This WE is a version compiled directly by me which includes infinite fixes and features.
It's certain that you won't longer use the worldeditor_en!
To make it simple, I wrote all the details about this feature and the common WE inside the relative config file: (called WorldEditorRemix.ini)
; Info:
; -) 100% translated
; -) granny2.11
; -) F6 as Insert alternative
; -) many default features not present inside the worldeditor_en (probably, that binary was taken out from an SVN long time ago and resource hacked) such as Ins for all regions and skyboxes
; -) WASD UPLEFTDOWNRIGHT to move around (+asynchronous diagonally movements)
; -) UP-LEFT-DOWN-RIGHT to move around*10 (+asynchronous diagonally movements)
; -) config file for few things
; Output options by default
; few others such as default WASD movement
; whether or not Insert should let you go where you were before the press
; no MAI dump when saving atlas
; whether or not DevIL should compress and remove alpha from minimap.dds
; whether or not loading .mdatr building heights
; default textureset when creating maps
; overlapped tabs
; other stuff
; -) several bugfixes
; default title app name
; attempting to write to an empty textureset name when creating new maps
; ViewRadius doubled every load&save
; shadowmap.dds creation
; assert when saving atlas
; crash when adjusting height
; many buffer under/overflows
; *.mdc collision data saving (for game_test)
; not checking output options when loading maps
; water brush waterid bug (the id was increased until 256 each time the function was called; now it's based on the water height just like it should be)
; init texture map reload map crash and last 2px always blank
; square shape even for up/down height brushes
; add textureset texture button (+multiselection)
; remove textureset texture feature (just selecting a texture from the list and pressing DELETE)
; creation of empty textureset with index -1 (changed to 0)
; change baseposition button
; misspelled stuff
; skybox bottom image (nb: you also need a fixed launcher for this)
; removed boring CTRL requirement (to move the camera) when editing daylight/attr
; fixed refresh texture imagebox onKey pressing the down/up keys (like when onClicking them)
; fixed TextureSet file creation if not existing
; fixed new wolfman motion event handling
; fixed crash when editing animation attack bones and 00010.gr2 was missing
; fixed locale/ymir/mob_proto load (it autodetects the most common structures) and <map>/regen.txt load/save
; fixed ./group.txt load
; fixed load/save/edit <map>/regen.txt (very nice for "m" regens, untested for "g")
; load from PACK is available if pack/property is present! Be sure pack/Index exists!
; fixed multi-object selection crash
; fixed crash when previewing a missing texture
; fixed not clearing of old environment (e.g. skybox) when switching maps
; fixed not creating property folders in root tree (object tab)
; fixed object attachment in Model Tab
; fixed newly particles names in Effect Tab
; fixed crash when saving a .mse script with no mesh model
; fixed crash when inserting a lower gradient
; -) created new TextureSet field when creating new maps
; -) created new Change/Delete Texture buttons when double-clicking a texture
; -) created Background Music playback and Shadow Recalculate buttons
; -) created water height "set 0z", "+1z", "-1z" buttons
; -) server_attr generator
; -) every crash will generate a logs/WorldEditorRemix_{target}_{date}.dmp file useful for debugging
; -) implemented a "water path" mapsettings option (the launcher requires additional code)
; -) implemented a "wind strength" msenv option (the launcher requires additional code)
; -) the "encrypt data" feature does nothing (unimplemented)
; Note:
; 0) there are no regressions in this version! a bug here means it'd also be present in older WE versions too!
; 1) the shadow output option is tricky: when UpdateUI is called, shadows are hidden although the check is pressed (i implemented the shadow recalculate function for that)
; 2) the bgm player requires /miles and the fadein/out doesn't work until you load the map
; 3) the adjusting height button works only if mdatr height is detected
; 4) the Debug version is laggy when working on maps such as n_flame_dungeon and n_ice_dungeon (by default, because SphereRadius are intensively checked in SphereLib\spherepack.h)
; 5) if you load a map, the script panels (where you load .msa et similia) will have the camera perspective a little fucked up (0z instead of -32767z or 0x 0y -163,94z)
; 6) few tree objects are not movable and/or highlightable after placed on the ground and their selection is invisible (you can still delete 'em)
; trick: draw a square selecting a normal building and 'em, then move the building and you'll see all of 'em will be moved!
; 7) the server_attr generator will clean all the unused flags! attr[idx]&=~0xFFFFFFF8;
; 8) you can read
; 9) the MonsterAreaInfo features are laggy and buggy as fuck
; 10) even though you can select many textures at once (using ctrl+click on textureset list; for brushing or initializing a base texture), you can't delete more than one at the same time
; 11) the .mdatr height is tricky; if you move a building, the height will not be refreshed until you put a new building or whatever you want to trigger the update event
; 12) by default, the worldeditor tries to render only the first 8 terrain textures of a 32x32px region (nb: a 1x1 map is a 256x256 px region)
; 13) the minimap rendering cannot catch the buildings/trees inside the first 2x2 regions due a ymir cache fault and you need to set the camera to "see" them
; 14) when the textureset, environment, etc load fails, the old filename still remains loaded
; 15) the attr flag "3" (three) has no implementation, so don't use it!
; 16) load from PACK doesn't load texturesets from files for first (if they are already in pack/), and the object placer's object list will remain empty because it takes the list from property/ (and not from pack/property)
; 17) to save the regen.txt you press CTRL+S
; 18) if you enable the wireframe (f4) when on Attr Tab, you see the terrain all white
; 19) the water brush disappears when the camera renders the waterwheel small/big effect
; 20) the monster area info goes under ground if you're outside the relative sectree
; 21) the full skybox may be displayed only after the top picture has been added (if the other textures have already been inserted)
; 22) the slider in the Attr Tab is something like "16 photoshop layers" in which you can split your attrs; not so helpful and quite confusing sometimes
; 23) the fixed model - object attachment attaches static objects (hairs'skeleton will not mirror the playing animation)
; 24) in environment tab, if you insert lower gradients, you may end up with an out of range crash
; 25) brushes working out-of-screen/map-range may affect random terrain places
; TODO:
; A) look at more than 8 textures for region -> DONE
; B) create a shortcut to fix the #5 note -> DONE
; C) disable the radius <= GetRadius()+0.0001f check to fix the #4 note -> REJECTED
; the worldeditor_en calls this assert and, if ignored, the lag ceases to exist (this will not occur in source version)
; at least, if the release version is not a problem for you, use that in those few cases when .mse are abused and try to kill the debug one
; D) translation in more languages other than english -> REJECTED
; english should be enough!
; E) alternative path for d: -> REJECTED
; you can mount d as a subpath of c like this:
; subst d: "c:\mt2stuff"
; F) need to fix note #19 #25 -> TODO
[shortcuts]
; ### SHORTCUTS
; # ESC(ape) Clean cursor
; # Canc(el|Delete) Delete stuff such as selected buildings
; # Ctrl+S Save map
; # Ins(ert) or F6 Save shadowmap|minimap.dds
; # F3 BoundGrid Show/Hide
; # F4 Render UI Show/Hide
; # F11 WireFrame Show/Hide
; # R Reload Texture
; # Z and X Decrease/Increase Texture Splat by 0.1
; # CapsLock Show GaussianCubic effect if shadows are displayed
; # L-Shift+1-6 Show TextureCountThreshold flags (&2-7) as colors on the ground
; # L-Shift+8 Set Max Showable texture to 8 (de-fix note 12)
; # L-Shift+0 Set Max Showable texture to 255 (fix note 12)
; # H Refresh MDATR Heights (useful when you move an object) (fix note 11)
; # Y Set Perspective as default (fix note 5)
; # T Set the Camera to catch all the object on the screen (w/a note 13) then you'll be ready to press Insert/F6
; # DO NOT HAVE AN OBJECT SELECTED WHEN USING THOSE SHORTCUTS (MW1-7)
; # MouseWheel+1 move cursor x rotation
; # MouseWheel+2 move cursor y rotation
; # MouseWheel+3 move cursor z rotation
; # MouseWheel+4 move cursor height base (1x)
; # MouseWheel+5 move cursor height base (0.5x)
; # MouseWheel+6 move cursor height base (0.05x)
; # MouseWheel+7 move cursor ambience scale (1x)
; # MouseWheel+Q move selected object height base (1x)
; # MouseWheel+9 move selected object x position (1x) (+asyncronous)
; # MouseWheel+0 move selected object y position (1x) (+asyncronous)
; # MW+RSHIFT+9|0 as above but *10x (+asyncronous)
; # MW+RCONTROL+9|0 as above but *100x (+asyncronous)
; # MouseLeft Insert Objects
; # MouseRight Move camera (it could require CTRL too)
; # SPACE Start move/selected animation in Object/Effect/Fly CB
; # ESC Stop animation in Effect/Fly CB
[config]
; ### CONFIG OPTIONS
VIEW_CHAR_OUTPUT_BY_DEFAULT = 1
VIEW_SHADOW_OUTPUT_BY_DEFAULT = 1
VIEW_WATER_OUTPUT_BY_DEFAULT = 1
; WINDOW_HEIGHT_SIZE = 1080
; WINDOW_WIDTH_SIZE = 1920
WINDOW_FOV_SIZE = 45
; #100 = 1px (minimal px movement when pressing WASD)
WASD_MINIMAL_MOVE = 100
; came back from where you were before pressing Insert/F6
NO_GOTO_AFTER_INSERT = 1
; disable MAI dumps when saving atlas and/or pressing Insert/F6
NOMAI_ATLAS_DUMP = 1
; disable minimap.dds alpha saving and enable compression
NOMINIMAP_RAWALPHA = 1
; enable .mdatr height collision loading when moving on buildings or adjusting terrain
DETECT_MDATR_HEIGHT = 1
; disable fog when loading maps
NOFOG_ONMAPLOAD = 1
; refresh all checkbox configurations when loading maps 'n stuff
REFRESHALL_ONUPDATEUI = 0
; set a default mapname prefix when creating new maps ("" to disable)
NEW_MAP_MAPNAME_PREFIX = "metin2_map_"
; display a default textureset when creating new maps ("" to disable)
; note: it loads the filepath if exists, otherwise it will create an empty textureset file
NEWMAP_TEXTURESETLOADPATH = "textureset\metin2_a1.txt"
; create a default textureset as "textureset/{mapname}.txt"
; note: this option is not considered if NEWMAP_TEXTURESETLOADPATH is not empty. [before v24]
; note: this option is not considered if the TextureSet path input is not empty when creating a new map [since v24]
NEWMAP_TEXTURESETSAVEASMAPNAME = 1
; remove the weird attr flags from the generated server_attr
SERVERATTR_REMOVE_WEIRD_FLAGS = 1
; show diffuse lighting to object
VIEW_OBJECT_LIGHTING = 1
; path of mob_proto used for regen
MOB_PROTO_PATH = "locale/ymir/mob_proto"
; select monster area info checkbox at startup
VIEW_MONSTER_AREA_INFO = 0
; brush cursor / object selection color RGB float between 0.0 to 1.0 (default: green -> 0 1 0)
RENDER_CURSOR_COLOR_R = 0.0
RENDER_CURSOR_COLOR_G = 1.0
RENDER_CURSOR_COLOR_B = 0.0
It's certain that you won't longer use the worldeditor_en!
To make it simple, I wrote all the details about this feature and the common WE inside the relative config file: (called WorldEditorRemix.ini)
; Info:
; -) 100% translated
; -) granny2.11
; -) F6 as Insert alternative
; -) many default features not present inside the worldeditor_en (probably, that binary was taken out from an SVN long time ago and resource hacked) such as Ins for all regions and skyboxes
; -) WASD UPLEFTDOWNRIGHT to move around (+asynchronous diagonally movements)
; -) UP-LEFT-DOWN-RIGHT to move around*10 (+asynchronous diagonally movements)
; -) config file for few things
; Output options by default
; few others such as default WASD movement
; whether or not Insert should let you go where you were before the press
; no MAI dump when saving atlas
; whether or not DevIL should compress and remove alpha from minimap.dds
; whether or not loading .mdatr building heights
; default textureset when creating maps
; overlapped tabs
; other stuff
; -) several bugfixes
; default title app name
; attempting to write to an empty textureset name when creating new maps
; ViewRadius doubled every load&save
; shadowmap.dds creation
; assert when saving atlas
; crash when adjusting height
; many buffer under/overflows
; *.mdc collision data saving (for game_test)
; not checking output options when loading maps
; water brush waterid bug (the id was increased until 256 each time the function was called; now it's based on the water height just like it should be)
; init texture map reload map crash and last 2px always blank
; square shape even for up/down height brushes
; add textureset texture button (+multiselection)
; remove textureset texture feature (just selecting a texture from the list and pressing DELETE)
; creation of empty textureset with index -1 (changed to 0)
; change baseposition button
; misspelled stuff
; skybox bottom image (nb: you also need a fixed launcher for this)
; removed boring CTRL requirement (to move the camera) when editing daylight/attr
; fixed refresh texture imagebox onKey pressing the down/up keys (like when onClicking them)
; fixed TextureSet file creation if not existing
; fixed new wolfman motion event handling
; fixed crash when editing animation attack bones and 00010.gr2 was missing
; fixed locale/ymir/mob_proto load (it autodetects the most common structures) and <map>/regen.txt load/save
; fixed ./group.txt load
; fixed load/save/edit <map>/regen.txt (very nice for "m" regens, untested for "g")
; load from PACK is available if pack/property is present! Be sure pack/Index exists!
; fixed multi-object selection crash
; fixed crash when previewing a missing texture
; fixed not clearing of old environment (e.g. skybox) when switching maps
; fixed not creating property folders in root tree (object tab)
; fixed object attachment in Model Tab
; fixed newly particles names in Effect Tab
; fixed crash when saving a .mse script with no mesh model
; fixed crash when inserting a lower gradient
; -) created new TextureSet field when creating new maps
; -) created new Change/Delete Texture buttons when double-clicking a texture
; -) created Background Music playback and Shadow Recalculate buttons
; -) created water height "set 0z", "+1z", "-1z" buttons
; -) server_attr generator
; -) every crash will generate a logs/WorldEditorRemix_{target}_{date}.dmp file useful for debugging
; -) implemented a "water path" mapsettings option (the launcher requires additional code)
; -) implemented a "wind strength" msenv option (the launcher requires additional code)
; -) the "encrypt data" feature does nothing (unimplemented)
; Note:
; 0) there are no regressions in this version! a bug here means it'd also be present in older WE versions too!
; 1) the shadow output option is tricky: when UpdateUI is called, shadows are hidden although the check is pressed (i implemented the shadow recalculate function for that)
Ziyaretçiler için gizlenmiş link,görmek için üye olmalısınız!
Giriş yap veya üye ol.
since v11; 2) the bgm player requires /miles and the fadein/out doesn't work until you load the map
; 3) the adjusting height button works only if mdatr height is detected
; 4) the Debug version is laggy when working on maps such as n_flame_dungeon and n_ice_dungeon (by default, because SphereRadius are intensively checked in SphereLib\spherepack.h)
; 5) if you load a map, the script panels (where you load .msa et similia) will have the camera perspective a little fucked up (0z instead of -32767z or 0x 0y -163,94z)
; 6) few tree objects are not movable and/or highlightable after placed on the ground and their selection is invisible (you can still delete 'em)
; trick: draw a square selecting a normal building and 'em, then move the building and you'll see all of 'em will be moved!
; 7) the server_attr generator will clean all the unused flags! attr[idx]&=~0xFFFFFFF8;
; 8) you can read
Ziyaretçiler için gizlenmiş link,görmek için üye olmalısınız!
Giriş yap veya üye ol.
from pack/Index 'n stuff but be aware that Property will not be considered!
Ziyaretçiler için gizlenmiş link,görmek için üye olmalısınız!
Giriş yap veya üye ol.
since v15; 9) the MonsterAreaInfo features are laggy and buggy as fuck
; 10) even though you can select many textures at once (using ctrl+click on textureset list; for brushing or initializing a base texture), you can't delete more than one at the same time
; 11) the .mdatr height is tricky; if you move a building, the height will not be refreshed until you put a new building or whatever you want to trigger the update event
; 12) by default, the worldeditor tries to render only the first 8 terrain textures of a 32x32px region (nb: a 1x1 map is a 256x256 px region)
; 13) the minimap rendering cannot catch the buildings/trees inside the first 2x2 regions due a ymir cache fault and you need to set the camera to "see" them
; 14) when the textureset, environment, etc load fails, the old filename still remains loaded
; 15) the attr flag "3" (three) has no implementation, so don't use it!
; 16) load from PACK doesn't load texturesets from files for first (if they are already in pack/), and the object placer's object list will remain empty because it takes the list from property/ (and not from pack/property)
; 17) to save the regen.txt you press CTRL+S
; 18) if you enable the wireframe (f4) when on Attr Tab, you see the terrain all white
; 19) the water brush disappears when the camera renders the waterwheel small/big effect
; 20) the monster area info goes under ground if you're outside the relative sectree
; 21) the full skybox may be displayed only after the top picture has been added (if the other textures have already been inserted)
; 22) the slider in the Attr Tab is something like "16 photoshop layers" in which you can split your attrs; not so helpful and quite confusing sometimes
; 23) the fixed model - object attachment attaches static objects (hairs'skeleton will not mirror the playing animation)
; 24) in environment tab, if you insert lower gradients, you may end up with an out of range crash
Ziyaretçiler için gizlenmiş link,görmek için üye olmalısınız!
Giriş yap veya üye ol.
since v30; 25) brushes working out-of-screen/map-range may affect random terrain places
; TODO:
; A) look at more than 8 textures for region -> DONE
; B) create a shortcut to fix the #5 note -> DONE
; C) disable the radius <= GetRadius()+0.0001f check to fix the #4 note -> REJECTED
; the worldeditor_en calls this assert and, if ignored, the lag ceases to exist (this will not occur in source version)
; at least, if the release version is not a problem for you, use that in those few cases when .mse are abused and try to kill the debug one
; D) translation in more languages other than english -> REJECTED
; english should be enough!
; E) alternative path for d: -> REJECTED
; you can mount d as a subpath of c like this:
; subst d: "c:\mt2stuff"
; F) need to fix note #19 #25 -> TODO
[shortcuts]
; ### SHORTCUTS
; # ESC(ape) Clean cursor
; # Canc(el|Delete) Delete stuff such as selected buildings
; # Ctrl+S Save map
; # Ins(ert) or F6 Save shadowmap|minimap.dds
; # F3 BoundGrid Show/Hide
; # F4 Render UI Show/Hide
; # F11 WireFrame Show/Hide
; # R Reload Texture
; # Z and X Decrease/Increase Texture Splat by 0.1
; # CapsLock Show GaussianCubic effect if shadows are displayed
; # L-Shift+1-6 Show TextureCountThreshold flags (&2-7) as colors on the ground
; # L-Shift+8 Set Max Showable texture to 8 (de-fix note 12)
; # L-Shift+0 Set Max Showable texture to 255 (fix note 12)
; # H Refresh MDATR Heights (useful when you move an object) (fix note 11)
; # Y Set Perspective as default (fix note 5)
; # T Set the Camera to catch all the object on the screen (w/a note 13) then you'll be ready to press Insert/F6
; # DO NOT HAVE AN OBJECT SELECTED WHEN USING THOSE SHORTCUTS (MW1-7)
; # MouseWheel+1 move cursor x rotation
; # MouseWheel+2 move cursor y rotation
; # MouseWheel+3 move cursor z rotation
; # MouseWheel+4 move cursor height base (1x)
; # MouseWheel+5 move cursor height base (0.5x)
; # MouseWheel+6 move cursor height base (0.05x)
; # MouseWheel+7 move cursor ambience scale (1x)
; # MouseWheel+Q move selected object height base (1x)
; # MouseWheel+9 move selected object x position (1x) (+asyncronous)
; # MouseWheel+0 move selected object y position (1x) (+asyncronous)
; # MW+RSHIFT+9|0 as above but *10x (+asyncronous)
; # MW+RCONTROL+9|0 as above but *100x (+asyncronous)
; # MouseLeft Insert Objects
; # MouseRight Move camera (it could require CTRL too)
; # SPACE Start move/selected animation in Object/Effect/Fly CB
; # ESC Stop animation in Effect/Fly CB
[config]
; ### CONFIG OPTIONS
VIEW_CHAR_OUTPUT_BY_DEFAULT = 1
VIEW_SHADOW_OUTPUT_BY_DEFAULT = 1
VIEW_WATER_OUTPUT_BY_DEFAULT = 1
; WINDOW_HEIGHT_SIZE = 1080
; WINDOW_WIDTH_SIZE = 1920
WINDOW_FOV_SIZE = 45
; #100 = 1px (minimal px movement when pressing WASD)
WASD_MINIMAL_MOVE = 100
; came back from where you were before pressing Insert/F6
NO_GOTO_AFTER_INSERT = 1
; disable MAI dumps when saving atlas and/or pressing Insert/F6
NOMAI_ATLAS_DUMP = 1
; disable minimap.dds alpha saving and enable compression
NOMINIMAP_RAWALPHA = 1
; enable .mdatr height collision loading when moving on buildings or adjusting terrain
DETECT_MDATR_HEIGHT = 1
; disable fog when loading maps
NOFOG_ONMAPLOAD = 1
; refresh all checkbox configurations when loading maps 'n stuff
REFRESHALL_ONUPDATEUI = 0
; set a default mapname prefix when creating new maps ("" to disable)
NEW_MAP_MAPNAME_PREFIX = "metin2_map_"
; display a default textureset when creating new maps ("" to disable)
; note: it loads the filepath if exists, otherwise it will create an empty textureset file
NEWMAP_TEXTURESETLOADPATH = "textureset\metin2_a1.txt"
; create a default textureset as "textureset/{mapname}.txt"
; note: this option is not considered if NEWMAP_TEXTURESETLOADPATH is not empty. [before v24]
; note: this option is not considered if the TextureSet path input is not empty when creating a new map [since v24]
NEWMAP_TEXTURESETSAVEASMAPNAME = 1
; remove the weird attr flags from the generated server_attr
SERVERATTR_REMOVE_WEIRD_FLAGS = 1
; show diffuse lighting to object
VIEW_OBJECT_LIGHTING = 1
; path of mob_proto used for regen
MOB_PROTO_PATH = "locale/ymir/mob_proto"
; select monster area info checkbox at startup
VIEW_MONSTER_AREA_INFO = 0
; brush cursor / object selection color RGB float between 0.0 to 1.0 (default: green -> 0 1 0)
RENDER_CURSOR_COLOR_R = 0.0
RENDER_CURSOR_COLOR_G = 1.0
RENDER_CURSOR_COLOR_B = 0.0
Ziyaretçiler için gizlenmiş link,görmek için üye olmalısınız!
Giriş yap veya üye ol.
WorldEditor ReMIX: Metin2 Geliştiricileri İçin Devrim Niteliğinde Bir Araç
Metin2 geliştirme sürecinde 3D modelleme, harita düzenlemeleri ve görsel efektler üzerinde çalışan oyuncular ya da geliştiriciler için WorldEditor ReMIX, oldukça önemli bir araçtır. Bu araç sayesinde, Metin2 sunucularında özel nesne yerleştirmeleri, harita düzenlemeleri ve hatta özel NPC modelleri gibi birçok detay kolayca entegre edilebilir. Özellikle Metin2'in eski yapısında sınırlı olan harita ve modelleme sistemlerini daha modern ve kullanıcı dostu hale getiren bu yazılım, geliştiricilere büyük avantajlar sunar.
WorldEditor ReMIX Nedir?
WorldEditor ReMIX, Metin2 oyun motoruna özel olarak geliştirilmiş gelişmiş bir harita ve obje düzenleme aracıdır. Orijinal WorldEditor'ün eksikliklerini gidermek amacıyla geliştirilmiştir. Kullanıcı dostu arayüzü sayesinde, hem profesyonel geliştiriciler hem de hobi projeleri yürüten bireyler kolayca haritalar oluşturabilir veya mevcut haritaları düzenleyebilirler. Ayrıca, Metin2 GR2 ve Granny3D formatlarıyla uyumlu çalışarak, 3D modellerin doğrudan içeriye aktarılması ve dışa aktarılması işlemlerini destekler.
WorldEditor ReMIX ile Neler Yapabilirsiniz?
Bu güçlü editör sayesinde Metin2 dünyalarınızı kişiselleştirmek artık çok kolay. Örnek olarak:
- Özel NPC ve monster modelleri ekleme.
- Harita objelerini konumlandırma ve boyutlandırma.
- Görsel efektlerin entegrasyonu.
- UV mapping ve doku uygulamaları.
- 3D modelleme araçları (Blender, 3DS Max) ile hazırlanan modellerin içe aktarımı.
- GR2 Import/Export işlemleri ile model dönüşümleri.
Metin2 Geliştirme Sürecine Entegrasyon
WorldEditor ReMIX, Metin2 sunucularında custom model yerleştirmek isteyen geliştiriciler için vazgeçilmez bir araçtır. Editör, Metin2 texture ve skin[/COORD] yönetimini de kolaylaştırır. Aynı zamanda, Metin2 rigging ve animation süreçlerini destekleyerek, 3D modellerin doğru şekilde canlandırılması sağlanır. Bu sayede, NPC'lerin veya karakterlerin hareketlerini daha gerçekçi hale getirebilirsiniz.
WorldEditor ReMIX ve 3D Modelleme Araçları
WorldEditor ReMIX, Blender veya 3DS Max gibi popüler 3D modelleme programlarıyla uyumlu çalışır. Metin2 GR2 formatına dönüştürme işlemi için gr2 export ve gr2 import işlemleri doğrudan yapılabilmektedir. Bu sayede, modelleme uzmanları kendi tasarımlarını doğrudan Metin2 ortamına aktarabilirler. Ayrıca, Metin2 bone ve mesh sistemleriyle uyumlu çalışarak, modelin doğru şekilde entegre edilmesini sağlar.
EterPack ve WorldEditor ReMIX Uyumlu Modeller
Metin2 topluluğu arasında popüler olan EterPack ve Martysama[/COORD] modelleri, WorldEditor ReMIX ile kolayca projeye entegre edilebilir. Bu paketler sayesinde, görsel kaliteyi artırırken aynı zamanda geliştirme süresini kısaltabilirsiniz. Metin2 eter[/COORD] sistemleri de bu süreçte önemli rol oynar.
Sonuç
WorldEditor ReMIX, Metin2 geliştiricileri için büyük kolaylıklar sunan, esnek ve güçlü bir araçtır. 3D modelleme, harita oluşturma ve görsel efekt entegrasyonu gibi işlemleri kolaylaştırması sayesinde, Metin2 dünyasını daha ilgi çekici hale getirmek mümkün. Hem yeni başlayanlar hem de deneyimli geliştiriciler için idealdir. Metin2 Lobby olarak, bu tür gelişmiş araçları kullanarak sunucularınızı özelleştirmenizi öneriyoruz.
WorldEditor ReMIX: A Revolutionary Tool for Metin2 Developers
For players and developers working on 3D modeling, map editing, and visual effects within Metin2, WorldEditor ReMIX is an essential tool. This tool allows special object placements, map edits, and even custom NPC models to be easily integrated into Metin2 servers. Especially designed to improve the limited map and modeling systems of the older Metin2 structure, this software offers great advantages to developers by making them more modern and user-friendly.
What is WorldEditor ReMIX?
WorldEditor ReMIX is an advanced map and object editing tool specifically developed for the Metin2 game engine. It was created to address the shortcomings of the original WorldEditor. Thanks to its user-friendly interface, both professional developers and individuals running hobby projects can easily create or modify maps. Additionally, it works compatibly with Metin2 GR2 and Granny3D formats, supporting direct import and export of 3D models.
What Can You Do with WorldEditor ReMIX?
With this powerful editor, customizing your Metin2 worlds is now easier than ever. For example:
- Adding custom NPC and monster models.
- Positioning and scaling map objects.
- Integrating visual effects.
- UV mapping and texture applications.
- Importing models created with 3D modeling tools like Blender and 3DS Max.
- GR2 Import/Export operations for model conversions.
Integration into the Metin2 Development Process
WorldEditor ReMIX is an indispensable tool for developers looking to place custom models in Metin2 servers. The editor also simplifies Metin2 texture and skin management. Moreover, it supports Metin2 rigging and animation processes, ensuring that 3D models are animated correctly. Thus, you can make movements of NPCs or characters more realistic.
WorldEditor ReMIX and 3D Modeling Tools
WorldEditor ReMIX works compatibly with popular 3D modeling programs such as Blender and 3DS Max. Metin2 GR2 conversion is possible through direct gr2 export and gr2 import operations. In this way, modeling experts can directly transfer their designs into the Metin2 environment. Furthermore, compatibility with Metin2 bone and mesh systems ensures correct integration of the models.
EterPack and WorldEditor ReMIX Compatible Models
Popular among the Metin2 community, EterPack and Martysama models can be easily integrated into projects via WorldEditor ReMIX. These packages allow you to increase visual quality while shortening development time. Metin2 eter systems also play an important role during these processes.
Conclusion
WorldEditor ReMIX is a flexible and powerful tool offering significant ease to Metin2 developers. By simplifying tasks such as 3D modeling, map creation, and visual effect integration, it makes the Metin2 world more engaging. Ideal for both newcomers and experienced developers alike. At Metin2 Lobby, we recommend customizing your servers using such advanced tools.
