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Olrox

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Everything posted by Olrox

  1. I'm glad to know that it was understandable I think the next tutorial will be about GR2 (granny) animation. It is something I must do; Although this one is gonna be hard, since I'm not good enough with bones animation. Edit. Seems I should specify in this thread that the tutorials are not -correlative-. That means, it is not a progressive teaching, it is more about a collection of different lessons about new things in maps/3d oriented in Ragnarok Online.
  2. Olrox

    Aura Sprites

    You mean these ones? pikapika2.bmp pikapika.bmp
  3. All you need to know about custom items ---> http://rathena.org/wiki/Custom_Items
  4. It doesn't opens in browedit or in game? in case it doesn't opens in browedit, can you tell us what is the console output at the time this error happens?
  5. Volume 3 FBX to RSM Animated Models About: "Importing and doing your own animated RSM Models now it is possible.." Thanks by @xarple who developed a tool that allows us to import FBX to RSM with animation present, and after sometime debuggin his tool with him, now I added the tutorial about FBX to RSM Animation. Please Take a look at the initial post of this thread to watch the video tutorial. It is quite easy to know the possibilities in mapping with this. Note: Sorry about my acent. I'm not a native english speaker. I hope people here will understand. In any case, the video has subtitles aswell.
  6. First, you have to work with a transparent background (or a solid background can work, but transparent is better?). Then you need to have a final size of the image. Dont resize it when it has the magenta color present or you will mess all your work. Second when you have the size you will already use, then, use the "paint bucket" tool and select the color #ff00ff disable the anti alias option, and fill only the transparent background with the magenta color. You can set a tolerance of 10, 20, or 40, it depends of how much you want to make it automatic. Then just save it as bmp file. Edit: after using the paint bucket tool, and if you want better results (for example there are still white borders present), use the pencil tool in photoshop and begin drawing a magenta border manually to the edges that you can see didn't become as expected with the automatic tool.
  7. I just love your designs they are so awesome.
  8. I think those bottles are just a tile in the texture of the model. But in case you want to edit the model I did a tutorial about how to edit rsm models with 3ds max + 3d object converter.
  9. @xtiand Thanks for adding the files names. As for your testing, you have to know that you can't add transparency levels to a bmp file (edit: or you mean magenta transparency?). In RO that is only possible with the TGA texture files I listed before. In any case,anyone can do his own spirit balls now with the files listed, however, they will not have transparency as the ones some other guys have. I think the question here is: Why the client asks for different texture files even by common Kro clients?
  10. As far as I know, it is not possible to use a custom shield sprite, (I mean making it visible) unless you replace an existing shield sprite. As for the weapon, please tell us what kind of weapon you are aiming to add (katar, sword, book, mace... ?)
  11. ^ This is the most awesome quote I have seen quite a while!
  12. /src/common/mmo.h #define MAX_GUILD 16+10*6 // increased max guild members +6 per 1 extension levels [Lupus] The first value "16" is the original guild members capacity, without any guild extension. Then "10" (guild extension max level) * 6 (amount of members per level) In your case I think it would be like: #define MAX_GUILD 10+10*1 // increased max guild members +6 per 1 extension levels [Lupus] With this you should have 10 members at a initial guild members value at level "0", and 1 more member per guild extension level. You should recompile your server after this change. Note: If you are going to do this change when your server had guilds already with more than the new limit, you must reset your guild members.
  13. After updating now is working with the materials asigned automatically. I don't have anymore questions, gonna add the tutorial tomorrow/past tomorrow. Thank you a lot
  14. You surely miss some files in the texture folder, probably by a missing update in your kro
  15. You need to know about browedit to fix this issue. Open browedit: Go to Windows --> Water. Set water height to: -20 or even -100 works aswell (recommended if your map has profundity in water) Go to Object Group edit mode ---> Select all the object, switch to edit mode, and raise them up with the Page UP key. If your map has effects on it, you will have to raise the effects to the new height manually. Edit: Use global height edit and raise the terrain to up the water level <-- sorry I forgot. After that save your map, and then resave your map with browedit rev 558 (you can try even rev 560, but personally I use 558)
  16. If you are using photoshop, try to turn off the -Anti aliasing- option at the time you are using any kind of paint tool.
  17. This is the test I'm trying (fbx converted, original rsm and textures generated from your tool) -- > https://dl.dropbox.com/u/52175822/prt_flag_test.rar At the time I import, it shows the amount of materials okay (marked in red) But when the model is imported, no material is asigned to the material lists
  18. Olrox

    Aura

    data/texture/effect/cir0002.bmp data/texture/effect/cir0002.tga data/texture/effect/w_bubble01.tga ... continue on this, adding +1 (bubble01, bubble02... etc) until you reach to data/texture/effect/w_bubble27.tga ^ Those are the files that the 3rd job aura uses.
  19. Diria yo que no se puede ya que los npcs son leidos desde el servidor y no desde tu grf.
  20. What's on your mind? <--- KamiShi who else?

    1. Camilla

      Camilla

      You should have a detoxification therapy. :33333333

  21. @Ryu Since FBX is owned by Autodesk, you can use 3ds Max or either Maya and you can find the proper exporters/importers for FBX aswell in the official site, they should work very alike. He suggest to use any ver from 2013. @Xarple Tested, now rsm to fbx is working as a charm. Although there it is necessary (in my case) to rotate it at 180 "X" degrees when importing the fbx, all is fine. I'm still wondering about: I allready added the set resources in your tool, and the textures are extracted from the grf and placed where the fbx is generated (preserving the directory name), that is working. What I can't figure it out is, at the time I import the fbx in 3ds max, the textures are not added as materials. However, the statistics of the model at the time of importing is showing the amount of textures, but no textures are added to the materials of the scene. Maybe it is a newbie question, but I have to confess that I have not dealed specifically with FBX as other formats I'm more get used to work.
  22. I found the first map aswell. Edit: as for the textures you need to have the coke event grf. MapTown.rar
  23. Hey guys thanks for the replies, sorry I have been crazy with a heavy amount of work. Although I want to say my big regards to your kind words
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