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Sage last won the day on February 12 2020

Sage had the most liked content!

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  1. Sage

    Polygon limit

    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.
  2. Extract them from a GRF with GRF Editor.
  3. 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...
  4. Group model edit doesn't, as far as I know, work between maps. If you're copy-pasting from one map to another, you'll want to use the global height edit mode's duplicate function, and then clear the lightmap on the map you paste to, or else you'll get a sanity error. I strongly recommend you save the map before you do this, because global height edit's duplication tends to crash Brow at least 50% of the time I use it.
  5. If you looked in that folder and don't have any Juno, Einbroch or Einbech textures, then your GRF is missing a lot of stuff. I assumed you were looking for ground textures, but if it's buildings you want, you should look into these two directories instead: Models: Interior Textures: Most Einbroch stuff is labeled st_whatever, and most Juno stuff is labeled sage_whatever.
  6. All the ground textures for most of RO's overworld and the older dungeons associated with those places are located in a single directory, rather than having their own folders, which eventually became the standard every time the game updates nowadays. You can find the textures for all those places in this folder:
  7. That's really clever and charming. Definitely one of the cooler map ideas I've seen in years on this forum.
  8. I love SCPs. This is pretty cool, but I think you should have made the ambient light darker. I think it'd have a better effect if it didn't look as well-lit as it does now. Changing the name of the mob that attacks you to SCP-087-1 would be more accurate, too.
  9. This looks really great, and it's awesome to see the final product after seeing previews while you were still working on it. The retextured objects are all high quality and nothing looks strange or out of place. I think this is a better Japan-themed area than all the actual Amatsu maps we got in game, and this is the type of map I wish we could see a lot more of on this forum. The time you put into it really paid off.
  10. The blue lines moving past the train are pretty neat. What effect is that?
  11. You can use hexed versions of newer models to make them work in 586, then you don't need to use 620 at all. I've compiled hexed versions of the newer models in this package here: Download Credit to Tokei for making these. I just reuploaded it.
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