Yiv 321 Posted April 11, 2014 Share Posted April 11, 2014 Dear community, I wanted to ask you for a method to create a new effect for metin2 like the potion effects or status/level up effect. Which programs I need? Can somebody explain it to me? Regards Link to comment Share on other sites More sharing options...
Former Staff .InyaProduction 1124 Posted April 11, 2014 Former Staff Share Posted April 11, 2014 The worldeditor contains this function Link to comment Share on other sites More sharing options...
Yiv 321 Posted April 11, 2014 Author Share Posted April 11, 2014 I tried but I don't really know how to use it. Maybe you would be so kind and write a small tutorial? Regards Link to comment Share on other sites More sharing options...
Aveline™ 554 Posted April 12, 2014 Share Posted April 12, 2014 Let me i explain to you 1.If you don't unpack property.eix, unpack it then log in property/b/eff (this just for example) 2.Create a file. File extension must be .pre Example: YPRT 780392666 effectfile ".mse path" propertyname "name" propertytype "Effect" 3. If you don't unpack effect.epk then unpack it after log in ymir work/effect/etc and create a folder. (For Example : fall) 4. If you have dds and mse, paste it else create a dds and a mse files. Mse file Example: BoundingSphereRadius 5000.000000 BoundingSpherePosition 0.000000 0.000000 -2000.000000 Group Mesh { StartTime 0.000000 List TimeEventPosition { 0.000000 "MOVING_TYPE_DIRECT" 0.000000 0.000000 0.000000 } MeshFileName "mde file" MeshAnimationLoopEnable 1 MeshAnimationLoopCount 0 MeshAnimationFrameDelay 0.019000 MeshElementCount 4 Group MeshElement00 { BillboardType 0 BlendingEnable 1 BlendingSrcType 5 BlendingDestType 6 TextureAnimationLoopEnable 1 TextureAnimationFrameDelay 0.019000 TextureAnimationStartFrame 0 ColorOperationType 4 ColorFactor 0.686275 0.694118 0.701961 1.000000 List TimeEventAlpha { 0.000000 0.783505 } } Group MeshElement01 { BillboardType 0 BlendingEnable 1 BlendingSrcType 5 BlendingDestType 6 TextureAnimationLoopEnable 1 TextureAnimationFrameDelay 0.020000 TextureAnimationStartFrame 0 ColorOperationType 4 ColorFactor 0.690196 0.694118 0.701961 1.000000 List TimeEventAlpha { 0.000000 0.783505 } } Group MeshElement02 { BillboardType 0 BlendingEnable 1 BlendingSrcType 5 BlendingDestType 6 TextureAnimationLoopEnable 1 TextureAnimationFrameDelay 0.020000 TextureAnimationStartFrame 0 ColorOperationType 4 ColorFactor 0.690196 0.694118 0.701961 1.000000 List TimeEventAlpha { 0.000000 0.783505 } } Group MeshElement03 { BillboardType 0 BlendingEnable 1 BlendingSrcType 5 BlendingDestType 6 TextureAnimationLoopEnable 1 TextureAnimationFrameDelay 0.020000 TextureAnimationStartFrame 0 ColorOperationType 4 ColorFactor 0.690196 0.694118 0.701961 1.000000 List TimeEventAlpha { 0.000000 0.783505 } } } Group Particle { StartTime 0.000000 List TimeEventPosition { 0.000000 "MOVING_TYPE_DIRECT" 0.000000 0.000000 0.000000 } Group EmitterProperty { MaxEmissionCount 10 CycleLength 0.500000 CycleLoopEnable 1 LoopCount 0 EmitterShape 2 EmitterAdvancedType 0 EmittingSize 2500.000000 0.000000 0.000000 EmitterEmitFromEdgeFlag 0 EmittingDirection 0.000000 0.000000 0.000000 List TimeEventEmittingSize { 0.000000 0.000000 } List TimeEventEmittingAngularVelocity { 0.000000 0.000000 } List TimeEventEmittingDirectionX { 0.000000 0.000000 } List TimeEventEmittingDirectionY { 0.000000 -50.000000 } List TimeEventEmittingDirectionZ { 0.000000 0.000000 } List TimeEventEmittingVelocity { 0.000000 10.309278 } List TimeEventEmissionCountPerSecond { 0.000000 10.309278 } List TimeEventLifeTime { 0.000000 1.623711 } List TimeEventSizeX { 0.000000 700.000000 } List TimeEventSizeY { 0.000000 700.000000 } } Group ParticleProperty { SrcBlendType 5 DestBlendType 6 ColorOperationType 4 BillboardType 1 RotationType 0 RotationSpeed 0.000000 RotationRandomStartingBegin 0 RotationRandomStartingEnd 0 AttachEnable 0 StretchEnable 0 TexAniType 0 TexAniDelay 0.030000 TexAniRandomStartFrameEnable 1 List TimeEventGravity { 0.011429 2000.000000 } List TimeEventAirResistance { } List TimeEventScaleX { 0.000000 0.773196 0.382857 1.000000 } List TimeEventScaleY { 0.000000 0.670103 } List TimeEventColorRed { 0.000000 0.701961 0.884615 1.000000 } List TimeEventColorGreen { 0.000000 0.768627 0.884615 1.000000 } List TimeEventColorBlue { 0.000000 0.741176 0.884615 1.000000 } List TimeEventAlpha { 0.000000 0.000000 0.335897 1.000000 0.656410 0.706564 1.000000 0.000000 } List TimeEventRotation { 0.000000 0.000000 } List TextureFiles { "dds file" } } } Group Particle { StartTime 0.000000 List TimeEventPosition { 0.000000 "MOVING_TYPE_DIRECT" 0.000000 -290.512634 -4651.644531 } Group EmitterProperty { MaxEmissionCount 10 CycleLength 0.500000 CycleLoopEnable 1 LoopCount 0 EmitterShape 2 EmitterAdvancedType 0 EmittingSize 2500.000000 0.000000 0.000000 EmitterEmitFromEdgeFlag 0 EmittingDirection 0.010000 0.000000 0.000000 List TimeEventEmittingSize { 0.000000 0.000000 } List TimeEventEmittingAngularVelocity { 0.000000 0.000000 } List TimeEventEmittingDirectionX { 0.000000 0.000000 } List TimeEventEmittingDirectionY { 0.000000 -50.000000 } List TimeEventEmittingDirectionZ { 0.008571 0.000000 } List TimeEventEmittingVelocity { 0.000000 23.711340 } List TimeEventEmissionCountPerSecond { 0.000000 5.000000 } List TimeEventLifeTime { 0.000000 1.623711 } List TimeEventSizeX { 0.000000 700.000000 } List TimeEventSizeY { 0.000000 700.000000 } } Group ParticleProperty { SrcBlendType 5 DestBlendType 6 ColorOperationType 4 BillboardType 1 RotationType 0 RotationSpeed 0.000000 RotationRandomStartingBegin 0 RotationRandomStartingEnd 0 AttachEnable 0 StretchEnable 0 TexAniType 0 TexAniDelay 0.030000 TexAniRandomStartFrameEnable 0 List TimeEventGravity { 0.011429 0.000000 } List TimeEventAirResistance { } List TimeEventScaleX { 0.000000 1.000000 1.000000 1.000000 } List TimeEventScaleY { 0.000000 2.000000 } List TimeEventColorRed { 0.000000 0.219608 0.997436 0.894118 } List TimeEventColorGreen { 0.000000 0.392157 0.997436 1.000000 } List TimeEventColorBlue { 0.000000 0.349020 0.997436 0.968627 } List TimeEventAlpha { 0.000000 0.000000 0.138462 1.000000 0.533333 1.000000 1.000000 0.000000 } List TimeEventRotation { 0.000000 0.000000 } List TextureFiles { "dds file" } } } Group Particle { StartTime 0.000000 List TimeEventPosition { 0.000000 "MOVING_TYPE_DIRECT" 0.000000 -647.823242 -4161.500977 } Group EmitterProperty { MaxEmissionCount 20 CycleLength 0.500000 CycleLoopEnable 1 LoopCount 0 EmitterShape 2 EmitterAdvancedType 0 EmittingSize 2500.000000 0.000000 0.000000 EmitterEmitFromEdgeFlag 0 EmittingDirection 0.030000 0.000000 0.000000 List TimeEventEmittingSize { 0.000000 10.000000 } List TimeEventEmittingAngularVelocity { 0.000000 0.000000 } List TimeEventEmittingDirectionX { 0.000000 0.000000 } List TimeEventEmittingDirectionY { 0.000000 -50.000000 } List TimeEventEmittingDirectionZ { 0.000000 10.824742 } List TimeEventEmittingVelocity { 0.000000 40.206184 } List TimeEventEmissionCountPerSecond { 0.000000 41.237114 } List TimeEventLifeTime { 0.000000 1.030928 } List TimeEventSizeX { 0.000000 1400.000000 } List TimeEventSizeY { 0.000000 1400.000000 } } Group ParticleProperty { SrcBlendType 5 DestBlendType 6 ColorOperationType 4 BillboardType 1 RotationType 4 RotationSpeed 8.000000 RotationRandomStartingBegin 0 RotationRandomStartingEnd 0 AttachEnable 0 StretchEnable 0 TexAniType 0 TexAniDelay 0.029000 TexAniRandomStartFrameEnable 0 List TimeEventGravity { 0.017143 1000.000000 } List TimeEventAirResistance { } List TimeEventScaleX { 0.000000 0.680412 1.000000 0.783505 } List TimeEventScaleY { 0.000000 1.000000 1.000000 0.587629 } List TimeEventColorRed { 0.000000 0.992157 0.466667 0.729412 0.997436 1.000000 } List TimeEventColorGreen { 0.000000 0.992157 0.466667 0.788235 0.997436 1.000000 } List TimeEventColorBlue { 0.000000 0.992157 0.466667 0.760784 0.997436 1.000000 } List TimeEventAlpha { 0.000000 0.000000 0.187179 0.930000 0.615385 0.800000 1.000000 0.000000 } List TimeEventRotation { 0.000000 0.000000 } List TextureFiles { "dds" } } } Group Particle { StartTime 0.000000 List TimeEventPosition { 0.000000 "MOVING_TYPE_DIRECT" 0.000000 -489.286194 -940.705933 } Group EmitterProperty { MaxEmissionCount 30 CycleLength 0.500000 CycleLoopEnable 1 LoopCount 0 EmitterShape 2 EmitterAdvancedType 0 EmittingSize 2300.000000 0.000000 0.000000 EmitterEmitFromEdgeFlag 0 EmittingDirection 0.000000 0.000000 0.000000 List TimeEventEmittingSize { 0.000000 0.000000 } List TimeEventEmittingAngularVelocity { 0.000000 0.000000 } List TimeEventEmittingDirectionX { 0.000000 0.000000 } List TimeEventEmittingDirectionY { 0.020000 0.000000 } List TimeEventEmittingDirectionZ { 0.014286 -6.701031 } List TimeEventEmittingVelocity { 0.000000 29.896908 } List TimeEventEmissionCountPerSecond { 0.000000 20.618557 } List TimeEventLifeTime { 0.000000 1.211340 } List TimeEventSizeX { 0.000000 700.000000 } List TimeEventSizeY { 0.000000 700.000000 } } Group ParticleProperty { SrcBlendType 5 DestBlendType 6 ColorOperationType 4 BillboardType 2 RotationType 0 RotationSpeed 0.000000 RotationRandomStartingBegin 0 RotationRandomStartingEnd 0 AttachEnable 1 StretchEnable 0 TexAniType 0 TexAniDelay 0.030000 TexAniRandomStartFrameEnable 0 List TimeEventGravity { 0.011429 4000.000000 } List TimeEventAirResistance { } List TimeEventScaleX { 0.000000 2.000000 } List TimeEventScaleY { 0.011429 0.381443 } List TimeEventColorRed { 0.000000 0.349020 0.997436 1.000000 } List TimeEventColorGreen { 0.000000 0.470588 0.997436 1.000000 } List TimeEventColorBlue { 0.000000 0.466667 0.997436 1.000000 } List TimeEventAlpha { 0.000000 0.000000 0.435897 0.620000 0.764103 0.600000 1.000000 0.000000 } List TimeEventRotation { 0.000000 0.000000 } List TextureFiles { "dds file" } } } Group Particle { StartTime 0.000000 List TimeEventPosition { 0.000000 "MOVING_TYPE_DIRECT" 0.000000 -317.922974 -4629.917480 } Group EmitterProperty { MaxEmissionCount 10 CycleLength 0.500000 CycleLoopEnable 1 LoopCount 0 EmitterShape 2 EmitterAdvancedType 0 EmittingSize 2500.000000 0.000000 0.000000 EmitterEmitFromEdgeFlag 0 EmittingDirection 0.030000 0.000000 0.000000 List TimeEventEmittingSize { 0.000000 0.000000 } List TimeEventEmittingAngularVelocity { 0.000000 0.000000 } List TimeEventEmittingDirectionX { 0.000000 0.000000 } List TimeEventEmittingDirectionY { 0.000000 -50.000000 } List TimeEventEmittingDirectionZ { 0.008571 0.000000 } List TimeEventEmittingVelocity { 0.000000 34.020618 } List TimeEventEmissionCountPerSecond { 0.000000 5.000000 } List TimeEventLifeTime { 0.000000 1.623711 } List TimeEventSizeX { 0.000000 700.000000 } List TimeEventSizeY { 0.000000 700.000000 } } Group ParticleProperty { SrcBlendType 5 DestBlendType 6 ColorOperationType 4 BillboardType 3 RotationType 0 RotationSpeed 0.000000 RotationRandomStartingBegin 0 RotationRandomStartingEnd 0 AttachEnable 0 StretchEnable 0 TexAniType 0 TexAniDelay 0.030000 TexAniRandomStartFrameEnable 0 List TimeEventGravity { 0.011429 0.000000 } List TimeEventAirResistance { 0.000000 0.000000 1.000000 0.010000 } List TimeEventScaleX { 0.000000 1.500000 0.840000 2.000000 } List TimeEventScaleY { 0.000000 0.505155 0.994286 3.000000 } List TimeEventColorRed { 0.000000 0.607843 0.625641 1.000000 } List TimeEventColorGreen { 0.000000 0.756863 0.625641 1.000000 } List TimeEventColorBlue { 0.000000 0.713726 0.625641 1.000000 } List TimeEventAlpha { 0.000000 0.000000 0.089744 0.550000 0.474359 0.640000 1.000000 0.000000 } List TimeEventRotation { 0.000000 0.000000 } List TextureFiles { "dds file" } } } Kind Regards HaveBeen 1 Plain logic saves lives. 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Yiv 321 Posted April 12, 2014 Author Share Posted April 12, 2014 Thank you! I think you don't want to explain it more clear e.g. which function is for what? Regards Link to comment Share on other sites More sharing options...
Aveline™ 554 Posted April 12, 2014 Share Posted April 12, 2014 Thank you! I think you don't want to explain it more clear e.g. which function is for what? Regards I don't know much mse files how to write or read sorry. I hope it's usefull for you Kind Regards HaveBeen Plain logic saves lives. Link to comment Share on other sites More sharing options...
Yiv 321 Posted April 12, 2014 Author Share Posted April 12, 2014 Okay I will try by myself but if anyone would explain it, it would be really really nice!! Regards Link to comment Share on other sites More sharing options...
Thanatos 70 Posted December 7, 2016 Share Posted December 7, 2016 Ok.Its an old topic but if its dont closed its better and maybe now people find it util.I have 4 solutio for making great effects: 1.With 3dmax+fumefx+krakatoa+(mde tool by ricky)+world editor.(hard method)---Tested method 2.Cryengine particle editor+cry sdk plugin for 3dmax+ 3dmax+mde tool by ricky+world editor.(medium method)---Tested method 3.Cry engine,some animated objects+warp tool+mde tool by ricky.(easy)----Tested method 4.World editor(maybe its great for editing but for creations idk.)(unknow)----Undested I will make some new tutorial about how to do it. 3 Link to comment Share on other sites More sharing options...
-Phoenix- 2 Posted December 7, 2016 Share Posted December 7, 2016 45 minutes ago, Thanatos said: Ok.Its an old topic but if its dont closed its better and maybe now people find it util.I have 4 solutio for making great effects: 1.With 3dmax+fumefx+krakatoa+(mde tool by ricky)+world editor.(hard method)---Tested method 2.Cryengine particle editor+cry sdk plugin for 3dmax+ 3dmax+mde tool by ricky+world editor.(medium method)---Tested method 3.Cry engine,some animated objects+warp tool+mde tool by ricky.(easy)----Tested method 4.World editor(maybe its great for editing but for creations idk.)(unknow)----Undested I will make some new tutorial about how to do it. Yesterday I asked myself how I can do that, I want to learn how to do professional effects. If you explain how to do effects and/or habs with a video I would appreciate you. Regards. Srry for my english but i think it isnt bad . Link to comment Share on other sites More sharing options...
Thanatos 70 Posted December 7, 2016 Share Posted December 7, 2016 (edited) Edit.I test to create effects from just an tga image in world editor and can be done easy(but not verry verry quick). Its slow process but work like an charm in game. Edited December 7, 2016 by Thanatos New test Link to comment Share on other sites More sharing options...
z35 170 Posted December 7, 2016 Share Posted December 7, 2016 I would like to learn how to do that, feel free to post it if you want and have time to make a tut. Link to comment Share on other sites More sharing options...
pewi 799 Posted December 8, 2016 Share Posted December 8, 2016 Everything can be done quicky if u know what u want to do and how do that. If u using WE and u know all functions/settings then it's easy. But It has its limitations without mde - e.g. when u need a mesh in ur effect. Btw a lot of effects in the metin2 r a pure mse, becouse it's more optimal than mde. So at the start I suggest you play with editing existing effects - to find out what is responsible for what. 1 Link to comment Share on other sites More sharing options...
-Phoenix- 2 Posted December 8, 2016 Share Posted December 8, 2016 Just now, pewi said: Everything can be done quicky if u know what u want to do and how do that. If u using WE and u know all functions/settings then it's easy. But It has its limitations without mde - e.g. when u need a mesh in ur effect. Btw a lot of effects in the metin2 r a pure mse, becouse it's more optimal than mde. So at the start I suggest you play with editing existing effects - to find out what is responsible for what. Yah, I know that. I use 3D Max a lot. But I dont know exactly how to in WE. Link to comment Share on other sites More sharing options...
pewi 799 Posted December 8, 2016 Share Posted December 8, 2016 So at the start I suggest you play with editing existing effects - to find out what is responsible for what. Link to comment Share on other sites More sharing options...
-Phoenix- 2 Posted December 8, 2016 Share Posted December 8, 2016 17 minutes ago, pewi said: Right, I did that with some effects . Link to comment Share on other sites More sharing options...
Thanatos 70 Posted December 8, 2016 Share Posted December 8, 2016 After a lot of tests i suggest: pack of existing effects from what game you want(like terra online) from here you need just dds or tga img of effect after create new effect(bassic) with that texture and after go in 3dmax and animate it(its slow but will result will shock you).and after back to world editor and finish effect. Dont mess with old effect to edit them.Take this like an advantage. Link to comment Share on other sites More sharing options...
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