Yes, that's correct. The red, green, and blue channels in the original diffuse texture for armors determine which of the 3 dyed colors appear in that region. I don't remember which channel maps to...
Type: Posts; User: grenadier42
Yes, that's correct. The red, green, and blue channels in the original diffuse texture for armors determine which of the 3 dyed colors appear in that region. I don't remember which channel maps to...
It's been entirely removed from the Vindictus fork of the engine for a number of years, as far as I know. You can improvise one yourself if you're handy with C++ and a disassembler (and it's actually...
You're able to download both the regular client and test client (on the second tab) from:
게임 다운로드 : 다운로드 : 마비노기 영웅전
You will not be able to patch them without a KR Nexon account, though, and I...
Theoretically possible but you would need to do a significant amount of work editing the engine DLLs, so I'd say the general answer is no.
Class IDs are one thing that bridges the data-driven part...
Pretty interested in more technical details on what was causing the issues. I took a crack at this sometime back but didn't really make a ton of progress.
You should be able to decompile the maps using bspsrc or some similar tool. You can load the resulting .vmf into Hammer. No guarantees on being able to recompile the result successfully, though; I've...
You don't need any sort of hack like GGH or GSL to do text edits, FYI; every client I've worked with has prioritized loading localized_text files from the local filesystem over loading from the HFS....
As far as I can tell, class restriction values are stored as a bitfield, where each bit represents a class.
For example, 1023 in binary is 1111111111, meaning all 10 classes are able to equip the...