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Showing content with the highest reputation on 06/18/17 in all areas

  1. Hi everyone, I'm back to showcase work Just a small briefing for whoever wonders: I've been very busy a bit outside of the RO scene, to be specific in a little game project of someone, school and such stuff. So we are back and I want to share with you what is last generation work from me. You might remember Icecrown Citadel here you have a before and after. Maybe you can spot the 10 differences lol. Is a lot of improvement in use of lightmaps, textures and 3D overall. Previous work were only chunky models badly imported, had no experience anyways; current generation assets are optimized low polygonal I did, more close to a RO feeling. Have a looot of more work to show you later... and I will To anyone who wants to see my work join me at facebook or if you are interested in new designs ahead follow my patreon. Cheers!
    5 points
  2. Moved to general for now, may be moved to off-topic or locked. Just as a reminder, I encourage everyone to read the rules and guidelines before posting on this thread. Try to be civil. I'd also encourage anyone seeking services to refer to the third-party services page listed under the community tab as these users have undergone a strict application and review process to have the thread there. Regards, ~Azura Skyy
    2 points
  3. View File Time-based WoE participation reward Information This script rewards your player if they participated in a WoE longer than the time set in the script. This script works with my modified version of Euphy's WoE Controller (which is included in this package), or you can use the static map version which is also included in this package. Use Case Encourage your players to participate in the WoE with this method of rewarding them. By buying this script, you agree to these terms: You are not allowed to redistribute this script in any way, shape, or form. Chargeback scams are not tolerated and will get you punished on rAthena. I still retain all rights to this script. You will not get any support if you are using an old build of rAthena from 6 months ago or earlier. Your rights to receive free supports may be revoked at my discretion if you are being abusive. Terms above may be changed or adjusted without prior notification. Copyright © - Secrets 2017 - All Rights Reserved Submitter Secrets Submitted 06/18/2017 Category PvP, GvG, WoE, Battleground Video Content Author Secrets  
    1 point
  4. The Best RO Template Map Ever Made This is the best RO template map in the world, and the only one that you will ever need to use, for every single map you will ever make. I made this template sometime in early to mid 2012 and have used it on every single map I've made since. You might be asking yourself why this is so much better than taking an existing RO map and using the 'Clear Map' function like a chump, so I'll run down a list of reasons why this template is better than every other template you might already be using. It's really big. This is a 200x200 map template. It's as big as the biggest field/town maps in RO. You won't always need to use all of that space, but why start mapping on a smaller map and run out of room when you can map on the biggest possible map size and just make your leftover space invisible tiles? It provides a 4x4 grid for placing textures. The vast majority of ground textures in RO are scaled to be placed down at 4x4 tiles (or 8x8 cells ingame) in size. The entire map is arranged in a convenient grid so that you can place textures down according to this size, and then deviate from the grid to make things look better without fear of breaking symmetry or getting things misaligned. The center is easily identifiable. A grass texture has been placed in the center of the map, and two small black squares have been placed at the map edges lining up with the center. If you want to create multiple field maps that connect to one another seemlessly, this makes it very easy to do that. You can make all sorts of measurements that will help you in planning your map and scaling things, as well. This combined with the grid makes it easy to plan/scale everything from the moment you start mapping. You can quickly replace the entire map with a ground texture. Scroll down through the textures on the map and select the second black texture, just below the dirt texture. It looks like this. Open the texture select window, and shift+click the texture you want to fill the map. It'll replace all the black squares on the map (except those 1x1 squares at the edges) with your ground texture of choice. This means you don't need to waste 5 minutes filling your forest map with grass textures like some sort of inefficient gorilla. You can customize it however you want. I have a few variations of this template map I keep for my own use, with model sets that I can duplicate easily. (Like trees or boats or houses made up of many smaller objects.) If you're making many maps that all have something similar in them, you can save another copy of this template with whatever you want loaded on there. You can download this map by clicking Here. Frequently Asked Questions Why are there a bunch of Prontera/Sograt textures on the list? I made this in 2012 and never bothered getting rid of them. Deal with it.
    1 point
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  6. Oooh, are those blood stains on the ground? Love the map. Great to see you posting again~
    1 point
  7. @Olrox It's good to see you posting again. Fantastic work again.
    1 point
  8. use your router WANIP instead of localhost in server config files as well as client.xml ,
    1 point
  9. we have the same issue for rodex + achievement. we will just have to wait for it to be merged with the latest rA commit and I think it'll work just fine.
    1 point
  10. Nice, and very close to Gravity's Payon maps. If you want to make it even closer, do what I do on forest/wooded maps: Before you calculate light maps, place a number of very wide-stretched bushes all across the map, and then calculate the lights. They'll leave a big shadow underneath them, and you can remove the bush models after. Payon has this effect a lot, there are big patches of shade on the map that resemble the shade of a tree canopy above. It's pretty simple to do and I think it'd be a nice finishing touch on this map.
    1 point
  11. 423 downloads

    Yes, before people ask.. I am Mysteriouss on eAthena and these are my files . I've decided to make these files downloadable through rAthena's Download System just for faster access for people . Basically with these Gryphon recolours, you can easily replace the Gryphon already in RO or you can use them as custom mobs or even use them as mounts. If you wish to use them as mounts, you're going to have to do the following: - Head over to /data/sprite/ÀÌÆÑÆ® and rename any Gryphon file to: ¸Å2.spr ----- Sniper's Falcon ¸Å.spr ------ Hunter's Falcon Also, note that if you wanna use these for Ranger's falcons.. Rangers use the same file name format as Snipers do. So, if you change Snipers, you'll be changing Rangers. My current colours found in this file include: Black Gryphon Blue Gryphon Purple Gryphon Pink Gryphon Gold Gryphon and White Gryphon Note: Please note that when you get the files, the Gryphons are named by colour. It is up to you to rename them if you want to.
    Free
    1 point
  12. lol, reminds me of my private mvp room script guild_vs2,50,50,5 script asdasdasdasd 100,{ mes "What you want to summon ?"; .@s = select( .menu$ ) -1; mes "input amount to summon"; if ( input( .@amount, 1, .max_summon ) ) { mes "invalid amount"; close; } mes "Summon "+ .@amount +"x "+ .mob_name$[.@s] +" ?"; if ( select ( "Yes", "No" ) == 2 ) close; close2; monster "this", 0,0, "--ja--", .mob_id[.@s], .@amount; end; OnInit: setarray .mob_id, 1076, 1002, 1015; // configuration here .max_summon = 2000; while ( .mob_id[.@i] ) { .mob_name$[.@i] = getmonsterinfo( .mob_id[.@i], 0 ); .@i++; } .menu$ = implode( .mob_name$, ":" ); end; } the script works fine in latest rathena
    1 point
  13. 418 downloads

    hi! I made this edit a long time ago for the RUNE 3rd class enhancement project way back when, but since it's down now... well here it is! enjoy! Changes: -Fixed awkward head bobbing on idle attack stance. -Made the standing sprite reflect rogue's. -Sitting sprite was changed to stalker's.
    Free
    1 point
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