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Olrox

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Posts posted by Olrox

  1. As I told you, the textures (uv maps) are need to be remaked after doing that.

     

    Edit: If you need to know to do it, look for tutorials in youtube (like: "uv mapping 3ds max"). Thats something that can't be explained by just a post.

    • Upvote 1
  2. Hi, sorry by the late answer.

     

    Najara is correct, although, for your aditional quesiton you need to combine all the models into one model to export it.

     

    * Convert each model to editable poly (right click, convert to editable polygon)

    * Look for the option "attach" (at the right panel) and then, attach each part of the model by clicking each one.

     

    By then, you would have only 1 model now. Then you can export it and have it in browedit as 1 model.

     

    You might notice you'll have to remake the textures.

    • Upvote 1
  3.  

    Maybe if you try a more recent revision like 620? Or perhaps, it would be better to just decrease the height of water a bit. Afterall, if you use max-out view in the client, you'll face the same issue inside the game.

    I don't think decreasing the water will make a significant difference. It's already pretty shallow as it is:

     

    586 never used to do this- I haven't changed anything, but the problem seems to persist even on old maps I've made and Gravity's maps. I've been using 586 now for a few years, since 620 ran like shit on my machine the first time I tried it out. If nothing better comes up, I guess I'll try 620 out.

     

     

    All I can think about is that maybe an update at your Graphic Card changed the water rendering at your browedit. Did you update or wiped your PC? or maybe you changed the operative system of it?

     

    I remember, that in windows XP, browedit as also the KRO client, renders diferent due to the use of a different direct X version.

     

    Edit: I just noticed that you said you didn't make any changes to your PC. I've no idea then s:

  4. Revision 279 added. (2014-08-28_browedit_20_rev-279.rar)

    Development highlights:

    • Major Update: Mirror or Simmetry at object edit mode: allows to mirror complete maps at the RSW file. Useful for simmetry maps. Experimental for now. (press M to simmetry)
    • Major Update: Bug reporting: Extension, once you have a crash, a crashlog can be send to borf by mail.
    • Major Update: Height edit mode: Initial work at this mode. Left click to select an amount of tiles, right click and drag to add height or decrease it. Look for the radial menu (spacebar) to find the "height edit tools option" and disable the smoothness at heights.
    • General bugs fixed and clean ups. :P
    Link: https://www.dropbox.com/sh/uy06b3ds5r80gcb/AAAUNcW0YltlirAdan00EZvPa

     All development credits to Borf.

     

    Screenshots:

    RBY23UQ.png

    MvLFHEh.png

    AaiMbc1.jpg

  5. EDIT: I changed threadrendering to 'false' but it still didn't work. NOw it just crashed when the map tries to load.

    Borf is looking at your error but he has no idea, however now at least we could make that crash and can be debugged I think. Ahh, btw there is a new revision of browedit 2.0 today:

    [10:25:23 a.m.] Borf: ok done with dinner

    [10:25:38 a.m.] Borf: I did also fix xomsthing in the last build with memory

    [10:26:29 a.m.] Olrox: whats that?

    [10:26:45 a.m.] Borf: *something

    [10:26:52 a.m.] Borf: it should stop the flashing

    [10:26:56 a.m.] Borf: and might fix other things too

    Although I'd prefer to wait a little more progress before releasing a new packed revision. Also that would give borf sometime to wonder whats happening with you.

  6. Revision 272 added. (2014-08-21_browedit_20_rev-272.rar)
    Development highlights:

    • Major Update: GND, RSW, GAT, Saving (experimental) needs to confirm quadtree
    • Major Update: Height or Ground edit mode under progress
    • Major Update: debugging tool "rsw2json" helps to debug browedit more efficiently
    • Major Update: Water rendering (check screenshots)
    • Cool gradient in window background, makes it look like a 2014 design software imo :P
    • Undo (ctrl+z) for texture edite mode and object edit mode for now.
    • New movement arrow tools based in 3D enviroment for rotating, scaling, and moving. (look spoiler screenshots)
    • Quadtree generator implemented and improved (experimental for now, use "Q" hotkey to test)
    • Model properties window is working better now by fixing some small crashes

    Link: https://www.dropbox.com/sh/uy06b3ds5r80gcb/AAAUNcW0YltlirAdan00EZvPa
     All development credits to Borf.

     

    Screenshots:

    fthq377.jpg

    r8akJwS.jpg

    y64dPND.jpg

  7. Somebody knows btw if 2013 client has random crashes eventually? :P I've been testing it and by no reason it crash to me when I'm in prontera or something like that.

     

    Edit: And when I say randomly it is random. I mean, being afk in prontera by 10 min or 1 hour range, doing nothing, even not calling any mob, player, effect, or anything in data.grf... and boom, crash? happens like eventually 3~4 times a day.

  8. Simply edit mappostable.txt in the data folder. Change the array size from "12@" to "13@" and add the locations at the end of the file with this format : 

     

    12#map_name.rsw#x1#y1#x2#y2

     

    Example : 

    12#abyss_02.rsw#301#0#500#100#

     

    The coordinates represent the top left point (x1, y1) and the bottom right point (x2, y2).

    Thats quite nice to know :P thanks for that tip

  9. I think his paid service should be marked as innactive at least. Then, we can try to contact him to try to solve his problems with his customers (we are not responsible of this, but we can help) and once then, he could be marked as active again.

    But for now, his paid service and probably his files should be removed, since there is also the problem that there is no more support of his files.

    • Upvote 2
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