-
Posts
1245 -
Joined
-
Last visited
-
Days Won
24
Content Type
Profiles
Forums
Downloads
Jobs Available
Server Database
Third-Party Services
Top Guides
Store
Crowdfunding
Posts posted by Syouji
-
-
Download this version of BrowEdit located here. Follow the step-by-step guide in the description and refer to my videos (Tutorial #1) if you have trouble.
-
Dont think you can change that unless you alter the image files of the skill itself present in the data.grf
-
I tested the map and it works just fine (Tested with: 2010-07-07bRagexeRE). I dont know why it would be a client issue. As long as you have all the resources you should be fine. Was there a specific spot in the map that made you crash?
-
Lol you two. Kamishi, you have 2 name changes left for the month. Better use them up while you still can.
- 2
-
Olrox, your map is breath taking. The lighting is perfect in matching the theme and models. Love the transparency effect you made for the piano, floors, ice, etc. Great choice of effects (It sucks how limited the game is to that) and placements. Overall, a real pleasure to see what you made. Your work gives me inspiration to create something fantastic as well.
-
Looks like a missing model. Can you link me to the map you used?
-
You can't crop a map but what you can do is copy and paste your map onto a smaller one. You will need to redo lighting, potentially gats, etc.
To copy and paste you go to Global Height Edit Mode -> Select an area -> Click "C" to copy and then click "TAB" to move from one map to another followed by "LEFT CLICK" to paste.
- 1
-
1. You cannot have multiple water types in a map. You can only select to use 1 for the entire map.
2. You cannot change water elevation heights at different areas of the map. The water must be at 1 height at all times. Then you just build your terrain around that height.
What some people have done to show more water is they would take an object and apply the "water" texture to it and then spawn the model in an area to represent water in a tub, or pool or w/e
-
These maps are simply map duplicates, a virtual image the server creates without sacrificing additional storage space for new map files. This is done through the resnametable.txt
new_1-1.gnd#new_zone01.gnd#
new_2-1.gnd#new_zone01.gnd#
new_3-1.gnd#new_zone01.gnd#
new_4-1.gnd#new_zone01.gnd#
new_5-1.gnd#new_zone01.gnd#
new_1-2.gnd#new_zone02.gnd#
new_2-2.gnd#new_zone02.gnd#
new_3-2.gnd#new_zone02.gnd#
new_4-2.gnd#new_zone02.gnd#
new_5-2.gnd#new_zone02.gnd#
new_1-3.gnd#new_zone03.gnd#
new_2-3.gnd#new_zone03.gnd#
new_3-3.gnd#new_zone03.gnd#
new_4-3.gnd#new_zone03.gnd#
new_5-3.gnd#new_zone03.gnd#
new_1-4.gnd#new_zone04.gnd#
new_2-4.gnd#new_zone04.gnd#
new_3-4.gnd#new_zone04.gnd#
new_4-4.gnd#new_zone04.gnd#
new_5-4.gnd#new_zone04.gnd#
As you can see the map dups come from new_zone01, new_zone02, new_zone03, and new_zone04. The map cache will have to contain the GAT placements of all duplicated maps though. As long as players have these 4 maps they should be fine. I would check to make sure your resnametable.txt has all of these instances included and your map_cache.dat also has them. If not, add them.
As a last resort I attached all of the map instances if you wish to pack them in a data folder. It really is redundant and a waste of space (42 MB unpacked) if you do so but again if you cant get the above fixed then use this as a last resort.
-
Da heck. Did you watch watch my tutorial video on adding a custom map? See my signature for quick link to video links.
Note: Do NOT rename the map files by means of right click -> Rename. Only use BrowEdit to rename map files.
-
Thank Jman for being a fantastic leader among rA. Best of luck in the future. Keep in touch =)
-
Oh ok its solve then. Great.
-
You probably used a GAT type from BrowEdit that the client isn't familiar with. Only use the following
1. Walkable (Green)
2. Non-walkable (Red)
3. Snipe-able & Not Walkable (Purple) -> For reference see the GAT type across the mountain ridges on cmd_fild02. Thats the GAT type im talking about
So only use these ones and you should be good.
-
This happens when you have no draw zones right after your texture beside a model. The best thing to do is to extend the textures so the shadows will form fully across the model. So just extend your textures on the border of the map further and recalculate lightmaps and you should be fine.
-
Hmm. Not sure. I've seen something similar to this but I'm not sure.
-
Interesting. Try
1. Generate -> Quadtree
2. Save Map
3. Calculate Lightmaps
4. See results
Note: I recommend using r586 and staying with it
-
Should be fine. Maps dont really have a compatibility issue with eA or rA. As long as you haven't reached the maximum maps allowed for the server then you should be able to add it rather easily.
-
I'll provide feedback of what I did after I figure out what the issue is. A picture can only tell me so much where actually working with the map gives me full speculation. Of course this is your decision if you want me to handle the map or not.
-
I have a tutorial that covers how to properly apply effects to a map. Follow this and you will be just fine:
-
You're missing a model the map utilizes. Make sure you installed all of the custom textures and models the map came with. The original prontera map will call different models and textures.
-
Answered your thread =)
-
This is a bug with BrowEdit 586. To fix it you will have to restart BrowEdit 586 every time you create a lightbulb that will have its shadows deselected. To go around this, I would highly recommend using the user-defined lightbulbs. Here you can define a lightbulb that already has its cast shadows deselected.
1. Open the file called lights.txt
2. Copy and paste that code in there to create a new bulb and setup the parameters (its pretty straight forward)
3. If you want to use some lights I've defined feel free to use it:
<?xml version="1.0" encoding="UTF-8" ?> <lights> <light> <name>Torch</name> <color r="1" g="0.5" b="0" /> <range>20</range> <brightness>127</brightness> <maxlight>256</maxlight> <givesshadow>0</givesshadow> <lightfalloff>1</lightfalloff> <height>10</height> </light> <light> <name>ambient light</name> <color r="0" g="0" b="0" /> <range>200000</range> <brightness>127</brightness> <maxlight>127</maxlight> <givesshadow>1</givesshadow> <lightfalloff>0.00001</lightfalloff> <height>50</height> </light> <colors> <light> <name>red</name> <color r="0.5" g="0" b="0" /> <range>200</range> <brightness>127</brightness> <maxlight>256</maxlight> <givesshadow>1</givesshadow> <lightfalloff>1</lightfalloff> <height>10</height> </light> <light> <name>green</name> <color r="0" g="0.5" b="0" /> <range>200</range> <brightness>127</brightness> <maxlight>256</maxlight> <givesshadow>1</givesshadow> <lightfalloff>1</lightfalloff> <height>10</height> </light> <light> <name>blue</name> <color r="0" g="0" b="0.5" /> <range>200</range> <brightness>127</brightness> <maxlight>256</maxlight> <givesshadow>1</givesshadow> <lightfalloff>1</lightfalloff> <height>10</height> </light> <light> <color r="0.5" g="0" b="0.5" /> <name>purple</name> <range>100</range> <brightness>127</brightness> <maxlight>256</maxlight> <givesshadow>1</givesshadow> <lightfalloff>1</lightfalloff> <height>10</height> </light> </colors> </lights>
To access these lightbulbs, all you have to do is go into Light Edit mode and then right click -> Favourites -> Select a light
The lightbulb I use called "Torch" has it's shadows deselected. So simply spawn the bulb and change the parameters around if you want.
- 1
-
Can you link me your map, and I'll take a look at it (private message me)
-
If anyone is able to help Maxlam, I would highly appreciate it. I myself cannot figure out why the bmp image is not being read by the client.
Browedit Crashes
in Graphics Support
Posted
Can you tell me exactly, step by step when the program crashes?