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MSM File -> AttachingData Problem


blaxis

Question

Hello. I define a model in addition to the "AttachingData" section in the MSM File, but the GR2 I added later is not read.
So I add hair to the character, but;
The character is visible, the hair is not.

How can I identify gr2 in AttachingData section?

When I open this msm file with the World Editor, the hair appears along with the character. But the hair is not visible in the game.

ScriptType            RaceDataScript

BaseModelFileName     "d:/ymir work/pc/warrior/115_2.GR2"

Group AttachingData
{
    AttachingDataCount       1
    
    Group AttachingData00
    {
        AttachingDataType    3
        
        isAttaching          1
        AttachingModelIndex  0
        AttachingBoneName    "Bip01"
        
        ObjectScriptName     "D:\ymir work\pc\warrior\hair\hair_4_1.gr2"
    }
}

 

Edited by blaxis
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1 hour ago, Draveniou1 said:

Go in   Group HairData

 

Change your HairDataCount  xx   with   HairDataCount             999

 

No Group HairData in this msm. I only add AttachingData but don't work.

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8 minutes ago, blaxis said:

No Group HairData in this msm. I only add AttachingData but don't work.

You must add a counter

If you do not add a meter I do not think it will work

Try making a meter like the example above

@blaxis  

you check up and you see 🙂

search

AttachingDataCount       1

change :

AttachingDataCount       999

 

 


It should look like this
----------------------------------------

ScriptType            RaceDataScript

BaseModelFileName     "d:/ymir work/pc/warrior/115_2.GR2"

Group AttachingData
{
    AttachingDataCount       999

    Group AttachingData00
    {
        AttachingDataType    3
        
        isAttaching          1
        AttachingModelIndex  0
        AttachingBoneName    "Bip01"
        
        ObjectScriptName     "D:\ymir work\pc\warrior\hair\hair_4_1.gr2"
    }
}

 

 

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1 hour ago, Draveniou1 said:

You must add a counter

If you do not add a meter I do not think it will work

Try making a meter like the example above

Don't work 😕 The armor is visible but the hair is not..

ScriptType            RaceDataScript

BaseModelFileName     "d:/ymir work/pc/warrior/115_2.GR2"

Group HairData
{
	PathName	"d:/ymir Work/pc/warrior/"

	HairDataCount 			999
}

Group AttachingData
{
	AttachingDataCount	3

	Group AttachingData00
	{
		AttachingDataType	1
		
		isAttaching			0
		AttachingModelIndex	0
		AttachingBoneName	"Bip01"
		CollisionType		1
		
		SphereDataCount		1
		Group SphereData00
		{
			Radius			40.000000
			Position		0.000000 0.000000 100.000000
		}
		}
	Group AttachingData01
	{
		AttachingDataType	1
		
		isAttaching			0
		AttachingModelIndex	0
		AttachingBoneName	"Bip01"
		
		CollisionType		3
		SphereDataCount		1
		Group SphereData00
		{
			Radius			70.000000
			Position		0.000000 0.000000 100.000000
		}
	}
	Group AttachingData02
	{
		AttachingDataType	3
		
		isAttaching			1
		AttachingModelIndex	0
		AttachingBoneName	"Bip01"
		ObjectScriptName	"D:\ymir work\pc\warrior\hair\hair_4_1.gr2"
	}
}

 

Edited by blaxis
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2 minutes ago, blaxis said:
ScriptType            RaceDataScript

BaseModelFileName     "d:/ymir work/pc/warrior/115_2.GR2"

Group HairData
{
	PathName	"d:/ymir Work/pc/warrior/"
	HairDataCount 			999
}

Group AttachingData
{
	AttachingDataCount	3

	Group AttachingData00
	{
		AttachingDataType	1
		
		isAttaching			0
		AttachingModelIndex	0
		AttachingBoneName	"Bip01"
		CollisionType		1
		
		SphereDataCount		1
		Group SphereData00
		{
			Radius			40.000000
			Position		0.000000 0.000000 100.000000
		}
		}
	Group AttachingData01
	{
		
		AttachingModelIndex	0
		AttachingBoneName	"Bip01"
		
		CollisionType		3
		SphereDataCount		1
		Group SphereData00
		{
			Radius			70.000000
			Position		0.000000 0.000000 100.000000
		}
	}
	Group AttachingData02
	{
		AttachingDataType	3
		
		isAttaching			1
		AttachingModelIndex	0
		AttachingBoneName	"Bip01"
		ObjectScriptName	"D:\ymir work\pc\warrior\hair\hair_4_1.gr2"
	}
}

Don't work 😕 The armor is visible but the hair is not..

I made a similar thing 1.5 years ago and I can not remember how I made it haha I will try to find it

But all I remember was changing from 50 to 999 count

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1 hour ago, Draveniou1 said:

I made a similar thing 1.5 years ago and I can not remember how I made it haha I will try to find it

But all I remember was changing from 50 to 999 count

"AttachingDataCount" I guess this is not easy to change.

Because when I give a large number, the armor does not appear either, only a bare character appears 😄 I really need this and I couldn't find the solution for 3-4 days.

I would really appreciate it if you can find it 🙂

Edited by blaxis
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1 minute ago, blaxis said:

"AttachingDataCount" I guess this is not easy to change.

Because when I give a large number, the armor does not appear either, only a bare character appears 😄 I really need this and I couldn't find the solution for 3-4 days.

I would really appreciate it if you can find it 🙂

check with AttachingDataCount 4    and not 999

@blaxis

https://metin2.download/picture/n0Zhm8Qlqva772Kdl98TWnR6sDQD1RIt/.jpg  😞  xDDD

You have 1 and in 1-2  check up photo  https://metin2.download/picture/n0Zhm8Qlqva772Kdl98TWnR6sDQD1RIt/.jpg

https://metin2.download/picture/n0Zhm8Qlqva772Kdl98TWnR6sDQD1RIt/.jpg

Edited by Metin2 Dev
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1 hour ago, Draveniou1 said:

check with AttachingDataCount 4    and not 999

The number given to the AttachingDataCount must be equal to the number of blocks such as AttachingData00. If the last block is AttachingData03, AttachingDataCount = 4. When I give 5 or more, the character is completely bare because it returns a null value.

 

Group AttachingData
{
	AttachingDataCount	3

	Group AttachingData00
	{
		AttachingDataType	1
		
		isAttaching			0
		AttachingModelIndex	0
		AttachingBoneName	"Bip01"
		CollisionType		1
		
		SphereDataCount		1
		Group SphereData00
		{
			Radius			40.000000
			Position		0.000000 0.000000 100.000000
		}
		}
	Group AttachingData01
	{
		AttachingDataType	1
		
		isAttaching			0
		AttachingModelIndex	0
		AttachingBoneName	"Bip01"
		
		CollisionType		3
		SphereDataCount		1
		Group SphereData00
		{
			Radius			70.000000
			Position		0.000000 0.000000 100.000000
		}
	}
	Group AttachingData02
	{
		AttachingDataType	3
		
		isAttaching			1
		AttachingModelIndex	0
		AttachingBoneName	"Bip01"
		ObjectScriptName	"D:\ymir work\pc\warrior\hair\hair_4_1.gr2"
	}
}

 

When I do AttachingDataCount = 4, nothing is read and the character is bare. So when I do 3, the armor shows up but the hair doesn't.

 

AttachingDataType is not sorting count. Specifies the "attachment" type. For example AttachingDataType 3 = Object's.

Edited by blaxis
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1 minute ago, blaxis said:

The number given to the AttachingDataCount must be equal to the number of blocks such as AttachingData00. If the last block is AttachingData03, AttachingDataCount = 4. When I give 5 or more, the character is completely bare because it returns a null value.

 

Group AttachingData
{
	AttachingDataCount	3

	Group AttachingData00
	{
		AttachingDataType	1
		
		isAttaching			0
		AttachingModelIndex	0
		AttachingBoneName	"Bip01"
		CollisionType		1
		
		SphereDataCount		1
		Group SphereData00
		{
			Radius			40.000000
			Position		0.000000 0.000000 100.000000
		}
		}
	Group AttachingData01
	{
		AttachingDataType	1
		
		isAttaching			0
		AttachingModelIndex	0
		AttachingBoneName	"Bip01"
		
		CollisionType		3
		SphereDataCount		1
		Group SphereData00
		{
			Radius			70.000000
			Position		0.000000 0.000000 100.000000
		}
	}
	Group AttachingData02
	{
		AttachingDataType	3
		
		isAttaching			1
		AttachingModelIndex	0
		AttachingBoneName	"Bip01"
		ObjectScriptName	"D:\ymir work\pc\warrior\hair\hair_4_1.gr2"
	}
}

 

When I do AttachingDataCount = 4, nothing is read and the character is bare. So when I do 3, the armor shows up but the hair doesn't.

https://metin2.download/picture/YL6ZjRlbaeEMho0Y465yKn74zfZ7Tcgm/.jpg  you have fail 😛  please check photo

Edited by Metin2 Dev
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1 hour ago, Draveniou1 said:

No 😄 AttachingDataType is not sorting count.

 

AttachingDataType = GameType.h :

	// Attaching Data
	enum EAttachingDataType
	{
		ATTACHING_DATA_TYPE_NONE, //0 
		ATTACHING_DATA_TYPE_COLLISION_DATA, //1
		ATTACHING_DATA_TYPE_EFFECT, //2
		ATTACHING_DATA_TYPE_OBJECT, //3 I USE THIS FOR HAIR OBJECT(GR2)

		ATTACHING_DATA_TYPE_MAX_NUM,
	};

So I have no problem with "AttachingDataType" 🙂

Edited by Metin2 Dev
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1 minute ago, blaxis said:

No 😄 AttachingDataType is not sorting count.

 

AttachingDataType = GameType.h :

	// Attaching Data
	enum EAttachingDataType
	{
		ATTACHING_DATA_TYPE_NONE, //0 
		ATTACHING_DATA_TYPE_COLLISION_DATA, //1
		ATTACHING_DATA_TYPE_EFFECT, //2
		ATTACHING_DATA_TYPE_OBJECT, //3 I USE THIS FOR HAIR OBJECT(GR2)

		ATTACHING_DATA_TYPE_MAX_NUM,
	};

So I have no problem with "AttachingDataType" 🙂

I have to deal with these for 1.5 years and I do not remember well, if I remember I will send you a message

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