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Sage

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Sage last won the day on June 8 2023

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  1. Very cool, I love official/gravity-style maps.
  2. No they don't. Anyway, this is a gorgeous map, probably among the best versions of Prontera I've ever seen. My only criticism is that I always find it a little jarring to use original RO models from ~20 years ago together with more recent and modern ones, which tend to have a lot more polygons and higher resolution textures... In the case of buildings like the church or castle, yeah, they're extremely different, but I think a lot of the simple houses in Prontera can be replaced with the newer version of those models that looks a lot better. If it's important to you to keep the original models' shape, you can still modify them with higher resolution textures that look better, IMO- I've done this before with some older RO models like this einbroch table.
  3. I'm pretty late on answering this, but I hope someone finds this helpful anyway. The easiest solution to this problem would just be to remove the object, calculate the shadows where it used to be, and then put the object back. In browedit, you can use Global Height Edit to select an area of the map, and then go into Generate > Calculate Selected Lightmap to recalculate the shadows in the area you highlighted. This is a useful trick because it lets you adjust lights/shadows very carefully without having to re-render the entire map every time you make a small change. I recorded a short video using one of my maps as an example. You can watch it here: Click Here
  4. What up. The Map GOAT is back. Izlude is probably the ugliest, shittiest town map that Gravity has ever made so I decided to do it better. This is a lot bigger than the original, but I think it would've been missing something if I made it any smaller. Original Izlude doesn't have much character besides "Prontera but small and surrounded by water," so I tried to give it a little bit more of a nautical sorta theme with blue buildings, a lot of cargo/seafaring supplies, and a bunch of cute little piers and fishing spots. One of my goals was to make a town with little to no wasted space, so there are all sorts of little landmarks to see and seating areas to hang out in too. I hope you guys like it.
  5. As far as I know, the draw distance to see models and terrain is hard-coded into RO clients. If you zoom out too far, then the farthest things disappear.
  6. Have a free one on me. You can move the portal coordinates to 200,200. tha_scene edit.rar
  7. This is a project I started a week ago, including two maps and a bunch of models and textures. For the most part, the ground textures were made for another project a year or two ago, and all of the buildings and custom retextured models are things I made over the last several days. This is a remake/replacement for juperos_01 and juperos_02. I kept the idea of an ancient, high-tech civilization and used the Juperos/Schwarzvalt symbol in a few of the textures, but otherwise I did not intend to recreate the original maps accurately. I think they are kind of a pain in the ass to walk around in. The maps have a few exits that do not lead anywhere right now. I intend to make a replacement for the other parts of Juperos sometime in the new year, so you can consider this post "Part 1." I hope you like it. Please reply if you'd like to see more map showcases in the future. jup_fild01 jup_fild02
  8. Here are the ruins of a big, modern city. It's not easy to make tall buildings in RO, but I think it came out nicely. Please reply if you'd like to see more map showcases in the future.
  9. I made an island that bullies innocent ships trying to sail past it. Please reply if you'd like to see more map showcases in the future.
  10. I'm back. Check it out. Dungeon map? I think it looks better with a fog effect. Please reply if you'd like to see more map showcases in the future.
  11. Per-model, RO's polygon limit is very low- It's about 2000, and generally you'll probably want to limit it to about 1600-1800. I don't know if there is a limit per map, but I've found in the past that the framerate starts to get very bad around 8-10,000 models on a single map. (Models, not polygons) It's doubtful you will ever reach that many models on a map intentionally, as even my most detailed maps ever tend to only half half as many models as that (around 4-5000). If you want to make use of complicated, detailed 3D models with higher polycounts, you'll have to split them up into several individual models that you piece together in browedit. I hope that helps.
  12. Extract them from a GRF with GRF Editor.
  13. Thanks for the feedback so far. When it comes to the leaves on top of the water, I popped ingame to take a look, and this is what I got from some of the largest ones: It blurs a bit more than what you'd see in Browedit, but still slightly pixelly. It might bother some people more than others, but OK with this as is- It doesn't really stand out to me, and I don't think most players would mind that much either. At least, not to the point where I'd feel I should put the time into making a new, higher resolution texture...
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