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Olrox's post in Q > Ragnarok improved graphic was marked as the answer
Only by developing a new client which there are some projects already like: ---> http://rathena.org/board/topic/57955-custom-ragnarok-online-client/
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Olrox's post in a little help please.... was marked as the answer
Use http://rathena.org/board/files/file/2762-unbollox/'>Unbollox
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Olrox's post in BrowEdit Shadow Accuracy was marked as the answer
Take a look at this tutorial by Syouji:
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Olrox's post in Using Arcturus models in custom maps. was marked as the answer
All arcturus models works just fine in RO maps. I have used them plenty of times!
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Olrox's post in Having Black Spots / Patch at map during walking was marked as the answer
Hmm
This is something I have never tried but... theorically, the only change that the rev 586 does to fix the blackspots comes at the gnd (since it is the file that manages ground, lightmaps)
And your issue is cause the rsw (ragnarok world map, handles the models)
Try this: (dont forget to have your map backups!)
The following idea is by making the example your map is named as "yourmap" and, it is located under "data/"
1 - Make a backup of your map, (copy it to: data/backup/)
2 - Open your original map in browedit 620
3 - Use clear model tool
4 - Save it
After saving:
1 - Open your map with browedit 558
2 - Re save it
And then ...
1 - Copy yourmap.rsw from data/backup to the original data/
2 - Replace.
After that ... test in game. Dunno if this will work rly.
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Olrox's post in Very Shadow T_T was marked as the answer
In my case, I dont use the shadow light with a higher value than the sun light.
Try:
The Sun at: 220 Max light of increment: 256
The Shadow at: 100~120 Max light of increment: 256
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Olrox's post in Map Problem: marks at corners of Textures. was marked as the answer
Sorry by the -necropost- but I had the exact issue in one map just today. And since I was able to solve it (and I believe this is the first time someone report one issue in maps as this) I wanted to share the fix to it:
- This issue happens if your map has a base floor texture with a lot of -white present-
My map was a 50x50 map, with the same dots. To fix it, I only copied the whole map to a bigger map (to a x200 map) and suddenly, this was fixed. I hope this will be useful for anybody who encounters with this particular issue.
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Olrox's post in cart # 9 was marked as the answer
Wrong section! *Moved from Graphics Support*.
Actually there is an automatic check if you are using the correct client version to use the extra carts. But if you want to change it manually open:
trunk/src/config/const.h:
Find:
/* Feb 1st 2012 */ #if PACKETVER >= 20120201 #define NEW_CARTS #define MAX_CARTS 9 #else #define MAX_CARTS 5 #endif
Replace:
/* Feb 1st 2012 */ #if PACKETVER >= 20120201 #define NEW_CARTS #define MAX_CARTS 5 #else #define MAX_CARTS 5 #endif
Recompile your server.... This is to allow 5 carts, I believe this is the correct value instead of "4" that you said at first? Otherwise give a try with max 4, but I'm not sure if this is a good idea.
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Olrox's post in Adding custom items Error was marked as the answer
What is this? accessoryid.lua? in case it is, I'm afraid that it is completely wrong. It has commas and names ";" and the accesoryid.lua I know have only a "," after the ID without any name after the "="
Your accname.lua is correct but your accessoryid.lua is not. It would be helpful if you paste all your accessoryid.lua (with codebox just as you did before), so I could post here a fix to it.
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Olrox's post in How do i add a custom item ? was marked as the answer
All you need to know about custom items ---> http://rathena.org/wiki/Custom_Items
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Olrox's post in making a banner was marked as the answer
First, you have to work with a transparent background (or a solid background can work, but transparent is better?). Then you need to have a final size of the image. Dont resize it when it has the magenta color present or you will mess all your work.
Second when you have the size you will already use, then, use the "paint bucket" tool and select the color #ff00ff disable the anti alias option, and fill only the transparent background with the magenta color. You can set a tolerance of 10, 20, or 40, it depends of how much you want to make it automatic.
Then just save it as bmp file.
Edit: after using the paint bucket tool, and if you want better results (for example there are still white borders present), use the pencil tool in photoshop and begin drawing a magenta border manually to the edges that you can see didn't become as expected with the automatic tool.
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Olrox's post in Editing a map's models was marked as the answer
I think those bottles are just a tile in the texture of the model.
But in case you want to edit the model I did a tutorial about how to edit rsm models with 3ds max + 3d object converter.
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Olrox's post in Max Guild Members was marked as the answer
/src/common/mmo.h
#define MAX_GUILD 16+10*6 // increased max guild members +6 per 1 extension levels [Lupus]
The first value "16" is the original guild members capacity, without any guild extension. Then "10" (guild extension max level) * 6 (amount of members per level)
In your case I think it would be like:
#define MAX_GUILD 10+10*1 // increased max guild members +6 per 1 extension levels [Lupus]
With this you should have 10 members at a initial guild members value at level "0", and 1 more member per guild extension level. You should recompile your server after this change.
Note: If you are going to do this change when your server had guilds already with more than the new limit, you must reset your guild members.
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Olrox's post in where can I alter @go maps? was marked as the answer
Take a look at the wiki, you can find all the info you need here ---> http://rathena.org/wiki/@go
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Olrox's post in Again textures was marked as the answer
oh in that case just open the model in 3ds max and use the material tool (press M) then select a sphere, use diffuse --> bitmap and navigate trough the texture of your pack. Open it.
Select the small icon "view texture in viewport" and Then drag and drop that texture sphere into your model, and it will get covered with it.
Again, there is a Syouji tutorial about this, look for it in his thread!
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Olrox's post in Custom items and regular items dont appear was marked as the answer
It is allways good to follow the original luas structure. The previous guys suggested you to not add a coma "," at the end of each lua before the end script "}" seems you allready did and it is okay.
The only difference I can tell is, that you named it in caps the "BAAL_HELMET" name in one file and in the other as "ACCESSORY_Baal_Helmet" with no caps at all, although I'm not sure it makes a difference, I suggest you to use capital letters in the second sentence, and try again.
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Olrox's post in Error unknown .gat was marked as the answer
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.
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Olrox's post in scr logo help was marked as the answer
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
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Olrox's post in Jungle Pront was marked as the answer
Jungle Prontera Attached , credits goes for "Zeaig" for releasing this map at the first time long ago.
Jungle_Prontera.rar