Leaderboard
Popular Content
Showing content with the highest reputation on 05/15/19 in all areas
-
Hi there! This is a converter that allow users convert their fbx files to rsm format with a better conversion You can get this result easily: Screenshot: Notice: * The converter DOESNT convert scaling animations since rsm doesn't includes these informations. * The converter would ONLY convert the first node of the scene, you have to set the parent-child relationship. * The texture wrap mode of official client is clamping, this means that UV will be valid only between 0.0 - 1.0. * The converter WONT handle skeleton animation, it only handle node animation. * Use 2013.3 version of fbx file is recommended. * 'Smooth Shading' is smooth group shading, the converter can also convert smooth groups. * The converter would automatically convert all opaque textures to BMP, and convert all transparent textures to TGA. * Make sure the dimension of your textures is power of two (256x256, 512x512, 256x512, ...), otherwise the client will resize them without scaling. History: 1.4: * Fixed texture name codepage problem. 1.3: * Fxed texture name case problem. 1.2: * Animation speed more customizable. 1.1: * Fixed animation length problem. * Added animation speed setting. 1.0: * Fixed UV flipping problem. * Fixed texture name locale problem. * Added Rsm to Fbx conversion method. beta 1: * Initial release. Download: RsmConverter 1.4: http://www.mediafire.com/download/ba1xsxgpvkh44wc/RsmConverter20130724.zip Enjoy!1 point
-
GRF Editor: Encryption The Movie Hello again, rAthena, I'm Haziel. I'm a Pixel Artist and also a Scripter. (Also, you can check my work here and here, and if you ever need any Sprite/Script Service, check here! You can also add me on skype (it's on my signature)) Most of the people who know me or hired me for any kind of service know that I don't charge more than it's fair. What upsets me is the people who use my work without authorization, most of the cases, paid material that took hours, days or, sometimes, weeks to be concluded. So, hoping to protect my work, and the custom content of your servers' owners, I've decided to write a guide explaning in detail how to use @Tokei's awesome tool. 1. List of Materials • GRF Editor, if you're not familiar with this software, it is the best GRF Management Tool ever coded. • The files you want to protect, the encryption is made by file so, there's no need to encrypt the whole GRF. • Your Hexed must be 2012-04-10 or above, it won't work on 2010 Clients. • Decide your Hexed filename, it's essential for the encryption to work. 2. Generating Encryption Key GRF Editor uses a Key Encryption Method, what means that your protection is based on a password. Choose a password you'll remember or note it somewhere, you won't be able to decrypt your files without it and always save a Backup of the files you'll encrypt. Password chosen, you'll need to generate the DLL, the one that will allow your Client to read encrypted files. Open the GRF Editor and navigates on the top menu to Tools > GRF Encryption, you'll see the window below. First, Input your Key on the Encryption Password field. Next, select your Client on the Client Path field, it is needed for the DLL to be coded to its filename or be modified if needed. IMPORTANT: The Client being asked here is for the Hexed, IT IS NOT the Patcher, Launcher or Loader. The name of the DLL can also be changed, it will output a modified Hexed of ready to read it. With everything set, click in Generate File(s), and it will pop up a folder where your DLL has been generated, add/replace the one in your Client folder. 3. Encrypting Files Files can now be encrypted. Open your GRF, GPF or THOR, select the files you want to protect. Right-click it and select EncryptIon > Encrypt. Enter the Password you previously defined, confirm and the file will be highlighted in Orange. The colour might not show up when you're working on a THOR file or opens a GRF/THOR previously encrypted, that's normal behavior. Once the GRF or THOR is saved, you won't be able to read the file. Normally an error will pop, but you can test it ingame, if you've done it correctly, it will be displayed properly. As far as I've tested, the Encrypted Files works in the DATA folder if extracted. If you want to Encrypt or Decrypt a whole GRF, you can select Tools > GRF Encryption with the GRF open by the software and choose the options Encrypt GRF or Decrypt GRF. You will be asked for the Key, and then It'll run the process through the entire GRF and export it to a new folder. The same process can be made with THOR files, even if it displays any reading error, patched Encrypted files will work. I hope that's clear enough and that it may help you. Post any question you may have in the comments below and I'll try to help. My best regards, Haziel1 point
-
This seems to be a more appropriate place so continuing here from @autopilot is a server side AI implementation that can control player characters. The primary goal is to replace human players for any reason : perhaps you installed a server on your own computer and have no other players, or your server has too low population or a critical class for the party isn't available. Either way, this allows you to add characters to your party without having a human player available. Note that this isn't a bot : it might get stuck in a corner if left alone with no human to lead the party. Also note this is server side : you have to be the server owner and capable of modifying your source to add it. Obviously an AI isn't a human player, which means better reaction time, and no "I have to go 5 minutes afk sorry" during boss fights but at the price of not being able to judge more advanced situations correctly. Overall I'd say the AI will play better than a typical player but will fail at anything more complex than "use this skill when <condition>". All the current progress is available here : https://github.com/SeravySensei/rathena/commits/Autopilot https://github.com/rathena/rathena/compare/master...SeravySensei:Autopilot.patch https://github.com/rathena/rathena/compare/master...SeravySensei:Autopilot.diff Currently implemented : All 1st classes, 2nd/rebirth classes. Homunculus, 3rd classes. Awaiting implementation : -Rebel -Oboro/Kagerou -Soul Reaper/Star Emperor Many of the 3rd class AI skills are still untested. I plan to test everything after the last few classes are done. How to use : @autopilot Tank enables tanking mode, the AI will try to engage enemies in melee and use melee skills. @autopilot Skill enables the AI to use ranged attacks or ranged skills, in general this is the DPS mode @autopilot Support restricts the AI to using support skills only. @autopilothom with same parameters : same modes for the Homunculus. There are a few other commands for enabling "extras" such as telling the AI to use a song or dance or other special skill or use sp potions. You should see them in the atcommands file(s). It's old but here is a recording that shows the AI in action :1 point
-
I actually thought about such a system before. Basically after you transcend and reach 2nd job you can choose between 2nd job trans or 3rd job non-trans version. Of course you'd need to completely rebalance the skills. Not just by reducing damage, but by giving them a utility other than pure force that puts them apart from the 2nd job trans skills without overpowering them.1 point
-
Let me explain. Not all content available in the emulator. Simply because someone HAVE TO add it. That means that developers or contributors of rAthena add items manually to the database, and what you see in item_db.txt it's a year of work of gathering items. Item object divided into two parts: client-side, an emulator. Client-side related to officials, emulator to rAthena contributors. Officials release some item at some day and release patches for their grfs to include these files into a client. Some contributor may or may not try to catch these items and add them to emulator, or another contributor could or could not translate the item or add or not add the item (description part) to their translated files. Also, officials can or can not (depends on nobody knows) remove at any time any sprite from the game too (client side). So, if summarize the wall of text above -> everything very agile and grounded on many factors and many people and many decisions and many works. If you do not see some content in the game in the emulator part probably nobody added it yet and nobody knows when the items will add to the emulator. The same was related to the client part. All that you can to do is manually add the required items to your client (translation part, description, where item located, what preview image will be displayed, what the item description, who can wear, and so on) add to your ItemInfo.lua, or / and to your import/item_db.txt by using tools like SDE or by using examples. All that you need to have a sprite file. If you can get somewhere sprite files (for example with GRF Editor from GRF (advice: check the first accessoryid.lub, and accname.lub files at the end of the list for headgears)). So, nothing "simple". There is "click 1 button to update and automatically add items to your game client/emulator". This is very critical to understand because you're at development community of the emulator which the main goal - development for education purposes, skills, fun, whatever, and this is NOT about "releasing a complete and ready product". Again, I wish underline it one more time, because a lot of people do not understand this statement. If you missing something - try to find the missing part by yourself, or write it by yourself. Yes, it will be hard, also you can hire someone who will do it for you for money, but there is no "easy path or 1 click to "make me happy".1 point
-
1 point