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Showing content with the highest reputation on 05/02/14 in all areas

  1. This will be released next week with a patcher for $80
    2 points
  2. Hello Everyone! here is another map that i made and it is a Sky map and i simply call it Sky City xD it's been a long time since i post a map here xD, so here i am again for another great map Hope ya like it. Video of the Map Screenshots of the Map Thank you and God Bless!!
    1 point
  3. April news Did some updates to the website: http://www.robrowser.com/ Add support for 2014 packets. Introduce NPC Store UI. Add Skill description Window. Add support for multiple map-server. Introduce Screenshot system (alt + P) - experimental. Introduce a lot of effects. Add a STR Viewer to the repo. Add emotions and status effects. As all months, massive bugs fix.
    1 point
  4. Even if that is true or not, i don't thinks this is the place to say that, since that can be harmful (in a way) to its services. I would suggest to send pms instead of posting D:! I want to see a coded free release from Anakid /fsh
    1 point
  5. http://hercules.ws/board/topic/3614-christmas-patch-gifto/ market npc
    1 point
  6. 1 point
  7. Hey Chem- Sorry to disappoint, but as far as I'm aware, this is simply a product of how lights are rendered in RO, which is not necessarily how they are displayed in Browedit. If you've played the game for a long time, you may not have noticed it on Gravity maps, but when you start making maps of your own, it becomes pretty easy to see! Here are some examples, from the Ayothaya and Glastheim dungeons. The Problem: http://i.imgur.com/1xoHg40.jpg Ayothaya Dungeon F2! http://i.imgur.com/73ciS6I.jpg Glastheim Castle F2! Oh no! Rings! While we can't solve the technical side of this problem without some major sourcecode tinkering (I think, anyway), we can draw peoples attention away from this through good map design! An improvement! The best way I find to do this is to avoid putting lights out in the open, with no variations in the ground texture or elevation to break up the rings. Laying down multiple lights unevenly is one way to do this. Take a look ingame at Comodo, and you'll see what I mean: http://i.imgur.com/l2xSCNU.jpg Comodo's beach! http://i.imgur.com/wS6k2qZ.jpg Something sort of similar I did! (Probably not the best example, but this map was made a year or two ago.) If you have a lot of lights close together, their edges will blend and you'll be left with peanut shapes instead of rings! Which is... an improvement, I guess? Textures! The best solution to this problem may not be applicable to every map, but where you can do this, you should! It's easy to see the rings on a flat surface, or an open area with a single texture repeated. If you place down a more complicated texture, however, it can make the the rings almost impossible to see. Having textures that compliment a light source (Like a bright floor emitting light from itself) can also do wonders to make lights look better ingame. Here are some examples in a new map I'm putting together: http://i.imgur.com/1LNGqmI.jpg Snazzy blues and greens! http://i.imgur.com/dOpMqry.jpg The base of the Ferris Wheel is all elevated ground and walls, which I got a bit lucky with! http://i.imgur.com/iMWsgGV.jpg A lit-up keyboard! If you look closely, you can also see a bit of that light-peanutting I mentioned before. Yes, that is the technical term from now on. http://i.imgur.com/Ra47Vax.jpg Even Gravity does this! Endless Tower has many great examples of this, especially with the complex floor pattern at the top of the tower. (I'd screencap that but I forgot the map name.) TL;DR: Can you get rid of the rings? No, but you can make people not notice them. Consider where your light source would be in this little world you're making, explore what you can do with varied textures, ground elevations and effects, and follow this rule of thumb that you might've already caught onto: Big lights tend to have bigger rings, and more intense lights tend to have more rings, but each ring is smaller. As to why your lights are green? No idea! It looks like all your color values are set evenly, and I'll assume you haven't got any green in the map's ambient lighting either, so that's probably just a distortion product of RO's light rendering. Hope that helps!
    1 point
  8. oh yeah sorry, but same method, change MAGIC to WEAPON
    1 point
  9. I'm not dead! HA HA HA! Alright, status update time, since I've been quiet and lurking for a few months now. College has had me a little overwhelmed this past semester, but my summer is looking like it'll be a lazy one, which means I plan on putting out an awesome 1.1 update. I've steadily began working on things again a couple weeks ago, and while I don't feel there's enough to put out a proper update yet, I'd like to showcase some of the things that'll be coming. Important notes off the bat: I'll be open to donations in the near future, to fund a personal RO-related project I'm working on with some friends, but everything I make will continue to be free. I don't plan on actually selling my maps now or in the future, and I'll be forthright in saying I can't give out any perks or compensation for that sort of thing. More on that another time. Contrary to what I may have said/implied before, I'll only be releasing updates to this map package every few weeks or months, rather than more regular mini-updates. Don't fret, though, whenever I get around to putting out a new release, you can expect at least a dozen new things to sink your teeth into. Here's a preview of what's to come! Electric Town! An amusement park and city of steel, built high above the clouds! I've not gotten to interiors yet, but there will be several, and probably a dungeon. This map uses no custom textures or objects, so you only need an up-to-date kRO patch to implement it on your server. Isn't that convenient? The Dorado Badlands! I've already shown some of this before, but it's a truly big region! Here are a few more admittedly work-in-progressy shots from a few of the dune fields, and the not-yet-done canyon village of Madelin, as well as a few of its respective fields! Mapping tutorials? So, this doesn't exactly pertain to my map releases, but I thought I'd pitch the question now to see how much interest there is. I'm considering starting up a series of mapping tutorials/guides, based of my methodology for putting a map together and making it look good. This series would probably be 85% design and 15% technical stuff- That is, I'm going to write it assuming that everyone reading already knows how to use all of Browedit's basic functions. There are many, many great tutorials and guides out there on the technical side of Browedit, written by people who know that side of the program better than I do! So, this series would focus more on things like "Making a town market look busy" or "What should be in every harbor town" or "How to make your mountains look mountainous" and shit like that. The point of the series would be to become a better mapper, and not just make maps that are "good enough." For this reason, I'll also be focusing on teaching how to become a better mapper without using custom models or textures, as I believe they make mapping too easy and everyone should learn good design before they start exploring that stuff. Would anyone be at all interested in this? Let me know. If I start such a thing, I'll also be more willing to provide constructive criticism and advice for people who want to learn.
    1 point
  10. This tool could convert RSW, RSM, GND to Autodesk FBX format, therefore you can import this FBX to 3ds Max or Maya that you can do anything you want Highlights: * Animation Support * Model Smoothing Groups * Ground Smoothing How To Use: Just download the tool then modify res.txt and run it! Futher: A FBX to RSM with animation converter will available as soon as possible. (EDIT: Implemented, tool link: http://rathena.org/board/topic/77926-tool-rsm-converter/) Download: Mediafire: http://www.mediafire.com/?5lmb9orgsr3goeu Directly: http://www.xarple.com/ROMAPCONV1.9.zip
    1 point
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