Excellent Item Glow

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  1. #1
    Account Upgraded | Title Enabled! ADMTec is offline
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    Excellent Item Glow and LvL Glow

    can someone explain to me how excellent glow works in source?

    and if you can also explain to me how the effect that the item gains when it levels up works, I would really appreciate it!

    I'm wanting to learn how it works to try to recreate it in another language!
    Last edited by ADMTec; 29-10-22 at 09:00 PM.


  2. #2
    Account Upgraded | Title Enabled! solarismu is offline
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    Re: Excellent Item Glow

    Quote Originally Posted by ADMTec View Post
    can someone explain to me how excellent glow works in source?

    and if you can also explain to me how the effect that the item gains when it levels up works, I would really appreciate it!

    I'm wanting to learn how it works to try to recreate it in another language!

    It's all in the leak Webzen source, just learn from it...




  3. #3
    Account Upgraded | Title Enabled! ADMTec is offline
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    Re: Excellent Item Glow

    Thank you very much for the help, I can't quite understand how it works, it will help a lot!

  4. #4
    Account Upgraded | Title Enabled! ADMTec is offline
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    Re: Excellent Item Glow

    Quote Originally Posted by solarismu View Post
    It's all in the leak Webzen source, just learn from it...



    Would it be possible to make your unreal project available ??

    I'm also wanting to recreate the level effect you created in unreal and I find it easier to understand the unreal code!
    Last edited by ADMTec; 03-08-22 at 09:47 PM.

  5. #5
    Account Upgraded | Title Enabled! ADMTec is offline
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    Quote Originally Posted by solarismu View Post
    It's all in the leak Webzen source, just learn from it...



    Could someone tell me where I find the source he is talking about ?

  6. #6
    Account Upgraded | Title Enabled! ADMTec is offline
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    can anyone help me with this? I want to know how he made the Glow LVL of the Items, but he didn't make all the code visible!

  7. #7
    Account Upgraded | Title Enabled! ADMTec is offline
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    Quote Originally Posted by solarismu View Post
    It's all in the leak Webzen source, just learn from it...



    Please, I would really appreciate it if you could share the part of the code that allows you to add the effect when the item levels up!

  8. #8
    Member son1xx2 is online now
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    Quote Originally Posted by ADMTec View Post
    Please, I would really appreciate it if you could share the part of the code that allows you to add the effect when the item levels up!
    if you look for other areas you will see the main 5.2 source code has been shared :)

  9. #9
    Account Upgraded | Title Enabled! ADMTec is offline
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    Quote Originally Posted by son1xx2 View Post
    if you look for other areas you will see the main 5.2 source code has been shared :)
    I managed to find the source but still couldn't create the programming like @solarismu did

    I believe this is the code that creates the level effect on items, but I didn't have the ability to recreate it in the unreal engine
    #define RENDER_TEXTURE 0x00000002
    #define RENDER_CHROME 0x00000004
    #define RENDER_METAL 0x00000008
    #define RENDER_BRIGHT 0x00000040
    #define RENDER_DARK 0x00000080
    #define RENDER_EXTRA 0x00000100
    #define RENDER_CHROME2 0x00000200
    #define RENDER_CHROME3 0x00000800
    #define RENDER_CHROME4 0x00001000

    if(g_pOption->GetRenderLevel())
    {
    int iItemLevel = (ItemLevel>>3)&15;

    if(iItemLevel < 8 && g_pOption->GetRenderLevel() >= 1)
    {
    Vector(Light[0]*0.8f,Light[1]*0.8f,Light[2]*0.8f,v3LightPhysicMesh); // Vecto com 3 canais
    pCloth[i].Render( &v3LightPhysicMesh);
    pCloth[i].Render_MappingOption( *b, iPhysiqMesh, RENDER_CHROME|RENDER_BRIGHT, true, v3LightPhysicMesh, -1, Alpha );
    }
    else if(iItemLevel < 9 && g_pOption->GetRenderLevel() >= 1)
    {
    Vector(Light[0]*0.8f,Light[1]*0.8f,Light[2]*0.8f,v3LightPhysicMesh);
    pCloth[i].Render( &v3LightPhysicMesh);
    pCloth[i].Render_MappingOption( *b, iPhysiqMesh, RENDER_CHROME|RENDER_BRIGHT, true, v3LightPhysicMesh, -1, Alpha );
    }
    else if(iItemLevel < 10 && g_pOption->GetRenderLevel() >= 2)
    {
    Vector(Light[0]*0.9f,Light[1]*0.9f,Light[2]*0.9f,v3LightPhysicMesh);
    pCloth[i].Render( &v3LightPhysicMesh);
    pCloth[i].Render_MappingOption( *b, iPhysiqMesh, RENDER_CHROME|RENDER_BRIGHT|(RenderType&RENDER_EXTRA), true, v3LightPhysicMesh, -1, Alpha );
    }
    else if(iItemLevel < 11 && g_pOption->GetRenderLevel() >= 2)
    {
    Vector(Light[0]*0.9f,Light[1]*0.9f,Light[2]*0.9f,v3LightPhysicMesh);
    pCloth[i].Render( &v3LightPhysicMesh);
    pCloth[i].Render_MappingOption( *b, iPhysiqMesh, RENDER_CHROME|RENDER_BRIGHT|(RenderType&RENDER_EXTRA), true, v3LightPhysicMesh, -1, Alpha );
    }
    else if(iItemLevel < 12 && g_pOption->GetRenderLevel() >= 3)
    {
    Vector(Light[0]*0.9f,Light[1]*0.9f,Light[2]*0.9f,v3LightPhysicMesh);
    pCloth[i].Render( &v3LightPhysicMesh);
    pCloth[i].Render_MappingOption( *b, iPhysiqMesh, RENDER_CHROME2|RENDER_BRIGHT|(RenderType&RENDER_EXTRA), true, v3LightPhysicMesh, -1, 1.0f );
    pCloth[i].Render_MappingOption( *b, iPhysiqMesh, RENDER_CHROME|RENDER_BRIGHT|(RenderType&RENDER_EXTRA), true, v3LightPhysicMesh, -1, Alpha );
    }
    else if(iItemLevel < 13 && g_pOption->GetRenderLevel() >= 3)
    {
    Vector(Light[0]*0.9f,Light[1]*0.9f,Light[2]*0.9f,v3LightPhysicMesh);
    pCloth[i].Render( &v3LightPhysicMesh);
    pCloth[i].Render_MappingOption( *b, iPhysiqMesh, RENDER_CHROME2|RENDER_BRIGHT|(RenderType&RENDER_EXTRA), true, v3LightPhysicMesh, -1, 1.0f );
    pCloth[i].Render_MappingOption( *b, iPhysiqMesh, RENDER_CHROME|RENDER_BRIGHT|(RenderType&RENDER_EXTRA), true, v3LightPhysicMesh, -1, Alpha );
    }
    else if(iItemLevel < 14)
    {

    Vector(Light[0]*0.9f,Light[1]*0.9f,Light[2]*0.9f,v3LightPhysicMesh);
    pCloth[i].Render( &v3LightPhysicMesh);
    pCloth[i].Render_MappingOption( *b, iPhysiqMesh, RENDER_CHROME4|RENDER_BRIGHT|(RenderType&RENDER_EXTRA), true, v3LightPhysicMesh, -1, 1.0f );
    pCloth[i].Render_MappingOption( *b, iPhysiqMesh, RENDER_CHROME|RENDER_BRIGHT|(RenderType&RENDER_EXTRA), true, v3LightPhysicMesh, -1, Alpha );
    }
    else
    {
    Vector(Light[0]*0.8f,Light[1]*0.8f,Light[2]*0.8f,v3LightPhysicMesh);
    pCloth[i].Render( &v3LightPhysicMesh);
    pCloth[i].Render_MappingOption( *b, iPhysiqMesh, RENDER_CHROME|RENDER_BRIGHT|(RenderType&RENDER_EXTRA), true, v3LightPhysicMesh, -1, 1.0f );
    }
    }



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