Management Karbust 4884 Posted September 27, 2021 Management Share Posted September 27, 2021 (edited) On 2/22/2021 at 2:20 PM, displayjokes said: Hey, everything working fine except some effects like white lion smoke / blue armor smoke, what am i doing wrong or missing? Here's what i mean: Also: Check this: Hide contents uitooltip.py search for: elif item.ITEM_TYPE_WEAPON == itemType: at the end of that elif check if you have it like this: if preview != 0: if item.WEAPON_SWORD == itemSubType: if player.GetRace() != 7 and player.GetRace() != 3: self.__ModelPreview(itemVnum, 3, player.GetRace()) if item.WEAPON_DAGGER == itemSubType or item.WEAPON_BOW == itemSubType: if player.GetRace() == 5 or player.GetRace() == 1: self.__ModelPreview(itemVnum, 3, player.GetRace()) if item.WEAPON_TWO_HANDED == itemSubType: if player.GetRace() == 0 or player.GetRace() == 4: self.__ModelPreview(itemVnum, 3, player.GetRace()) if item.WEAPON_BELL == itemSubType or item.WEAPON_FAN == itemSubType: if player.GetRace() == 7 or player.GetRace() == 3: self.__ModelPreview(itemVnum, 3, player.GetRace()) Hey, did you manage to fix the effects? It is working but not on everything, somehow some mounts don't get the effect: Edited August 17, 2022 by Metin2 Dev Core X - External 2 Internal Link to comment Share on other sites More sharing options...
Active+ Member HFWhite 497 Posted September 27, 2021 Active+ Member Share Posted September 27, 2021 (edited) @ Karbust install this to show effects/shinning on Render Target: This is the hidden content, please Sign In or Sign Up Edited September 27, 2021 by SCOOB 32 1 5 2 15 Link to comment Share on other sites More sharing options...
Management Karbust 4884 Posted September 27, 2021 Management Share Posted September 27, 2021 7 minutes ago, SCOOB said: @ Karbust install this to show effects/shinning on Render Target: This is the hidden content, please Sign In or Sign Up I already have it, it works with weapons and armors, but not every mount, like I showed on the video... 1 1 Link to comment Share on other sites More sharing options...
arlinamid 1130 Posted September 27, 2021 Share Posted September 27, 2021 20 hours ago, V0lvox said: Dont comment the fix! Okay i found a solution for my problem In grpRenderTargetTexture.h void Render() const; replace with void Render(); in grpRenderTargetTexture.cpp void CGraphicRenderTargetTexture::Render() const { D3DSURFACE_DESC desc; m_lpd3dRenderTargetSurface->GetDesc(&desc); replace with void CGraphicRenderTargetTexture::Render() { D3DSURFACE_DESC desc; if (m_lpd3dRenderTargetSurface == nullptr) { CreateTextures(); } m_lpd3dRenderTargetSurface->GetDesc(&desc); Somewhere it lose a Texture pointer, so I reinitalize. 1 hour ago, Karbust said: It is working but not on everything, somehow some mounts don't get the effect: May thoose using relativ path and searching from current directory, check with Debug. 1 1 Best regards, Arlinamid Link to comment Share on other sites More sharing options...
Active+ Member HFWhite 497 Posted September 27, 2021 Active+ Member Share Posted September 27, 2021 (edited) So the system works https://metin2.download/picture/1UoURz3Jr8IT1G43N58nK8RK82wgf4vp/.gif Edited September 4, 2022 by Metin2 Dev Core X - External 2 Internal 1 1 Link to comment Share on other sites More sharing options...
Management Karbust 4884 Posted September 27, 2021 Management Share Posted September 27, 2021 3 hours ago, arlinamid said: May thoose using relativ path and searching from current directory, check with Debug. Nothing missing, and the effect is showing up on the mount when called, but not on the preview... Link to comment Share on other sites More sharing options...
arlinamid 1130 Posted September 27, 2021 Share Posted September 27, 2021 9 minutes ago, Karbust said: Nothing missing, and the effect is showing up on the mount when called, but not on the preview... I mean in msm path something like this effect.mse not ymir work/effect/mount/folder/effect.mse Best regards, Arlinamid Link to comment Share on other sites More sharing options...
Active+ Member HFWhite 497 Posted September 27, 2021 Active+ Member Share Posted September 27, 2021 28 minutes ago, Karbust said: Nothing missing, and the effect is showing up on the mount when called, but not on the preview... I told you to do the tutorial I gave you above. You said you have it, but you don't have it full. What I gave you is full. I just installed it and for me it's showing. Link to comment Share on other sites More sharing options...
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