This guide was shared years ago. I am not the original author.
This is the only guide ever shared to generate geodata from the client.
Tools needed.
Stazis L2 Geo Converter (GeoConv)
Download:
Вы не можете просматривать ссылку пожалуйста воспользуйтесь следующими ссылками
Вход или
Регистрация
G16ed (A heightmap editor that works directly with the UEd3 G16 format (16-bit greyscale.))
Download:
Вы не можете просматривать ссылку пожалуйста воспользуйтесь следующими ссылками
Вход или
Регистрация
UTPackage (extract)
Download:
Вы не можете просматривать ссылку пожалуйста воспользуйтесь следующими ссылками
Вход или
Регистрация
Unreal Engine 2 Editor (Create UTX)
Download:
Вы не можете просматривать ссылку пожалуйста воспользуйтесь следующими ссылками
Вход или
Регистрация
L2J-GeoEditor (Convert to L2J format and create the PathNode)
Download:
Вы не можете просматривать ссылку пожалуйста воспользуйтесь следующими ссылками
Вход или
Регистрация
HEX Editor - (I use UEStudio or Ultraedit)
Download: Find it on the web
Important: In this example I will use the map T_22_19, but applies the same procedure for any map.
Important: If you use a Classic map remove _Classic from both Textures and MAP file names.
First we need to extract heightmap images from UTX files (T_22_19.UTX, T_22_20.UTX etc.)
* Put this file T_22_19.UTX in UTPackage/Textures and execute "unpack.bat"
* Open UTPackage/RAW folder and find the file 22_19.raw
* Open this file with Ultraedit and search (Ctrl + f) for "40 80 10", the first byte after this string is the start of the heightmap image.
* Copy this address, in this case is 107h
* Open the windows calculator and switch to "Scientific" mode, select "Hex" and input "107", select "Dec" and now you have "263".
* Open G16ed, go to "File -> Import -> RAW data, search for 22_19.raw and in the field "Data start offset" input "263" and click in Input, Ok, Ok.
* Go to "File -> Save (Ctrl + S)" and use the name of the map for your new image (22_19.BMP). Now you have a perfect G16 heightmap image.
Now we need to create an UTX file with the image that we have saved.
* Open UnrealEd and in the windows "Textures" go to "File -> New" and complete the fields.
Info -> Package: T_22_19, Group: Height, Name: 22_19, Class: Raw Material
Properties -> MaterialClass: Class"Engine.Texture" (Select Texture from drop-down)
* Go to "File -> Import" and select the image 22_19.BMP and ensure that the fields are correct.
Info -> Package: T_22_19, Group: Height, Name: 22_19
Options -> Masked: uncheck, Generate MipMaps: uncheck, Detail Hack?: uncheck, Compression: none
* Go to "File -> Save" and save this file as T_22_19.utx.
Now we can create our Geodata using Stazis L2 Geo Converter (GeoConv)
* Navigate to the Textures folder in the game, rename your original T_22_19.utx to T_22_19_O.utx and put in this folder our new T_22_19.utx
* Open GeoConv and change this params.
Min Plane Angle to XY: 20, Stairs Height: 10, Optimization Different: 80
* Click "Open Packages" and select 22_19.unr in "Lineage II/MAPS", allow the process to finish and now you have your GEO 22_19_conv.dat in the folder "Lineage II/MAPS".
* If you get an error here, change your system's decimal symbol to . from Control Panel -> Regional Settings.
* Convert this GEO to L2J format and create the PathNode with L2j GeoEditor or HDGE.
Known Issues
* Some geodata are not correctly generated or can't be generated.
* Using "Stairs Height: 10" can cause problems with the stairs (If you use "8" check all the stairs in the map for correct NSEW).
Further manual adjustments can be made using G3DEditor.
Download:
Вы не можете просматривать ссылку пожалуйста воспользуйтесь следующими ссылками
Вход или
Регистрация