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rapalooza

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Everything posted by rapalooza

  1. Huge release! Love to see some good well coded stuff being released, pumping some fresh air into the community! Thanks for your time and work ;]
  2. Sup guys, long time no see ^^. I've been working on a DPS meter, inspired by Details! Addon from World of Warcraft. So how it works: - The party leader have the hability to start, reset, and stop an dps session of the party. - Members choose to see or not the meter once activated by the leader. - The meter shows only online members. But if no online members the session will close. - It uses a timer to upate, but that timer does not re-send info if there's no damage to update. (buffering the damage so it does not overload members and server with packet send) - Planning on sending a ' Session Stats' at the end of a Session where the player could save the wisper as txt. I'm still not sure if the amount of workload this would infere on the server. But i'm developing it with that in mind. I'm creating this Topic as a way of discusing ideas on the subject. Video Example:
  3. A lot of the new skill animations seem to have a pre cast/while casting animation, i wonder how they are loaded into the client, and if it would require some source modifications to support them.
  4. Well, you might want to follow the instalation... changing the name of the flag file in the lua files, its kinda required since the default data has some unwanted animations for the default flag filename. Since we're changing it to a diferent value, the bone animation is not there, and therefor it uses the baked-in animation of the file. Make sure you are using at least 2018 clients since i did not test on previous ones. All the best...
  5. Hey guys I'm messing around with something realy interesting. Changing the playstyle of ragnarok. It revolves around using WASD movement, so i'm creating new ways of targeting mobs and npcs, like many other games "tab targeting". here some videos:
  6. Amazing work @Tio Akima! The details are amazing, feel like you used alot of "no straight angles" which makes the scene so alive and natural. Congratz.
  7. @Forshaken Hum... very estrange behaviour. The _1 on the name link's the model to a bone structure present on data. Renaming it to any name without the _1 should keep it from using bones and thus keeping it on it's straight up original position. Can anyone else confirm this behaviour? I might have changed something else for it to work...
  8. Put the file rapa_flag.gr2 in your data/model/3dmob/ folder... Than you modify jobname.lua/lub wich is located inside \data\luafiles514\lua files\datainfo\ at this line [jobtbl.JT_GUILD_FLAG] = "rapa_flag.gr2", <- the gr2 file would have the orignal flag name which I forgot but you got the point... Hope you get it ;]
  9. 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
  10. Version 1.0.0

    253 downloads

    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... )
    Free
  11. View File Town of Beginnings from SwordArtOnline Town of Beginnings from SAOI'm releasing this map that I made a while ago for a SAO-RAG project that has been put on hold, and i felt like it's too good of a map to put it on a shelf ;]Hope you guys enjoy the release. ;] Some files inside include the color changes on some texture files, so keep that in mind, and delete them if you want. Submitter rapalooza Submitted 04/16/2019 Category Maps & 3D Resources Video https://www.youtube.com/watch?v=Rbs68FJr2I4 Content Author raPalooza  
  12. Version 1

    1866 downloads

    Town of Beginnings from SAOI'm releasing this map that I made a while ago for a SAO-RAG project that has been put on hold, and i felt like it's too good of a map to put it on a shelf ;]Hope you guys enjoy the release. ;] Some files inside include the color changes on some texture files, so keep that in mind, and delete them if you want.
    Free
  13. I was working on a project just like this one, what i did was use a 3d software to render all the camera angles and actions from TOS, rendering them directly into .bmp files, i got some really nice results like yourself, but the main issue i had was that when downscaled from a bigger .bmp file, the equipment window wouldn't downscale it, so the default bmp resolution would appear really large on the equipment window. I've put this project aside since the trade between work and results was not very promising, i mean, a lot of work to get thinks right, and not a easy way to automate those boring steps, the only way to make it automatic was to use the same animation for every class, and that would make it a little repetitive from a gameplay perspective. PM me so we can share some ideas and maybe figure out better ways to work it all out. All the best in your project buddy and hope it's all freewhen done ( i'm a huge supporter of Creative Commons ) \o/
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