Hello everyone.
Today I took my time to do my own tests with the amazing tool that Ricky did to us. And well I tried harder with importing a custom GR2 Animation in Ragnarok Online. Comparing the default gr2 mobs I just thought that [D]oSS and me were doing bad since we were importing the models with all the bones attached. And, it is only necessary to import the skin of them.
The following video is my first test I did, using the Granny Converter made by Ricky92, and using the Granny Importer for 3DS Max 7 *All tools are attached in the first post of this thread*. The original GR2 Monsters are from Ragnarok 2 Gate of The World!
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Typo error: It is "Granny Converter". Sorry about that. I believe Ricky92 will add a new version of the converter soon. However I can tell that the Alpha version of it, works pretty well. Some notes We are still doing tests with the Default Rotation of the Customs GR2.
We are kinda early to add a tutorial of importing your own GR2, since we are doing our own tests. However if you are familiar with 3DS Max 7 and Granny 3D, you might find these tips useful: When importing with the 3DS Max Granny Plugin, import with the Bink Textures at "0" in all options
If you are importing Multi Mesh Models, you have to Group all the meshes and import them. Otherwise the Game Client will only show the first mesh of your Granny Model.
For testing animation, you have to import ONLY the default skin of your model in 3DS Max 7 using the Granny Importer. DON'T IMPORT the bones of your animation, or you will have errors in Game.
Seems that resizing the models increase the animation speed. Or, it is happening for a reason in the game client. We are still wondering why.
If you want to test.... I will attach the files used in the video so you can have fun with them. Just copy the files in "data/model/3dmob/" in your data, and, for now only name the files as "kguardian90_7". and test by using "@disguise 149". Please keep in mind that additional animation indexes are not supported YET, since those are stored in "data/model/3dmob_bone/" and they are reserved in the client ... So, if you attack or die, in disguise mode your game client will crash. Also, keep in mind that these gr2 are for testing and the test I did was on a skymap. Since the default position of the gr2 mobs are kinda not ready (and I have no time to test today), I just tested in a map with a view clear area as the one in the video. Our State: I think we have enough with default animation, and I believe we are ready to move on with custom animation indexes (that means, walk, die, hit, etc) just as how the default WoE guardians are. (Yes, what I mean, is that a custom gr2 mob, can store multiple animations in the same model). In this state we trully need help, of people skilled with client packets and source, since our knowledge is more practical we are limited to do our tests more in a Graphical purpose. We will move on to try this multiple animation, but again, we currently need this kind of help. Thank you. 3d_Mob_default_animation_test.rar