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Olrox

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Everything posted by Olrox

  1. Currently I'm using 2011-03-15a, here is the client I'm using (I assume you want it allready diffed?) ---> https://dl.dropbox.com/u/52175822/2011-03-15a_Olrox.rar Thanks!
  2. curiosity Thank you a lot for your time and your interest on this. At this level that is almost all it is left and we truly appreciate your help on this. I know what you mean, but perhaps we can only try to increase that max value of GR2 IDs for now. That would be enough for us . Now Regarding increasing the animation indexes per one model being complex, it was just a thought and forgive me if that is gonna be to complex, don't pay attention to me on that. As you said, I'm almost sure that this instruction about max 9 GR2 IDs are hardcoded since when I tested exactly the same GR2 mob I used with the guardian reference, but with a custom ID the mob appeared with all its 3D stuff but no animation on it. We will look further for that patched client you will bring us. We will be glad to add our thanks to you in our main project too. Btw there are some gr2 entries that they are no longer used now, that probably we can use those are: [jobtbl.JT_ZOMBIE_DRAGON] = "dragon_5.gr2", [jobtbl.JT_HUGELING] = "Hugeling90_6.gr2", So just as provitional I guess we have 2 available for our own purposes.
  3. Did some time today to test custom animations, for "walk, dye, hit, attack and stand". A video which explains our limitations too. [media=] [/media] Now that I have tested, now I can reply back this: As I was expecting, it is not as simple as adding custom sprites. Adding the custom gr2 mobs in the corresponding luas, and using exactly the same gr2 files used in the guardian (which they work as all of you can see in the video) for a custom mob id. The result is a static model. With no animation, however the gr2 model appears. Important: Adding a cusom GR2 entry in the luas, and using the same spider GR2 used in the guardian id, which appears I'm using in the video, makes the -Z- value of the model decreases a lot, that means it looses height. Seems that the client or something we don't know adds an instruction that has to do with alltitude with the GR2 model. (again, we are not expert with customs in the client, which was the reason, saying it once again, that we were looking for help before) The amount of gr2 animation files in 3d monsters in ragnarok as emperium or guardians, varies. The maximum set is 4 which corresponds to Guardians, but this is not a limitation in the gr2 file (which can handle any amount). We are looking onwards if in case we can add our own gr2 entries , that means to increase this amount of 4 indexes at max. Something I believe it has to do with client and instructions of the emulator. Regarding further development that goes with interaction as we refered at the first post, and Greenbox stated as that needs to hook the client and source instructions, we are gonna leave that for the community development of people who are interested into this, as also join this project The first phase of being possible to add custom gr2 animation, and all that goes with graphic from our side it is ready to begin this kind of tests. I have to say it once again then. [D]oss and me, we are not used to deal with client, and source. We are only used to deal with 3D and by our side after being possible to begin testing with the amazing tool that Ricky92 did for us, we have moved onwards our progress so far to understand how the animations are handled by RO and make possible to port our own to it Whatever it has to do with making the client reads sucessfully a custom GR2 job view id (which is not working for a reason we obviously don't know, again, static model not animation) is beyond of our knowledge. For now I will leave the custom GR2 mob attached. Totally in dispossal and ready to any kind of tests that this generous member who is willing to help us might do. testing_animation_indexes.rar
  4. Because someone bringed some source code to our thread and I just can't take it out of my mind: I prefer not to make conclusions of something I have not tested yet. Remember, this is our first time in our life to use a custom gr2 besides of the ones that Ragnarok has. The gr2 animations inside /data/3dmob_bone are kinda not standard too, and I doubt they can be threated as how Act files are. "Action GR2" animations, have specifically sets of bones and dimentional enviroment sizes specifically for the original GR2 mobs they have been designed for. In case we try to use one of those, for our mobs, that will not work. I can say it even without testing. However I think you are right. We need to do our test before. And We will continue then on our own side, checking whats going on. Perhaps it is simple since I looked at: jobname.lua: [jobtbl.JT_ARCHER_GUARDIAN] = "Aguardian90_8.gr2", Where specifically in data/model/3dmob_bone the files are listed as: 8_attack 8_damage 8_dead 8_move Taking this example I can say this name of: "Aguardian90_8.gr2" 90 : Means Rotation of the GR2 Mob _8: Id of the animation GR2 indexes. In this case, it matches. Perhaps it is even that simple like the client will read the new entries by just adding the new entries in the luas for ex. I add a new id like 10, and then animations as 10_attack, 10_damage, etc.. (???) seems too much good to me to be real honestly, and then by adding the new gr2 animation files in the /data/3dmob_bone. Or perhaps not.
  5. Oh. haha. Lets see which one he downloads first~. You pay the lunch in case you loose!
  6. Sorry but I think I need it since I love your descriptions. And yeah I can read them thousands of times. :>
  7. Well. As I said this is a really quick fix, and it doesn't makes sense to keep you waiting this amount of time. And since we are here for help... so here you have it. Just some notes: The pack is preserved as how the original Author released it, intact. The only change were at naming the textures files. There were no changes to the map itself. Let us know if it works now... What I'm thinking is that the amount of letters of the textures are too long. But I tried them and they worked for me. aegir-creations_small-city_fixed.rar
  8. 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! [media=] [/media] 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
  9. Hello, the angle is fixed, since it is using a custom background to look okay. However, I have seen people using it with custom camera angles -or even, with a free camera- and it is not that bad. So you can try, but, remember. The idea of the map is to have a fixed camera.
  10. Here is it (please look at the attached files too se how it looks in game) Please, don't resize it or the pink dots will appear again. However, you can cut it if you want. scr_logo.bmp
  11. That usually happens if you covered your logo with the "Paint Bucket" tool in photoshop with the "Anti-Alias" enabled. That means, that the Magenta #FF00FF color is smoothing the color edges and adding some other tones to make the image look better, but, the game only recognizes the exact color to be transparent. Also if you smooth the font, that will happen. I edited your logo and I tried to fix it, here the result: If you want better results, you should attach the original PSD file of the file, or, at least the original logo in PNG with transparent background if possible. scr_logo.bmp
  12. Your welcome. In case you don't know how to patch your own exe, look at the wiki here --> http://rathena.org/w..._a_DIFF_patcher Look for: "Download your client & Diffing"
  13. The options I'm refering comes at the time you are "creating" (that means diffing) the exe you will use for your server.
  14. Clown on a ball is a sprite made by Jupeto, and it is available for purchase trough here ---> http://rathena.org/board/files/file/2467-clown-on-a-ball/
  15. At the time you diff your client (at creating your exe) you have to enable the following patches: 1 - "Remove Gravity Ads" 2 - "Remove Gravity Logo"
  16. I can't see the first link. Please add a SS or just leave the link here. I remember the second map... Made by "Electronic'sDesign", which was in showcase here ---> http://www.eathena.ws/board/index.php?showtopic=247274&st=0 I know, link is dead. I believe I have downloaded that map one day in my life. So, perhaps I have it in an old drive ... I'm searching for it right now. There is the reference so, someone knows what map are we talking about and can search among their files too. Allow me some days to find it in case I have it.
  17. ^ This is working? I'm trying to patch it with ShinsDiffPatcher, and, well it crashes everytime.
  18. The files I refered where for the old client behavior. Good to know that you find the ones for yours.
  19. RO2 LOS is not possible yet. Or at least some months ago that we tried with DoSS Only RO2 GOW for now, for which we are using "uModelGUI". @Ricky92 Thanks for the info about the position, I will tell him to try. Now about animation I guess we will have to try harder then, and leave some info of our tests. Which I'm aiming to do this week.
  20. Come back to mapping :3

    1. Show previous comments  4 more
    2. Olrox

      Olrox

      ^^ that is so nice from you, considering you are busy, please allow only the time you can afford. Btw, I'm adding some videos about RO 3D Modeling, (for now only two, but I have allready the third one) so perhaps you can find some useful tips for some new work on there :3. Take care and thanks for supporting us with your amazing releases!

    3. Camilla

      Camilla

      Your sentence begins with the most special smiley. It means a lot to me.

    4. Olrox

      Olrox

      Oh. You are everywhere~ <3 ...

  21. You are awesome. Exactly that was the solution. Thanks a lot. Now in game, the same gr2 testing house shows all the multiple meshes. All good. Now we are wondering about how to make the gr2 registrate a lower default position present from the red mark to the green mark *LINK* but don't worry about this, since I believe this goes with max and its granny dll importer. @Ricky92 Is there some work to do with the granny animation indexes? we have been trying with the importer, but we are not sure if this feature is allready present, since we have encountered with some problems at testing it
  22. data/Texture/À¯ÀúÀÎÅÍÆäÀ̽º/Login_Interface/win_login.bmp data/Texture/À¯ÀúÀÎÅÍÆäÀ̽º/Login_Interface/win_selectmap.bmp data/Texture/À¯ÀúÀÎÅÍÆäÀ̽º/Login_Interface/win_service.bmp
  23. Olrox

    Help-me xD

    No, you will not have a problem, if the custom model -default position- is, rotated alike of the default model. Also its size.
  24. Original RO Model---> https://dl.dropbox.c...uardian90_8.gr2 Our Model for testing ---> https://dl.dropbox.com/u/52175822/house1.GR2 You are right, the converstion shows the multimesh on there, but for a reason in game, well you see the result. Perhaps this is something more in our side, since it has to do with the game. However your help is greatily appreciated in case you will take a look to the original model. ===== To everyone: We are ready to update our project (In case someone wonders, since Doss is not good at english I have to do it with his account =P). Changes are listed below: Changelog of our current progress so far Our current state. -For now, we are looking for people skilled with hooking packets in the client (we are aiming to contact Yommy again, since we are able to use custom granny now) so as a core developer (we are aiming to contact Greenbox for his help, since he shows interest before) who is able to dig into animation indexes in the server side emulator . Everyone is welcome. A video example To show you how to rip Ragnarok 2 -Gate of New World- gr2 mobs as 1 example, into Ragnarok 1. This includes how to handle the 3DS Max granny 2.6.1.X importer. So you can do your own testings. This is to improve the community participation, I'm sure most of people is willing to do his own testings now. Contact of Ricky92, and his donation link. I know he doesn't asks for this but this is more because myself wants it. Thanks for reading.
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