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Syouji

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Posts posted by Syouji

  1. To run RO, you don't need much. I would recommend using an AMD processor for a budget-performance build with a Radeon video card.

    You want a recommendation on the processor, motherboard and ram.

    Processor: AMD Phenom II X4 965

    - Run you around $99.99 and is fantastic for gaming. Beats the AMD FX 8150 when overclocked.

    Motherboard: Several of them..

    1. ASRock 970 EXTREME3 AM3+ ($99 and is loaded with great features)

    2. GIGABYTE GA-970A-D3 AM3+ AMD 97 ($99)

    RAM:

    If its RO and Windows XP, you really don't need more than 2 GB of RAM. However, RAM is cheap and you can get 4 GB for like $25-$30.

    E.g) G.SKILL Ripjaws Series 4GB Clocked @ 1600 MHz DDR3 will run around $26.99 (US tho)

    Video Card:

    RO really has low requirements for graphics but I wouid go with a nice cheap & cost efficient card. Something like a Radeon 6670 would do just fine and costs around $70.

    http://www.newegg.co...N82E16814102988 (Sapphire)

    http://www.newegg.co...N82E16814125403 (Gigabyte)

    http://www.newegg.co...N82E16814127666 (MSI)

    So with everything, you're looking at a $400 to $500 build once you accompany the case, power supply, & hard drive as well. This build will allow you to play more graphic intensive games as well but keep in mind, you get what you pay for.

  2. To all programmers out there who have an appreciation for designing maps, there is an idea that has been across my mind for awhile and I think it would be fantastic if it became a reality.. This idea is to have a third party tool that is strictly designed for editing shadow & color lightmaps (.GND file support). There are lightmap tools currently available such as GNDEdit (not exactly user friendly) & BrowEdit but they are extremely limited in functionality.

    The tool would be able to do the following:

    1. Open a map (Require .RSW and .GND) -> You can see the map objects & terrain just like BrowEdit but cannot edit them

    2. Use lightmap tools to colorize walls, ground level terrain, shadows across objects, and perform custom lightmap calculations.

    The benefits with this is the quality and control of RO maps would be a lot better. What I've found as a mapper for several years is the beauty of map when working with design simplciity and lightmaps. You will find that many of Gravity's maps are extremely simple in design but look amazing. The ability to do this is found all in the lighting. Lighting controls the perspective of how well a map appears. If you have full complete control over that, players would have a greater appreciation of their play area.

    Here are a few examples of simple maps that can be designed in less than an hr yet look fantastic because of the quality of lighting:

    1. Turbo_room

    2. Pay_dun00

    3. 1@tower

    4. Job_wiz

    Lighting is one of the last features of a map we have very limited control over. There hasn't been third party tool release specific for lightmaps in quite a long time, and personally I think its needed. So I'm just throwing this request out there to you all and maybe this might strike your interest as a possible project you might start in the near future. Calculating and controlling how lightmaps form isn't exactly a walk in the park (Borf has spoken to me regarding this) however if you are able to accomplish something like this, I truly believe mappers such as myself out there would really appreciate this new additional tool.

  3. Using GRYFF_SVN 1.1 (http://rathena.org/b...2568-gryff-svn/) perform the following steps:

    1. Create a folder called data

    2. Inside "data" create another folder called ÀÌÆÑÆ®

    3. Inside ÀÌÆÑÆ® add your cart sprites using the naming scheme you've already performed.

    Cart 1 : ¼Õ¼ö·¹

    Cart 2 : ¼Õ¼ö·¹1

    Cart 3 : ¼Õ¼ö·¹2

    Cart 4: ¼Õ¼ö·¹3

    Cart 5 : ¼Õ¼ö·¹4

    4. Run gryff_s and go to Edit -> Add Directory -> Choose your "data" folder with all the stuff inside.

    5. A window will pop up saying " Would you like to use conversion of CP-949 filenames into Unicode?....." CLICK YES

    6. Right click "Untitled1" right above "data" in the Gryff_SVN main window and click "Save As" -> Give the GRF a name and it will

    compile your data folder into a GRF.

    7. Take the GRF and place it in your RO folder and edit DATA.ini so that your client reads this GRF BEFORE data.grf and your server's grf.

    8. See if the cart sprites appear now.

  4. Saiku is correct. Revision 620 is the latest version available that will allow you to design a map. There is another project Borf is working on called BrowEdit 2.0, however it's still in it's early stages and isn't suitable for design work just yet. IMO, I would stick with r586 for all designing purposes.

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