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[V15 Offi Files]Texturen Bug
Discussion on [V15 Offi Files]Texturen Bug within the Flyff Private Server forum part of the Flyff category.
02/01/2013, 00:23
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#1
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Join Date: Nov 2007
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[V15 Offi Files]Texturen Bug
Hallo leute,
habe nun den ganzen tag damit verbracht mir selbst einen v15 server mit dem tutorial von sedrika zu erstellen und hat nun auch geklappt, jedoch habe ich viele textur fehler im spiel, ich habe euch mal ei nbild angehängt, wie kann ich diesen fehler fixen?
grüße
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02/01/2013, 00:41
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#2
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Join Date: Mar 2010
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Quote:
Originally Posted by Shizume98
Hallo leute,
habe nun den ganzen tag damit verbracht mir selbst einen v15 server mit dem tutorial von sedrika zu erstellen und hat nun auch geklappt, jedoch habe ich viele textur fehler im spiel, ich habe euch mal ei nbild angehängt, wie kann ich diesen fehler fixen?
grüße
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das heißt die texturen fehlen komplett in deinem clienten.
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02/01/2013, 00:45
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#3
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Join Date: Nov 2007
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Received Thanks: 6
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wo bekomm ich die?
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02/01/2013, 17:38
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#4
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elite*gold: 28
Join Date: Aug 2012
Posts: 2,335
Received Thanks: 471
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offi client???
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02/02/2013, 15:32
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#5
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elite*gold: 18
Join Date: Sep 2009
Posts: 20,174
Received Thanks: 14,475
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Fehler liegt an der Terrain.inc
Such in der Neuz nach:
Code:
BOOL CTerrainMng::LoadScript( LPCTSTR lpszFileName )
und ersetz die gesammte funktion mit folgender:
Code:
BOOL CTerrainMng::LoadScript( LPCTSTR lpszFileName )
{
CScanner scanner;
if(scanner.Load(lpszFileName, FALSE )==FALSE)
return FALSE;
LPTERRAIN lpTerrain;
//m_nSize = 0;
int nBrace = 1;
scanner.SetMark();
int i = scanner.GetNumber(); // folder or id
// ÇöÀç´Â ¹°¸¸ ÀÌ·± ÇüÅÂÀÇ ÇÁ·¹ÀÓÀ» »ç¿ëÇÒ °ÍÀ̶ó´Â ÀüÁ¦ÇÏ¿¡
// Çϳª¸¸ µÇ¾î ÀÖÁö¸¸ ¿©·¯°³¸¦ »ç¿ëÇÒ¶§´Â ÀÌ ºÎºÐÀ» ±¸Á¶Ã¼³ª
// Ŭ·¡½º·Î ¹Ù²Ù¾î¼* ´Ù½Ã ¸¸µé¾î¾ß ÇÒ°ÍÀÌ´Ù.
int FrameCnt = 0, ImageCnt = 0, IdCnt = 0;
FrameCnt = scanner.GetNumber();
if ( nBrace == 1 && FrameCnt )
{
m_nWaterFrame = FrameCnt;
m_pWaterIndexList = new WaterTexList[ m_nWaterFrame ];
ZeroMemory( m_pWaterIndexList, m_nWaterFrame * sizeof( WaterTexList ) );
}
while( nBrace )
{
if( *scanner.token == '}' || scanner.tok == FINISHED )
{
nBrace--;
if( nBrace > 0 )
{
scanner.SetMark();
i = scanner.GetNumber(); // folder or id
//if( i > m_nSize ) m_nSize = i;
FrameCnt = scanner.GetNumber();
IdCnt = 0;
if ( nBrace == 1 && FrameCnt )
{
m_nWaterFrame = FrameCnt;
m_pWaterIndexList = new WaterTexList[ m_nWaterFrame ];
ZeroMemory( m_pWaterIndexList, m_nWaterFrame * sizeof( WaterTexList ) );
ImageCnt = 0;
}
else if ( nBrace == 2 && FrameCnt )
{
m_pWaterIndexList[ImageCnt].ListCnt = FrameCnt;
#if __VER >= 14 // __WATER_EXT
m_pWaterIndexList[ImageCnt].fWaterFrame = 0.15f;
#endif //__WATER_EXT
m_pWaterIndexList[ImageCnt].pList = new int[ FrameCnt ];
ZeroMemory( m_pWaterIndexList[ImageCnt].pList, FrameCnt * sizeof(int) );
ImageCnt++;
}
continue;
}
if( nBrace == 0 )
continue;
}
//i = _ttoi( scanner.token );
scanner.GetToken(); // { or filename
if( *scanner.token == '{' )
{
nBrace++;
scanner.SetMark();
i = scanner.GetNumber(); // id
// ¿©±â¼* Ãß°¡ÇÏ´Â ¹æ¹ýÀÌ °ýÈ£ÈÄ¿¡ ¹Ù·Î ¹®ÀÚ¿*ÀÌ ¿ÀÁö ¸øÇÏ°Ô ÇÏ´Â °Í »ÓÀεíÇÏ´Ù.
// ¸¶Ä§ µðÆúÆ®´Â °ýÈ£ ´ÙÀ½¿¡ ¿À´Â °ÍÀÌ ¾Æ´Ñ »óÅÂÀ̱⠶§¹®¿¡ °¡´ÉÇÏ´Ù.
FrameCnt = scanner.GetNumber(); // Count
if ( i == 0 )
{
if ( nBrace == 2 && FrameCnt )
{
m_pWaterIndexList[ImageCnt].ListCnt = FrameCnt;
#if __VER >= 14 // __WATER_EXT
m_pWaterIndexList[ImageCnt].fWaterFrame = 0.15f;
#endif //__WATER_EXT
m_pWaterIndexList[ImageCnt].pList = new int[ FrameCnt ];
ImageCnt++;
}
}
//if( i > m_nSize ) m_nSize = i;
continue;
}
else
{
scanner.GoMark();
i = scanner.GetNumber(); // id
//if( i > m_nSize ) m_nSize = i;
FrameCnt = scanner.GetNumber(); // Count
if ( nBrace == 3 )
{
m_pWaterIndexList[ImageCnt - 1].pList[IdCnt] = i;
IdCnt++;
}
}
lpTerrain = &m_aTerrain[ i ];
lpTerrain->m_dwId = i;
scanner.GetToken(); // texture fileName
strcpy( lpTerrain->m_szTextureFileName, scanner.token );
lpTerrain->m_bBlock = scanner.GetNumber(); // block
scanner.GetToken(); // sound
strcpy( lpTerrain->m_szSoundFileName, scanner.token );
scanner.SetMark();
i = scanner.GetNumber(); // texture fileName
//if( i > m_nSize ) m_nSize = i;
}
/*
int i = scanner.GetNumber( TRUE ); // id
while( scanner.tok != FINISHED )
{
lpTerrain = &m_aTerrain[ i ];
lpTerrain->m_dwId = i;
scanner.GetToken( TRUE ); // texture fileName
strcpy( lpTerrain->m_szTextureFileName, scanner.token );
lpTerrain->m_bBlock = scanner.GetNumber( TRUE ); // block
scanner.GetToken( TRUE ); // sound
strcpy( lpTerrain->m_szSoundFileName, scanner.token );
i = scanner.GetNumber( TRUE ); // texture fileName
if( i > m_nSize ) m_nSize = i;
}
*/
//m_nSize++;
return TRUE;
}
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02/02/2013, 23:43
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#6
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elite*gold: 0
Join Date: Nov 2007
Posts: 63
Received Thanks: 6
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Quote:
Originally Posted by Sedrika
Fehler liegt an der Terrain.inc
Such in der Neuz nach:
Code:
BOOL CTerrainMng::LoadScript( LPCTSTR lpszFileName )
und ersetz die gesammte funktion mit folgender:
Code:
BOOL CTerrainMng::LoadScript( LPCTSTR lpszFileName )
{
CScanner scanner;
if(scanner.Load(lpszFileName, FALSE )==FALSE)
return FALSE;
LPTERRAIN lpTerrain;
//m_nSize = 0;
int nBrace = 1;
scanner.SetMark();
int i = scanner.GetNumber(); // folder or id
// ÇöÀç´Â ¹°¸¸ ÀÌ·± ÇüÅÂÀÇ ÇÁ·¹ÀÓÀ» »ç¿ëÇÒ °ÍÀ̶ó´Â ÀüÁ¦ÇÏ¿¡
// Çϳª¸¸ µÇ¾î ÀÖÁö¸¸ ¿©·¯°³¸¦ »ç¿ëÇÒ¶§´Â ÀÌ ºÎºÐÀ» ±¸Á¶Ã¼³ª
// Ŭ·¡½º·Î ¹Ù²Ù¾î¼* ´Ù½Ã ¸¸µé¾î¾ß ÇÒ°ÍÀÌ´Ù.
int FrameCnt = 0, ImageCnt = 0, IdCnt = 0;
FrameCnt = scanner.GetNumber();
if ( nBrace == 1 && FrameCnt )
{
m_nWaterFrame = FrameCnt;
m_pWaterIndexList = new WaterTexList[ m_nWaterFrame ];
ZeroMemory( m_pWaterIndexList, m_nWaterFrame * sizeof( WaterTexList ) );
}
while( nBrace )
{
if( *scanner.token == '}' || scanner.tok == FINISHED )
{
nBrace--;
if( nBrace > 0 )
{
scanner.SetMark();
i = scanner.GetNumber(); // folder or id
//if( i > m_nSize ) m_nSize = i;
FrameCnt = scanner.GetNumber();
IdCnt = 0;
if ( nBrace == 1 && FrameCnt )
{
m_nWaterFrame = FrameCnt;
m_pWaterIndexList = new WaterTexList[ m_nWaterFrame ];
ZeroMemory( m_pWaterIndexList, m_nWaterFrame * sizeof( WaterTexList ) );
ImageCnt = 0;
}
else if ( nBrace == 2 && FrameCnt )
{
m_pWaterIndexList[ImageCnt].ListCnt = FrameCnt;
#if __VER >= 14 // __WATER_EXT
m_pWaterIndexList[ImageCnt].fWaterFrame = 0.15f;
#endif //__WATER_EXT
m_pWaterIndexList[ImageCnt].pList = new int[ FrameCnt ];
ZeroMemory( m_pWaterIndexList[ImageCnt].pList, FrameCnt * sizeof(int) );
ImageCnt++;
}
continue;
}
if( nBrace == 0 )
continue;
}
//i = _ttoi( scanner.token );
scanner.GetToken(); // { or filename
if( *scanner.token == '{' )
{
nBrace++;
scanner.SetMark();
i = scanner.GetNumber(); // id
// ¿©±â¼* Ãß°¡ÇÏ´Â ¹æ¹ýÀÌ °ýÈ£ÈÄ¿¡ ¹Ù·Î ¹®ÀÚ¿*ÀÌ ¿ÀÁö ¸øÇÏ°Ô ÇÏ´Â °Í »ÓÀεíÇÏ´Ù.
// ¸¶Ä§ µðÆúÆ®´Â °ýÈ£ ´ÙÀ½¿¡ ¿À´Â °ÍÀÌ ¾Æ´Ñ »óÅÂÀ̱⠶§¹®¿¡ °¡´ÉÇÏ´Ù.
FrameCnt = scanner.GetNumber(); // Count
if ( i == 0 )
{
if ( nBrace == 2 && FrameCnt )
{
m_pWaterIndexList[ImageCnt].ListCnt = FrameCnt;
#if __VER >= 14 // __WATER_EXT
m_pWaterIndexList[ImageCnt].fWaterFrame = 0.15f;
#endif //__WATER_EXT
m_pWaterIndexList[ImageCnt].pList = new int[ FrameCnt ];
ImageCnt++;
}
}
//if( i > m_nSize ) m_nSize = i;
continue;
}
else
{
scanner.GoMark();
i = scanner.GetNumber(); // id
//if( i > m_nSize ) m_nSize = i;
FrameCnt = scanner.GetNumber(); // Count
if ( nBrace == 3 )
{
m_pWaterIndexList[ImageCnt - 1].pList[IdCnt] = i;
IdCnt++;
}
}
lpTerrain = &m_aTerrain[ i ];
lpTerrain->m_dwId = i;
scanner.GetToken(); // texture fileName
strcpy( lpTerrain->m_szTextureFileName, scanner.token );
lpTerrain->m_bBlock = scanner.GetNumber(); // block
scanner.GetToken(); // sound
strcpy( lpTerrain->m_szSoundFileName, scanner.token );
scanner.SetMark();
i = scanner.GetNumber(); // texture fileName
//if( i > m_nSize ) m_nSize = i;
}
/*
int i = scanner.GetNumber( TRUE ); // id
while( scanner.tok != FINISHED )
{
lpTerrain = &m_aTerrain[ i ];
lpTerrain->m_dwId = i;
scanner.GetToken( TRUE ); // texture fileName
strcpy( lpTerrain->m_szTextureFileName, scanner.token );
lpTerrain->m_bBlock = scanner.GetNumber( TRUE ); // block
scanner.GetToken( TRUE ); // sound
strcpy( lpTerrain->m_szSoundFileName, scanner.token );
i = scanner.GetNumber( TRUE ); // texture fileName
if( i > m_nSize ) m_nSize = i;
}
*/
//m_nSize++;
return TRUE;
}
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ich find das nicht mit dem reshacker... wo isn das?
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02/02/2013, 23:52
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#7
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elite*gold: 0
Join Date: Feb 2012
Posts: 2,107
Received Thanks: 651
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Das findest du mit reshacker nicht, dass musst du im Source machen
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02/03/2013, 00:03
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#8
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elite*gold: 0
Join Date: Nov 2007
Posts: 63
Received Thanks: 6
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Quote:
Originally Posted by Schmizi'
Das findest du mit reshacker nicht, dass musst du im Source machen
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meine terrain.inc hat diese passage nicht..
Code:
// Terrain Script
"월드컵이벤트" 0
{
228 0 "soccer_tile01.dds" 0 ""
}
"Rustia" 0
{
211 0 "rustia_ground02.dds" 0 ""
210 0 "rustia_lawn01.dds" 0 ""
209 0 "rustia_ground01.dds" 0 ""
}
"DreadfulCave" 0
{
208 0 "Dread_Wall01.dds" 0 ""
207 0 "Dread_Floor01.dds" 0 ""
}
"Ominous Dungeon" 0
{
206 0 "Ominous_boRo_04.dds" 0 ""
205 0 "Ominous_Room_03.dds" 0 ""
204 0 "Ominous_Room_01.dds" 0 ""
203 0 "obj_Ominous_corr_01.dds" 0 ""
}
"Harmonin" 0
{
202 0 "Harmonin_sand02.dds" 0 ""
201 0 "Harmonin_sand01.dds" 0 ""
146 0 "HarRuin_Ruin02.dds" 0 ""
145 0 "HarRuin_Ruin01.dds" 0 ""
}
"하우징" 0
{
144 0 "Miniroom_floor01.dds" 0 ""
}
"Cisland" 0
{
143 0 "Cisland_sand_09.dds" 0 ""
142 0 "Cisland_sand_08.dds" 0 ""
141 0 "Cisland_sand_05.dds" 0 ""
140 0 "Cisland_sand_06.dds" 0 ""
139 0 "Cisland_sand_02.dds" 0 ""
138 0 "Cisland_sand_01.dds" 0 ""
137 0 "Cisland_sand.dds" 0 ""
}
"심연의탑" 0
{
136 0 "Heaven_Tile10.dds" 0 ""
135 0 "Heaven_Tile09.dds" 0 ""
134 0 "Heaven_Tile08.dds" 0 ""
133 0 "Heaven_Tile07.dds" 0 ""
132 0 "Heaven_Tile06.dds" 0 ""
131 0 "Heaven_Tile05.dds" 0 ""
130 0 "Heaven_Tile04.dds" 0 ""
128 0 "Heaven_Tile01.dds" 0 ""
127 0 "Heaven_Tile02.dds" 0 ""
129 0 "Heaven_Tile03.dds" 0 ""
}
"아즈리아" 0
{
126 0 "ground_n_ice05.dds" 0 ""
125 0 "ground_n_ice04.dds" 0 ""
124 0 "ground_n_ice03.dds" 0 ""
123 0 "ground_n_ice02.dds" 0 ""
122 0 "ground_n_ice01.dds" 0 ""
}
"볼케인" 0
{
121 0 "rock_volvic06.dds" 0 ""
120 0 "rock_volvic05.dds" 0 ""
118 0 "ground_n_volvic02.dds" 0 ""
119 0 "ground_n_volvic03.dds" 0 ""
117 0 "ground_n_volvic01.dds" 0 ""
}
"다콘던전" 0
{
116 0 "DuDkPrStone01.dds" 0 ""
}
"플라리스던젼" 0
{
93 0 "MaFlPrStone02.dds" 0 ""
92 0 "MaFlPrStone01.dds" 0 ""
}
"Darkon_2" 0
{
82 0 "Darkon2_Cave03.dds" 0 ""
81 0 "Darkon2_Cave02.dds" 0 ""
80 0 "Darkon2_Cave01.dds" 0 ""
}
"n흙" 0
{
91 0 "ground_n_clay008.dds" 0 ""
87 0 "ground_n_clay007.dds" 0 ""
79 0 "ground_n_clay.dds" 0 ""
78 0 "ground_n_clay006.dds" 0 ""
68 0 "ground_n_clay004.dds" 0 ""
69 0 "ground_n_clay005.dds" 0 ""
67 0 "ground_n_clay003.dds" 0 ""
66 0 "ground_n_clay002.dds" 0 ""
65 0 "ground_n_clay001.dds" 0 ""
64 0 "ground_n_lay_lawn002.dds" 0 ""
57 0 "ground_n_lawn002.dds" 0 ""
}
"다콘" 0
{
95 0 "Darkon_magma01.dds" 0 ""
94 0 "Darkon_magma02.dds" 0 ""
56 0 "Darkon_GravelRail01.dds" 0 ""
70 0 "darkon_GravelRail.dds" 0 ""
71 0 "darkon_iron03.dds" 0 ""
72 0 "darkon_iron02.dds" 0 ""
73 0 "darkon_iron01.dds" 0 ""
74 0 "darkon_Tree01.dds" 0 ""
75 0 "darkon_Tree02.dds" 0 ""
77 0 "darkon_ClayUp.dds" 0 ""
76 0 "darkon_ClayDown.dds" 0 ""
}
"잔디" 0
{
86 0 "ground_lawn008.dds" 0 ""
85 0 "ground_lawn0071.dds" 0 ""
84 0 "ground_lawn007.dds" 0 ""
83 0 "ground_lawn006.dds" 0 ""
16 0 "ground_lawn002.dds" 0 ""
7 0 "ground_lawn001.dds" 0 ""
15 0 "ground_lawn003.dds" 0 ""
14 0 "ground_lawn004.dds" 0 ""
55 0 "ground_lawn005.dds" 0 ""
}
"록" 0
{
88 0 "rock-brown01.dds" 0 ""
89 0 "rock-brown02.dds" 0 ""
13 0 "ground_precipice01.dds" 0 ""
54 0 "rock_FlGray01.dds" 0 ""
18 0 "rock_FlGray02.dds" 0 ""
17 0 "rock10M.dds" 0 ""
19 0 "rock12M.dds" 0 ""
}
"기타" 0
{
9 0 "sky_cloud01.dds" 0 ""
10 0 "sky_cloud02.dds" 0 ""
}
"물" 2
{
"물1" 54
{
20 0 "water_riverAni0001.dds" 0 ""
21 0 "water_riverAni0002.dds" 0 ""
22 0 "water_riverAni0003.dds" 0 ""
23 0 "water_riverAni0004.dds" 0 ""
24 0 "water_riverAni0005.dds" 0 ""
25 0 "water_riverAni0006.dds" 0 ""
26 0 "water_riverAni0007.dds" 0 ""
27 0 "water_riverAni0008.dds" 0 ""
28 0 "water_riverAni0009.dds" 0 ""
29 0 "water_riverAni0010.dds" 0 ""
30 0 "water_riverAni0011.dds" 0 ""
31 0 "water_riverAni0012.dds" 0 ""
32 0 "water_riverAni0013.dds" 0 ""
33 0 "water_riverAni0014.dds" 0 ""
34 0 "water_riverAni0015.dds" 0 ""
35 0 "water_riverAni0016.dds" 0 ""
36 0 "water_riverAni0017.dds" 0 ""
37 0 "water_riverAni0018.dds" 0 ""
38 0 "water_riverAni0019.dds" 0 ""
39 0 "water_riverAni0020.dds" 0 ""
40 0 "water_riverAni0021.dds" 0 ""
41 0 "water_riverAni0022.dds" 0 ""
42 0 "water_riverAni0023.dds" 0 ""
43 0 "water_riverAni0024.dds" 0 ""
44 0 "water_riverAni0025.dds" 0 ""
45 0 "water_riverAni0026.dds" 0 ""
46 0 "water_riverAni0027.dds" 0 ""
47 0 "water_riverAni0028.dds" 0 ""
48 0 "water_riverAni0029.dds" 0 ""
49 0 "water_riverAni0030.dds" 0 ""
50 0 "water_riverAni0031.dds" 0 ""
51 0 "water_riverAni0032.dds" 0 ""
52 0 "water_riverAni0033.dds" 0 ""
53 0 "water_riverAni0034.dds" 0 ""
96 0 "water_riverAni0035.dds" 0 ""
97 0 "water_riverAni0036.dds" 0 ""
98 0 "water_riverAni0037.dds" 0 ""
99 0 "water_riverAni0038.dds" 0 ""
100 0 "water_riverAni0039.dds" 0 ""
101 0 "water_riverAni0040.dds" 0 ""
102 0 "water_riverAni0041.dds" 0 ""
103 0 "water_riverAni0042.dds" 0 ""
104 0 "water_riverAni0043.dds" 0 ""
105 0 "water_riverAni0044.dds" 0 ""
106 0 "water_riverAni0045.dds" 0 ""
107 0 "water_riverAni0046.dds" 0 ""
108 0 "water_riverAni0047.dds" 0 ""
109 0 "water_riverAni0048.dds" 0 ""
110 0 "water_riverAni0049.dds" 0 ""
111 0 "water_riverAni0050.dds" 0 ""
112 0 "water_riverAni0051.dds" 0 ""
113 0 "water_riverAni0052.dds" 0 ""
114 0 "water_riverAni0053.dds" 0 ""
115 0 "water_riverAni0054.dds" 0 ""
}
"물2" 54
{
147 0 "water_HarAni0001.dds" 0 ""
148 0 "water_HarAni0002.dds" 0 ""
149 0 "water_HarAni0003.dds" 0 ""
150 0 "water_HarAni0004.dds" 0 ""
151 0 "water_HarAni0005.dds" 0 ""
152 0 "water_HarAni0006.dds" 0 ""
153 0 "water_HarAni0007.dds" 0 ""
154 0 "water_HarAni0008.dds" 0 ""
155 0 "water_HarAni0009.dds" 0 ""
156 0 "water_HarAni0010.dds" 0 ""
157 0 "water_HarAni0011.dds" 0 ""
158 0 "water_HarAni0012.dds" 0 ""
159 0 "water_HarAni0013.dds" 0 ""
160 0 "water_HarAni0014.dds" 0 ""
161 0 "water_HarAni0015.dds" 0 ""
162 0 "water_HarAni0016.dds" 0 ""
163 0 "water_HarAni0017.dds" 0 ""
164 0 "water_HarAni0018.dds" 0 ""
165 0 "water_HarAni0019.dds" 0 ""
166 0 "water_HarAni0020.dds" 0 ""
167 0 "water_HarAni0021.dds" 0 ""
168 0 "water_HarAni0022.dds" 0 ""
169 0 "water_HarAni0023.dds" 0 ""
170 0 "water_HarAni0024.dds" 0 ""
171 0 "water_HarAni0025.dds" 0 ""
172 0 "water_HarAni0026.dds" 0 ""
173 0 "water_HarAni0027.dds" 0 ""
174 0 "water_HarAni0028.dds" 0 ""
175 0 "water_HarAni0029.dds" 0 ""
176 0 "water_HarAni0030.dds" 0 ""
177 0 "water_HarAni0031.dds" 0 ""
178 0 "water_HarAni0032.dds" 0 ""
179 0 "water_HarAni0033.dds" 0 ""
180 0 "water_HarAni0034.dds" 0 ""
181 0 "water_HarAni0035.dds" 0 ""
182 0 "water_HarAni0036.dds" 0 ""
183 0 "water_HarAni0037.dds" 0 ""
184 0 "water_HarAni0038.dds" 0 ""
185 0 "water_HarAni0039.dds" 0 ""
186 0 "water_HarAni0040.dds" 0 ""
187 0 "water_HarAni0041.dds" 0 ""
188 0 "water_HarAni0042.dds" 0 ""
189 0 "water_HarAni0043.dds" 0 ""
190 0 "water_HarAni0044.dds" 0 ""
191 0 "water_HarAni0045.dds" 0 ""
192 0 "water_HarAni0046.dds" 0 ""
193 0 "water_HarAni0047.dds" 0 ""
194 0 "water_HarAni0048.dds" 0 ""
195 0 "water_HarAni0049.dds" 0 ""
196 0 "water_HarAni0050.dds" 0 ""
197 0 "water_HarAni0051.dds" 0 ""
198 0 "water_HarAni0052.dds" 0 ""
199 0 "water_HarAni0053.dds" 0 ""
200 0 "water_HarAni0054.dds" 0 ""
}
11 0 "water_riverAni.dds" 0 ""
}
"흙" 0
{
3 0 "ground_clay001.dds" 0 ""
4 0 "ground_clay002.dds" 0 ""
5 0 "ground_clay003.dds" 0 ""
6 0 "ground_clay004.dds" 0 ""
12 0 "ground_clay005.dds" 0 ""
58 0 "ground_clay009.dds" 0 ""
59 0 "ground_clay006.dds" 0 ""
60 0 "ground_clay007.dds" 0 ""
}
"밭" 0
{
62 0 "ground_farm01.dds" 0 ""
63 0 "ground_farm02.dds" 0 ""
}
"보도블럭" 0
{
90 0 "brick-MaMa01.dds" 0 ""
1 0 "brick_MaSa01.dds" 0 ""
2 0 "brick_MaSa02.dds" 0 ""
8 0 "brick_MaFl01.dds" 0 ""
61 0 "brick_RiGarden01.dds" 0 ""
}
0 0 "default.dds" 0 ""
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02/03/2013, 08:58
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#9
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elite*gold: 28
Join Date: Aug 2012
Posts: 2,335
Received Thanks: 471
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.....die terrain.inc ist wohl auch nicht im source.....
öffne mit vs2003 dein source -> neuz anklicken -> strg + f -> das einfügen
"BOOL CTerrainMng::LoadScript( LPCTSTR lpszFileName )" -> und dann auf current project
und dann search.
und dann halt die Funktion ersetzten wie Sedrika es geschrieben hatte.
so schwer?
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02/04/2013, 15:26
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#10
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elite*gold: 0
Join Date: Nov 2007
Posts: 63
Received Thanks: 6
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naja verstehs net, hab hiern bild angehängt, bitte einfach kurze anleitung dazu damit ich das erledigen kann, bin nicht so der pc spezialist
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02/04/2013, 15:48
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#11
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elite*gold: 0
Join Date: Jan 2009
Posts: 1,741
Received Thanks: 1,674
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Es benutzt nicht jeder den Source, ihr Helden.
Da sieht man doch eindeutig, dass Texturen für Models fehlen und nicht irgendwas mit dem Terrain.
@OP: Bringe deine Model\Texture/Low/Mid Ordner mal auf nen aktuellen Stand, da fehlen viele Texturen.
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02/04/2013, 17:16
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#12
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elite*gold: 0
Join Date: Nov 2007
Posts: 63
Received Thanks: 6
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Quote:
Originally Posted by xTwiLightx
Es benutzt nicht jeder den Source, ihr Helden.
Da sieht man doch eindeutig, dass Texturen für Models fehlen und nicht irgendwas mit dem Terrain.
@OP: Bringe deine Model\Texture/Low/Mid Ordner mal auf nen aktuellen Stand, da fehlen viele Texturen.
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daran habe ich auch schon mal gedacht jedoch kann ich den client nicht updaten, vielelicht weil er schon zu alt ist? krieg folgende fehlermeldung
gibts eine möglichkeit das anders upzudaten?
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02/04/2013, 17:25
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#13
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elite*gold: 0
Join Date: Jan 2009
Posts: 1,741
Received Thanks: 1,674
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Nehm nen Offi Client (z.B. dFlyff) und kopiere von da den kompletten Model Ordner in deinen Client, das müsste dann klappen.
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02/04/2013, 18:17
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#14
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elite*gold: 5
Join Date: Oct 2012
Posts: 1,335
Received Thanks: 505
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Quote:
Originally Posted by Shizume98
daran habe ich auch schon mal gedacht jedoch kann ich den client nicht updaten, vielelicht weil er schon zu alt ist? krieg folgende fehlermeldung
gibts eine möglichkeit das anders upzudaten?
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xD? Du sollst doch nicht patchen....
Wie Twilight schon sagte. Zieh dir den offi client und ersetzt den model ordner mit deinem. Sollte dann behoben sein.
mfg. Crowley
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