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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 ![]() 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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