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Adaptación de habilidades y efectos a Interlude

Iniciado por mikado, Ago 13, 2022, 02:32 PM

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mikado

La guia esta en ingles, prefiero traerla tal y como la original para que no se pierda algun concepto.

this guide will go over how to adapt effects and skills from higher chronicles and import them through interlude

  • - static meshes will only work if they are saved using postal editor
  • - save static meshes (.usx) in static mesh, not animation. i only do that because my l2 loads it from my folder which is in animations
  • - EditPackages is the list of 'packages' that ucc will read/save
  • - you need to use this unreal (not postal, second link) i posted to compile nSkillProjectile
  • - name of your new effect file should be the same amount of characters as the original (L I N E A G E E F F E C T), which is 13
  • - attaching to bone is not necessary, unless it's a small effect and you want it on a specific part like



RESOURCES -

  • Unreal (Postal version) - REQUIRED TO WORK WITH STATIC MESH
  • Unreal (UCC) - REQUIRED TO COMPILE PROPERLY
  • Normal Unreal (for sounds textures etc)
  • Hex Workshop
  • l2 encdec
  • l2decrypt
  • UTPT
  • UMODEL
  • ActorX
  • Unpacked Effect Scripts (skill usk and helios effect)
  • L2PE

ASE Export Properties



UCC Compile Script
@echo
ucc.exe make
pause

L2EncDec script
l2encdec -e 121 testsound.uax

Sample Files
skill test.rar

if you get this problem



try and delete
EditPackages=UnrealEd
EditPackages=IpDrv
EditPackages=UWeb
EditPackages=GamePlay
EditPackages=GUI
EditPackages=Runtime
EditPackages=RTInterface

CREDITOS:
GLO