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slee

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Posts posted by slee

  1. I'm not sure but I think this could be resolved head frames: https://rathena.org/wiki/New_Classes 

     

     

    // --- data\imf [Thank Omega for the .imf clarification] .imf -- It's still unclear what this file does, but the client requires it for all classes.

    It's noted that it has something to do with the default head/hairstyle for each class and may effect the starting placement of the act file.

     

     

    PS: i don't know how edit IMF FILE anyone  know? it's possible?

     

    That's very interesting. 

  2. Hello, guys.

    I just want to inform you this concept should be suspended, until some problems will be solved:

    1. Equip Window

    2. Head frames

     

    You can test a ranger's running and some headgears using my .grf. And may be any of you will solve this problems.

    For use my grf:

    1. Create ranger female character with Female head 1, palette 1

    2. Equip Angel Wing Ears (ID 5074)

    3. Add tos.grf in your DATA.INI

    4. And run.

    5. You can use some adapted headgears: Hat of the Sun God (5022), Feather Beret (5170), Cowboy Hat (5075), Big Ribbon (2244), Yellow Ribbon (5278).

     

    And for now I'll test animations only, the results will be on RagnaToS Youtube channel.

    Hope these problems will be solved, and I'll continue work.

    Thanks!

    tos.zip

  3. 30 frames per movement. True ToS frame rate.
    Disclaimer: I didn't care about optimizing, performance and possible lug, all at the maximum.

     
    In total, for running in all 8 directions:
    240 frames, 150 sprites. And I was wrong about files size. It's about 1.6 MB now.
     
    Head still as headgear. Original head sprites are disappears after 9th frame and just blinking while moving 30 frames. Looking for solution.
     
    Visible items. So, it's really bad news. It's required to edit every visible headgears, shields, weapons for a new sprite. Good news is almost all headgears are half-compatible with new sprite. And needs just adding 30 frames for every animation (need test attacking, picking, dead statuses), and can be solved by script, may be. I just picked some for example.
    So, that's all for now. Enjoy my video I'm testing headgears and running:

     

    And my questions:
    Is any solution for render all 30 frames of head? Not only first 9.
    About frame rate. How it would affect for performance and gameplay?
     
    Next step I think to try animate an attacking moves.
    Thanks!

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  4. Project is looking very nice, just wondering how many classes are in TOS?

    Classes that overlap with RO that is?

    Thanks!

    Good question about classes. Actualy there is more classes in Ro than ToS. But beauty of ToS is I can attach class animation to other class model (think even to NPC, don't know now).

    I wasn't planning to move classes from ToS with skills or other specifications. Only refresh old RO sprites of classes, NPCs, may be some monsters.

  5. I was working on a project just like this one, what i did was use a 3d software to render all the camera angles and actions from TOS, rendering them directly into .bmp files, i got some really nice results like yourself, but the main issue i had was that when downscaled from a bigger .bmp file, the equipment window wouldn't downscale it, so the default bmp resolution would appear really large on the equipment window.

    I've put this project aside since the trade between work and results was not very promising, i mean, a lot of work to get thinks right, and not a easy way to automate those boring steps, the only way to make it automatic was to use the same animation for every class, and that would make it a little repetitive from a gameplay perspective.

    PM me so we can share some ideas and maybe figure out better ways to work it all out.

    All the best in your project buddy and hope it's all freewhen done ( i'm a huge supporter of Creative Commons )

      \o/

    iv9YPFA0i.png

    Thanks!

    You're right, it's lot of work. I pinned my hopes on Act Editor's anchors. It's really cool stuff I would have avoided work with accessories. But as it turns out, it not working properly (thx to SusanoSprites for open my eyes).

    I want to finish ranger class injecting now. And draw conclusions how hard this is and whether to continue.

    And about Equip Window, yeah, it's looks bad with big images, but for now I don't pay attention to this. So I'm still here, and keep working.

    I'll write you soon.

  6. Fantastic! i'm impress with this Project.

    Thanks!

     

     

     

     

    So I need your help, guys, to solve this problem. I tried a lot of variations, but no result.

    I need the editor's view to be same game's view. Thanks!

     

    the editor its configure for ro sprites.  What editor u use??

     

    Edit: or like this. AW2Tlbp.jpg

     

    Edit 2: Can you lend me one frame of body and head to test?

     

    It's Act Editor

    Here's what I've started in attachment.

    ranger.zip

  7. Hello again!
    I'm just injecting heads at the moment. And I want to show you some pics, for compare ToS and RO sprites.

     

    a001.jpg

    Looks nice and very detailed right?

     

    Some classic RO headgears:

    a002.jpg

     

    a003.jpg

     

    a004.jpg

     

    a006.jpg

     

    So, how did I do that? Just using bigger pictures (more than x2 size), and squeezing them to RO size in editor.
    But this method was failed for head sprites. Look:

     

    This is squeezed head in editor and ingame view:

    a007.jpg

     

    And here i'm using 100% RO sized source image:

    a008.jpg

    and it's ugly, but properly.

     

    I found one temporary solution is using headgear as head:

    a009.jpg

    This is an Angel Wing Ears.

    And it works perfect.

     

    So I need your help, guys, to solve this problem. I tried a lot of variations, but no result.
    I need the editor's view to be same game's view. Thanks!

  8. Hello, guys!

     
    Today I want to share with you my project. I called it RagnaTos.
    I really love 2002 RO, and for me there is no alternative to this game. RO2 GotW, RO2 LoTs was a failure. The most interesting option is ToS, but only graphic side. Very beautiful art which looks like classic RO (thanks An Jeong-won).
    And the Idea of my project is to injecting some graphics from ToS to RO. I started with body sprite, and choose my favorite archer class. And this is the result:

    • No pixel art. Because 3D models are used in ToS
    • But more detailed sprites 
      cbb9f96a96.png cbba316fc5.png

      cbba72d4fa.png cbbac3541b.png
    • It is possible to increase framerate. And therefore more smoothly char's movements

    And it's going to be a one problem. Very bid spr, grf files. Because frame-by-frame animation used in RO.  I have no idea how that would affect the game. 

     

    So let's compare classic RO archer with ToS archer:



    What's next?

    If I'll continue working with this project:

    1. Add more sprites to spr file for increase framerate.
    2. Try to inject other class' sprite or gender.

    Moved here. Thanks!

    • Upvote 9
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