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Lineage 2 .unr файлы (карты)
Respect Написал:Не ну тут понятно, но разговор о удалении BSP из уровня.
P.S. делаем рип, грузим в макс, вырезаем в отдельный статик, конвертируем статик в браш (если надо)

Речь не об удалении bsp из уровня, а о том, чо часть видимой геометрии в л2(в частности - площадь Гирана, пол) является брашем.
Ответ
В скором времени буду выкладывать готовые Квадраты L2 для 3д двиглов. Думаю кому-то понадобится.
[Изображение: pv7cexhx7xc.jpg]
[Изображение: YJdq5RPnWIA.jpg]
Ответ
Abir Написал:Речь не об удалении bsp из уровня, а о том, чо часть видимой геометрии в л2(в частности - площадь Гирана, пол) является брашем.

Вы об этом?)
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Ответ
Phantom-Dev, привет. У меня несколько вопросов)

1. Какой конвертер вы использовали для получение данной структуры?
2. Если же писали конвертер сами, как вы получили данные именно для брашей?

Help...


Ответ
Temptation Написал:Phantom-Dev, привет. У меня несколько вопросов)

1. Какой конвертер вы использовали для получение данной структуры?
2. Если же писали конвертер сами, как вы получили данные именно для брашей?

Help...


l2pe
ищешь браш
Entry>Export properties
Ответ
localhost_dev Написал:l2pe
ищешь браш
Entry>Export properties
структуру построения браша l2pe не выпарсит (старый тот что на сайте сейчас валяется).
www.aden-territory.tk - карты/лобби/геодата для Lineage 2
Ответ
deMEV Написал:структуру построения браша l2pe не выпарсит (старый тот что на сайте сейчас валяется).

Точно, он же только блок свойств выводит
Ответ
Может кто знает какие файлики отвечают за тень на текстурах земли.
Ответ
Valent Написал:Может кто знает какие файлики отвечают за тень на текстурах земли.

Думаю это TerrainInfo0.TintMap

Эта структура представляет собой несколько массивов, которые переключаются в указанное время суток

Элементы массива описывают освещенность точки от 0 до 255 (как примитивный шейдер). В каждом массиве 66049 точек, что эквивалентно квадрату 257x257

Размер квадрата карты 256x256, две дополнительные полосы определяют яркость стыка между квадратами (его ширина как раз равна 1)

Вот как они выглядят (квадрат 24_14, Hot Springs):
[Изображение: 810064de0e5a06b7d7f7bbea48077a56.jpg]
[Изображение: e22eb98501f0eeb41735de981771ad85.jpg]
[Изображение: cea4844dee037fd52de6c376a632b5cc.jpg]
[Изображение: b7b67369fd0bdaf61279089b3c818976.jpg]
[Изображение: 2fe662215844f53608c383475a357fe9.jpg]
[Изображение: f484e441a49beb2fdbbe7facfff3c85e.jpg]
[Изображение: 71a05bc692615af9a562b5edf0e77480.jpg]
[Изображение: 5fe7c54e505923a548293ee924eb859b.jpg]

Сверху 4 круга это арены, остальные темные пятна — деревья
Ответ
freelu Написал:Думаю это TerrainInfo0.TintMap

Эта структура представляет собой несколько массивов, которые переключаются в указанное время суток

Элементы массива описывают освещенность квадрата от 0 до 255 (как примитивный шейдер). В каждом массиве 66049 точек, что эквивалентно квадрату 257x257

Размер квадрата карты 256x256, две дополнительные полосы определяют яркость стыка между квадратами (его ширина как раз равна 1)

Вот как они выглядят (квадрат 24_14, Hot Springs):
[Изображение: 810064de0e5a06b7d7f7bbea48077a56.jpg]
[Изображение: e22eb98501f0eeb41735de981771ad85.jpg]
[Изображение: cea4844dee037fd52de6c376a632b5cc.jpg]
[Изображение: b7b67369fd0bdaf61279089b3c818976.jpg]
[Изображение: 2fe662215844f53608c383475a357fe9.jpg]
[Изображение: f484e441a49beb2fdbbe7facfff3c85e.jpg]
[Изображение: 71a05bc692615af9a562b5edf0e77480.jpg]
[Изображение: 5fe7c54e505923a548293ee924eb859b.jpg]

Сверху 4 круга это арены, остальные темные пятна — деревья
Не плохо разобрал (Это своя софтина для просматривания или просто фотошоп ? ) ! Там кстати все эти параметры tint мап содержаться в одном .Int Файле, и их можно менять по своему усмотрению !
Ответ


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