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 Post subject: About XmlSpawner 2.0
PostPosted: Fri May 08, 2009 12:03 pm 
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Hi Sience, I Saw you on the runuo forums and saw the xml spawner you're using for making custom map.

i have a problem with that, i have a custom map and making my spawns, then loading spawns with [XmlLoad Spawns.xml

it loads successfully but it is going to wrong place :( for ex i'm clicking my desert (2964, 2769) then making my spawn and go into the game then go (2964, 2769) there isn't my desert. near of it.

I Know This is not XmlSpawner forum but i'm asking you a simple question :)

have you got the same problem ?
if you have, how did you fix it ?

Regards


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 Post subject:
PostPosted: Fri May 08, 2009 5:21 pm 
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hi,

you load spawns to this specific position?

Most of the time I use "XMLSpawner SpawnEditor" to spawn something. Its nice and graphically.

Maybe you can see the problem with this tool. It has also spawn tracking abilities.


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 Post subject:
PostPosted: Fri May 08, 2009 8:51 pm 
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now i'm creating my spawn using xmlspawner 2.0
Image

And I Save it my RunUO folder and name it Spawns.xml
Then i load the xml using
[XmlLoad Spawns.xml
It Successfully Added The Spawn But:
Image

Not Right Point. It Spawns At:
Image

Did you ever get this error ?


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 Post subject:
PostPosted: Fri May 08, 2009 9:04 pm 
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I Solved It, It Doesn't load my custom map, thanks :)


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 Post subject:
PostPosted: Fri May 08, 2009 11:06 pm 
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Good :-)

NP. and nice hotbar.


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 Post subject:
PostPosted: Sat May 09, 2009 12:07 am 
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It'll be Replaced, My Graphic Designer is Making a New User Interface( Hotbar, Chat Window, Information Window etc )

note: i make the Lightning Spell Work with some Server-Side Changes
Image

if you want i can post here my server side changes, particle and texture.


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 Post subject:
PostPosted: Sat May 09, 2009 12:40 am 
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why serverside changes for this spell?

yes please, i take a look at.


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 Post subject:
PostPosted: Sat May 09, 2009 12:48 am 
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Because sience, it sends a 2d Gump to Client with some packets
Lightining Animation is Not a Particle Like Others. You Have Block Sending Gumps And Send A Empty Particle ID i used 0x37BA

in Server on the Lightning.cs line 62

m.BoltEffect( 0 ); // It Sends A Gump Packet.
Comment It and Make It:
Code:
//m.BoltEffect( 0 );
m.FixedParticles(0x37BA, 9, 32, 5030, EffectLayer.Head);


and lib.3d.effect.lua add this:
Code:
Lightning           = hex2num("0x37BA")
....
....
....
....
....
....
gParticleEffects[Lightning]     = { etype=2, name="LightningParticle"       , relx=0.5, rely=0.5, relz=0.1, scalex=1, scaley=1, scalez=1}


and Add Theese Particles
Code:
particle_system Wither3
{
   quota   100
   material   Particles/Aureola
   particle_width   8
   particle_height   8
   cull_each   false
   renderer   billboard
   sorted   false
   local_space   false
   iteration_interval   0
   nonvisible_update_timeout   0
   billboard_type   perpendicular_common
   billboard_origin   center
   billboard_rotation_type   texcoord
   common_direction   0 0 1
   common_up_vector   0 1 0
   point_rendering   false
   accurate_facing   false

   emitter Point
   {
      angle   0
      colour   1 0 0 1
      colour_range_start   1 0 0 1
      colour_range_end   1 0 0 1
      direction   0 0 1
      emission_rate   4
      position   0 -0 0
      velocity   0
      velocity_min   0
      velocity_max   1
      time_to_live   1
      time_to_live_min   1
      time_to_live_max   1
      duration   1
      duration_min   1
      duration_max   1
      repeat_delay   0
      repeat_delay_min   0
      repeat_delay_max   0
   }

   affector Rotator
   {
      rotation_speed_range_start   0
      rotation_speed_range_end   180
      rotation_range_start   0
      rotation_range_end   360
   }
}

particle_system LightningParticle
{
   quota   1000
   material   Particles/Lightning
   particle_width   10
   particle_height   10
   cull_each   false
   renderer   billboard
   sorted   false
   local_space   false
   iteration_interval   0
   nonvisible_update_timeout   0
   billboard_type   oriented_self
   billboard_origin   center
   billboard_rotation_type   vertex
   common_up_vector   0 1 0
   point_rendering   false
   accurate_facing   false

   emitter Point
   {
      angle   0
      colour   1 1 1 1
      colour_range_start   1 1 1 1
      colour_range_end   1 1 1 1
      direction   -0 -0.0099995 -0.99995
      emission_rate   10
      position   0 0 6
      velocity   1
      velocity_min   1
      velocity_max   1
      time_to_live   0.5
      time_to_live_min   0.5
      time_to_live_max   0.5
      duration   0.3
      duration_min   0.3
      duration_max   0.3
      repeat_delay   0
      repeat_delay_min   0
      repeat_delay_max   0
   }

   affector DirectionRandomiser
   {
      randomness   7
      scope   0
      keep_velocity   false
   }
}


Then You've To add a Material
Code:
material Particles/Lightning
{
   technique
   {
      pass
      {
         lighting off
         scene_blend add
         depth_write off

         texture_unit
         {
            texture lightning.png
         }
      }
   }
}


Then This is the Material I Used (It's Eye Catching Good Effect)

http://www.orhankalayci.com/dosyalar/lightning.png


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