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Sage

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Everything posted by Sage

  1. 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
  2. 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.
  3. 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.
  4. Have a free one on me. You can move the portal coordinates to 200,200. tha_scene edit.rar
  5. 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
  6. 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.
  7. 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.
  8. 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.
  9. 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.
  10. Extract them from a GRF with GRF Editor.
  11. 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...
  12. 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.
  13. 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.
  14. 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:
  15. That's really clever and charming. Definitely one of the cooler map ideas I've seen in years on this forum.
  16. 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.
  17. 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.
  18. The blue lines moving past the train are pretty neat. What effect is that?
  19. 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.
  20. Nowhere, at the moment. I'm setting up a website where I can showcase/sell them, but it's a work in progress. I never intended for most of the maps I make to ever be released or shown outside of the small server I run with a small group of friends, so it's taking me some time to decide how they'll be package together and making sure they GRFs I put them in contain all the correct textures/models/etc. Please be patient.
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