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Showing content with the highest reputation on 04/30/21 in all areas

  1. Hi everyone, A few days ago I started working on an "RSM to glTF 2.0" model converter as an excuse to toy with the glTF file format. I don't know if this'll be useful to anyone but I'm making it open-source so people can re-use it (maybe as an alternative to xarple's converter). glTF, unlike most other formats, allows easily sharing/showcasing models on the web, like so: * https://tinyurl.com/na33zm9s (model made by @Syouji from here) * https://tinyurl.com/22vs9nhm (model made by @Naruto from here) The project is still very early in the development process so it's not refined at all but it should be fairly usable as it is. You can find it on github: https://github.com/L1nkZ/rag2gltf Limitations * glTF 2.0 doesn't support texture animations Releases 0.1.3 - https://github.com/L1nkZ/rag2gltf/releases/tag/v0.1.3 0.1.2 - https://github.com/L1nkZ/rag2gltf/releases/tag/v0.1.2 0.1.1 - https://github.com/L1nkZ/rag2gltf/releases/tag/v0.1.1 0.1.0 - https://github.com/L1nkZ/rag2gltf/releases/tag/v0.1.0 Screenshots Microsoft 3D Viewer Blender Better quality: https://webmshare.com/play/d7BBY
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  2. this is a client diff problem , disable "preview cash shop" diff from your nemo , as far as i know , that feature is intended for 2021 clients , 2020-04-01 cash shop wont work with that diff
    1 point
  3. // give player's soul link if ( .@spirit = .spirit[BaseJob] ); else if ( Upper & 1 && BaseLevel < 70 ) .@spirit = SL_HIGH; if ( .@spirit ) { sc_start4 SC_SOULLINK, .@time, 1, .@spirit,0,0; skilleffect .@spirit, 1; } change that part into this // give player's soul link if ( .@spirit = .spirit[BaseJob] ); else if ( Upper & 1 && BaseLevel < 70 ) .@spirit = 494; if ( .@spirit ) { sc_start4 SC_SPIRIT, .@time, 5, .@spirit,0,0; skilleffect .@spirit, 5; }
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  4. I dont think this will work on rAthena since these are not available. the Oridecon_Stone part now // automatically turn all oridecon and elunium stone into pure stone to reduce player's weight .@ori = countitem(Oridecon_Stone); if ( .@ori >= 5 ) { delitem Oridecon_Stone, .@ori / 5 * 5; getitem Oridecon, .@ori / 5; message strcharinfo(0), "Refined "+ ( .@ori / 5 * 5 ) +" Oridecon Stones, got "+ ( .@ori / 5 ) +" Oridecons."; } .@elu = countitem(Elunium_Stone); if ( .@elu >= 5 ) { delitem Elunium_Stone, .@elu / 5 * 5; getitem Elunium, .@elu / 5; message strcharinfo(0), "Refined "+ ( .@elu / 5 * 5 ) +" Elunium Stones, got "+ ( .@elu / 5 ) +" Eluniums."; } change that part into this // automatically turn all oridecon and elunium stone into pure stone to reduce player's weight .@ori = countitem(756); if ( .@ori >= 5 ) { delitem 756, .@ori / 5 * 5; getitem 984, .@ori / 5; message strcharinfo(0), "Refined "+ ( .@ori / 5 * 5 ) +" Oridecon Stones, got "+ ( .@ori / 5 ) +" Oridecons."; } .@elu = countitem(757); if ( .@elu >= 5 ) { delitem 757, .@elu / 5 * 5; getitem 985, .@elu / 5; message strcharinfo(0), "Refined "+ ( .@elu / 5 * 5 ) +" Elunium Stones, got "+ ( .@elu / 5 ) +" Eluniums."; }
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  5. hello maybe this issue coz preview costume in cashshop do you enable preview costume in cashshop? if yes disabled it and its will be okay if your itemid over than 50k will be becoma random apple or banana and the price is wrong too
    1 point
  6. Version 1.0.0

    125 downloads

    I made these loading screens for my past server, and now i've decided to share it with the public. Disclaimer: These images are not mine use them and not sale them.
    Free
    1 point
  7. Hi, thanks for the feedback! The file contains two nodes with same name but rag2gltf expects that not to happen, which is why the conversion is incorrect. I released a new version that should convert this file and others correctly: https://github.com/L1nkZ/rag2gltf/releases/tag/v0.1.2
    1 point
  8. @Alberan Wow, thanks that you say about ESRGAN! I work with some npc sprites and it`s really looking good in game~ New part of sprites:
    1 point
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