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About XmlSpawner 2.0 http://iris2.de/forum/viewtopic.php?f=15&t=1395 |
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Author: | Sehlor [ Fri May 08, 2009 12:03 pm ] |
Post subject: | About XmlSpawner 2.0 |
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 |
Author: | SiENcE [ Fri May 08, 2009 5:21 pm ] |
Post subject: | |
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. |
Author: | Sehlor [ Fri May 08, 2009 9:04 pm ] |
Post subject: | |
I Solved It, It Doesn't load my custom map, thanks |
Author: | SiENcE [ Fri May 08, 2009 11:06 pm ] |
Post subject: | |
Good NP. and nice hotbar. |
Author: | SiENcE [ Sat May 09, 2009 12:40 am ] |
Post subject: | |
why serverside changes for this spell? yes please, i take a look at. |
Author: | Sehlor [ Sat May 09, 2009 12:48 am ] |
Post subject: | |
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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