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Render Target Remastered


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10 hours ago, SCOOB said:

@ Karbust install this to show effects/shinning on Render Target:

This is the hidden content, please

The code is exactly the same as the one included in the first post.

6 hours ago, arlinamid said:

I mean in msm path something like this effect.mse not

ymir work/effect/mount/folder/effect.mse

I believe I figured out why the smoke isn't showing...

This is the white lion's msm:

Spoiler
ScriptType            RaceDataScript

BaseModelFileName     "D:\Ymir Work\npc\lion_white\lion_white.GR2"

Group ShapeData
{
    PathName 		 ""
    ShapeDataCount 		 0
}
Group AttachingData
{
    AttachingDataCount       3
    
    Group AttachingData00
    {
        AttachingDataType    1
        
        isAttaching          0
        AttachingModelIndex  0
        AttachingBoneName    "horse_bip01"
        
        CollisionType        1
        
        SphereDataCount      1
        Group SphereData00
        {
            Radius           135.000000
            Position         0.000000 -20.000000 85.000000
        }
    }
    
    Group AttachingData01
    {
        AttachingDataType    1
        
        isAttaching          0
        AttachingModelIndex  0
        AttachingBoneName    "horse_bip01"
        
        CollisionType        3
        
        SphereDataCount      1
        Group SphereData00
        {
            Radius           160.000000
            Position         0.000000 -20.000000 85.000000
        }
    }
    
    Group AttachingData02
    {
        AttachingDataType    2
        
        isAttaching          0
        AttachingModelIndex  0
        AttachingBoneName    "horse_Bip01"
        
        EffectScriptName     "D:\Ymir Work\npc\lion_white\ice_smoke1.mse"
        EffectPosition       0.000000 0.000000 0.000000
        EffectRotation       0.000000 0.000000 0.000000
    }
}

 

This is the msm of the broom in the video I attached above (the same happens with other mounts):

Spoiler
ScriptType            RaceDataScript

BaseModelFileName     "D:/YMIR WORK/npc/sepru_voros/sepru_voros.GR2"

Group AttachingData
{
    AttachingDataCount       2
    
    Group AttachingData00
    {
        AttachingDataType    1
        
        isAttaching          0
        AttachingModelIndex  0
        AttachingBoneName    "horse_bip01"
        
        CollisionType        1
        
        SphereDataCount      1
        Group SphereData00
        {
            Radius           135.000000
            Position         0.000000 -20.000000 85.000000
        }
    }
    
    Group AttachingData01
    {
        AttachingDataType    1
        
        isAttaching          0
        AttachingModelIndex  0
        AttachingBoneName    "horse_bip01"
        
        CollisionType        3
        
        SphereDataCount      1
        Group SphereData00
        {
            Radius           160.000000
            Position         0.000000 -20.000000 85.000000
        }
    }
}

 

 

For the other mounts I can't see the effects on the preview, the effects aren't being loaded in the msm, they are being loaded in the msa files...

Spoiler
ScriptType               MotionData

MotionFileName           "D:\YMIR WORK\npc\sepru_voros\idle.GR2"
MotionDuration           1.000000      

Group MotionEventData
{
    MotionEventDataCount     1
    Group Event00
    {
        MotionEventType      1
        StartingTime         0.017032
        
        IndependentFlag      0
        AttachingEnable      1
        AttachingBoneName    "fire"
        FollowingEnable      1
        EffectFileName       "d:/ymir work/effect/background/sepru_premium.mse"
        EffectPosition       0.000000 0.000000 0.000000
    }
}

 

@V0lvox do you have any idea if this is possible to add to the system?

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6 hours ago, Zimo2014 said:

How do u adabt is to show with shift

 

if app.IsPressed(app.DIK_YourKeyHere) or app.IsPressed(app.DIK_YourKeyHere):

and for text on items:

self.AppendTextLine("Your text here", self.SPECIAL_POSITIVE_COLOR_GOLD)

but you have to do a couple checks to hide the text/preview for antiflags (job & gender)

Example:

1 - hide preview & text when item is not for your gender:

https://metin2.download/picture/WWVBgxBUv3F2IKwVxWRrNJyUd28a9TFQ/.gif

2 - hide preview & text if the item is not for your character:

https://metin2.download/picture/AI9c0AZdPqDyTei0urwCfphf5TLu1FQu/.gif

Good luck.

Edited by Metin2 Dev
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On 10/9/2021 at 11:55 AM, blaxis said:

@ V0lvox 

Hello, when I hover over the items in the inventory, it says Time Remaining: 0 Minutes. (Guns only)

When I delete "1" from the AddItemData list, it fixes itself, but this time the render target is not working. How can I fix this?

No sysrr.

Upload Uitooltip.py

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10 hours ago, blaxis said:

You have defined AddItemData like this:
 

AddItemData(self, itemVnum, metinSlot, attrSlot = 0, evolution = 0, flags = 0, unbindTime = 0, window_type = player.INVENTORY, slotIndex = -1, preview = 0)

When you call:
 

self.AddItemData(itemVnum, metinSlot, attrSlot, 1)

Then you don't set preview = 1, you set evolution=1.
So you have to edit this like that:

self.AddItemData(itemVnum, metinSlot, attrSlot, 0,0,0,player.INVENTORY,-1,1)

To enable only RenderTarget.

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3 hours ago, V0lvox said:

You have defined AddItemData like this:
 

AddItemData(self, itemVnum, metinSlot, attrSlot = 0, evolution = 0, flags = 0, unbindTime = 0, window_type = player.INVENTORY, slotIndex = -1, preview = 0)

When you call:
 

self.AddItemData(itemVnum, metinSlot, attrSlot, 1)

Then you don't set preview = 1, you set evolution=1.
So you have to edit this like that:

self.AddItemData(itemVnum, metinSlot, attrSlot, 0,0,0,player.INVENTORY,-1,1)

To enable only RenderTarget.

I change this:

self.AddItemData(itemVnum, metinSlot, attrSlot, 1)

with:

self.AddItemData(itemVnum, metinSlot, attrSlot, 0,0,0,player.INVENTORY,-1,1)

But not solved 😞 It still says "Time Remaining : 0 Minutes".
spacer.png

Edited by Metin2 Dev
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@ V0lvox bro I discovered something.

 

I change this

self.AddItemData(itemVnum, metinSlot, attrSlot, player.GetItemEvolution(window_type, slotIndex), 0, 0, window_type, slotIndex, 1)

with(I deleted one 0);

self.AddItemData(itemVnum, metinSlot, attrSlot, player.GetItemEvolution(window_type, slotIndex), 0, window_type, slotIndex, 1)

Problem solved. But I'm not sure I'm doing anything right.

 

AddItemData func:

def AddItemData(self, itemVnum, metinSlot, attrSlot = 0, evolution = 0, flags = 0, unbindTime = 0, window_type = player.INVENTORY, slotIndex = -1, preview = 0):

The 0 I deleted corresponds to the 'flags' argument. Do you have an idea?

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On 10/11/2021 at 8:14 PM, blaxis said:

@ V0lvox bro I discovered something.

 

I change this

self.AddItemData(itemVnum, metinSlot, attrSlot, player.GetItemEvolution(window_type, slotIndex), 0, 0, window_type, slotIndex, 1)

with(I deleted one 0);

self.AddItemData(itemVnum, metinSlot, attrSlot, player.GetItemEvolution(window_type, slotIndex), 0, window_type, slotIndex, 1)

Problem solved. But I'm not sure I'm doing anything right.

 

AddItemData func:

def AddItemData(self, itemVnum, metinSlot, attrSlot = 0, evolution = 0, flags = 0, unbindTime = 0, window_type = player.INVENTORY, slotIndex = -1, preview = 0):

The 0 I deleted corresponds to the 'flags' argument. Do you have an idea?

@ V0lvox

I found what the problem is. But I couldn't solve it.
The problem is caused by this code. How can I edit this? Please help.

Removing this code fixes the problem, but the hair costume is not displayed with other items.

That's how I described the weapon costume. It works flawlessly. However, when I make the hair costume this way and add hair to the costume, it says "Remaining Time: 0 Minutes" under all weapons. When I remove the costume hair, the text disappears.

 

			if test != 1: #costume hair
				 sac = player.GetItemIndex(player.INVENTORY, item.COSTUME_SLOT_START + 1)
				 if sac != 0:
					 item.SelectItem(sac)
					 renderTarget.SetHair(RENDER_TARGET_INDEX, item.GetValue(3))

 

I also tried like this but it doesn't work.

			if test != 1: # hair
				sac = player.GetItemIndex(player.INVENTORY, item.COSTUME_SLOT_START + 1)
				if sac != 0:
					renderTarget.SetHair(RENDER_TARGET_INDEX, sac)

 

Edited by blaxis
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If anyone has a problem with invisible sashes:

Spoiler

MPhwXwR.png

There is a simple fix for that.

Open CRenderTarget.cpp and change:

m_pModel->ChangeAcce(vnum - 85000);

To:

m_pModel->ChangeAcce(vnum);

cd6jXs6.png

Edited by Metin2 Dev
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