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Excellent Item Glow

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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!
 
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Experienced Elementalist
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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...

BoVZLH2 - Excellent Item Glow - RaGEZONE Forums


2ayxnZe - Excellent Item Glow - RaGEZONE Forums
 

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

BoVZLH2 - Excellent Item Glow - RaGEZONE Forums


2ayxnZe - Excellent Item Glow - RaGEZONE Forums

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!
 

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Newbie Spellweaver
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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 :)
 
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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.Render( &v3LightPhysicMesh);
pCloth.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.Render( &v3LightPhysicMesh);
pCloth.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.Render( &v3LightPhysicMesh);
pCloth.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.Render( &v3LightPhysicMesh);
pCloth.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.Render( &v3LightPhysicMesh);
pCloth.Render_MappingOption( *b, iPhysiqMesh, RENDER_CHROME2|RENDER_BRIGHT|(RenderType&RENDER_EXTRA), true, v3LightPhysicMesh, -1, 1.0f );
pCloth.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.Render( &v3LightPhysicMesh);
pCloth.Render_MappingOption( *b, iPhysiqMesh, RENDER_CHROME2|RENDER_BRIGHT|(RenderType&RENDER_EXTRA), true, v3LightPhysicMesh, -1, 1.0f );
pCloth.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.Render( &v3LightPhysicMesh);
pCloth.Render_MappingOption( *b, iPhysiqMesh, RENDER_CHROME4|RENDER_BRIGHT|(RenderType&RENDER_EXTRA), true, v3LightPhysicMesh, -1, 1.0f );
pCloth.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.Render( &v3LightPhysicMesh);
pCloth.Render_MappingOption( *b, iPhysiqMesh, RENDER_CHROME|RENDER_BRIGHT|(RenderType&RENDER_EXTRA), true, v3LightPhysicMesh, -1, 1.0f );
}
}
 
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