Wing Char selection

08/27/2016 10:34 Mike Oxmaul#1
DPLoginClient.cpp
Code:
#ifdef __LOGIN_WING
			if(nParts == PARTS_RIDE && pItemProp->dwItemKind3 == IK3_WING)
			{
				CModel* pModel = prj.m_modelMng.LoadModel( D3DDEVICE, OT_ITEM, (DWORD) dwItemId );
#if __VER >= 14 // __WING_ITEM
				if (pModel)
				{
					CModelObject* pModelObject = (CModelObject*)pModel;
						if( pModelObject && pModelObject->m_pBone )
						{
							CString strMotion = pModelObject->GetMotionFileName( _T("walk") );
							assert( strMotion != _T("") );
							pModelObject->LoadMotion( strMotion );
							g_Neuz.m_apPlayer[slot]->SetRide(pModelObject,dwItemId);
						}
				}
#endif // __WING_ITEM
				
			}
#endif
Mover.h

Code:
CModelObject* GetRideModel() { return m_pRide; }
WndTitle.cpp
CWndSelectChar::Ondraw
Code:
			pModel->Render( p2DRender->m_pd3dDevice, &matWorld );
#ifdef __LOGIN_WING
			D3DXMATRIX mRide = matWorld;
			CModelObject * m_pRide = g_Neuz.m_apPlayer[i]->GetRideModel();
			if (m_pRide)
			{
				m_pRide->m_nNoEffect = pModel->m_nNoEffect;
				
				ItemProp* pRideProp = prj.GetItemProp(g_Neuz.m_apPlayer[i]->GetRideItemIdx());

				if (pRideProp && pRideProp->dwItemKind3 == IK3_WING)
				{
					static const int SPINE1_BONE = 4;	
					static const int SPINE2_BONE = 5;	
					D3DXMATRIX* pmatSpine1Bone = pModel->GetMatrixBone(SPINE1_BONE);
					D3DXMATRIX* pmatSpine2Bone = pModel->GetMatrixBone(SPINE2_BONE);
					if (pmatSpine1Bone && pmatSpine2Bone)
					{
						D3DXMATRIX matEvent;
						D3DXMatrixIdentity(&matEvent);

						D3DXMATRIX matRotation;
						D3DXMatrixIdentity(&matRotation);
						D3DXMatrixRotationX(&matRotation, D3DXToRadian(180));
						D3DXMatrixMultiply(&matEvent, &matRotation, &matEvent);
						D3DXMatrixRotationZ(&matRotation, D3DXToRadian(-90));
						D3DXMatrixMultiply(&matEvent, &matRotation, &matEvent);
						D3DXMatrixMultiply(&matEvent, &matEvent, pmatSpine1Bone);

						
						if (pRideProp && (pRideProp->dwID == II_RID_RID_WIN_FEATHER01 || pRideProp->dwID == II_RID_RID_WIN_FEATHER02))
						{
							matEvent._41 = pmatSpine2Bone->_41;
							matEvent._42 = pmatSpine2Bone->_42 - 0.02f;
							matEvent._43 = pmatSpine2Bone->_43 + 0.1f;
						}
						else
						{
							matEvent._41 = pmatSpine2Bone->_41;
							matEvent._42 = pmatSpine2Bone->_42;
							matEvent._43 = pmatSpine2Bone->_43;
						}

						D3DXMatrixMultiply(&mRide, &matEvent, &matWorld);
					}
				}
#ifdef __CSC_EXTEXTURE
				m_pRide->SetTextureEx(m_pRide->m_pModelElem->m_nTextureEx);
#endif //__CSC_EXTEXTURE
				m_pRide->Render(pd3dDevice, &mRide);
				m_pRide->m_nNoEffect = 0;
#endif
08/28/2016 20:07 Mike Oxmaul#2
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08/28/2016 20:12 ThoughtfulDev#3
Quote:
Originally Posted by Jupsi332 View Post
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damn that char selection ^^
08/29/2016 20:56 narmouek#4
Hello is it that there would be the possibility of obtaining the resdata , images and buttons please ? thank you very much
09/01/2016 05:25 kiss805269587#5
Excuse me, is the background of the map? It's so beautiful!
09/03/2016 00:02 adeilson123#6
nice char selection
12/01/2016 06:46 aoyamananami#7
how to add that?
12/01/2016 11:34 Nortix#8
copy paste
12/04/2016 05:54 elitemember21#9
Good day Jupsi
Can you tell me how to stretch the character width and height for us to be able to see the entire wings and the entire character just like the character selection that you currently have.

Thanks in advance
12/04/2016 10:51 Ecrypter#10
Quote:
Originally Posted by elitemember21 View Post
Good day Jupsi
Can you tell me how to stretch the character width and height for us to be able to see the entire wings and the entire character just like the character selection that you currently have.

Thanks in advance

Use GUIEDITOR
12/04/2016 10:55 elitemember21#11
Quote:
Originally Posted by Ecrypter View Post
Use GUIEDITOR
Thanks for the reply mate but that's not what i'm asking and jupsi knows what i'm trying to ask here.
12/04/2016 11:31 Ecrypter#12
Removevthe Wndtitle in your resdata. So you can expand you char select
12/04/2016 12:02 aoyamananami#13
Quote:
Originally Posted by Ecrypter View Post
Removevthe Wndtitle in your resdata. So you can expand you char select
can you teach me how to put this in source?
09/14/2020 20:39 LuciferMorningStar666#14
I have question. Where do I add this on DPLoginClient.cpp

Quote:
#ifdef __LOGIN_WING
if(nParts == PARTS_RIDE && pItemProp->dwItemKind3 == IK3_WING)
{
CModel* pModel = prj.m_modelMng.LoadModel( D3DDEVICE, OT_ITEM, (DWORD) dwItemId );
#if __VER >= 14 // __WING_ITEM
if (pModel)
{
CModelObject* pModelObject = (CModelObject*)pModel;
if( pModelObject && pModelObject->m_pBone )
{
CString strMotion = pModelObject->GetMotionFileName( _T("walk") );
assert( strMotion != _T("") );
pModelObject->LoadMotion( strMotion );
g_Neuz.m_apPlayer[slot]->SetRide(pModelObject,dwItemId);
}
}
#endif // __WING_ITEM

}
#endif