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Mina-chan

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Everything posted by Mina-chan

  1. Hi Digosok! Please make a new thread about your problem (nvm, I found your post!). Or join the Browedit discord server https://discord.gg/cy4uKQ and post your issue there so we can help you
  2. Hi Shinsei! First, thank you very much for this guide! It seems to be really well explained! I just have some questions :3 Well, I haven't tested much when adding le maps, because (at least so far) I've only added my custom maps to test them. So far I've done it like this instead: 1. Add maps to map_index and maps_athena.conf 2. Add the map to a grf, so that I add the grf itself in weemapcache. (Because if you simply add the gat file, the gat cells aren't read properly, as in you can make Holy Water anywhere and other similar problems. But if you add the GRF containing the map, this problem is avoided) So since I'm still learning about this, do you recommend me to use this method instead? (Because it seems a little more complicated than the usual, but if it's better I should do it like you say!) If I do this, can I avoid having to add the map to a GRF for the cells to be read properly? Worldmap can't be used with my old method, am I correct? And, if I use your method, will it conflict somehow with how I've been doing it? Thank you in advance, have a good day!
  3. oh? don't worry, I realized they appeared too small. I think it's because they were png, but now they're jpg
  4. View File Santa's Sledge (Rabbit's Christmas Maps) Hii! First of all, I hope you had a very happy and peaceful Merry Christmas and a Happy New Year!! This is my very first free contribution to the community (rabbit is my "siggy name") It's Santa's flying sledge! I made some experiments with this mapperino. It's meant to feel like the sledge is truly moving and going forward. Hopefully it worked! I added a custom fog configuration that I highly recommend, and a custom bgm that's optional, but I think it fits perfectly! Don't forget to add the lub files, but it's all in the data folder, just add "luafiles514" as it is, alongside "texture" and "model". This last Christmas is over, but hopefully you can use it for the next one, if you like it! You can also use the recoloured stuff for your own maps, of course! they're under "lapine" (it just means female rabbit in French). Enjoy~! o/ Submitter Mina-chan Submitted 01/06/2020 Category Maps & 3D Resources Video Content Author Mina-chan  
  5. Version 1.0.0

    174 downloads

    Hii! First of all, I hope you had a very happy and peaceful Merry Christmas and a Happy New Year!! This is my very first free contribution to the community (rabbit is my "siggy name") It's Santa's flying sledge! I made some experiments with this mapperino. It's meant to feel like the sledge is truly moving and going forward. Hopefully it worked! I added a custom fog configuration that I highly recommend, and a custom bgm that's optional, but I think it fits perfectly! Don't forget to add the lub files, but it's all in the data folder, just add "luafiles514" as it is, alongside "texture" and "model". This last Christmas is over, but hopefully you can use it for the next one, if you like it! You can also use the recoloured stuff for your own maps, of course! they're under "lapine" (it just means female rabbit in French). Enjoy~! o/
    Free
  6. Ohh hmhm, I do see something weird! to avoid problems/conflicts, you should place the grfs in this order: rdata data custom ones
  7. Uhm, make sure you don't just update the maps, but also the models, textures, lub files and so on because if you notice, the old maps are constantly updated. It may look like there are useless and repeated things in the updates, but they do update minor and tiny things. In other words, aside from updating your map files, update everything else that the maps use. That may be the reason why old versions of the maps are working, qq NOTE: but you may want to avoid super recent ones that may be using rsm2 files (from 17.2 onwards), cough > . >
  8. Uhm but I'm not asking if it looks good or not OTL... The transparency level is fine, I took my time to play a lot with it. I'm using it as a frozen ice surface, so it doesn't need to look too transparent. The problem is as I showed in the first post, how buggy it looks when it's above the water, even if it's much higher than it. It looks bad when looking from the right and upper sides xP
  9. Ño. You definitely can't tell ¬¬ As you can see, it's 2 sided. But if you're wondering, I've tested it with just 1 side, and with all the 3 shading modes. All have the same problem :x it's the texture. I follow the guide and tried it 3 times, but it still happens.
  10. oh! but the problem doesn't seem to be the model, but the texture. because if I add one of the official transparent tga textures to the model (such as the one in the "hero" folder), it works perfectly fine.
  11. yes, it's a plain square model :3 I just followed Syouji's tutorial:
  12. Hii I've made a transparent model for RO It looks fine from the front (Even though it affects how the costume on my character looks, for some reason): However, it looks bugged and very weird from other angles: And this is an official model, from the "hero" folder. It works perfectly fine~ Do you know what could be happening, and how to solve it? Thanks in advance!
  13. Just in case, when you use weemapcache you should add the grf that contains the map files, instead of just the gat file. That way, you'll avoid bugged gat cells, such as being able to make holy water anywhere on the map. As for the missing things, maybe they're textures or models from more recent updates, so they're not included in Olrox's grf. I guess!
  14. heyoo For effects size, you have to find one that's of the size that you want. Because the size option doesn't work xP I think the flames in El Dicastes are big, and the ones from Endless Tower are medium sized :3 just copy them and change them for the ones with the color that you want :3 uhm, for loop.. you have to press enter after you add a number. It's only needed in the effects menu , just like Syouji explains in his guide :3 some effects have different loop numbers than others, I usually just check their options in the official maps and imitate them.
  15. Hii! After all this time I don't know if you ever found out, but you can do this in Bromedit, the program that comes alongside Browedit 2. With it you can also import and export models, so you don't need the 3D Object Converter. You can even replace an animated model with another one (or an animated mesh), so it keeps the animation of the former! Take a look in the "bromedit" section in Borf's channel.
  16. OMG!! ;w; I was precisely looking for something like this, thank you! I'm going to add this to the Browedit discord's links section
  17. Heyoo. You can use these: https://1drv.ms/f/s!AvoY1ChXkl2Nc_itgjgAKsU5Vns I separated the download categories by folders. The hexed grf contains the last one (the one over 8mb, not the old one of 4mb), and there's a crazy_i models zip file apart, that I rehexed. Now they work in 586, but still often crash in 620. The "Ilusion Models" folder contains the models that Tokei converted and shared in Borf's Discord, and its whole models and textures folders. These ilusion models are newer versions that they updated in kRO, changing some of the shapes and textures (so the hexed ones are outdated). They can be used okay, but they tend to be the opposite of crazy_i: they tend to crash in 586, but not in 620. But yeh! there are "readmes" in each folder explaining in more detail
  18. Thank you so much, Tokei and Balfear! When I click on "View File", I get this message though: "We could not locate the item you are trying to view." Please take a look, thank you!
  19. Thank you! I was looking for this kind of map for inspiration x3
  20. oh I never got used to moving between f1 and f4 so often, I end up crashing at some point ^^; so I just enter brow 620 for that, as it very rarely crashes when adding the walls. I hope you don't have to remake it, it takes so long to make one map o_o try what I told the next person here :3
  21. ooh it's you, Zerelino! Actually, I had more problems with the hex editing when I was still using only pre-renewal things x3..
  22. oh! I've tried to avoid that as much as possible, because it resets the quadtree by force, so there are often models missing into outer space if you do that ><. And to solve that, you have to generate quadtree again in 586 and it's reverted back. If browedit 586 can solve it first it's much better! But also, adding height to the water has made me avoid it most of the time, it's much simpler than meddling with the file, as it tends to cause problems with the models. Another option is saving in Browedit 2, as it cleans the map much much better :3 but always on a backup, sinsce there's a small chance of breaking the map after doing some things for some reason. After saving in Brow 2, it may be possible to open it again in Brow 586. Also, your configuration files have to be the same in Brow 586 and 620 so they both read the same grf files. Are you in Borf's Discord by the way? There's a support section there that has helped me a lot! I can send you an invite if you aren't x3
  23. Hii! you have to use browedit 586, as it saves the quadtree properly! Just in case, remake it in Generate-Quadtree If that doesn't work, you may have to raise the water lever to -20 or higher (higher is below 0, such as -50, and lower is possitive numbers, for some reason), and the ground and models accordingly (with F2 + ctrl A + page up and the models with F11 and choosing the whole map). If it's not the quadtree but a problem with the shadow textures, you can export lighmap (without walls!), and import it again. Somehow it fixes this kind of problem :3 Good luck!
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