• Content Count

  • Joined

  • Last visited

  • Days Won


Shogun last won the day on January 7

Shogun had the most liked content!

Community Reputation

1,522 Godlike

About Shogun

  • Rank
    Former Staff

Profile Information

  • Gender

Contact Methods

  • Website URL

Recent Profile Visitors

14,920 profile views
  1. Why on earth are you compiling the source on debian? Metin2 runs on FreeBSD, also FreeBSD is more stable and overall a better server OS than LInux so I'm not seeing the point of this.
  2. Shogun

    Enemy Total War Trees

    Hello everyone, Although I may have released these trees from the game Enemy Total War before, they were mostly not working and those which worked had their lighting totally off so they were not really usable. So today I finally converted all the trees (135), corrected the lighting and changed the color palette of the textures to match the one in Metin2. Besides normal trees there is also a good number of dead trees, shrubs, and, handy for your christmas maps, lots of snowy trees. There are no fall versions though, all the leaves are green, but you can always open the composite maps in Paint.NET and play with the levels/hue menus. Heres a screenshot with some of the trees: Zoomed in to see the general quality. It's inferior to the Oblivion trees in general but still better than ymir's. Download 63 MB
  3. Thanks, the video is not mine.
  4. So after 5 years I finally decided to make a map from scratch, which became the new map 1 for romanian players in WoM2: the Deunsang Citadel. Thanks to Ace for many of the models I use here: I am also releasing most of the trees and shrubs I used, these are from Oblivion and I did already release them before (and many people used them in their maps) but I reworked both the lighting and the textures, especially of the trees, and fixed a couple that were not working before.!N1sVwAjB!JxklI1qYBUnzfq-DRcF5ab0mvS08ORbfl1D1oGSIv5I
  5. Shogun

    YMIR Concept Art

    Removed the download as my account was downgraded and I am over the attachment limit.
  6. Shogun

    Gloss Correction (Armors 0 to 70)

    Well nobody cares? This is how they were supposed to look, that's why the field in the database is called specular, because it´s supposed to change the reflection not just the brightness as it was. It's explained in this post from 4 years ago, in the second part: Now go whine somewhere else.
  7. Shogun

    Myisam or InnoDB on BIG server ?

    We use a mix of MyISAM and InnoDB, depending on the table.
  8. Shogun

    New Skills 2018

    With the 2018 you are implying that this is some official update which its not. We already know what year it is thank you. They're pretty ugly anyhow.
  9. Show your mob_proto line
  10. Shogun

    Gloss Correction (Armors 0 to 70)

    Amazing, always wanted to have this. Merci beaucoup
  11. Shogun

    open Channel status

    SERVER_IP = "" How did you expect this to work exactly?
  12. Shogun

    open Skybox issues

    can you show the skybox here?
  13. Today I'm going to explain how to add and modify the different sounds that exist in the game. First of all we have the soundtrack; the music that is played in each map or when we choose it from the music menu. This is pretty straightforward as we just have to copy mp3 files to the bgm folder and they will be read automatically. In order to add the mp3 file as default sound on a map, you would edit locale/whatever/settings.lua and find lines looking like this add_bgm_info(125, "chasing_dragon.mp3", 0.5) Where the first value is the map index, second the filename and third the volume. Pretty straightforward. The next option the game offers us in the accoustic department is adding a sound to a motion, such as a skill or an emotion. In order to do this, we just need to find the msa file which we want to add a sound to. We will go to the folder of the mob, npc or character in question, find the motion we want through the motlist (if it's not a character), and then; create the respective folder under sound if it doesn't exist. For example, for adding a sound to the motion npc/bakchon/01.msa we would make the folder sound/npc/backchon/ and in it a text file name 01.mss with this format: ScriptType CharacterSoundInformation SoundDataCount 2 SoundData00 0.396000 "sound/monster/ice_snow_golem/drop_1.wav" SoundData01 0.000000 "sound/monster/ice_snow_golem/fall_1.wav" SoundDataCount: number of sounds SoundData00 etc is just used to list the sounds in order and finally the number represents the time, in seconds, that the sound will wait to be played once the motion starts. Of course if the time is higher than the motion duration, the sound is never going to work. The third option for adding sounds is doing it in the msa files themselves through MOTION_EVENT_TYPE_SOUND. I'm not going to comment this because it's never used by YMir and the mss methos is just easier. Finally, we can add sounds to an specific place in a map, such as water running under a bridge. To do this, we have to create a .pra file in the property folder/pack with the following information: YPRT 778119171 ambiencesoundvector "sound/ambience/water_underbridge.wav" propertyname "water_underbridge" propertytype "Ambience" maxvolumeareapercentage "0.300000" playinterval "0.000000" playintervalvariation "0.000000" playtype "LOOP" YPRT: just an identifier so the game knows its a property file (Ymir PRoperTy) The number is supposed to be the CRC of the file, but you can use whatever you want as long as it's unique. If you change this number later, the asset will disappear from the maps where you used it so be careful. ambiencesoundvector: filename of a WAV or MP3 file propertyname: just a name to identify it, can be anything. propertytype: in this case Ambience and be careful with case, it's an uppercase A at the start! maxvolumeareapercentage: which percentage (0 to 1) of the radius around the placement of the sound is played at 100% volume. I would set this to 1 for non-looping sounds as they only play once when you enter the defined area and won't play again till you leave and re-enter it. playinterval: how frequently a sound of type STEP plays playintervalvariation: random variation on the previous interval. playtype: ONCE, STEP or LOOP Once in World Editor, we can add our sounds as any other object; except we will set their Size, or the radius around the placement where it will be played, with the AreaAmbienceSize control in WE. If maxvolumeareasize is less than 1, the sound will get quieter from that % of the radius and end up being totally silent at the edge of the total radius. As I mentioned, all the sounds in the game can be either MP3 or WAV. A comment about WAV files. Most WAV files we can find on the internet will not work with Metin2 straight away. We can use MP3 instead, but we are adding unnecessary overhead to the game, so if you want to use WAV files in Metin here's how. - Download and install the free Audacity Sample Editor. - Open the original WAV file with it. You may need to press CTRL+A to select the whole sample. - Metin2 doesn't play stereo WAVs so if your WAV is stereo head to the Track menu and choose > Mix > Mix stereo down to mono. - Choose Resample... in the same menu and then 22050 - In the top left select "Project Rate" and change it to 22050 - Finally go to the File menu and click on Export and then WAV. Choose 16 bit PCM as format and done.