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Posts posted by Tokei
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I always thought that GRF mean Gravity Ragnarok Folder
There are no official meaning to the extension. It could be, like you said, Gravity Ragnarok Folder or what I prefer to call it is Gravity Resource File, which would make sense for GPF meaning Gravity Patch File. It could also be Game Resource File and Game Patch File. RGZ could be for Ragnarok GZip. There are just so many possibilities!
Sorry,
my grf encrypted, i have create *.thor file to update, when i run my Thor Patcher it's said: Cant Open change.grf (my target grf has encrypted).
P/S: i'm Phantasm, i dont know why i logged this account.
What is your Thor Patcher version? Can you open change.grf in GRF Editor? It's hard to locate the issue with so little info. You can message me if you want, it'll be faster to respond for me.
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The view doesn't work on removable devices
Try to refresh the window, clear the thumbnails cache or change the size of the icons; it should be working. Thumbnail providers are handled by Windows Explorer, not the underlying device.
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Some of them work in Windows 8? testeis because some did not work.
They all work in Windows 8.
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There are already many sprite viewer softwares out there, to which are you referring?
WeeThumbail (by Shinryo) : http://rathena.org/board/topic/53423-weethumbnail/?hl=weethumbnail (this shows you a thumbnail preview for the .spr extension)
SPR Conview : http://ratemyserver.net/index.php?page=download_tool
SprTool 4.6 : same link as above
ActOR, ActOR2 : same link as above (this is more of an Act tool though, but it's also a sprite viewer I guess)
GRF Editor : http://rathena.org/board/files/file/2766-grf-editor/ (this is a GRF editor, but you can view sprites in GRFs as well)
GRF Viewer (by Keyworld) : http://www.robrowser.com/prototype/GRF-Viewer/ (this is a GRF editor, but you can view sprites as well)and more, but these were the only ones on top of my head lol
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i've got a pm from a member of this community.. and he says that "fuck you" .. the question is how does rathena handle this kind of members who you uses abusive/offensive languages? his name is psvita by the way
If you know the person, you can start by asking what's wrong. Otherwise... just close the tab and move on. You shouldn't let it bother you.
If that person keeps harrassing you though, then you can always report it to a staff member. Click on "Report" right next to "Reply". But please, only use that if he's harassing you or done something really offending, don't waste anybody's time with this.
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I very much doubt it. The most popular server back then was AnimaRO and it peaked at 3.5k-ish players in 2007. A lot of drama happened, the server splitted and it got somewhat ruined after that. So 30k...? Nah, no way.
A little background while we're at it (screenshot of Gravity's annual report).
2002 to 2006 (Notice the USA & Canada servers couldn't even reach past 10k players in 2005)
2007 to 2010
Report : http://secfilings.nasdaq.com/edgar_conv_html%2f2010%2f06%2f01%2f0000950123-10-054555.html
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ClientExe is what will be used to start your client. So in your case : ClientEXE='minero.exe'
As for the client parameters, that depends on how you've diffed it. Leaving it as -1sak1 should be fine though.
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Yes, I figure out but forget to edit here, awesome tool!
But to make custom hat acts and etc, could be nice if the program create the number of frames that the "walk" of head or body make, i don't know if you will understand.
And if your program now I can import sprites (from others games) for RO in 10 minutes!
And so,
0 - idle
1 - walk
2 - attack
3 - damage
4 - die
Where is the sit?
The animation names are simply there for guidance. If you only have these 5 animations, it means the sprite will be considered as a mob (hence why there is no sit animation). This sprite will most likely have many issues ingame if you're using it as a headgear as well (headgears require 104 actions).
This process is actually pretty annoying, so to make it easier, I've added new options when you create an Act file. Go in File > New Act > Headgear (male/female). I highly recommend you to either use the templates in that menu or start the sprite from an existing file. The templates do have all the necessary frames as well.
Please, on image add place multi image, select one by one take some minutes
This option has been added, use the mediafire link for the latest release (rAthena's link will be updated later). On a side note, you can drag and drop images in the sprite list directly. It's faster than using the menus ;].
Changes in 1.0.2 :
2014-11-27 [1.0.2] [Added] ActEditor : Insert and replace can be used for a range of images (from the sprite list menu). [Added] ActEditor : The "New Act" menu now offers templates to create Acts from scratch more easily. [Added] ActEditor : New feature in the Anchors menu to copy anchors from a different act file and automatically adjust the layer offsets to keep them at the same position ingame. This is useful if you want to change the gender of a headgear (male <-> female). [Modified] ActEditor : The animation names will now be updated properly (and some names have changed).
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Thank you everyone for the comments !
On 11/26/2014 at 10:26 AM, Zell said:I'm having trouble to add attack animation when creating new act from 0 index and etc, I can only make the IDLE
If you're creating an Act from scratch, you'll want to add actions. The easiest way to achieve that would be from the menu in Action > Add action to...
The start index is used to tell which action to copy from.
The count determines how many times the action is inserted.
The destination index is where the action will be added.
If you want to add blank actions, uncheck "Copy from currently selected". To append the action (to the last index), use the green arrow button.
Was this what you were looking for?
Bug fixed in 1.0.1 ( http://www.mediafire.com/file/uoymx2vni249mlu ) : - Undoing an action insertion no longer throws an exception.
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Do you mean the option that, when someone pms you, opens up a new window? If it's what you're looking for, open the party window, go in your friend list and click the Friend Setup button (the search icon). Uncheck the first two options, those with 1:1 chats. If your party window is at the bottom right, you'll have to move it otherwise you won't see the friend setup window show up.
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I'm not a big scripter, but you could try the following :
setarray .@greetingMessages$[0], "have a nice day", "message2", "message3"; .@greetingId = rand(0,getarraysize(.@greetingMessages$) - 1); mes "Hello player, " + .@greetingMessages$[.@greetingId] + ".";
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- Popular Post
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Act Editor
Heya,
This tool is an action file editor, it edits Act and Spr files. You will find similarities with ActOR in its design, but it should be much more enjoyable to edit animations ;].
Special thanks to Nebraskka for testing this software in its early days. All the suggestions and feedbacks made this software much better.
How to install
- Download the zip archive provided from the download link at the bottom of this description or directly from there : http://www.mediafire.com/file/uoymx2vni249mlu
- Install the application with Act Editor Installer.exe; if you are missing a .NET Framework you will be prompted to download it.
- Once you are done, you can start the program from the link on your desktop.
Key features
The software has many, many features available. It would take too long to describe each one of them, so I've only focussed on the more impotant ones.
- You can undo and redo everything, scripts included.
- You can edit and add sounds easily.
- Powerful and easy to use palette editor.
- Sprite types have been abstracted - you don't have to worry or care about that.
- Animation speed can be changed easily.
- Most components have a drag and drop feature.
- Advanced scripting engine (C# language). The scripts can also be used to customize the software menus.
- Error checking when saving the act/spr to avoid invalid files. The sprite version will be automatically downgraded if RLE compression is not available.
- Frame interpolation (inbetweening/tweening) is possible via the Animation menu.
- Prompts you with an image converter dialog if the added image is invalid.
- Allows advanced edition for actions and frames via their respective menus.
- You can load files from GRFs directly (and save in the GRFs directly as well).
Technical stuff
- Requires .Net Framework 3.5 (SP1) Client Profile to run (3.5 or more will work as well).
- When prompted with an error, use the "Copy exception" button to copy the debugging info. I will need this to fix the issue you're encountering.
The editor's primary window
The interface is really straightforward and similar to ActOR. I'll only focus on new elements!
Rendering mode : This option changes the behavior of how layers are rendered. If you use 'Editor', you'll clearly see all the pixels when zooming in. If you use 'Ingame', it will use a linear scaling instead, which is closer to what the client does.
References : These allow you to know where your item will be positionned (the yellow marker is the anchor, see below).
Color mask : To edit the color of a layer, simply click on the color rectangle. You can also drag and drop the colors between different layers to quickly modify many of them.
Common shortcuts : You can manipulate layers by using common shortcuts. More can be found from the Edit menu. These below are only the primary ones.
- Ctrl-A : Select all layers.
- Ctrl-C : Copy the selected layers.
- Ctrl-V : Paste the copied layers.
- Ctrl-X : Cut the selected layers.
- Alt-C : Copy current action.
- Alt-V : Paste current action.
Advanced action and frame editions
These expose all the available methods of the editor. You can remove a range of frames or copy a frame 10 times very quickly and easily. This dialog is found in Action/Frame > Advanced edit...
Anchors
You can edit anchors from the editor directly. Anchors are points that connect frames together, from different act files. Here's an example without and with anchors :
This is mostly useful when you're using reference sprites (on the right panel). Clicking on the anchor button will let you choose where to attach the sprite (this is set semi-automatically for you though). You can edit those from the Anchors menu, but it is recommended to start from a pre-existing act to avoid doing this tedious process.
Palette editor
The palette editor allows you to quickly recolor sprites with an intuitive interface. Only indexed images can be edited (it's a palette editor after all) and three modes are available. The gradient mode changes an existing gradient to another color while keeping the original saturation and brightness of the colors - this makes the gradients blend in better. If there are no gradient (usually because it's a custom sprite), there's always the Adjust color mode. This one changes all color from a specified range to another one (Photoshop has a similar feature, which does work better).
You can click on the image (on the left) to automatically select the palette indexes. These will be highlighted for a few seconds to show you what you're about to edit.
Interpolation (tweening)
This script can be accessed via Animation > Interpolate frames. This process fills the images between two frames by detecting the changes applied to the layers. Here's a simple example of how it can be used :
Script engine
The script engine can be accessed via Scripts > Script Runner. This is a big feature of Act Editor, it allows you to automate all your work with the act and much more. Click on the Help button for guides and available methods (don't hesitate to try out a script; if an error occurs the act will be reversed to its previous state). The documentation doesn't cover all of the available options and methods for obvious reasons (the .net framework is huge). Doc example :
The language used by the script engine is C#. If you're not familiar with it, simply check out the script samples (Scripts > Open scripts folder)! I won't go into details here, questions can be asked in the support thread regarding addiotional features and methods. If you believe your script should be added in the program, send it to me and I'll probably add it.
Customizable
The settings dialog allows you to modify all colors in the editor easily.
You'll also find the sound resources (GRFs and folders) that can be set up in the Sound tab. The Shell integration tab can associate the .act files with the software to edit them more easily.
Don't hesitate to give me a feedbacks or suggestions!
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Submitter
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Submitted11/21/2014
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Category
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Video
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Content AuthorTokeiburu
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Hmmm, nothing's wrong on that screenshot. Upload your ItemInfo somewhere (use "More Reply Options" > "Attach Files" and put it here). This is gonna be much easier and faster to locate the issue.
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Well, as the error says, there's an issue near the line 128226. It appears the closing bracket is missing, so... is the closing bracket missing? Post a screenshot of the content near that line (need to see what's above 'function'), upload your iteminfo if you can't find the missing bracket (might also be a quote escaping issue).
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GRF encrypted by GRF tool can merge ?
I mean use thor patcher. My patcher can't open grf encrypted
I'm confused as to what you mean here. Could you, hmmm.. give some screenshots of your issue, or give more details? Anyhow, yes, you can generate encrypted thor patches with GRF Editor, from both SecureGRF and the embedded encryption feature.
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accessoryid.lua uses 30002 (< that one should be set to 1000, accessoryid.lua is a list of ViewIds, not ItemIds).
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The ViewId doesn't seem to be set properly. Your ItemDB uses 1000 for the ViewId while accessoryid.lua uses 30002 (< that one should be set to 1000, accessoryid.lua is a list of ViewIds, not ItemIds). In ItemInfo.lua, the ClassNum (aka the ViewId) should be set to 1000 as well.
Also, put your IDs in the correct order in your accessoryid.lua; last time I checked this mattered.
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Yes, I already know that. Again, which part of the wiki guide is unclear to you? Simply saying "it's not working" is not helpful for any of us =/. It 'looks' like a headgear view id issue anyway.
Just... show us everything. Show us the content of your files with the revelant lines : item_db.txt, accname.lua, accessoryid.lua, iteminfo.lua (or the lub equivalent if your server is using lubs) as well as screenshots of the location of your files. Is your server using lua or lub files?
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People can't magically give you the sprite out of nowhere, you're the only one who has it (and apparently you don't have it, so... you have to make it). And... have you read the link eKoh posted? http://rathena.org/wiki/Custom_Items
It contains all the information you need, in details, with a full example. Here's a quick copy paste (Allocating Items on Client Side) :
Step 2 (only for Headgears):
For displaying headgear on the character there will be two additional files (sprite & act) or 4 if the sprite author intended for a separate set of files for male & female. In my example i have considered the first scenario.
The filename for headgear sprite are now specified in accname.lua file (details of which is available in the View IDs Section) (< have you done this part?)
lets say i used
[ACCESSORY_IDs.HELMET] = "_Helmet",
then we need to:
i) Copy Helmet.spr to [RO Folder]\data\sprite\¾Ç¼¼»ç¸®\¿©\¿©_Helmet.spr (Female)
ii) Copy Helmet.act to [RO Folder]\data\sprite\¾Ç¼¼»ç¸®\¿©\¿©_Helmet.act
iii) Copy Helmet.spr to [RO Folder]\data\sprite\¾Ç¼¼»ç¸®\³²\³²_Helmet.spr (Male) (< Check if that sprite is actually the sprite you wanted, and not the bunny one)
iv) Copy Helmet.act to [RO Folder]\data\sprite\¾Ç¼¼»ç¸®\³²\³²_Helmet.act
Now it is ready to be used provided you have added entries properly to the lua files.Reread the entire wiki page and make sure you understand all the steps. Everything you want to know is in there. You just have to read carefully and follow the steps one by one. If you have trouble at one of these parts, then go ahead and ask for more help!
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I am using the newest version of 1.6.8+
It seem that GRF Editor didn't generated the cps.dll file while I encryption my grf...
or How to generated the cps.dll?
Ah! There are two parts of encryption : client configuration and GRF encryption. You seem to be missing the first part; go in Tools > GRF Encryption, put your password/key, your client path name (watch out, you can't change the client name afterwards) and your cps.dll name. Press "Generate files" and your newly generated cps.dll should be selected automatically in Windows Explorer (if not, it's in %AppData%\GRF Editor\Encryption). Copy the cps.dll file and put it in your RO folder. It should work out fine now.
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Yup!! I also has this problem..!!
You're most likely using an outdated version of GRF Editor. These bugs regarding the encryption are all fixed in 1.6.8+ (the most recent version is now at 1.6.8.3 - contains a bug fix for encrypted thor patching).
If you still have the error, would you mind providing more information? I have manually tested every single client ranging from 2012-08-01 to 2014-02-05, and the encryption worked out fine ingame. Copy the error message (with the code, if there's one) and send me the client executable with the cps.dll file generated by GRF Editor. Any useful information that you can provide would help as well (such as the key used, etc). The encryption feature has been stable for some time now (well, except for the thor patch making, but that's been fixed now).
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Not sure if any more information has been found out about this file format, but would love to know more as well.
Minecraft and Ragnarok Online are different games. Please read what was posted right below the post you quoted :
It's not a Gravity grf.
The only similarity is the extension, nothing else, it's not a file to store resources.
Gravity -> grf mean (I guess) : Game File Resources (to store resources data - textures, images, models, world, etc.)
MineCraft ->grf mean -> Game Rule File (so maybe to store rules, game step (mission), just guessing here.).
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The first part of that method sounds fishy to me (could work, I'm too lazy to try it out). The paths of the gnd and gat files are given by the rsw file's content (you would have to edit the file with a hex editor and change them). Anyway, I'd suggest to open your map with BrowEdit and use Save as... to rename it.
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You did the reverse of what I suggested ;x! Redirecting your sprite to ºí·çÁª½ºÅæ (blue gemstone) will work, but it doesn't help finding out where the problem really is xD. To confirm the images are the issue, you have to rename a known image, such as ºí·çÁª½ºÅæ.bmp to green_gemstone.bmp. If the image shows up ingame, then it means your own green_gemstone.bmp was indeed incorrect.
But yeah, anyway! You said you edited the original files, so the image in the item folder should be ~1.6 KB, not 1008 bytes. When you save it in photoshop, select "BMP > File Format : Windows, Depth : 8 Bit, uncheck both options at the bottom", the width and height should also be 22 pixels by 22 pixels. See if you can get that image working ingame now (the image in the item folder is the one showing up in your inventory).
I'm not that convinced it's your issue though, but it's worth checking anyway ;]
Some of skills Visual Effects are not showing Help please
in Client-side Support
Posted
The Land Protector skill effect is determined by data\texture\effect\aaa copy.bmp. Check the file in your GRF, it should look like a white circle with a cross around it. Extract the file in your data folder if you have to (to make sure it's being read first).