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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.
08/27/2016, 10:34
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#1
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elite*gold: 50
Join Date: Feb 2014
Posts: 288
Received Thanks: 245
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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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08/28/2016, 20:07
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#2
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elite*gold: 50
Join Date: Feb 2014
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Received Thanks: 245
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08/28/2016, 20:12
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#3
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elite*gold: 28
Join Date: Aug 2012
Posts: 2,335
Received Thanks: 471
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Quote:
Originally Posted by Jupsi332
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**** that char selection ^^
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08/29/2016, 20:56
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#4
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elite*gold: 0
Join Date: Jul 2015
Posts: 10
Received Thanks: 0
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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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09/01/2016, 05:25
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#5
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Join Date: Dec 2014
Posts: 15
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Excuse me, is the background of the map? It's so beautiful!
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09/03/2016, 00:02
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#6
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Join Date: Mar 2011
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nice char selection
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12/01/2016, 06:46
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#7
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elite*gold: 0
Join Date: Mar 2014
Posts: 243
Received Thanks: 11
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how to add that?
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12/01/2016, 11:34
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#8
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Join Date: Mar 2008
Posts: 333
Received Thanks: 284
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copy paste
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12/04/2016, 05:54
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#9
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elite*gold: 0
Join Date: Jul 2016
Posts: 230
Received Thanks: 7
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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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12/04/2016, 10:51
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#10
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Join Date: Aug 2014
Posts: 653
Received Thanks: 217
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Quote:
Originally Posted by elitemember21
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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Use GUIEDITOR
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12/04/2016, 10:55
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#11
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elite*gold: 0
Join Date: Jul 2016
Posts: 230
Received Thanks: 7
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Quote:
Originally Posted by Ecrypter
Use GUIEDITOR
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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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12/04/2016, 11:31
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#12
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elite*gold: 0
Join Date: Aug 2014
Posts: 653
Received Thanks: 217
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Removevthe Wndtitle in your resdata. So you can expand you char select
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12/04/2016, 12:02
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#13
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elite*gold: 0
Join Date: Mar 2014
Posts: 243
Received Thanks: 11
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Quote:
Originally Posted by Ecrypter
Removevthe Wndtitle in your resdata. So you can expand you char select
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can you teach me how to put this in source?
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09/14/2020, 20:39
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#14
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elite*gold: 0
Join Date: Jun 2019
Posts: 130
Received Thanks: 3
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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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