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Olrox

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Everything posted by Olrox

  1. @CrescentSaga Thanks for your compliment . but I have to say that the credits of the mobs goes for gravity. Doing this "skinned animations" is, truly a hard work since they are all about organic models. @Nipsino It is possible to use pokemon models and add animation aswell @all Yes download link is aimed to be added very soon. I currently need your feedback if it is truly necessary to make them smaller or, keep those sizes. Edit: ^ thanks ossi, I will keep it in mind and at the time I upload it I will do them more smaller. Even, if I have to make them ALL over again~ :<
  2. @Akbare: Thank you @Haziel: Kamishi is sleeping now <3. About the sizes, I thought the same, howeveeeer, I will wait for more feedback to be sure to change them. (since I have to make them all again!!!) The user bar Edit: Btw... for those who wonder to import your own GR2 animated 3D, I was making a guide to let you know how to do it the past week. But since I have found a lot, but a lot of new details I didnt ever wonder before to keep in mind at the time of importing, I thought I will take my time to continue the testings so, the guide will be more consistent. For now, I just found to get rid of issues as weird rotations and lag pikes with dead animation. There is another one I'm working on and after that, the guide will be released.
  3. Briefing & Concept Hello everyone! As you may noticed, by a petition I asked to our staff, we had some changes in this forum. Now it is named as 3D Modeling Showcase, instead of just Map Showcase The idea is to promove the development/discussion in all regards the 3D area. I remember that years before this area was almost null in the *Athena communities, due to a lot of missinformation/resources... not anymore! Back to the thread. This first release (of a lot to come) is in grattitude to a team where I'm member and after 2 years of development and testings, we were able to finally finish our Animated 3D Monsters Project as for now we can handle -bones animations- for gr2 files. Donations are Welcome in appreciation to Ricky92 who developed the Granny Converter. This release is possible thanks by the Granny Animation team: Doss, Ricky92, Olrox, Ai4rei, curiosity, Lemongrass, Shinryo, Yommy, Greenbox You might remember the emperium/guardians/treasure boxes. Yes, those are the kind of mobs/models I'm refering to. In short words, thanks to the work of our team and of course the community support, we can add animation with bones in any 3D model we have. That means for example: make our own 3D mobs, add animation to pre-existing models like a wind a blowing effect to the prontera flags, add interactions like opening gates... etc. Now, lets talk about this release. You may remember "Ragnarok II Gate of the World" a game from Gravity that stopped development some time ago. Well, as a first release of this tool, I took my time to bring some packs of these awesome mobs that you can use in your server now. Some technical info: - This games runs under an Unreal engine - Granny exporter for 3ds max used to import the animations - Granny converter by Ricky92 to convert the gr2 files into RO version About this release So, what do we have new on this release? This first pack, contains 4 full animated 3D mobs from this game. Animations are: Walk, Dead, Attack, Stand and Damage. Just a reminder: The damage animation is not showing for custom 3d mobs even if they have it; this also happens with official 3d mobs aswell. So, we believe it is more a matter of the official client rather than a custom addition to take care of. Some notes you have to consider please. We are still in early state. I mean, it has been years without the possibility to add our own 3D mobs until now! so, a lot of optimizations/details at exporting are in the TODO list. Dead animation is fixed in 2 mobs in this pack that by an unknown reason they made some graphical lag with this animation. It was necessary to fix the end keyframe to the default dead animation in the mob, so, when these two mobs dies, they return to the default position (I can tell this also happens in official mobs, I believe this is a matter of Gravity too) Attack animation: The client, by a reason, shows the attack animation really fast. We must make them lower in max, and export it in gr2 with this in mind. Some glitches like weird rotation in the Y axis, is presented if you export the gr2 models with "relocating position to origin";. I realized this and finally the mobs were not bad rotated by the client. When exporting bones, you must disable: texture and mesh data. By that way, the gr2 will be setted as the official ones, which they only stores the animation without bones mesh/texture data. I know it is nice to have it listed like that. But the true is that it took me HOURS! to do those tests and have those conclutions. Thanks to that, the mobs were fixed and they don't have any serious glitches =P These mobs are compatible and were tested on: 2011-03-15a and 2012-04-10a clients. However, we believe that our feature works also with: "2010-11-24a towards "2011-12-14c" range date, so as "2011-12-20b towards "2012-07-16a" range date aswell. Don't worry, adding the mobs its really easy, just as how you add normal sprites mobs. The only difference is a small patch you have to apply to your current exe. These details will be added in the INSTRUCTION.txt file attached in the download pack of this release. So there you have this animated gifs of them!. Liquid bug, Roda Frog, Puku Puku, and the Vadon mob. The one I like the most is, the Puku Puku (the ones that is flying) ... really, I was shocked too look this kind of animation being possible now. I mean, mobs flying. wow! Video ... watch it in HD 720p! HD Screenshot Screens are in Full 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. *** Download link & Instructions *** If you read all the thread, you may know that this was possible thanks to the project I linked above. Doing this tests and being able to port this animated 3D is consuming me a looooot of time! As you know, I run a service were I get commisions to make maps. Affording time to do this kind of releases, it is something really hard to me. However I completely understand that making time to work for the community here is important, so as a gratitude to the people who supported our project before. Please support this release! I'm planning to add more of these free packs of this game, so as others too: world of warcraft pets? who knows!. So by posting your feedback or by adding: A comment is Greatly appreciated. A simple reputation makes me happy *A topic rating is allways a good detail from all Ensures me that this release and the project itself worthed the time of me and the team who was responsible to make this kind of features possible. Well that is all. Please stay in tune for the download link. It will be a matter of 1 of 2 days so please take a look of this thread frequently to download it. Edit: Btw: Do you think the mobs are oversized? I can make them smaller if you want... however I thought it was good to follow the idea of the "WoE guardians" which they have this size.
  4. - First model: I love the texture detail of the barrels. - Second model: You are now pixeling in 3D. You deserve to die! - Third model: Spechless. - Fourth model: Awesome tower. I think I must join the party of showing some 3D aswell . Probably soon.
  5. Yeah seems they have a lot of faces, or maybe, they have only smoothness present. Perhaps you can try a quick handy way to turn a model into low poly which is by using the optimize tool in max (Modifiers --> Optimize). But since it is an automated process the results are allways not that good. The best results at transforming a high poly model into a low poly in my opinion, is with what they call as 'retopology' which it is all manual but with really great results.
  6. Hey very nice models indeed =P being the first ones you do are very well done!. I believe these chess pieces you did, came by editing multiple shapes am I right? In case it is, I wonder about the horse, you did the shape for it? or there is a pre made shape in max near as that? I'm really glad to see the first thread about some 3D work from the community in this forum btw.
  7. Olrox

    I really like the way you organize your thoughts. Everytime I see a post of you, I take my time to read it all :D

    1. Yuki

      Yuki

      Aww, thanks =D! I really enjoy reading your posts as well, especially the ones on your paid services thread <3. Love how you organized your first post (and love looking at the screenshots/videos of course :P)!

    2. Olrox

      Olrox

      Oh thank you a lot :3 There is missing a lot of info tho. Btw thanks for your words on that thread about the project :P

  8. You are aiming to unpack RO2 vdk files? I got an unpacker for it, in case you want it I would be glad to send it to you. Nevermind, I think you said you allready did a loader for it. Amazing project btw, it is totally awesome!
  9. There are more errors in the map besides the gat cells. After fixing the gats, I had output errors with an invalid object in the gnd file. Afterwards an invalid water type in the rsw file. Sorry but there is nothing I can do, since the map is seriously damaged. Perhaps someone can take a look with some ideas to it.
  10. The red laser is a TGA texture? Awesome map!
  11. @curiosity Thanks a lot for adding how to apply the change for other client dates! I believe that for now, this will be enough to begin leading this project now to the community uses. At least until Ai4rei takes his time to make a plugin for the patcher mentioned before. (In case he considers to do it of course) Some words: It was the 2011 year when my partner wondered how to add custom GR2 mobs. Almost 2 years later, by the contribution of very generous and great people below, this is finally possible: Doss, Ricky92, Ai4rei, curiosity, Lemongrass, Shinryo, Yommy, Greenbox Without the help of these guys, and of course the support of all those members here, this would not be possible now. Very special thanks to Ricky92 that, even by being from another community that doesn't has to do with ragnarok he accepted gladly to help us, and to release this so necessary tool for free. Finally we can tell, that yes, this project can be marked as "Done"!, and now, the best part comes: Let the community learn from it, and begin a development in a very special area in graphics that has never existed before in the past years, due to the limitations you already know. This will not be easy, but I truly believe that people will be interested if enough basic elements as guides/resources are added in a specific forum for it. In gratitude to all, I will try do my best to make the above be possible, and for now, I'm aiming to submit a thread were the staff will consider to add or not, this forum we are talking. Thank you all. And you are invited to take a look into the graphics forum in time to see the results of all the possibilities that now we have, with this great addition to us.
  12. You can't load the map due to gat issues right? In that case, It is possible that you upload the entire map? So I can take a look at it. I have fixed gat issues like this before, however, I can't ensure the original gat data will be preserved; Nevertheless, the map can be recovered to a state of being able to re-do its gat cells again.
  13. *Sorry for the double posting* Guys are you aiming to release these changes on the client you did to a working diff? assuming the granny estructure has been the same in years... I think it is possible to add it as a shin's diff patcher universal plugin? With this being possible, we are ready to mark this project as "done" (Finally!) so as ready to create a new cathegory in the Graphics Forums corresponding only to the GR2 Mobs designs/development where I'm aiming to add a tutorial and a collection of RO2 mobs in grattitude to all (What a great sucess to our community!) However I'm sure more than one guy will say that is not using, 2012-04-10a or 2011-03-10a either.
  14. First one: is a map made by a friend I have for his server. Second one: is a map made from someone as private use for a server I know too. Sorry.
  15. Before I listed the files the client recalls for the summoning spirits that we normally have. My client is not showing the other style so I can't tell you guys what files corresponds to those spirit balls. You can try, just as how I do: - Hex a client disabling the: "Ignore missing files" - Remove data/texture/effect from your grf and repack Now recall the effect and you will be able to see what bmp files are those. Edit: Or perhaps one of you two can upload his data.grf so I can do it for you.
  16. Agree. And true. Seems this point is somewhat omitted... what a mistake. This recalls me those times when we had "stable and trunk" branches in eA. IMO separating Pre-RE on its own branch, is, a better -suitable- way of saying that you are gonna kill it. Guys these* are not the best times to do -radical changes- like the one you are discussing here (About Pre-RE. I'm not refering about GIT move). Remember that there is another emu option now that is preserving Pre-RE. The only difference for now, between each projects is: a strong community backing here, that you surely will put on the fence with this move. So I will say it simple. You want to take the risk and loose your "consumers", for a better "way of coding"?, then, sure do it =P. Not a good idea for me.
  17. Did the test however I think I should read the previous lines calm and slowly... because: A 10,000 vertices limit its quite a lot allready. This sphere has 15,000~ vertices and 30,000 faces. And it loaded just fine even without the hex change. Seems the gr2 in the RO client was allready considered to be a format to handle a high amount of detaiied shapes. I even tested a model with 2 of those spheres and, no issues (that means 30,000 vertices and 60,000 faces). In addition I tried even more, with a dummie tree with 80,000 vertices and yeah, any crash signal; however, seems that with that high amount the client start to shows weird glitches with the gr2 shape like missing faces. Anyway I believe that this limit for now it is just fine. I wish I could have a more complex shape (a monster) with an amount of vertices reaching 10,000 to have a sucessfull test (since it is not as the same to test shapes). But no matter I looked at my resources, all the ones I have are not more than 1,500 or 3,000 vertices. Edit: Wish this kind of limits would be as this in the RSM models =P they make the client crash if they are more than 700 vertices and 1500~ faces present.
  18. Xarple, thank you a lot. I'm testing now. Sorry for the late reply (busy actually) but I'm aiming to test the new improved tool today. Thank you for adding the great support from rsm to fbx and the uv maps issue. I will continue testing this day and leave my feedback about whatever I find. We will appreciate if you can check this thread in time for whatever we find, Sorry in advance for the further double posting I will do btw.
  19. @curiosity Allright, sorry I didn't read you want to test in that way (since in the previous client you uploaded it works with the standing at data/3dmob/.) In that case, both clients: 2012-04-10a and 2011-03-10a works with the standing animation exported at: "data/3dmob_bone" for custom mobs. While, normal mobs continues to show the default animation in "data/3dmob" which it is amazing! Edit: About the zombie dragon, no one has that gr2 gravity supposed to release years ago =P ... however, we are now able to make our own zombie dragon if you want it! Edit 2: curiosity, do you want me to test a mob with a high amount of vertices present with the limit in the client about vertices expanded? this would allow us to add amazing high detailed 3D mobs. In that case, it is possible that you provide me what hex values to changes in any of the clients mentioned?
  20. Hmm not working for me. Tested both changes, in both clients and, again standing animation is static. However the previous client you uploaded is working. Perhaps there is something I missed? Edit: Btw what do you think about the idea that goes with "interaction" with the map enviroment?. Let me explain: we have the tools to import any Ragnarok RSM Model in 3DS Max, and add our own bone animations to it. Using then, the granny exporter, and the granny converter by Ricky92, we can add for example: Animations to a prontera flag, or, making a door of a prontera house opens. All of these as animation bones exported as the GR2 animation indexes you allready now. Now the question: It would be hard to recall these instances by script commands from the server? This addition would make this game really interactive.
  21. THAT TITTLE... I swear, I will have my revenge, very very soon.... <3333

  22. Lemongrass, thank you for joining and help us. Curiosity, thanks for the PM I'm still reading it and understanding what you did. Sorry to not be that helpful, I wish I could know more about dissamble. I can only express my gratitude to your interest and the amazing progress you are making here. The standing animation is finally working. This is truly amazing. Just asking and trying to understand... I believe what are you doing for now, is, looking for a more handy way to make this change for actual RO clients? Or am I wrong? In case you are, what are you thinking about to implement this? I just read about a patch for ShinsDiffPatcher, and that would be truly awesome. I hope Ai4rei will take a look at this.
  23. My bad, it was not emistry, well this is what the man says:
  24. @curiosity Awesome!. For now that will be enough for us. The damage animation is not showing even in official 3d mobs. So it doesn't matters really. Don't you mind to explain to us: Moved the "GR2 animation ID to monster ID" table to a new offset in the executable where there's more room Added the monster ID (2500) as the 10th entry in the table These two methods in detail for other client dates? I'm willing to learn how to do this by my own. Perhaps a quick reference or some guidelines,.. this would be really helpful since I'm aiming to do a guide in the graphics forum about importing animted gr2 at the time the project is done.
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