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Olrox

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Posts posted by Olrox

  1. Well the difference I'm kinda looking at is, that the Aura effect tends to highlight the Blue Channel of the Image. It reads the other channels too but seems that in lower priority,This is quite different of the normal character lvl 99 auras, since those were only necessary to upload an image, and the effect was pretty good at reading all the RGB at the same priorities of the file.

    IMO this would be the priority order: Blue > Red > Green. As I tried before, I could make an entirely Red Aura. But trying the same to a Green Aura was possible however, I loosed a lot of opacity due to what I think the effect tends to read that color but in a lower priority.

    However, I might be wrong. Probably I'm not doing it right, and perhaps I need to edit the cir0002.bmp alike with the cir0002.tga (so as ring_blue.tga and alpha_down.tga, they are afterall, requested by the client too) in a manner that the second one will give the balance to show my Aura as the color I want.

    ===========

    So Far: Making Blue Present Custom Auras is simple. Making Red Present ones, I think it is (I did it before, but I erased the file and I can't figure it out how I did it exactly n_ñ) And Green ones tends to be possible but by loosing a lot of opacity.

    @Kloshke

    You don't mind if I do it in blue? or you wish to wait that is going on?

    @xixking

    err wait. I'm kinda figuring it out how =P

    To All:

    Can anyone tell me, this has not been tried before? I mean, this is the first try at doing custom color third job auras?

    *Olrox looks for DE opinion about this*

  2. Edit the bmp files located inside your GRF, or data directory at:

    data/texture/À¯ÀúÀÎÅÍÆäÀ̽º/
    data/texture/À¯ÀúÀÎÅÍÆäÀ̽º/basic_interface/
    data/texture/À¯ÀúÀÎÅÍÆäÀ̽º/login_interface/
    

    Dunno why, but the forum is not allowing me to write data/texture by no reason O_o

    Edit. Got why lol

  3. @Boy

    I just had to do it by my own criteria. Since the aura was a lvl 99 character class, I just adapted it to what I consider it would look good as a third class aura.

    I have to say that I keeped default bubble tga files, due to the fact that your aura is blue also.

    aura_boy.png

    Download attached

    @Kloshke

    Sure thing. Just give me sometime (probably for tomorrow, I got a lot of work right now!). And I will reply back with the Aura edited.

    ---> To all

    Before everyone is asking for auras, I think you should wait for the guide =P or I will get crazy doing auras for everyone.

    data_aura_fixed.rar

  4. No, I mean. You have to extract the following files in your data.grf and edit them in photoshop (Allready tested and this would be the final list)

    • data/texture/effect/cir0002.bmp
    • data/texture/effect/cir0002.tga
    • data/texture/effect/emp shock.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

    These two files: "ring_blue.tga" and "alpha_down.tga". Are just optional.

    Now, to edit the files in case it allways shows as -blue- follow my previous explanation (assuming you have allready the tga files you wish as a custom aura). I don't know if there is allready a guide about this, but In case we don't have any, I think I will make one:

    How to: Open each tga file I mentioned before, and look for the RGB Channels of the image (using photoshop, it is located at the same window as layers, just another tab named as [channels]. Fill with black each green and blue channel just as how you work with layers in photoshop.

    Black in TGA textures, in RGB channel means, empty or not present, contrary, White means full presence. Alpha Channel, is the same but instead of RGB values, the values are readed as transparency presence.

    What I noticed is that Client tends to override or bold the minimum level of blue or green in the files, with the effect animation. So, I would recomend to remove every presence of other green and blue channels at first, so you can have an entire red aura as a first test.

    ---> Another idea: Copy the channel layers of green and blue into the red channel. With these you will not loose image data that is contained in those colors.

    In case you find this too complex, you can allways upload the file and let us try.

  5. @Spencer Ziff

    Thanks :D

    @Judas

    Yes. I just noticed that changing the ring_blue.tga doesn't makes too much changes. So perhaps it is better to keep it as official to not override other effects.

    @Kloshke

    I continued looking at the files and, I could make it entirely red:

    aura_red.png

    How to: Open each tga file I mentioned before, and look for the RGB Channels of the image (using photoshop, it is located at the same window as layers, just another tab named as [channels]. Fill with black each green and blue channel just as how you work with layers in photoshop.

    Black in TGA textures, in RGB channel means, empty or not present, contrary, White means full presence. Alpha Channel, is the same but instead of RGB values, the values are readed as transparency presence.

    What I noticed is that Client tends to override or bold the minimum level of blue or green in the files, with the effect animation. So, I would recomend to remove every presence of other green and blue channels at first, so you can have an entire red aura as a first test.

    ---> Another idea: Copy the channel layers of green and blue into the red channel. With these you will not loose image data that is contained in those colors.

    In case you find this too complex, you can allways upload the file and let us try.

    ===================

    Topic Moderation

    *Threads merged. "3rd Job Aura" and "3rd Job Aura", They had exactly the same title, as also the same kind of inquiries*

  6. Did you added the <tab> (Tabulation) too?

    It should be:

    pkmn_town,158,191,0<TAB>warp<TAB>pkctr1<TAB>1,1,pkmn_inn,228,82

    Are you sure the script is being readed with your map server? Also, maybe you have a duplicated pkctr1 warp name in the complete script.

    Look at it, or well paste it here so we can take a look!

  7. Hahaha Give me Five! <3

    Amazing map isn't it?. Btw you got a great site!

    On topic: Being one of my works, I could try it in my local server, and it worked with the line I just added previously =P, I could warp to the pokemon center easily with it, from the pokemon main town.

    Why dont you just copy paste and try?

  8. Probably the destination cell is unwalkable, or the destination is unreacheable, have you tried to @warp pkmn_inn 228 82?

    pkmn_town,158,191,0 warp pkctr1 1,1,pkmn_inn,228,82
    

    Copy pasted from a simple warp script line I know it works. I believe it is the same, The only difference is that I tend to use names without # in my warps. I know it is the same, I just added how I do.

    BTW: I have also a pkmn_town made by me :3

  9. There are some other files I didn't list. I just found them right now:

    Previous files:

    • data/texture/effect/cir0002.bmp
    • data/texture/effect/emp shock.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

    In addition:

    • data/texture/effect/ring_blue.tga <--- This one handles also warp portals and a lot of other stuff...
    • data/texture/effect/cir0002.tga
    • data/texture/effect/alpha_down <-- Seems this one only handles opacity. At least inside its alpha channel

    I did my own tests. There is still a little blue present that I don't know where it comes from (probably by the client or stuff like that), but so far --->

    avvz.png

  10. Why did this get moved? We're discussing item SCRIPTS.

    You said it by your own words. It was in Graphics Support. We are not able to give you support for a merly new function like the one you are asking.

    Since you are asking for a new script function that will allow you to show another aura besides the default one, I thought the best idea was to move this to Script Requests.

    Probably this would fit also into database requests. But since it is necessary to make your character to continue showing the aura, under some extra parameters I thought this was the correct area.

  11. That is the official christmas pack =P

    If you are sure that you dont have that pack added by yourself in a custom GRF or data directory, then, just update your kro.

    Moreover, probably there is a christmas event ongoing by default with your kro files, so perhaps, even with updating all your stuff that event will not dissappear. In that case, the only option is, to add the default maps manually in a GRF and make your client read it.

  12. Hi. I know it has passed several days since you opened this thread:

    I looked at the models, and my first impression was their size. 2MB or 4MB for none texturized models is quite big. Anyway, I opened the scenes, and let me tell you that they are rendered using Vray .10~.

    Vray is an end scene renderer plugin used for high detailed 3ds max scenes. Usually for movies, or Architectural Designs, not for Gaming Purposes. In consequence all the designers out there often uses a high amount of polygons with this kind of files, due to the fact that they focuss in a high end quality product. Used only for ending product showcase scenes, and not for gaming.

    Based on this, these models would be really complex to be adapted into Ragnarok Online. Personally I can render the scene and disable Vray on it, but, that will not change the amount of polygons these ones have. Optimize the model can be possible, but you will loose quality of the models -Think about lego mode :P-

    Edit: The model has 150,000 polygons. Too heavy. Ragnarok limits are around 1,000 or in some cases 5,000 with low vertices.

    Tip: Better that you look for models at .3ds extension, and not as a .max scene.

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