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Wing Char selection

Discussion on Wing Char selection within the Flyff PServer Guides & Releases forum part of the Flyff Private Server category.

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Old   #1
 
Mike Oxmaul's Avatar
 
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Wing Char selection

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
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Old 08/28/2016, 20:07   #2
 
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Old 08/28/2016, 20:12   #3
 
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Quote:
Originally Posted by Jupsi332 View Post
**** that char selection ^^
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Old 08/29/2016, 20:56   #4
 
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Hello is it that there would be the possibility of obtaining the resdata , images and buttons please ? thank you very much
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Old 09/01/2016, 05:25   #5
 
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Excuse me, is the background of the map? It's so beautiful!
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Old 09/03/2016, 00:02   #6
 
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nice char selection
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Old 12/01/2016, 06:46   #7
 
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how to add that?
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Old 12/01/2016, 11:34   #8
 
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copy paste
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Old 12/04/2016, 05:54   #9
 
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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
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Old 12/04/2016, 10:51   #10
 
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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
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Old 12/04/2016, 10:55   #11
 
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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.
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Old 12/04/2016, 11:31   #12
 
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Removevthe Wndtitle in your resdata. So you can expand you char select
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Old 12/04/2016, 12:02   #13
 
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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?
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Old 09/14/2020, 20:39   #14
 
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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
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