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My two cents - since the topic is about using newer developer tools, it could be better to use less legacy solution than  _USE_32BIT_TIME_T.  The alternative isn't a refactor overkill, a mere four line change. In a file xdirent.cpp you need to make sure that DIR->handle operates in intptr_t and results of both _findfirst and _findnext in there do not cast back to long.

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Thank you for the release. Visual Studio 2022 gives an error though. Do you know how I may fix it?

 

Severity	Code	Description	Project	File	Line	Suppression State	Details
Error	C2666	'CUBE_VALUE::operator ==': overloaded functions have similar conversions	game	C:\Users\Furkan\Desktop\yosunline\Server\Server\game\src\cube.cpp	736		

 

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On 1/10/2024 at 1:37 PM, Debloat said:

Thank you for the release. Visual Studio 2022 gives an error though. Do you know how I may fix it?

 

Severity	Code	Description	Project	File	Line	Suppression State	Details
Error	C2666	'CUBE_VALUE::operator ==': overloaded functions have similar conversions	game	C:\Users\Furkan\Desktop\yosunline\Server\Server\game\src\cube.cpp	736		

 

Fix:

cube.h

Change this struct like so:
 

struct CUBE_VALUE
{
    DWORD vnum;
    int count;

    bool operator==(const CUBE_VALUE& b) const
    {
        return (this->count == b.count) && (this->vnum == b.vnum);
    }
};


And now it's working, thank you again, Mali!:
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On 4/1/2022 at 11:42 PM, Mali said:

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Can you share the code, currently 404 in github

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On 12/29/2024 at 3:00 AM, MeQQs said:

Hello,

I've exported all the character models from a 2014 client, including animations and textures. I've created convenient .blend files, which might be useful for someone. You can use these for rendering purposes, or use the skeletons to create your own animations or other interesting projects.

You can also use these files to import all the models into another engine, such as Unity or Unreal.

I have tried to correct all the errors I found. However, it must be taken into account that these models and animations were created using Autodesk software. Consequently, there are certain differences that complicate the import process. One of these differences is the skeleton itself; we can notice that at the ends of fingers, toes, and other bones, there are small blocks often named with "nub." This is one of the differences in how the skeleton is constructed in Maya compared to Blender. These can be removed, and the animations will still work, but I left them just in case. It's always easier to remove something than to add it later.

All textures are in PNG format, and the alpha channel is preserved. Metin encodes information about, I believe, the metallness of the material in the alpha channel. I'm not sure about this. Therefore, most materials are set to ignore the alpha channel.

All textures are packed in the .blend file; however, I am providing these textures separately in a folder for easy access.

There is no reason why I exported these models. I just found a tool here on our forum and had to test it. I'm sharing the result in case someone finds it useful.

I have always wanted to export a character from Metin, but the possibilities were limited. It's great that it is now possible.

 

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Quick and dirty render from blender:

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On 4/1/2022 at 10:42 PM, Mali said:

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Let's go.

2 minutes ago, RR4456 said:

Let's go.

 

Don't use any images from : imgur, turkmmop, freakgamers, inforge, hizliresim... Or your content will be deleted without notice...
Use : https://metin2.download/media/add/

Please use https://metin2.download/ when uploading files smaller than 100MB, otherwise the approval will take longer due to manual upload.

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