Jump to content

Leaderboard

Popular Content

Showing content with the highest reputation on 01/29/15 in all areas

  1. Hey all! I'm releasing these files because I think there are more people out there who can agree to that the third job auras are a bit... over the top. So here, I've made this edit. With this, you will merely have a "glowy" appearance and no longer the huge wave, casting-like explosion aura. * Special thanks to Shigure from NovaRO for an updated image file - My own image was lost. Upon downloading you agree to the following: • This is a FREE RELEASE. Do not distribute this content for commercial purpose. Caution!: • The third job aura effects are part of many third job skills, so merging this with your GRF will interfere with quite some of their animations. So unless you like some animations to become black, you are strongly recommended to ONLY use these files in Pre-RE servers that ONLY offers third job appearance(/sprite) changes without becoming them otherwise. For example, with Secret's Dress Changer. Download available in attachment~ Reduced Auras.rar
    1 point
  2. Yes, no and no. http://ro-blog.livedoor.biz/archives/4816938.html
    1 point
  3. Thanks a lot for your advices. ^^I am sure it will need so much practicing, 'cause it is not look such great ^0^ sunoharaB01.pngsunoharaB02.pngsunoharaB03.pngsunoharaB04.png If you want you can always smooth your lightmaps. Generate > Smooth Lightmaps I do this about 1 or 2 times depending on how dark and 'rigid' my shadows look. For me it just looks nice for the shadows to be smoother looking. =]
    1 point
  4. Layout is on-point. As others said, you didn't just pull models and textures from every city in the game, which is good! That is what separates good mappers from mediocre ones. Here's a quick 'no-brainer' guide for a one-size-fits-all lightmap, which would really help add that finishing touch. You ready for this? First light: Put it up in the middle of the map, high in the air, big enough to cover the whole thing. Intensity should be 127, light falloff should be 0.01. Make sure it doesn't cast shadows. This is the light that makes your map not pitch-black. Second light: If you mentally divide your map into four quadrants, put this light somewhere high up in the bottom-left one, but not right at the corner of the map. Set the intensity to 100, make sure it's big enough to cover the whole map. Light falloff should again be 0.01. Make sure this one casts shadows- That's what it's there for. Now calculate lights, and -bam-, that is literally all you need to do for to get basic shadows on 99% of your maps, ever. Cool, huh? Bonus points: Put down some canopy models right on the floor, and calculate the lights. When the shadows are down, delete these- You'll be left with that cool canopy effect that they have in Payon in-game. (If you ever looked at Payon without shadows, you'd be surprised how much of it is just empty space.)
    1 point
  5. http://www.mediafire.com/download/y52tposy339sn4p/msgstringtable.rar (Translated and Updated)
    1 point
×
×
  • Create New...