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  1. View File Custom Flag GR2 Hello once again... ;] Here to bring you guys this GR2 edit of the old guild flag that i've made years ago. This release features a more high resolution mesh with a 2 sided flag, showing the emblem in both sides. It means that you can overlap 2 flags with 2 oposite directions to generate a cool effect. You can do what you want. The instalation: - at jobname.lua/lub: -- [jobtbl.JT_GUILD_FLAG] = "rapa_flag.gr2", note that you cannot have the _1 at the end of de .gr2 filename since it brings the 3dmob_bones into action and we dont want that. some cons: - since it is a high res model it takes longer to load ( affects map loading time ) - the positioning of a 3D gr2 mob is always very glichy, for example the final position after movement is diferent from deafault 8 directional.. so you can come up with some ideas to position it right. For example, doing a OnInit: walknpc... to make it walk to the direction you want it to face... Video: ( Was recording other stuff but the model appear on screen, don't mind what i'm doing... ) Submitter rapalooza Submitted 05/02/2019 Category Models Video Content Author raPalooza
    2 points
  2. The following is a guide that my friend, Vi, created mainly for the players of my old server during her early days of spriting. She is no longer active in the RO scene and my old server is no longer active so I just thought it would be a big waste to not share this with the community. By passing on this knowledge to those who are interested in learning the basics of spriting, I hope that more talented artists will arise in this community and more professional work can be seen. Please refrain from ripping images off of this guide and do give Vi full credits if you decide to repost this elsewhere. p.s. I am only sharing this information, therefore no support can be given from me over this guide so please don't ask me any questions. ^^ -------------------------------------------- hello! In this guide, I will cover the point after which you have completed your frames and you want to transition your .bmp frames into files workable for Ragnarok Online. This is perhaps the most grueling part of creating custom work for RO. I am in no way an expert (I am simply a novice, still always learning) and simply writing this to aid anyone who wishes to sprite. This is dedicated smexy Lexy. Before starting, you will need these programs: Any image editing software, I personally use Photoshop to do the artwork. actOR to edit your .act files. SPRconview to convert your .bmp files to .spr files and vice versa. You can obtain actOR and SPRConview from ratemyserver's RO tools page here. things to know At this point, you should have the artwork for your headgear done. This is what I'll be using as an example for this guide, Lady's Sailor Hat: Depending on your hat, you can have one to fifteen frames (if this isn't an animated headgear). Generally, things such as "GF Wanted," "Notice Board," etc. hats have one frame. Hats generally have five+ frames. Hats with five frames generally only have art work done for the first five angles of the hat, while the ones with fifteen frames have artwork done for all poses/angles. The Lady's Sailor Hat has fifteen frames. What determines how many frames you have is the .act you choose to work off of for your headgear. I don't know how to create an .act from scratch, I typically pick a headgear closest/most similar to the hat I have done. The .act file holds the positioning information for your headgear, it references the .spr file for the images. What does the .spr file do? The .spr file holds all the visual information for your headgear. The .act and .spr files work hand in hand. Let's get started. creating your .spr file. Time to slice your original artwork into its individual frames. Make sure all of the frames of your headgear are the correct size. If the size you choose is too large, you will encounter problems when you create your .spr file. It will do things such as distort or repeat itself in the frame. So slice up your artwork. I've picked the size 31 x 31 for the Lady's Sailor Hat. You have to save each of your frame files as an indexed .bmp. In Photoshop, you must go to Image > Mode > Indexed Color... It will ask you to Flatten Layers, click OK. This window will pop up: Now you want to go to the drop down menu where it says "Exact" and select Custom. (Make sure that before you select Custom, the drop down menu is already set to Exact. If not, select Exact and then go to Custom.) A second window will pop-up and you will see all of the colors used in your headgear. This step is critical, or else your headgear will show up with crazy colors when you convert it in SPRConview. Now, you have to denote what color is going to be transparent. In this second window, which is called the Color Table, the first box is the color which tells the .spr file what to make transparent. I've chosen this mint green color. So click the first box and the color picker will pop up. Simply click your background color. Now you want to save out your Color Table. Click save on the right hand of the color table. This is also indeed an .act file, but don't be confused! This is different from your file to be used with RO. I've saved my palette file out as "palette_ladyssailorhat.act." Now that you have all of the color information done, save your file. Save it as an 8-bit .bmp file. naming convention in ragnarok online, each gender has their own set of spr/act files. If you dig through the sprite files in your data folder, you'll notice ¿© and ³² as a suffix for your file names. ¿© denotes female, while ³² denotes male. Generally, I save my files as suffix_headgearname00xx.bmp. So continuing saving your frames out. Remember to check if your headgear's color palette is loaded into each frame. You can load your color palette by going to the "Custom" drop down menu and clicking "Load..." on the right hand side to select your palette file. After you finish, your folder should look something like this: Now go into your sprite data folder and pick a headgear that you feel is closest to the headgear you're working on. For the Lady's Sailor Hat, I've chosen Pirate's Pride. So copy and paste the .act/.spr files of the headgear into the folder of the headgear you are working on. Now open up SPRconview. Now go to Convert > Bmp to Spr. You will get another pop up window. Add all of the frames of your headgear and make sure that they're in numerical order. Under where it says Sprite, hit Browse and browse to where you saved the .spr file of the headgear you chose. Remember, I chose the Pirate's Pride. After you've done that, click Convert. Done with your .spr file! When you do this, SPRconview will replace the images of the original headgear with the ones you have made. Open up the .spr file and check to make sure everything is a-okay. Scroll through it and make sure the colors aren't all off either, as well as the transparency. That's it for your .spr file. time to edit your .act file Now go back to your folder and open up the .act file that you had copy and pasted for your headgear with actOR. Most of the time, when you open up your .act for the first time, you may get a message saying that the width and height is not correct. Simply click Yes and carry on. Now you should see this: Now look to the right. Under reference, check the box next to "head." You'll see that the head shows up, but the hat is behind the head! So look to the left where it says "Change priority ref. spr..." A window pops up. Underneath "head" hit the bubble for back. The hat is now in front of the head. Look: You can change the reference head anytime you want by replacing the ref_head act/spr files in the location where you installed actOR. Simply replace those files. Now, we have to edit the .act file. But first, here is a quick diagram explaining the basics of actOR. 01 action This refers to each of the acts that correspond with an action in Ragnarok. In the drop down menu, there are 13 acts, going from 0-12. Act 00 is the act for standing, act 01 is for walking, act 02 is for sitting, etc. You have to check every single act and every single direction to make sure that the hat sits on the head properly. This is where most of the labor comes from. 02 direction clicking through this scrolls through all of the angles of the head and hat. 03 scroll bar for each pose/angle, there are several frames. this scroll bar scrolls through all of them. You must check through all of these to make sure that the hat sits on the head properly. 04 reference this is simply where you turn the reference head and body on and off via the boxes, x is on and a blank box is off. 05 x offs this is the x-coordinate of the headgear. You can edit this value by clicking and dragging the headgear by hand, or tap-tap double clicking the value under Xoffs with a certain timing to change it numerically. 06 y offs this is they-coordinate of the headgear. You can edit this value by clicking and dragging the headgear by hand, or tap-tap double clicking the value under Yoffs with a certain timing to change it numerically. 07 EXT this simply refers to the reference head sprite/hairstyle. 08 x offs this is the x-coordinate of the head. You can edit this value by clicking and dragging the headgear by hand, or tap-tap double clicking the value under Xoffs with a certain timing to change it numerically. 09 y offs this is the y-coordinate of the head. You can edit this value by clicking and dragging the headgear by hand, or tap-tap double clicking the value under Xoffs with a certain timing to change it numerically. That is basically all you need to know of actOR to get the job done. Personally, I don't know what everything else does! Now you must go through all the .act's angles and frames to make sure the hat sits correctly on the character's head. Once you are done, simply save your file. And you're done! You now have the .act and .spr file of your headgear. the data folder 1 sprite this main folder is where your sprites reside. under this folder is two other folders. a. ¾ÆÀÌÅÛ holds the .spr/.act of the thumbnail of your headgear. b. ¾Ç¼¼»Ç¸® where your headgears reside. Underneath this folder are two other folders. c. ¿© the female folder d. ³² the male folder 2 texture this main folder is where your .bmp images for your items reside. under this folder is two other folders. a. À¯ÀúÀÎÅÍÆäÀ̽º this folder holds two other folders under it. b. collection this is where the artwork for your headgear resides as a 75 x 100 bitmap image. c. item this is where the .bmp thumbnail of your image resides; the image is the same as the .spr thumbnail of your headgear and is 24 x 24 in size. notes I generally work with the female .act/.spr files first. Afterwards, I simply copy and paste those files over to the male folder and paste, afterwards, I rename them. A lot of the time, the female .act will not suffice for the male .act since the male hairstyles tend to be smaller than the females. You will have to go back and edit the male .act file after copying and pasting. The way you position your headgear might not work across all hairstyles as well. You want to choose a position that can be workable across most hairstyles.
    1 point
  3. I have two item random groups, one that adds a weapon element and another that adds a small random stat bonus. How do I specify I want a drop to have one ability from each of these groups? So when the item drops, it can be, Fire Property and STR +2 or Water Property and LUK+2 etc? (one ability per group added) mob_drop.txt isn't clear about the syntax for adding more than one option per item. I could add multiple abilities per line in item_randomopt_group.txt but then I need a new group defined for each combination of groups and need to list all possible cases (so 8 elements * 6 stats = 48 cases). This might work for simple cases but if I wanted 3 abilities each from a group that has 12 possibilities then it's 12*12*12 over 1000 lines, so I rather not do it that way if I can avoid it.
    1 point
  4. https://rathena.org/board/topic/118628-grf-encryption-file-not-found/
    1 point
  5. in the iteminfo.lua put -- in the start of this line AddItemIdentifiedDesc(ItemID, functions.add_arena_url(ItemID)) to be like this --AddItemIdentifiedDesc(ItemID, functions.add_arena_url(ItemID))
    1 point
  6. Version 1.0.0

    244 downloads

    I put all the cards in the bRO, iRO, kRO, jRO and converted to FluxCP. I enjoy it! Extracted from data.grf updated on 2019-02-24
    Free
    1 point
  7. My tool allows you to take wings/rucksacks/whatever sprites, rename them numerically to place into the tool, and will automatically output the renamed files for each class, saving you hours of time having to manually rename each file.Originally inspired by this thread: http://rathena.org/board/topic/72734-guidecustom-wings-at-robe-place/ - I created this tool as a means of saving not only myself, but others time. The script can still use some improvements (automatic creation of folders from steps 2 through 6 in the instructions below for instance), but is for all general purposes ready and working as-is. My script uses PHP and web server magic to run. Your web server will also need to be able to .tar.gz files. I don't know how to check other than running the script, so.. yeah. You will need to download the following zip which contains a robes.php file: http://jtynne.com/rAthena/robetool.zip Next, follow these instructions: 1. Upload the robes.php file to your web server. 2. Create two folders "base" and "output" 3. CHMOD both folders to 0777 4. Inside of the "base" folder, place all of your .spr/.act files for the garment sprite you'd like to create. Number these from 1 upward and remember this number for the next step. 5. Inside of the "output" folder, create an equivalent amount of folders to the same number of .spr/.act's you put in the "base" folder. If you went up to 3.spr/3.act then make three folders: 1 2 3 6. Inside EACH of the numbered folders, create two additional folders with the names "³²" and "¿©" (male/female). This is important so do it! 7. Run the robes.php script from your browser and allow it to run. It will create a .tar.gz file containing all the necessary sprite files, but your work is not yet done. 8. Inside the .tar.gz you will find an "output" folder which contains numbered folders and renamed sprite files for all classes. Take the numbered folders and place them into : data/sprite/·Îºê/ (client-side) 9. Open data/lua files/datainfo/spriterobeid.lua AND data/lua files/datainfo/spriterobename.lua YOU MUST EDIT BOTH FILES. 10. Inside spriterobeid.lua in the SPRITE_ROBE_IDs = { section, add in your new robe reference. e.g. ROBE_MYRO_1 = 1, 11. Inside spriterobename.lua in the RobeNameTable = { section, add in your new robe reference using the data from the previous step as an addendum to the syntax. e.g. [sPRITE_ROBE_IDs.ROBE_MYRO_1] = "1", 12. You can then test these out in-game with @changelook 7 # or adjust the "view" field on a garment and voila. Note: If anyone has questions, I probably won't respond very quickly as I'm busy IRL with school/running my own server/working. Help each other, it's pretty straight-forward so long as you have an understanding of client-side data. If anyone would like to create a more detailed guide, be my guest. If you modify my script, please do give credit where credit is due, as I spent a considerable amount of time making this work. Thanks!
    1 point
  8. DISCONTINUED Since I updated some of NEMO's easy-to-update patches, I think the community would benefit from them too. Don't expect much though Download updated patches on my fork of NEMO. (Commit logs) These patches are distributed "as is", without warranty of any kind. In no event shall I be liable for any claims, damages or other liabilities. If you'd like to buy me a symbolic beer, feel free to donate to my PayPal. Symbolic beer hall of fame: (Thank you for the kind donation) @Hurtsky @renniw @Radian @Haziel
    1 point
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