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Olrox

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Everything posted by Olrox

  1. For World of Warcraft you can use "WoW Model Viewer".
  2. All arcturus models works just fine in RO maps. I have used them plenty of times!
  3. This RSM where it came from? by browedit RSM convertor or by xarple's rsm converter?
  4. Seems that somehow 2012-04-10 gives a crash with the TV. I've tested the Arena with a heavy amount of 2011 clients and it works fine. Yesterday someone reported me to this, so I'm doing a fix to this pack (if possible) and I'm updating the file trough this week. Gonna send you a PM once this version is up. Kinda a weird case. From the beginning of the RO times, all we know that rsm+gnd+gat+rsw works with any kind of client date. Now suddenly, that rule doesn't apply somehow in this case. Very interesting. Anyway I have a lot of ways to look for a fix to this. Just allow me time.
  5. Thanks for the contribution
  6. I have tried quite a lot of times using the opensetup and the Lua support. When I do the changes (disable sound and bgm for ex.) and apply the effects, after opening my client (2011-03-15 which reads data directory and Lua before Lub) the sound and bgm resets and it plays. I looked at data/optioninfo.lua and seems there is no change. Although if I edit the data/Optioninfo.lua with notepad and save it, (all manual) then, all is fine... any clues? Edit: Just found that opensetup edits: savedata/optioninfo.lua although this is useless to my client since, mine reads the one inside data. And by trying to remove read data folder first, it even resists to reads savedata/optioninfo.lua.
  7. Sorry by the necro post, but, I guess I know what is happening here (since I had this issue quite a while) Also I can see people looking at this thread, so perhaps they are looking for this solution. I think your issue is cause the character you are testing doesn't has the permanent variable named as: "jobchange_level" which is checked at the time you distribute skill points in a character. That means if you do a skill reset, or you change a job manually by GM command then, you are bypassing this variable, and, thats the reason the character can bypass skills. ^ All of these is about eAthena server. Dunno about in rA
  8. Hmm This is something I have never tried but... theorically, the only change that the rev 586 does to fix the blackspots comes at the gnd (since it is the file that manages ground, lightmaps) And your issue is cause the rsw (ragnarok world map, handles the models) Try this: (dont forget to have your map backups!) The following idea is by making the example your map is named as "yourmap" and, it is located under "data/" 1 - Make a backup of your map, (copy it to: data/backup/) 2 - Open your original map in browedit 620 3 - Use clear model tool 4 - Save it After saving: 1 - Open your map with browedit 558 2 - Re save it And then ... 1 - Copy yourmap.rsw from data/backup to the original data/ 2 - Replace. After that ... test in game. Dunno if this will work rly.
  9. You are using custom 3d models isn't it? (I can tell by looking at those lamps) Browedit rev 586 tends to crash with custom rsm, (something I've encountered only by xarple's tool) and it is something that rev 620 doesn't. Try this: 1 - Do a backup of your map 2 - Open it in browedit 620 3 - Use clean map edit tool 4 - select only to clean objects 5 - save your map 6 - Try to open it in browedit 586 ^ If this works then do this: 1 - Find and extract any dummy rsm model in your data.grf 2 - Make a backup of your custom rsm model 3 - replace your custom rsm model, with the dummy rsm you extracted from data.grf 4 - Bring back the map backup you did 5 - Now open the map with browedit 586 After you re-save with browedit 586, then, bring back your rsm model backup and test in game.
  10. Well that is weird, I have tested custom textures in 2012-04-10 and they work just okay.
  11. <3 you shut up <3 Thanks william! thank you man indeed :3 Thank you a lot Thanks! @ontopic: seems a lot of people liked this one, I'm really glad with that
  12. Holy moly :0 I bet this is the best animation you have made so far, it has a lot of details... like those awesome dragon's claws moving <3 they are awesome!
  13. Thanks! Thanks snow <3 It took me some weeks, but in hours of work maybe 48 hours total. Thank you a lot Adel! Indeed you never do <3! Im quite surprised, thanks for commenting! Thanks. That is because models are very low poly, and, actually, in the anime they dont have too much details like to say they are complex buildings.
  14. I bet that the OpenGL change is way too hard to switch at this point of work. Borf has been working a lot in the new browedit with the OpenGL actual ver. Sorry about that, but I'm sure all of this is for having a more powerful map editor. If you ask me, it runs like a charm.
  15. Briefing & Concept Hello folks I'm back with a map I did quite a some time ago. I was not able to show it since the heavy amount of work I'm having ATM. I consider this a good map, worth enough to be in a showcase thread. About this map So, what do we have new on this map? Konoha is, a medium size map, which has some good extras I have tried so far. It has real Naruto Models I edited myself and, I have to say I poolished the textures to have a more RO style (bitmap shadows). This map has new features, (The part that most of people waits ) Although it is nothing really special, it is possible to use High Jump on the building's roofs... just as how it is in the real anime. Another thing I have to mention is the addition of the Hokages in the background of the map. I bet, Konoha city would not be Konoha without these awesome guys! Video! ... Watch it in 720p! HD Screenshots Color Palettes Sponsored by @KamiShi Drooping Olrox Hat Sponsored by @Adel Screens are in Full 1920x1080 HD resolution. You can allways hit the image thumbnaill to check the images on full size, and check some details that can only be appreciated in HD resolution. Beautiful Panoramic Awesome screenshot comes at first. The Sky is just a PS edition for a decorative screen I did Overview 2 Overview 3 Overview 4 Overview 5 Overview 6 Area View 1 One of the things I got back to take care of, are the small details. This screen shows an example of very small details as boxes, foods, etc. Area View 2 Using High jump on some houses. You can walk across the houses using this skill... Area View 3 This small area recreates the hotsprings. Area View 2 In game View of the Hokages That is all for now. Personally I like how this town became. I'm not sure if this is the first konoha out there. This project I'm working for is aiming to have other Villages from Naruto, It is kinda a big project and I hope I will have enough time to finish all the request from this guy. Comments or Ideas are always welcome. Thanks a lot for your time, and I wish to all to you a nice weekend!
  16. So, I did the tutorial but... microphone was not recording. I felt so desmotivated. I'll need some time to do it all again ...
  17. You got a PM mister :3

  18. I Don't know what you mean by covering ratio.
  19. De que lo han traducido yo creo que quiza? ... pero de que lo han compartido, yo creo que no... la comunidad española de RO no es de muy compartir que se diga; o de organizarse en algo que ayude a los demás. ¿Porqué mejor no subirlo en script releases en ingles? Ya he visto que la gente solicita un poco de ayuda en algunos releases, y la gente apoya. En tu caso, solo es el hecho de traducir, osea, el trabajo ya esta más que hecho; estoy muy seguro que más de alguno traduciria y publicaría la traduccion.
  20. Awesome improvements Keyworld! You even did a LUB decompiler already? woah, awesome. I'm quite impressed of that video, I didn't find anything missing from the original RO client in comparisson with yours. I hope your proyect will be complete very soon
  21. Because ragnarok rsm doesn't support endless repetitive UVW Maps across the planar scene. If you have that Map out of that box, it means you are repeating.
  22. After you convert 3ds to rsm, you have to go to rsm editor in brow, and open your generated rsm model. In the screen you'll see only white, cause the model doesn't have textures. Look to the right pannel and you will see the names of your original 3ds files (or sorth of them) What you have to do is, in order beginning from the first click each of the boxes, and find your custom texture. then continue until you finish. Remember, it is in order. Then save it
  23. 3DS Max 2013 generated .3ds models have a weird bug at applying textures. You have to: Import your 2013 .3ds to ---> 3DS Max 7,8 or 9 and export to .3ds, then convert it into rsm.
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