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xarple

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Posts posted by xarple

  1. Yes I do. Can you test it on your side?

    After some research, that is because the wrong RSM file format (version 1.5, earler is correct), Gravity seems modified the version 1.5 of RSM file format, so the older formatted RSM would cause the client crashes.

     

    I can make the tools outputs the older version of RSM file version (1.4), but we will lose position animation, only rotation animation is valid, and then BrowEdit will also accept the output RSM files.

     

    I can't found any official new version RSM in kRO 20130701, so sad :(

  2. Fixed, thanks for your report :)

    This problem caused by I forgot to transform texture name to lower case before extra files from Grf, because all filenames in Grf are store in lower case.

     

     

    Directory paths: I was thinking about affording the tool to generate custom directory paths besides using always "data/texture" in the output rsm textures? How about a, "choose directory output for generated textures" option?. Having the option of using a different default pathway than "data/texture" would be really appreciated, since all the time we do a map, we allways try to keep different directories for each map created.

    It's not possible because it was the official client fixed. For example: a texture name actually from 'data\texture\abc\def.bmp', then Rsm would only store 'abc\def.bmp'.

     

     

     

    Probably Support for not equaly dimentional textures? This is something I have not tested yet, but I remember you said that the tool needs that the texture is setted by square pair dimentional sizes as: 256x256, 512x512, 256x512 etc. What I'm wondering is if we can use a texture like: 125x250? Actually browedit rsm editor is very handy by affording this kind of textures with no glitches, as long as the UV Coordinates are located to a single planar map. Edit: in game shows okay aswell (not stretched), maybe I should try this kind of texture dimentions with your tool anyways too?

    I just have tried this case, and it was worked fine :) I made ​​a mistake before :P

     

    The dimension of this texture is 300x400.

    s0_zpsf1762a0c.jpg

  3. Hi, thanks for the reply.

     

    DL --- > https://dl.dropbox.com/u/52175822/test.rar

     

    Take a look at the "tube002" . When it reachs the animation frame #100 it matches all the material color and returns to its original position. Now testing in game it skips some lastest frames and just dissappear and appears to the default position.

     

     

     

    Thanks :)
    This problem has been fixed in the newest version. Good catch, thanks again :)
    • Upvote 1
  4. Okay I did some time to test the tool.

    All goes fine.

    The only thing I'm wondering about some animations I have tested, is, that, appareantly the "last" time frames of the animation is somewhat skipped at the time I test the rsm ingame.

    How to explain? very hard without a video but, suppose you have a circunference. And, you make it rotate at 360 in max in a 100 time frame. When I test the animation in max it shows fine and the animation loops correctly. However, testing in game, it seems like it skips the last 10 frames in consequence the circunference rotation doesnt loops smoothly.

    Hmm perhaps it was the kind of animation I was doing (multi rotations at different axis) so for now I will test a more simple animation. Altough any idea of yours is allways appreciated, perhaps I'm doing something wrong.

    Thanks again for the tool. I'm almost done to to the guide of this.

    Edit: seems you changed the bit deph aswell :D thanks..

    Edit2: Tested RSM to FBX, mesh data loads well, however I'm not sure but the material IDs were not assigned automatically for me?, I just tested quick (minutes) so I think I will take more time to this.

     

     

    Sorry for the late reply  ;)

     

    Yes, that because RSM has a concept like 'Actual Animation Length', it determine the time length of whole model, and the client will only follow this time as the animation length of all mesh node. This tool will use the shortest mesh node animation length as the model animation length.

     

    Can you upload your fbx and converted rsm that I can test it? I have make a simply model like you said, rotate at 360 in a 100 time frame, and it loops smoothly. Here is the fbx and converted rsm I have made: http://www.mediafire.com/?s8chdvpdnoa9rxq

     

    To use RSM to FBX conversion, you have to set resource sources so the tool can find and copy textures :)

  5. Hey, today I have completed the update of this tool ;)

    Now that is possible to convert any rsm model to fbx, and convert it back without any differences. The tool make the conversion as much as possible to keep original infos (parent-child relationships, transforms, animations, smooth groups, texture names). So we can easily modify details of official models, like below.

    3ms_zps0afe4f5b.png

    BTW, browedit still will crash that way. I have emailed borf, hopes he notice my mail and can be interested to debug it :)

    • Upvote 1
  6. Ahh! I forgot to fix the UV flipped problem :P

    Flip all textures just a temporary fixes, I didn't know the UV origin of 3dsMax/Maya were left-bottom corner at that time.

    I will fix this and released together with new features (rsm ---> fbx) :)

  7. Look at how browedit would crashed that way, I simply don't know why :P I would contact to brof request a debug.

    Models sometimes will rotation of 180 at the X axis mostly because the incorrect up-vector axis setting when exporting fbx.

    That 'shadow' is shading :) Almost all model has this effect, unless you choose 'No shading'.

    The bitmap type of generated textures is depend on the origin format. And browedit also support 32 bits textures :) Here is a simply picture to explain how it works:

    tut_zpsd7cc003d.png

  8. !!!!!!!!!!

    XARPLE thanks!!! thanks for this tool :P I knew you were busy to continue developing it and thanks for replying back the email I sent to you about this!

    GUYS NOW we can do animated RSM Models with this!!! This man is amazing!!!

    Before I did a video about your GND/RSW to FBX tool. I will do a video about this new tool too, so people will know how to use it!

    Edit: Xarple can you upload the FBX original file you converted and the rsm result, for a reference to us?

    Sure :)

    http://www.mediafire.com/?a523secbjl4j4xz

    There are no texture inside, but this is not a issue, the converter would replace all invalid texture to 'black.bmp'.

    Notice that this convert won't handle skeleton animation, this is the reason why I need to write a rsm to fbx method, in this case we can convert rsm to fbx with this tool, and convert it back to rsm without any different :P

  9. Hi there!

    This is a converter that allow users convert their fbx files to rsm format with a better conversion :P

    You can get this result easily:
    tut_zpsdc91d1ce.gif



    Screenshot:
    20130725203319_zps15cc8a87.png





    Notice:
    * The converter DOESNT convert scaling animations since rsm doesn't includes these informations.
    * The converter would ONLY convert the first node of the scene, you have to set the parent-child relationship.
    * The texture wrap mode of official client is clamping, this means that UV will be valid only between 0.0 - 1.0.
    * The converter WONT handle skeleton animation, it only handle node animation.
    * Use 2013.3 version of fbx file is recommended.
    * 'Smooth Shading' is smooth group shading, the converter can also convert smooth groups.
    * The converter would automatically convert all opaque textures to BMP, and convert all transparent textures to TGA.
    * Make sure the dimension of your textures is power of two (256x256, 512x512, 256x512, ...), otherwise the client will resize them without scaling.



    History:

     

    1.4:

    * Fixed texture name codepage problem.

     

    1.3:

    * Fxed texture name case problem.

     

    1.2:

    * Animation speed more customizable.

     

    1.1:

    * Fixed animation length problem.

    * Added animation speed setting.


    1.0:
    * Fixed UV flipping problem.
    * Fixed texture name locale problem.
    * Added Rsm to Fbx conversion method.

    beta 1:
    * Initial release.



    Download:
    RsmConverter 1.4: http://www.mediafire.com/download/ba1xsxgpvkh44wc/RsmConverter20130724.zip

    Enjoy!

    • Upvote 8
    • Love 1
  10. Yes it's possible :)

    But it will lose a few element, eg. weighted joints, scaling motion.

    Each mesh can only be associated with a skeleton, and parent-child relationship of skeleton may will be lost.

    I will begin to develop this tool when I finish my current project.

    BTW, sorry for my poor english.

  11. This tool could convert RSW, RSM, GND to Autodesk FBX format, therefore you can import this FBX to 3ds Max or Maya that you can do anything you want :)

    Highlights:

    * Animation Support

    * Model Smoothing Groups

    * Ground Smoothing

    How To Use:

    Just download the tool then modify res.txt and run it!

    Futher:

    A FBX to RSM with animation converter will available as soon as possible.

    (EDIT: Implemented, tool link: http://rathena.org/board/topic/77926-tool-rsm-converter/)

    Download:

    Mediafire: http://www.mediafire.com/?5lmb9orgsr3goeu

    Directly: http://www.xarple.com/ROMAPCONV1.9.zip

    • Upvote 3
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