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1 hour ago, crewfire1337 said:

A info if you click at object would be nice which prt it is

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  • 2 weeks later...
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Hello, I save after activating the "Lens Flare" and "Wind" options on the World Editor, but then when I open the map again from the "Load" section, they are disabled. I wonder why?

"Lens Flare" does not appear in-game either.

 

Syserr: -CMapOutdoor :: RenderBeforeLensFlare mc_pEnvironmentData is NULL

Edited by blaxis
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There is an error with eventually the MAI (+ Shadow / Minimap) buffer.

Steps to reproduce:

  1. Open a map
  2. Export atlas (it will work)
  3. Open another map
  4. Export atlas (it will crash)

Work-around:

  1. Open a map
  2. Export atlas (it will work)
  3. Open another map
  4. Press Inser to reload
  5. Export atlas (it will work)

I was able to reproduce it everytime with v44.

Suggestion

  • It would be really cool to be able to load json data for maps, effects, animations, basically whatever currently available in world editor.
  • Edit Suggestion2 : It would also be cool to extend the Python Modules to generate shadowmap, heightmap, minimap and atlas (MAI and not MAI) as well as to replace textures (for example replace one texture by three textures in X proportion)
  • Edit Suggestion3 : Allow .prt not to cast shadows. Grass casts a pretty bad patch of black on the map.
Edited by Gurgarath
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I have updated the aforementioned post accordingly (two new suggestions):

On 1/12/2024 at 7:21 PM, Gurgarath said:
  • Edit Suggestion2 : It would also be cool to extend the Python Modules to generate shadowmap, heightmap, minimap and atlas (MAI and not MAI) as well as to replace textures (for example replace one texture by three textures in X proportion)
  • Edit Suggestion3 : Allow .prt not to cast shadows. Grass casts a pretty bad patch of black on the map.

What's more, I have found another bug.

Steps to reproduce:

  1. Make sure the MAI option is ticked
  2. Open a map
  3. Make sure a regen.txt file is present in the folder of the map
  4. Export the Atlas (MAI_Atlas) the MAI will contain "Monster Area Info" output on it, whether the tickbox is ticked or not.
    • .png

Work-around:

  1. Make sure the MAI option is ticked
  2. Open a map
  3. Make sure THERE IS NOT a regen.txt file is present in the folder of the map
  4. Export the Atlas (MAI_Atlas) the MAI will be perfectly fine

Two new suggestions:

  • Effects should be snapshotted and displayed in the Atlas. (Notably waterfalls or volcano smoke). Currently the do not appear
  • It would be cool if the shadowmap was "casted" by the sun position when you press F11. Currently, they have a fixed direction, which can be contrary to the position of the shadow casted by the light position on terrain (Ex: Sun is at Noon, but shadowmap are casted to the east)
Edited by Gurgarath
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Does anyone else also have this issue where changing object Z position (height) doesn't work too well? I can move objects with SCROLL+Q but after saving/loading they're in a totally different place.

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  • 2 months later...
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Can you help me with this crash please

Pratically, I've created a mde file with 3ds max (shown in the last part of the video), exported with ricky's tool.

I'm trying to add that mesh to the actual mse file. But whenever I try to start the animation on the worldeditor, it crashes. Anyone knows how to solve it?
Thanks

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  • 2 weeks later...
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There are a couple of things that could make it crash.

 

1) Have you converted the meshes to "Editable Mesh"?

2) Does the object have any materials? Maybe the format of the material texture could make it crash.

3) Are these two objects or just one? Try unifying the object and then export it as one.

 

Give it a try ?

 

PS: I've jut read 70 Objects. That's probably why it's crashing. try reducing the amount of objects in the scene and then export again.

Edited by Shitenno
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23 hours ago, Shitenno said:

There are a couple of things that could make it crash.

 

1) Have you converted the meshes to "Editable Mesh"?

2) Does the object have any materials? Maybe the format of the material texture could make it crash.

3) Are these two objects or just one? Try unifying the object and then export it as one.

 

Give it a try ?

 

PS: I've jut read 70 Objects. That's probably why it's crashing. try reducing the amount of objects in the scene and then export again.

 

Hey, thanks for answering my question.
1) Yes, I've converted it to Editable Mesh before exporting the mde

2) It didn't have any material, I've just added it now.

3) They're two objects.

The main problem was (probably) the large amount of objects. In fact, I've reduced to 17 objects the massfx mesh and It worked.

Thanks for helping, it's shown in game too now.

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1 minute ago, AkimboSlices said:

 

Hey, thanks for answering my question.
1) Yes, I've converted it to Editable Mesh before exporting the mde

2) It didn't have any material, I've just added it now.

3) They're two objects.

The main problem was (probably) the large amount of objects. In fact, I've reduced to 17 objects the massfx mesh and It worked.

Thanks for helping, it's shown in game too now.

No worries bud, I'm glad it helped!

.png

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  • 2 months later...

how about to change shadow logic, with some realistic shadow will be better trees and obects

idk how to build world editor shared version maybe need 2008 visual studio or smt?

bool CTerrainAccessor::SaveShadowFromD3DTexture8(const std::string & c_rstrMapName, LPDIRECT3DTEXTURE8 lpShadowTexture)
{
    char szFileName[256];
    DWORD ulID = (DWORD)(m_wX) * 1000L + (DWORD)(m_wY);

    sprintf(szFileName, "%s\\%06u\\shadowmap.bmp", c_rstrMapName.c_str(), ulID);
    D3DXSaveTextureToFile(szFileName, D3DXIFF_BMP, lpShadowTexture, NULL);

    {
        ilInit();
        ilEnable(IL_FILE_OVERWRITE);

        ILuint image;
        ilGenImages(1, &image);
        ilBindImage(image);

        ilLoadImage(szFileName);
        
        // Çözünürlügü artir
        iluScale(4096, 4096, 1);

        ilSaveImage(szFileName);
        ilLoadImage(szFileName);

        ilConvertImage(IL_RGBA, IL_BYTE);
        iluFlipImage();

        ILubyte * pRawData = ilGetData();

        sprintf(szFileName, "%s\\%06u\\shadowmap.raw", c_rstrMapName.c_str(), ulID);
        FILE * fp = fopen(szFileName, "w");

        if (fp)
        {
            BYTE * pbData = (BYTE *)pRawData;

            for (int h = 0; h < ilGetInteger(IL_IMAGE_HEIGHT); ++h)
            {
                for (int w = 0; w < ilGetInteger(IL_IMAGE_WIDTH); ++w)
                {
                    BYTE r = *(pbData++);
                    BYTE g = *(pbData++);
                    BYTE b = *(pbData++);
                    BYTE a = *(pbData++);

                    WORD wColor = ((r >> 3) << 10) | ((g >> 3) << 5) | (b >> 3);
                    fwrite(&wColor, sizeof(WORD), 1, fp);
                }
            }

            fclose(fp);
        }

        ilDeleteImages(1, &image);
    }

    sprintf(szFileName, "%s\\%06u\\shadowmap.bmp", c_rstrMapName.c_str(), ulID);
    DeleteFile(szFileName);

    return true;
}

mapaccessorterrain.cpp file maybe this one will enhance shadow texture? I could not build the old shared source

Edited by Viello
adding some info
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  • 5 months later...

Greetings,

I love the improvements of this editor compared to the older one. I was using v23 for a long time. I do have a request/question. Is it possible to move objects height value in increments of 10m? I loved this from v23 because it allowed me to be very precise with placements, especially for fences and walls. Right now, the smallest increments is 50m when pressing down 6 + mouse-wheel. Thanks.

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  • 2 weeks later...

@ martysama0134 the effects don't work. It works perfectly on my PC, but not on my laptop.

https://metin2.download/picture/zL7jCu6XA4I4lWLLhGyRVFC3xHW29jcm/.png
I tried all the versions, I changed the resolution, I also changed the hz.. but nothing.is there a solution for laptops?

Edited by Metin2 Dev International
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On 2/4/2023 at 1:19 PM, Viello said:

is there a way to save mapfiles all with lowercase??

Let ChatGPT create a BAT file or code for you. Tell the chat to generate a script that, when you drag a folder onto it, renames all files inside to lowercase. Ideally, specify which files should be renamed, for example:

"Rename all files named Server.attr, Settings.txt, etc., to lowercase."

The folder you drag onto the BAT file contains one or more subfolders, and all files should be processed the same way.

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17 hours ago, Ace said:

"Rename all files named Server.attr, Settings.txt, etc., to lowercase."

 

Reminder: On Windows, a batch script can't rename it directly Settings.txt -> settings.txt, but you must use a temporary name for it. The steps for "REN" are Settings.txt -> settings.txt_ -> settings.txt.

Python os.rename works fine without a temporary name for it.

#!/usr/bin/env python3
import os
import sys

def rename_to_lower(root_dir):
    # Walk the directory tree from the bottom up
    for current_path, directories, files in os.walk(root_dir, topdown=False):
        # Rename files in the current directory
        for filename in files:
            new_filename = filename.lower()
            if new_filename != filename:
                src = os.path.join(current_path, filename)
                dst = os.path.join(current_path, new_filename)
                if not os.path.exists(dst):
                    os.rename(src, dst)
                    print(f"Renamed file: '{src}' -> '{dst}'")
                else:
                    print(f"Skipping file: target '{dst}' already exists.")

        # Rename directories in the current directory
        for dirname in directories:
            new_dirname = dirname.lower()
            if new_dirname != dirname:
                src = os.path.join(current_path, dirname)
                dst = os.path.join(current_path, new_dirname)
                if not os.path.exists(dst):
                    os.rename(src, dst)
                    print(f"Renamed directory: '{src}' -> '{dst}'")
                else:
                    print(f"Skipping directory: target '{dst}' already exists.")

def main():
    if len(sys.argv) != 2:
        print("Usage: python3 lower_script.py <folder_path>")
        sys.exit(1)

    folder = sys.argv[1]
    if not os.path.isdir(folder):
        print(f"Error: '{folder}' is not a valid directory.")
        sys.exit(1)

    rename_to_lower(folder)

if __name__ == '__main__':
    main()

ty chatgpt

Edited by martysama0134
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  • 1 month later...
2 hours ago, Cariora654 said:

Is there a recommended version yet?

I've noticed that in the very latest version, using "CTRL-Z" (Undo) doesn't work as expected. It's faulty and doesn't properly revert previous actions. For that reason, I wouldn't recommend using the latest version for now.

If you're just looking to create maps, stick to an older version — at least one where using more than 8 textures doesn't result in white surfaces.

Edited by Ace
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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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