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1 - Open data folder gameserver\data
2 - Copy contents folder geodata in gameserver\data\geodata
3 - Copy contents folder pathonde in gameserver\data\pathnode
4 - To use the Geodata you must go on gameserver/config/head/geodata.properties
SET GeoData =
0 = geodata disabled (default). 1 = enabled geodata.
If ForceGeodata = true, it requires ~ 3 GB
If ForceGeodata = false, then the required rate of screws 7200
2 = geodata and patchnod (search path) are included.
If ForceGeodata, ForcePathNod = true, it requires about 5 GB
If ForceGeodata, ForcePathNod = false, then the required rate of screws 7200
-1 = Patchnod (search path) enabled.
If ForcePathNod = true, it requires about 2 GB
If ForcePathNod = false, then the required rate of screws 7200
Test function! There may be mistakes!
Tools needed:
- Stazis L2 Geo Converter
- G16ed - a heightmap editor that works directly with the UEd3 G16 format (16-bit greyscale)
- UTPackage - to extract game resources
- Unreal Engine 2 Editor - to create UTX packages
- L2J-GeoEditor - to convert to L2J format and create the PathNode
- HEX Editor (UEStudio or Ultraedit)
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.