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Mina-chan

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Everything posted by Mina-chan

  1. How to configure Browedit 2 (this will be inclided in the guide above later on) Before we start, do not open browedit 2 before making this file Step by step 1. Go to browedit 2\assets\configs 2. Make a file called config.customname.json (where custonname is whatever you want!) 3. Copy and paste this into the file: 4. Customize your grf paths! But be careful to use "/" and not "\", and also that the last grf line doesn't have a comma "," at the end. Then, save the file 5. Finally, the first time you open Browedit 2, it will ask you to type a file name. Introduce the file name of your config file, config.customname.json or config.customname, and press Enter. Voilá! It's done \o/ Congratulations! You can use Browedit 2 now. But please, please read the first post. I strongly recommend you to read it entirely! Specially "What you can't do and have to pay attention to and consider first" Also, always make a backup of your map each time before you use Browedit 2! This is mandatory, not a sugggestion ùwu; or your map may break and it will all be sad and horrible.
  2. Hii! They've updated the website with the guides This is the current method we're using to convert a model from rsm2 to rsm I think taking a look at the current steps may help you further advance with the program development >w< https://browedit-fansite.blogspot.com/p/converting-rsm2-into-rsm.html
  3. Oh who knows! I'm not certain of the cause either But what I'm doing for now is, after merging the vertices and assigning the textures that are repeated, I flip the models in Blender in the X and Y axis in the Global Scale mode (the other flip option changes the angle of the model, but not this one). Then in Object Edit mode, I press Ctrl + A and "Scale" to make the new orientation its "default orientation". Finally, when the model is exported , it comes out perfectly! (I'm currently using RSM Converter for this last step, for the "two side" and "shading mode" functions) Actually, someone made a guide of the full conversion process, based on our posts in Borf's Browedit discord, but currently the site isn't working. I'll post the link here when it's available though, it may help you have more insight in what's missing and what could be added >w< but so far, it's been an amazing program!!
  4. Oh that's true. I noticed that if you view them in grf editor, it's as if they were mirrored in 2 axis, X and Y This is a top view of this RSM2 mode, pglass_s_03.rsm2: This is the same model converted into RSM. I used this program to convert it into a glb, then exported into a fbx and then exported into ro using rsm converter: Apparently, they're flipped when they're converted with this program, because I can notice it's already flipped when I open the glbs in Blender. Please take a look into it >w<
  5. hii! I found another bug. But this is very strange. When I convert one model, it's fine but when I convert another model, the first one becomes broken, and it appears with the same shape as the second converted model however, the modified date of the first model doesn't appear any different. so I suspect this has something to do with the other files, such as "tex_vertices.bin" (maybe that's why it's not possible yet to convert several models at a time yet)
  6. Hii! I think I found a bug I think I can't convert if the folder path has spaces in them, so it only catches "My". Also, I have a suggestion: Since there are hundreds of new models, is it possible to have batch conversion in the future? Thank you so much!! Meanwhile, since I had not much idea about how to use this properly (I'm very nob ), someone very kind sent me this: @echo off for /r change\ %%i in (*.*) do ( echo %%i rag2gltf.exe %%i ) pause It can be made in a text file, saved as "change.bat", and placed in the program's folder. So you only have to click on it for each conversion. a single rsm2 file should be in "change", and texture folders in "data"
  7. Hii! I have some questions, because I don't really quite understand There's a file that mentions these as requirements: fire==0.4.0 gltflib==1.0.6 kaitaistruct==0.9 Pillow==8.1.2 PyGLM==1.1.7 Also, there's this other requisite: ## Prerequisites * Python >= 3.7 Do I need to installall of these programs? Additionally, it mentions something about a command line, but I was unaware of what that means until now. Maybe it's because this is a rough release, as you mentioned. Are you going to make the program "standalone" and easier to use in the future? Like rsm converter But for now for me it's a bit difficult to understand what to do, so maybe I'll wait for a final release x3 thank you! Oh nvm, I got it x3 there's a rag2gltf.exe in the "windows" version
  8. thank you soo much! I'm finally free to give this program a try ; v ; I'll let you know if I find anything or if I have a suggestion ^^
  9. OOOHHH!!! Finally, something to convert RSM2 ; W ; !! THANK YOU!! And for making a new converter! The other one is good, but has got some problems and often it doesn't convert the models x3 But I have a question: is glTF 2 better than fbx and obj? The tools that we currently have (rsm converter and Bromedit) can only import fbx and obj (as a mesh) respectively, to save them as rsm afterwards). *I ask because it would be good to have those formats too, but maybe for later on! RSM2 is way more important right now >w< Oh by the way, is it possible for it to have an exe file later on? x3 thank you!
  10. Oh, it's better to add the map into a grf (it can be main or custom), and then add that grf itself with mapcache. Because only adding the gat doesn't read the map well. You may even make holy water anywhere if it's not added properly! But you can test, and if it doesn't happen, then it's all fine!
  11. omg! * A * is it going to have the option to add a sky map to any map, like Nemo?
  12. !!! Thank you sooo much!! I'm going to test it now x3 Edit: It's working perfectly fine!
  13. uhmm... I think the problem could be in how the original Korean characters are translated into browedit, when the ro.xml file is modified and then saved but I could be wrong. this is how mine appears. the folder is: ¿öÅÍ it works perfectly fine! but if you notice, this is what appears to those who have a problem with the water texture: it appears as ���� in my case, I allow notepad ++ to read the korean characters, and I have no problem upon saving: I hope this is helpful!
  14. hi Tokei! Thank you so much for this update! it's a pleasant surprise to be able to see the animations of rsm2 models! But now, I found a bug. Under "Extract Resources", some of the rsm2 models don't show the texture to be extracted. Rather, this is what happens: the textures don't appear, and upon choosing the rsm2, this message appears Copied exception:
  15. hii! is there anything similar to this, or a more recent version available for newer clients?
  16. OMG it looks sooooooooo good!! It does look like a Magma Dungeon 3! Instead of what they did of simply having the same floor all over again
  17. It's a quite beautiful, mysterious and nostalgic mappino uwu
  18. Soon: Post revamp!! ["Not Browedit 3" ?] The old guide can be found here:
  19. hii! You may usually have to remove one by one, by only using browedit. However, there may be an alternative x3 You could simply make a transparent square model You can use fuchsia color for the transparency: Red: 255 | Green: 0 | Blue: 255, which is the same as RGB color #FF00FF And use this guide to replace the leaves for that specific model: However, if the lights aren't really that many, I recommend you to just remove them normally! If it's an exterior map, you can use Browedit 2 to remake the lights Later I'm going to post a guide for Browedit 2 skylight >:3 but for now, you can join this channel and ask there: https://discord.gg/4yHawf
  20. Hii Diana! I think it may be a compilation problem. if not, it's a configuration problem. please join the Borf's Browedit Discord channel, the very last compiled version is there in the turorials and resources channel. https://discord.gg/BNNHeT have a very nice day! o/
  21. hii! yus, it's possible! only increase the gat with page up, and decrease it with page down. copy with c, paste with v. increase or decrease area with the buttons between zero and backspace (oh it depends on your keyboard but they should be around there) also don't forget to watch Syouji's tutorials on Youtube ;3 you can also join the Browedit Discord if you'd like! https://discord.gg/BNNHeT
  22. Oh it looks quite good and the possibility for that quest is also very interesting
  23. hii, did you ever solve this problem? It seems like this happens with certain Nvidia cards. If you choose the card in the RO setup, it should be solved :3 But I'd like to know if there's any other cause, or if anyone knows anything else about it, and I'll report any findings to Borf in his Discord server (because this only seems to happen with maps saved with Browedit).
  24. Ohh it seems you just forgot to add lightbulbs for the lights. It's easy to solve! You should follow Syouji's guide, which you can easily find in youtube x3 And also, I recommend you take a look at Sage's guide, specifically her link "How To Make Lightmaps Stop Looking Bad". You should definitely join the Discord group that Sader provided, it's the same link as the one I replied to you earlier. There you can find a link to download Browedit 2. HOWEVER, I see that yours is an interior map. I really don't recommend using Browedit 2 to render lightmaps of interiors AT ALL. At least not until Borf makes it possible to add and render with "lightbulbs".
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