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Solved Object scalling (Character)🤦🏻‍♂️

Member
Oct
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Hi guys, I'm kinda obvious what just I did, however I cannot find out how to resolve this really "tiny" (lul) problem and also where to start.

Long story short - I tried to adjust obj_scalling system on martyfiles (bought) - which does not work with tons of systems and try to go "with official way".

Does anybody have a clue how to resolve the character scalling please?

1672816670802.png

Thanks in advance for any ideas.

Update: this happen only for a warrior?
 
Last edited:
Solution
That did not help :) however I was able to manage the problem. There was a missinterpretation of SCALE_SYSTEM, where some parts are related to MOB_SCALE_SYSTEM and not declared in #define.

That means, that for some characters (by default 1 = warrior) it caused a scale of character itself.

To resolve this:
Code:
    float fScale = 1.0f;





    //BYTE bScale = CPythonNonPlayer::Instance().GetMonsterScalePercent(c_rkCreateData.m_dwRace);


    //if (bScale != 100)


    //    fScale = static_cast<float>(bScale / 100.0f);





    m_GraphicThingInstance.SetScaleWorld(fScale, fScale, fScale);

and find GetMonsterScalePercent and comment/delete all related varables.
Metin2Hub Bot
M2Hub Bot
Feb
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Hi guys, I'm kinda obvious what just I did, however I cannot find out how to resolve this really "tiny" (lul) problem and also where to start.

Long story short - I tried to adjust obj_scalling system on martyfiles (bought) - which does not work with tons of systems and try to go "with official way".

Does anybody have a clue how to resolve the character scalling please?

View attachment 722

Thanks in advance for any ideas.

Hello dear user,

Your post will be under surveillance by bots for the next few hours.

Forum description : Metin2 private server, Metin2 download, Metin2 support, Metin2 Forum, Metin2 Pvp Servers, Errors, Bugs, Requests, Metin2 Pvp Forum, Everything About Metin2.
 
Member
Oct
Threads
2
14
1
3
3
HubMoney
66
That did not help :) however I was able to manage the problem. There was a missinterpretation of SCALE_SYSTEM, where some parts are related to MOB_SCALE_SYSTEM and not declared in #define.

That means, that for some characters (by default 1 = warrior) it caused a scale of character itself.

To resolve this:
Code:
    float fScale = 1.0f;





    //BYTE bScale = CPythonNonPlayer::Instance().GetMonsterScalePercent(c_rkCreateData.m_dwRace);


    //if (bScale != 100)


    //    fScale = static_cast<float>(bScale / 100.0f);





    m_GraphicThingInstance.SetScaleWorld(fScale, fScale, fScale);

and find GetMonsterScalePercent and comment/delete all related varables.
 
Solution
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