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  1. Revision 279 added. (2014-08-28_browedit_20_rev-279.rar) Full BrowEdit 2.0 SVN Log: http://svnlog.borf.info/browedit.log Download Link: https://www.dropbox.com/sh/uy06b3ds5r80gcb/AAAUNcW0YltlirAdan00EZvPa Edit: config.borf.json with your current RO directories. Input with your keyboard your config name once you open browedit.exe and asks for it. Your graphic card must support OpenGL 2.0+~ to run this software. Whats new: Major Update: Mirror or Simmetry at object edit mode: allows to mirror complete maps at the RSW file. Useful for simmetry maps. Experimental for now. (press M to simmetry) Major Update: Bug reporting: Extension, once you have a crash, a crashlog can be send to borf by mail. Major Update: Height edit mode: Initial work at this mode. Left click to select an amount of tiles, right click and drag to add height or decrease it. Look for the radial menu (spacebar) to find the "height edit tools option" and disable the smoothness at heights. General bugs fixed and clean ups. Introduction: We all know how great and useful is browedit these days, that it has become the unique choice at Ragnarok Mapping. We will always be thankful to @Borf, who has created this tool years ago, and now, since the past year, he has been working with a new version of it. This project replaces the old one %5Blink%5D that was the previous and Old Java version of Browedit 2.0 *which is no longer used*. This thread will have regular updates about the project. Any kind of feedbacks and suggestions are always welcome. Video: (Video pretty says all of how browedit has improved greatly) Screenshots: Features already working: Faster and more efficient, even at complex camera distances. Real-Time Rendering of Changes Made Multi Core support (before, past browedits were only for 1 core) RSM Animation Texture Edit mode *partially* Texture window list (which is optimized and loads fast) Object Edit Mode *partially* (which now, replaces object group edit mode of past brows) Rotate, Position, Resizing and multi selection are supported. Sounds Effects Some TODO: Water rendering Add Undo Structure (probably Redo aswell) Config Window Start Working on More Edit Modes. Saving. Add Skybox (a fancy feature that will add sky to maps. Probably it can be linked to fogparametertable.txt) Possible New Features: New Lightmaps Proper Lightmap calculations across models 3D RSM Models editor inside Browedit probably with animation support (/me hopes) Multi-User Share Mapping (multiple mappers could work on a same map in real time) We have to be thankful with @Borf that has been working on this project for a long time. If you have programming skills, you can be part of this project, please don't hesitate to contact me by PM. Please support the project by giving us feedback and nice or useful ideas that would make browedit 2.0 improve. Also, please avoid to report constantly bugs or glitches, one time is enough. Keep in mind this is under progress and not a release version. Motivation is always welcome. Share this project and show us your support to make it possible.
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  2. Active Members: Doss, Ricky92, Olrox, Ai4rei, curiosity, Lemongrass Supporters And Special Thanks to: Shinryo, Yommy, Greenbox Briefing & Concept Greetings Let me introduce myself. I'm Doss, from Thailand. Olrox is my friend and he accepted gladly to join. He accepted to keep this thread updated In case you wonder why he is edit this thread. For a long time I have been involved into RO -graphic related- stuff. Some people might remember my works with 3D editions, Sprites, Maps, etc. Today I'm glad to announce an open project, were all the people with the skills in RO client stuff (hex, packets etc)/ 3D designers/ Enthusiast / Supporters/Scripters are welcome to join. Back to the project itself: For years since eAthena emulator exists, we have been witnesesses of great progress in this emulator.... scripts, source, maps, sprites, etc. All this progress have been possible this far with the enormous contribution of a lot of people. Now, we are happy to try a new feature that for years, it has not t been possible to add it in the RO private history. I'm talking about the possibility to Add Custom 3D Monsters in Ragnarok. All we know what the emperium is. You might know that that kind of model, is an animated 3D one.... with the possibility to walk, attack, die, or whatever you wish. Other examples of this kind of monsters are: War of Emperyum Guardians, War of Emperyum Flags, etc. As those monsters, our intention with this project is to do the same, but, with outsides resources available in this format, that can be implemented to being used in RO. With this being said as a briefing;. We proceed to explain this project. Terminology Common words that you will encounter with on this thread. Granny2.dll: Granny external library, allways included in every instalation pack of Ragnarok Online. Ragnarok Version: 2.1.0.5 Granny SDK: Granny development tool kit. Only for those who pays the granny license that is around $10,000.- and for serious Official licensed Games. Granny Viewer: Free software that allows you to view a full gr2 model, with his animations/bones/skins/textures. .gr2: Granny extension for gr2 models. About the Project Basically the idea of the project is, making possible to use Granny animated Models, from recent versions, to being imported into the particular old Ragnarok version one that is: 2.1.0.5 Our main problem since almost a year, is the fact that RO can only work with exactly that version, and obtaining a Granny SDK from that date, is an impossible thing. Since the file is from the far 2000~2003 year. Even, if you have 10,000k dollars to buy it, you will get only the lastest versions (this year) and, getting the lastest version is truly impossible. Luckily we could find that RIcky92 did a tool to import granny newer versions to older ones. We asked him to join our project and he accepted gladly to develop the same tool, but now adapted to RO granny 2.1.0.5 version. Right now, our state is very early, and we are contacting people to join this project.... but the most important thing is, we we are waiting for the feedback of the community. Since this tool will be released for free, then, we really need to see if the community is interested for such a tool like this one. All the people that is interested, or, thinks that this is going to be a good hit, please, post it. A single post encourages all of us, to work on this. Screenshots/Videos and Examples Old video! Wait for the updated one that shows now animation added to custom mobs ids in LUAs Changelog 2013/January: Curiosity sucessfully releases a 2012-04-10a client able to read full animations of custom GR2 mobs. 2013/January: Ai4rei joins and explains how the granny structure works inside the client. He also points a restriction of the actual RO clients that are not showing animation for WoE Flags. 2013/January: Yommy shares a very useful ragnarok debug client resources to the team. 2013/January: Lemongrass joins the team. 2013/January: After some tests, the team realized that it is truly necessary to include people with the skills to dissamble the client functions. Curiosity Joins and adds a hex change which fixes the animation indexes for custom mobs IDs besides the standing animation. This files of custom 3D mobs are released. 2013/January: Olrox continues his tests and now adds a video about animation with bones present. Our issue: It is only possible by replacing a existing gr2 ID in the client. 2013/January: Olrox begins looking at how animation is handled in the gr2 files of Ragnarok Online. After some tests the first video with the default animation present is released. 2013/January: Olrox finds some issues with multi mesh support, which Ricky92 finds a great solution for it. 2013/January: Doss asks Olrox his full atention to the further graphic tests of the project. Due to real life and university, he might be a little away from the project from now. 2013/January: Doss shows a static animated mob imported from RO 2 GoW 3D mob, thanks to the Granny Converter of Ricky92 2013/January: Doss test the tool. Some errors and issues are pointed to Ricky92 who releases a second Beta of his amazing tool. 2013/January: Project gets back. Ricky92 finally releases the Granny Converter tool as a beta state. 2012/November: After a lot of inquiries from the community, Olrox explains that the project is still alive, and Ricky92 is very busy in real life terms. Project is on hold. 2012/October: Ricky92 continues with the tool which is now in a final state. Donation info for ricky92 is added, as an appreciation to his time to this community. 2012/September: Doss adds handy info about how gr2 mobs are recalled by the client. And add a example of it. 2012/September: Greenbox adds useful info about Granny 2.1.05 functions regarding Animation Indexes 2012/September: Ricky92 begins to test animation support for his converter. 2012/September: Ricky92 fix this issue with his converter and now adds support for bink 0 compression. A fox is released for testing and works pretty well. 2012/September: Ricky92 releases a testing pyramid .gr2 no animated mob converted mob thanks for his tool. After some tests, Ricky92 realized that Granny 2.1.0.5 doesn't support bink 1 compression in textures. 2012/August: Ricky92 shows the first known screen of a custom 3D animated resource imported sucesfully from Granny 2.4 to granny 2.1.0.5 2012/August: Doss notices that someone developed a converter for further Granny Versions (for another game, that is not RO) Olrox contacts Ricky92, a well known contributor in the metin2 Game Community, developer of the Granny Converter for that version. He accepted and joined our team gladly. 2012/August: Project is finally released to the public. Shinro helped with some commits and ideas about the Granny 3D version limit. Yommy joins and accepted gladly to do some tests about bypassing the Granny verification. 2012/June: The idea of this project takes Olrox's atention and he accepted to join. Also he suggested to launch this project openly. 2011/August: Doss (Also known as Charamel, Lemara) does his first tests and begin to ask for support in eAthena Attached Files and Useful Links Granny.rar 3dmobtest.grf
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  3. wat is 5MFFA ? prontera,153,184,5 script bg_pvp_register 100,{ if ( getgmlevel() < 60 ) end; else if ( !.start ) { mes "start ?"; next; select "yeah"; mes "select how many players in a team"; mes "if 3vs3, set to 3"; mes "range : 1~9"; next; if ( input( .min2start, 1, 9 ) ) { mes "invalid range"; close; } .start = 1; announce strcharinfo(0) +" has hosted a "+ .min2start +"vs"+ .min2start +" battleground", 0; waitingroom "BG PVP", .min2start *2 +1, strnpcinfo(0)+"::OnStart", .min2start *2; } else if ( .start == 1 ) { mes "abort registration?"; next; select "yeah"; .start = 0; delwaitingroom strnpcinfo(0); } else { mes "a match is currently running now"; mes "abort ?"; next; select "yeah"; .start = 0; awake strnpcinfo(0); } close; OnStart: getmapxy .@map$, .@x, .@y, 1; warpwaitingpc .@map$, .@x, .@y; announce "event started", 0; .start = 2; .red = createbgid( "guild_vs3", 13,50, strnpcinfo(0)+"::Onredout", strnpcinfo(0)+"::Onredout" ); .blue = createbgid( "guild_vs3", 86,50, strnpcinfo(0)+"::Onblueout", strnpcinfo(0)+"::Onblueout" ); callfunc "rand__", .min2start *2, $@rand; for ( .@i = 0; .@i < $@warpwaitingpcnum; .@i++ ) setbgid ( .@i %2 )? .red : .blue, $@warpwaitingpc[ $@rand[.@i] ]; delwaitingroom strnpcinfo(0); bg_warp .red, "guild_vs3", 13,50; bg_warp .blue, "guild_vs3", 86,50; bg_updatescore "guild_vs3", 0,0; sleep .eventlasting * 1000; if ( .start == 2 ) { if ( .score[1] == .score[2] ) mapannounce "guild_vs3", "Draw !", 0; else if ( .score[1] > .score[2] ) { mapannounce "guild_vs3", " Red side wins !", 0; callsub L_reward, .red; } else if ( .score[1] < .score[2] ) { mapannounce "guild_vs3", " Blue side wins !", 0; callsub L_reward, .blue; } } bg_warp .red, "prontera", 155,182; bg_warp .blue, "prontera", 158,182; bg_destroy .red; bg_destroy .blue; .start = .score[1] = .score[2] = 0; end; L_reward: getbgusers getarg(0); for ( .@i = 0; .@i < $@arenamembersnum; .@i++ ) getitem 501, 1, $@arenamembers[.@i]; // item reward return; Onredout: callsub L_out, 2; Onblueout: callsub L_out, 1; L_out: announce strcharinfo(0) +" is out from the match !", 1; bg_leave; warp "SavePoint", 0,0; .score[ getarg(0) ]++; bg_updatescore "guild_vs3", .score[1], .score[2]; if ( .score[ getarg(0) ] == .min2start ) awake strnpcinfo(0); end; OnInit: .eventlasting = 30 * 60; // how long would the event last or it auto-reset. 30 *60 = 30 mins end; } guild_vs3 mapflag battleground 2 guild_vs3 mapflag nosave SavePoint guild_vs3 mapflag nowarp guild_vs3 mapflag nowarpto guild_vs3 mapflag noteleport guild_vs3 mapflag nomemo guild_vs3 mapflag nopenalty guild_vs3 mapflag nobranch guild_vs3 mapflag noicewall
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  4. The client Kido made for you was using the "txt" files (idnum2itemdisplaynametable.txt, idnum2itemdesctable.txt, etc) to define your custom items. This 2013 client uses itemInfo.lua/itemInfo.lub instead. I'd suggest you to read http://rathena.org/wiki/Custom_Items
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  5. Dash Board, where you can manage to posts, upload photos and sell items. Dash Board 2.0 (viewing profile) as you can see there's a merchant and level. In Lumina account you can select your featured character in one of your account plus the item featured you want to showed (max of 6 like dota2). You can disable/enable this character view features.
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