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[Guide] Aerie's Guide for BrowEdit


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Aerie's Guide for BrowEdit

HTML version

The aim of this guide is to help BrowEdit users, and novices, to realize a good map. There are already a number of guides on mapping for Ragnarok, especially for BrowEdit, I don't wish here to make here a simple overview of the steps, but add a real value.

I will present, but briefly, the major steps for creating a map. I will focus in each part on advices, tips and possible difficulties. Many links, programs, methods, images are also available for you to build up tools for a good mastery of BrowEdit. I will also detail the addition of textures, models, water and effects.

I recommand you the YukiTsuki guide for know how use BrowEdit : http://browedit.excalibur-nw.com/?a=viewtopic&id=533

And another, really important for get all keys with a nice interface, made by Steph81 : http://mappingro.prauds.fr/ (Click on BrowEdit, I'll refer to other sections too) If you want to know all possibilities (with keys) of each section.

I wanna render thanks to Borf and his team for have create this program. (I'm still talking about BrowEdit ;D)

Let me know if you want me to develop another part in this guide or to discuss another concept. (If a moderator thinks, it's not in the right section, please move it in the proper one. I've choose to put this guide here because it's for mappers or interested people, I hope they won't miss it ;D).

Table of Contents :

  • Configuration of BrowEdit
  • I - Create a map and Apply textures.
  • II - Relief
  • III - Models
  • IV - Gat
  • V - Walls
  • VI - Editing Water
  • VII - Lightmaps
  • VIII - Effects
  • IX - Finishes
  • X - Add Custom Textures
  • XI - Add Custom Models
  • XII - Tips

Configuration of BrowEdit.

Open data/configs/rocheaptop.xml per default in some versions or look for your configuration file, you must open and follow the link given in config.txt in the BrowEdit folder. Let's see what we can see in :

<config>
<ro directory="c:\program files\gravity\ro\">
   	<grf>c:\program files\gravity\ro\sdata.grf</grf>[color="#FF0000"] //You must configure it for link your grf, the program'll only read ressources linked[/color]
   	<grf>c:\program files\gravity\ro\data.grf</grf>
</ro>
<files>
   	<models> [color="#FF0000"] //Change it, if you want use alternate list of items, check [url="http://mappingro.prauds.fr/"]http://mappingro.prauds.fr/[/url] , you can get alternate list, classed by theme[/color]
       	<model>data/romodels.txt</model>
       	<model>data/alphamodels.txt</model>
       	<model>data/randommodels.txt</model>
   	</models>
   	<textures>
       	<texture>data/rotextures.txt</texture>
       	<texture>data/texturescustom.txt</texture>
   	</textures>
   	<sounds>
       	<sound>data/rosounds.txt</sound>
   	</sounds>
</files>
<graphics>[color="#FF0000"] //You can choose the resolution of BrowEdit to fit it to size of your screen[/color]
   	<resx>1024</resx>
   	<resy>768</resy>
   	<fullscreen>false</fullscreen> [color="#FF0000"] //write true for fullscreen mod[/color]
   	<bpp>32</bpp>
   	<font>tahoma</font> [color="#FF0000"] //check other font in data/fonts[/color]
   	<skin>data/skins/hamvista.xml</skin> [color="#FF0000"] //Checl skins in data/skins[/color]
   	<notilecolor>FFFF80</notilecolor>
   	<bgcolor>8000FF</bgcolor>
</graphics>
<undo size="50" />
<language>english</language>
<firstmap>prontera</firstmap>
<splash>data/hamtaro.tga</splash>
<water> [color="#FF0000"] //Check water section of the guide[/color]
   	<directory>data\texture\¿öÅÍ\</directory>
   	<extension>.jpg</extension>
   	<count>8</count>
</water>
<gattiles>
   	<tile>0</tile>
   	<tile>1</tile>
   	<tile>2</tile>
   	<tile>3</tile>
   	<tile>4</tile>
   	<tile>5</tile>
   	<tile>6</tile>
</gattiles>
<wm> [color="#FF0000"] //Here for a modification of some windows, don't need to be detailled[/color]
   	<minimap>
       	<x>598<>
       	<y>70</y>
   	</minimap>
   	<hotbar>
       	<x>744<>
       	<y>0</y>
   	</hotbar>
   	<sprite>
       	<x>237<>
       	<y>184</y>
   	</sprite>
   	<textures>
       	<x>25<>
       	<y>25</y>
       	<w>974</w>
       	<h>718</h>
   	</textures>
   	<modelswindow>
       	<x>25<>
       	<y>25</y>
       	<w>974</w>
       	<h>718</h>
   	</modelswindow>
   	<texturetools>
       	<x>0<>
       	<y>586</y>
       	<w>56</w>
       	<h>124</h>
   	</texturetools>
   	<texturebrush>
       	<x>56<>
       	<y>53</y>
       	<w>905</w>
       	<h>665</h>
   	</texturebrush>
</wm>
</config>

________________________________________________________

I - Create a map and Apply textures.

- Under the version 600, create a map by File/New/ occure some problems. You can use File/Open From Grf/ save the map and with Tools/Clear Map, clear it.

- An important things too, is the border of the map. If you don't let 2 tiles, you'll have dirty borders after when you'll add lightmaps. So, I always using a black border like that :

prem1q.jpg

It'll really usefull for make clean borders. Players won't see under the map when they approching sides :

prem2.jpg

I don't have many things to say about this part, for know keys and opportunities, please refer to Steph81's work : http://mappingro.prauds.fr/

________________________________________________________

II - Relief :

Some Maps are particularly flat monotone, you must use the terrain, here in two parts, I'll show you how to make a single mountain, and then show you how to use the inclined surfaces and walls while using the copy / paste in BrowEdit.

1) Make Mountains :

Place textures :

relief1.jpg

With F2 mod chosse the height of the upper part :

relief2j.jpg

F3 mod and F key for link texture, soft it with S key after.

relief3.jpg

2) Tilt & Walls :

This is an important part, you can make many things with it and it'll done a complexe relief to your map.

How tilt textures :

relief4.jpg

Then like the previous step for keys :

relief5.jpg

The aim is to alternate tilts, flat textures and walls, for doing something like that :

relief6.jpg

You must use copy/past system who is really usefull for make. With F2 mod select a part of your map or a tile and past where you want. It breaks the monotony of flat maps with a few simple walls. With some try you should obtain more complexe forms, like that :

relief7.jpg

________________________________________________________

III - Models :

1) Choose the right size :

Always check the size of your models, you don't need to wait for a test IG, you can use Edit Mode/ Sprite Edit. Once selected make ctrl + Left Click :

smodel1.jpg

A Random character'll appears, and'll serve of scale.

Another advice is the utilisation of different Scales, turn them, also use different rotations. It'll adding a new kind of variety in your models :

smodel2.jpg

Only one model used.

2) Using Object Group Edit:

This is an important part to know for be faster. (F11 mod)

Use different models and size like that :

smodel3.jpg

Select them and press D (for Duplicate), you can rotate them too.

smodel4.jpg

It's the better way for make maps with different models, a huge vegetation and a variety of situations.

________________________________________________________

IV - Gats :

It's an easy part, you'll not have difficulties. But some notes : If you can't move in your map IG, it can be due to the creation of map in BE versions under 600, who don't support New Maps option. If you modify an original map, becareful with the priority read of gat files by the emulator (if use grf enable) and to rebuilt your mapcache if you're using it.

In the gat mod, you can use the key I in the tile choosen for get exacts coordinates. (Usefull for place NPC on not walkable tiles)

1) Different type of Gat :

Let's see what we get in src/map/map.c :

inline static struct mapcell map_gat2cell(int gat)
{
struct mapcell cell = {0};
switch( gat )
{
case 0: cell.walkable = 1; cell.shootable = 1; cell.water = 0; break; // walkable ground
case 1: cell.walkable = 0; cell.shootable = 0; cell.water = 0; break; // non-walkable ground
case 2: cell.walkable = 1; cell.shootable = 1; cell.water = 0; break; // ???
case 3: cell.walkable = 1; cell.shootable = 1; cell.water = 1; break; // walkable water
case 4: cell.walkable = 1; cell.shootable = 1; cell.water = 0; break; // ???
case 5: cell.walkable = 0; cell.shootable = 1; cell.water = 0; break; // gap (snipable)
case 6: cell.walkable = 1; cell.shootable = 1; cell.water = 0; break; // ???
default:
	ShowWarning("map_gat2cell: unrecognized gat type '%d'\n", gat);
	break;
}

Walkable : Where players and monsters can walk

Not Walkable : Unvaible part of the map (but you can place npcs)

Not Walkable (no snipe) : You can't walk and can't snipe too

Not Walkable (snipable) : You can't walk but you can snipe.

The Yellow wakable seems be used for skills who requieres water. (Holy Water)

Use them in PvP / GvG maps or for your scenari. Here an, attack of a lime :

gat1.jpg

2) Tilt Gats :

When you have finished your map relief, you can started the gat editing. First you are gats aren't at the good level if you have using F3 mod and a big pencil.

You have different tools proposed for automatic gat editing :

- Edit / Set Gat Height : You must use it each time you arrive at this step. All tiles will become similar in level and angle to the ground under them.

- Edit / Set Gat Collision : Make walkable all flat ground and non-walkable all section inclined. (like mountains).

- Edit / Set Gat Collision 2 : This option will calculate all models and make non-walkables tiles under them. But It's not perfect and you must verifiy everywhere.

So I recommand you to use Gat Height, then increaze the size of the pencil and make all your map non-walkable, then only use walkable option. It'll be faster.

Becareful for suspended tiles, when done don't use Set Gat Height option or you'll be ready to restart all again ;D

You can make tilt gat, copy and past them, ... refet to the Relief section for get some keys.

gat2.jpg

3) Using Scripting for more type of gat :

As we have see, we're limited in the choice of gat. Only use detailled one.

Now, I'll present you some new cell type and a basic script for using them :

-	script	Chat-Vending Zone	-1,{
OnInit:
setcell	"prontera",0,0,360,360,cell_novending,1;
setcell	"prontera",137,268,147,235,cell_novending,0;
setcell	"prontera",163,267,172,235,cell_novending,0;

setcell	"prontera",0,0,360,360,cell_nochat,1;
setcell	"prontera",139,173,147,153,cell_nochat,0;
setcell	"prontera",163,267,172,235,cell_nochat,0;

}

(Here the 1 = means activate)

Here, I'm forbidden the using of vending and chat in the City of Prontera, but i'm giving some exceptions on specific zones. Can be use in temporary scripts, for non-walkable per example.

List of avaible cell : (db/const.txt)

cell_walkable	
cell_shootable	
cell_water	
cell_npc	
cell_basilica	
cell_landprotector	
cell_novending	
cell_nochat	

________________________________________________________

V - Adding Walls :

Here, we'll see how set a wall. Really interesting to put some walls, you'll get less limitations, it's open you new possibilities of complexe maps.

First, you must select a texture, you're permitted to use a part of the texture.

You got upper and lower part of the wall, apply textures depending of your orientation in the map.

1) Automatic mod :

Press : or ; touch for set walls, one click and it'll be one part who'll be set :

wall1te.jpg

Let this touch press then you'll get the texture fit along the entire wall. (Sometimes, this function doesn't work, depending of version of program and the loading of the program ... try to relaunch it, 3-4 times)

wall2mg.jpg

Now, you can apply a texture well sized. Press Z touch (or Z and sweep along the purple wall indication OR alt + Z). Depending of position of the wall.

wall3a.jpg

You can also set a part of a texture and fit it automatically to the wall : (Same keys)

wall4n.jpg

2) Manual mod :

With F4 mod you can open the WallTexture window.

You can flip to horizontal or vertical.

And also selecting with a square the part of the texture, you can move each sommet for get original part of the selected texture.

wall5c.jpg

________________________________________________________

VI - Editing Water :

1) Configure water in my map :

This part is kinda easy to understood : Windows/Water

water1.jpg

You got 6 options, I'm gonna present them :

- Amplitude : (0 = none) means the movement of the water, for a rough sea or a calm one.

- Height : (0 = default height of map) positive figures = the water goes deeper under default height / negative figures = the water goes upper the default height.

- Phase : the speed of the amplitude resolution.

- SurfaceCycle : The speed of the texture moving (a water type is composed of 32 frames)

- Type : Change the texture of Water

- Speed : ...

2) Create new water type :

A water is composed by 32 frames in *.jpg format. They are read continuously for make an animation. An automatic transparency effet happens too.

Create a folder data/texture/¿öÅÍ/ It'll be in this folder that you'll put all your water files.

All files must be in this format :

waterXX00.jpg to waterXX31.jpg

So you have to make 32 textures for an entire water cycle. XX means the number type of your water (Check step 1 / Type option). I've created 8 new waters type, you can get them here : http://www.eathena.ws/board/index.php?showtopic=253679

3) Adding new water type :

Make a grf in 0x200 format with your data.

You must configure BrowEdit so the program can read the addition : Go to BrowEdit folder : data/configs/rocheaptop.xml

(Don't forgot to link the grf, open data/configs/rocheaptop.xml per default in some versions or for nom your configuration file, you must open and follow the link given in config.txt in the BrowEdit folder.)

Now take your configuration file :

<water>

<directory>data\texture\¿öÅÍ\</directory>

<extension>.jpg</extension>

<count>17</count>

</water>

And modify your water count. Water count must be equal to latest XX + 1 (previous step).

________________________________________________________

VII - Lightmaps :

Generally, it's the most dfficult part to configure, many mappers asking for it in support section. You have two parts to configure a global one who gives the ambiance of your map, and lightmaps for make some touches of colored lights in parts of your map. I'll also present you how make shadows and some tools. Don't forgot, lightmaps looks generally pretty with Browdit but IG you'll have some dirty apply, if it's your first time, take time for check them before know exactly what you're doing.

1) Global Lighting :

Windows/ Global Lighting :

light1d.jpg

Diffuse Light gives you the light of shadows cast by the position of the sun. (In models and in textures). You can choose with the longitude and latitude angle for the basic sun. Colors should never be upper 1, it's in RGB colors (check tools in the last part).

Ambient Light, it's a kind of filter on your textures and models. It's in RGB system too.

Intensity'll be another way of configure darkness / brightness.

2) Lightmaps Configuration :

Light windows :

light2j.jpg

Color stil works in RGB system.

Intensity : Generally I'm using 127, upper it's really to pronounce (depends of your idea)

Max Light Increment : It's for make priority between different lightmaps. (Just becareful for the shadow light, 4) section).

Casts Shadows : recommand you to desactivate it, except for the one who'll serve for make global shadows.

3) Favorite Lights :

It's very helpful, for be faster, you won't configure each time a light with same properties. Configurable in Windows/ Favorite lights.

Here, I'll share my lightmaps, you'll have some colors and well configured. In your BrowEdit folder : data/lights.txt (replace lines)

<?xml version="1.0" encoding="UTF-8" ?>
<lights>
<light>
   	<name>default</name>
   	<color r="0" g="0" b="0" />
   	<range>200</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>
   	<light>
       	<color r="0.5" g="0.2" b="0.2" />
       	<name>Torche</name>
       	<range>100</range>
       	<brightness>127</brightness>
       	<maxlight>256</maxlight>
       	<givesshadow>1</givesshadow>
       	<lightfalloff>1</lightfalloff>
       	<height>10</height>
   	</light>
</colors>
<MyLight>
   	<light>
       	<color r="0.6" g="0.4" b="0.2" />
       	<name>Jaune Sombre</name>
       	<range>30</range>
       	<brightness>300</brightness>
       	<maxlight>200</maxlight>
       	<givesshadow>0</givesshadow>
       	<lightfalloff>1</lightfalloff>
       	<height>10</height>
   	</light>
   	<light>
       	<color r="1" g="1" b="0" />
       	<name>Jaune</name>
       	<range>100</range>
       	<brightness>70</brightness>
       	<maxlight>256</maxlight>
       	<givesshadow>0</givesshadow>
       	<lightfalloff>1</lightfalloff>
       	<height>10</height>
   	</light>
   	<light>
       	<color r="1" g="0" b="0" />
       	<name>Rouge</name>
       	<range>100</range>
       	<brightness>100</brightness>
       	<maxlight>256</maxlight>
       	<givesshadow>0</givesshadow>
       	<lightfalloff>1</lightfalloff>
       	<height>10</height>
   	</light>
   	<light>
       	<color r="0" g="0" b="0" />
       	<name>Lumiere</name>
       	<range>70</range>
       	<brightness>500</brightness>
       	<maxlight>256</maxlight>
       	<givesshadow>1</givesshadow>
       	<lightfalloff>1</lightfalloff>
       	<height>10</height>
   	</light>
   	<light>
       	<color r="0" g="0" b="1" />
       	<name>Bleu</name>
       	<range>100</range>
       	<brightness>100</brightness>
       	<maxlight>256</maxlight>
       	<givesshadow>1</givesshadow>
       	<lightfalloff>1</lightfalloff>
       	<height>10</height>
   	</light>
   	<light>
       	<color r="0" g="1" b="1" />
       	<name>Cyan</name>
       	<range>50</range>
       	<brightness>127</brightness>
       	<maxlight>256</maxlight>
       	<givesshadow>0</givesshadow>
       	<lightfalloff>1</lightfalloff>
       	<height>10</height>
   	</light>
   	<light>
       	<color r="1" g="0.9" b="0.9" />
       	<name>Blanche</name>
       	<range>50</range>
       	<brightness>100</brightness>
       	<maxlight>256</maxlight>
       	<givesshadow>0</givesshadow>
       	<lightfalloff>1</lightfalloff>
       	<height>10</height>
   	</light>
   	<light>
       	<color r="0.5" g="1" b="0.5" />
       	<name>Verte</name>
       	<range>60</range>
       	<brightness>120</brightness>
       	<maxlight>256</maxlight>
       	<givesshadow>0</givesshadow>
       	<lightfalloff>1</lightfalloff>
       	<height>10</height>
   	</light>
   	<light>
       	<color r="0.5" g="0" b="0.5" />
       	<name>Violet</name>
       	<range>50</range>
       	<brightness>127</brightness>
       	<maxlight>256</maxlight>
       	<givesshadow>0</givesshadow>
       	<lightfalloff>1</lightfalloff>
       	<height>10</height>
   	</light>
   	<light>
       	<color r="0.6" g="0.4" b="0.2" />
       	<name>Orange (mine)</name>
       	<range>50</range>
       	<brightness>500</brightness>
       	<maxlight>256</maxlight>
       	<givesshadow>0</givesshadow>
       	<lightfalloff>1</lightfalloff>
       	<height>10</height>
   	</light>
   	<light>
       	<color r="0" g="0" b="0" />
       	<name>Orange leg</name>
       	<range>100</range>
       	<brightness>127</brightness>
       	<maxlight>256</maxlight>
       	<givesshadow>1</givesshadow>
       	<lightfalloff>1</lightfalloff>
       	<height>10</height>
   	</light>
   	<light>
       	<color r="1" g="0" b="1" />
       	<name>Rose</name>
       	<range>40</range>
       	<brightness>127</brightness>
       	<maxlight>256</maxlight>
       	<givesshadow>0</givesshadow>
       	<lightfalloff>1</lightfalloff>
       	<height>10</height>
   	</light>
   	<light>
       	<color r="0" g="0" b="0" />
       	<name>Rose</name>
       	<range>100</range>
       	<brightness>127</brightness>
       	<maxlight>256</maxlight>
       	<givesshadow>1</givesshadow>
       	<lightfalloff>1</lightfalloff>
       	<height>10</height>
   	</light>
   	<light>
       	<color r="0" g="0.3" b="0.3" />
       	<name>cyan dark</name>
       	<range>30</range>
       	<brightness>127</brightness>
       	<maxlight>256</maxlight>
       	<givesshadow>1</givesshadow>
       	<lightfalloff>1</lightfalloff>
       	<height>10</height>
   	</light>
   	<light>
       	<color r="0.3" g="0" b="0.3" />
       	<name>rose dark</name>
       	<range>40</range>
       	<brightness>127</brightness>
       	<maxlight>256</maxlight>
       	<givesshadow>1</givesshadow>
       	<lightfalloff>1</lightfalloff>
       	<height>10</height>
   	</light>
   	<light>
       	<color r="0" g="0" b="0" />
       	<name>rose dark</name>
       	<range>100</range>
       	<brightness>127</brightness>
       	<maxlight>256</maxlight>
       	<givesshadow>1</givesshadow>
       	<lightfalloff>1</lightfalloff>
       	<height>10</height>
   	</light>
</MyLight>
</lights>

4) How make Shadows ?

It's really simple, when you put all your lightmaps for color, you'll adding the two last one for create shadows. It should seems like that :

First Light :

light3.jpg

Second Light :

light4p.jpg

The first'll cast shadows and the second one mitigate the previous one. (Without it's really too dark, but if you prefer don't put the second one).

Color 0,0,0 is the perfect light (you can of course modificate it for get another color but Global Lighting is generally enough).

The Second light must be always inferior to the first or you'll not have shadows.

Once calculate, use Generate/Smooth lightmaps. (2-3 times is enough)

5) Tools :

For RGB colors : http://www.drpeterjones.com/colorcalc/

________________________________________________________

VIII - Effects :

1) How Using an Effects ?

Easy to use, but difficult to make them useful, why ? Because the loop time still don't work under BrowEdit, so with many effects (more than 4 seconds of duration)'ll be flooded IG and your game'll become really slow (or Freeze).

Thats why, I'm using some of them directly by Script :

 
-	script	EP7_lightanim	-1,{

OnLight:
donpcevent "#ep7effectAby1::OnAction";

sleep2 1000;
donpcevent "EP7_lightanim::OnLight";
end;
}
//===============
ars_fild58,95,103,0	script	#ep7effectAby1	139,{
OnAction:specialeffect 14;end;
}

Place the npc on the coordinates you wish and choose the loop with the sleep2.

Here for the list of effects and images : http://mappingro.prauds.fr/

2) Testing Effects :

For make an effect avaible, you need to have ressources in your client and also them hexed in your launcher.

BrowEdit list effects can be updated in data/effects.txt, just add in this format some lines :

Number|Name

Tested them until you get a Gravity Error ;D

3) Tips for set the Loop Time :

This method have been report by Akira-Toriyama : http://board.frathena.net/index.php?showtopic=1453&hl=

Put your effect, then open the window Effect. For each change in each case you must press Enter touch before click on ok button.

Re-open the window and your Loop Time have been changed ;D

________________________________________________________

IX - Finishes of a Map :

This is an important part of this guide, you should apply this method for each maps, don't do it will occure problems, like black textures (cliping effect) and missing models. I recommand you to work on the version 586 of BrowEdit, available here : http://browedit.excalibur-nw.com/release/ (Use svn tool) for his stability and his saves function.

1) What is a Quadtree ?

Quadtrees are a division of the map in small square for make a faster loading of the map. The map'll be loading gradually when the player walk onto, but the problem is the reading speed of the client, it never goes enough fast so many black textures (cliping)'ll appears.

2) Why I've got missing models when I'm IG?

This happens when you use the quick save. The quick save don't calculate each models per quadtree but make a whole one, fatest yes, but occure some random vanish models. You should always use the classical Save, by the way take of your BrowEdit version, some of them only does quick save (like version 620). For be sure about your version, check your console during the save :

info [hour] Quadtree: looking at model 0 out of XXXX (0.00%)

info [hour] Quadtree: looking at model 10 out of XXXX (7.19%)

If you got this, change your BE version :

info [hour] World: XXXX models written

3) How fix the Cliping Effect ?

Operation to make each time you modify your maps when done.

You'll need a hexadecimal editor for realize this. Example : http://www.pspad.com/en/ (freeware)

Select your *.rsw files and open it with your hexadecimal editor :

fin1.jpg

Look to 3rd column, first line. Here 0201, modify to 0109 and save !

0x109 : Who don't use Quadtree.

0x201 : Who use Quadtree.

Don't forget : BrowEdit always saves your map in 0x201 version. Each time you'll save your map, you must restart this manipulation.

4) How fix vanish models ?

Tips from Angst. The first way can works but you will sometimes get some vanish models (with 0x201 version). The 201 version seems to don't accept objects to high. Please follow the process if you get vanish models :

Angst :

I use v620 to build and then when I'm done I save, open it in 586.

Generate>Quadtree

File>Save

I generate before saving to make sure the quadtree is done correctly, as a double assurance..

Works like a charm and no need to do the hex edit 0109 with my maps that have really high height.

[Highest] -190

[Lowest] -1

[Water] always set to -1

5) Make a Minimap :

It's really simple, when your map is done, just click on View/Top Camera.

Then press Alt + Print Screen, and paste it on Paint (or another program, if you have). Save in *.bmp format / 256 colours.

Name your file with the same name as your map, and put it in :

data/texture/À¯ÀúÀÎÅÍÆäÀ̽º/map/

Should look like that :

tantaleile.png

You can resize it for save some Ko. (I'm using 400*400 generally)

________________________________________________________

X - Adding new textures :

Note before, you must respect the original format : *.bmp / 256*256 / 24 bits / 71 ppp, or it won't be read by the program.

1) Where put them in the client side ?

Make a folder "data", open it, inside create a one "texture" called, open it, then another called "event" (for example, if you decide to use another one, you must change the adresse in the step 2) and put all your custom textures in. (TEXTURENAME.bmp)

data/texture/event/

2) How adding them to BrowEdit ?

In your BrowEdit folder : data/texturescustom.txt

Open it and write with this format for each textures added :

custom/event\TEXTURENAME.bmp|event\TEXTURENAME.bmp

3) Link textures to BrowEdit

You must repack your data folder in 0x200 grf format for be read by BrowEdit.

(Don't forgot to link the grf, open data/configs/rocheaptop.xml per default in some versions or for nom your configuration file, you must open and follow the link given in config.txt in the BrowEdit folder.)

4) Add transparency effect to a model or texture :

You can apply some transparency effect on your models / textures. You must have a program using layers like photoshop :

(explanations from Angst)

TGA format(Photoshop):

File>Save: (In the save dialogue make sure "Alpha Channels" is Checked. A popup will ask :

Targa Options

Resolution

[]16 bits/pixel

[]24 bits/pixel

[x]32 bits/pixel

[]Compress (RLE)

Also on the Alpha 1 channel I find the client can't read anything below 15-25% transparency. (Black/white value)

IG it shows up as fully invisible if the transparency is set below the values stated above..

Also I've found you can use larger textures for better resolution IG (Less pixelation)

Common size: 256x256

Higher res: 512x512

Even Higher res: 1024x1024

Note: these sizes are for custom models using textures you create, not ones used with the RSM Editor.

Wall images can be any size, though I generally do not go less than 256 wide.

Please follow instructions in Adding texture part for adding it to your browedit / client.

Here some examples of works on : http://www.eathena.ws/board/index.php?showtopic=269326 / http://www.eathena.ws/board/index.php?showtopic=272164

You can also get examples of TGA files in those map packs.

5) Add new water type :

You can get here my new water pack : http://www.eathena.ws/board/index.php?showtopic=253679

How install them ?

- Go to BrowEdit folder : data/configs/rocheaptop.xml

- You must link the grf first (water.grf) in <grf></grf>

- Change the count of water type like this (depending of the total of water type : officials + customs) :

<water>

<directory>data\texture\¿öÅÍ\</directory>

<extension>.jpg</extension>

<count>17</count>

</water>

For make a new one, look to texture/¿öÅÍ/ . There is 32 images in jpg format per water type. So texture/¿öÅÍ/water800.jpg means 8th type frame 00 (00 to 31). You can go upper like 15th type frame : it will looks like texture/¿öÅÍ/water1502.jpg

________________________________________________________

XI- Adding new models :

I recommand you first to create a database of models (and also textures who are very usefull for editing them or get the good format of models's textures). You should decompress all your grf and keep only "model" & "texture" folders (make this operation for all your grf with this kind of stuff). Then apply Unbollox to get the right names, like those one uses in BrowEdit.

I'll not speak about 3ds models here, just show how add a new model and retexturing it. (For a custom one, it's the same schema). I'll also show you how use Arcturus models separately.

1) How find a model and isolate it ?

Choose a model :

model1o.jpg

It's this link in my database :

data\model\À¯Æä·Î½º\À¯³ë_¸ÇȦ.rsm

Make a folder "data", open it, then a folder called "model", open it, then another called "event" (for example, if you decide to use another one, you must change the adresse in the step 3) and put all your custom models in. (MODELNAME.rsm)

Copy and paste in :

data/model/event/

2) Editing your model :

Select Windows/RSM Editor, and select your custom model (or the copy in your data/model/event/)

model2o.jpg

As you can see, you can modify the used texture (here only one), just double click in the mini-texture and a new windows'll open then choose a new texture. (For adding a custom texture check the previous chapter.)

model3f.jpg

Save it. (Sometimes the mini-texture don't change until a save or reboot program).

*You must replace and repack the grf used by this model each time you editing it.*

3) How adding your model in BrowEdit ?

In your BrowEdit folder : data/romodels.txt

Open it and write with this format for each models added :

RO/event/MODELNAME|data\model\event\MODELNAME.rsm

4) Link models to BrowEdit :

You must repack your data folder in 0x200 grf format for be read by BrowEdit.

(Don't forgot to link the grf, open data/configs/rocheaptop.xml per default in some versions or look for your configuration file, you must open and follow the link given in config.txt in the BrowEdit folder.)

5) Using Arcturus Models :

Here a special note for Arcturus model a previous game of Gravity using the same client mechanisms and formats.

Link to the pack : http://www.eathena.ws/board/index.php?show...amp;hl=arcturus [by Akayoo] Check his indications for know how adding this pack, all have been already preparate in BrowEdit for those models.

model4w.jpg

It can provide an interesting quantity of models and textures really useful for made original maps. But be careful you must relink all models and textures by adding them separetly. So use the Adding textures / Adding custom sections. Please don't use the whole pack for your map, it'll be really useless, nobody wants a maps with a grf of 200 Mo ;D

________________________________________________________

XII- Tips :

I'll put here some tips for BrowEdit, you can of course prupose yours.

1) Two Maps in one window

Launch your program, then open a map, then another one. Now you can press the tabulation touch and switch from a map to another. You can pick an object and put it in the other map. You can also copy/paste entire parts of the map.

If you copy a part of a map on another becareful of Global Lighting they must be the same. When you paste, save, you'll get a Sanitary Lightmap : Boundary Light map. After saved, just relaunch the programm and it'll be done ;D

2) Added Blue Sky

This question frenquently remains. It's possible to make it but you're really limited. So, I'll explain you 3 differents method for make this effect.

First method : Replace an existing map with this effect. I list here all maps :

5@tower / bif_fild02 / bif_fild01 / bif_dun01 / 1@mist / thana_boss / sky1 / que_temsky / ra_temsky / gon_dun02 / gonryun / 2009rcw_07 / 2009rcw_03 / bat_b02 / bat_b01 / que_qaru05 / que_qaru04 / que_qaru03 / que_qaru02 / que_qaru01 / que_qsch05 / que_qsch04 / que_qsch03 / que_qsch02 / que_qsch01 / bat_fild02 / sch_gld / airplane_01 / airplane / himinn / rwc01.rsw / valkyrie / yuno / comodo / 6@tower / moc_fild22b / moc_fild22 / einbroch / mjolnir_01 / gef_fild07 / xmas / xmas_fild01

Second method : Use a Hexadecimal editor, open your executable with it then search for a map with sky effect. Replace the name found by the name of your map :

hexas.jpg

Third method, use a blue texture around your map and use mapflag clouds / clouds2. (Check Arcturus grf for get some sky textures.)

When you're creating your map, you must put per default yellow texture and let it empty. I'll do some tests for get other effects maps like bilfrost or thanatos one.

________________________________________________________

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You should move this topic since its not "Map Release"

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I've think about it and I keep the same subforum as before. Generally people who wants that kind of guide use this forum for search. Do you have another subforum in mind ? There's no really "Guide" section since wiki up, no ? By the way, if someone got a good utilitary for convert html to wiki format, I've some guide to convert.

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Maybe we can request a "Guide sub-forum for useful guides, this is what we need right now.

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Well, actually it should go in the wiki, but I think like aerie. We should have a guide like this in mapping forum pinned. A guide about special mapping techniques or that type of stuff should go in the wiki, but this one is good for the forum :). This is obviously an exception.

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Well yep i forgot that we have wiki for guides, and yes it fits in this forum. xk

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got 1 question?

when im starting browedit why does it only show white? only white and no navi at the top T_T

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Do you have a screenshot because I don't really get what you mean ?

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swt where is my post?

question for Aerie, why the BrowEdit going "Not Responding than Close Program" when i try to save map with many model (in my case Tree)

And

Could u make list of new textures? include new episode

And plis upload single file for sky map texture

Thank before Aeire :(

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hi Aerie.. Do you know how i can make Screen of Browedit to large? it looks small on my screen 23 inch

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Depending on which .xml document you're using to configure BrowEdit, open up that .XML file with notepad and find:

<graphics>
    <resx>1280</resx>
    <resy>720</resy>
    <fullscreen>false</fullscreen>

Change the resx and resy value to change your resolution of BrowEdit whether it be to make it larger or smaller.

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Nice guide *0* thank you for share!! i want understand better english xD, are you know spanish? T.T

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@Syouji super thanks. but i have other question. where i can buttons FLIP only south/west/east/north i dislike Ctrl+mouse it looks some fail from move..

but not V and H keyboard just others..

nvm i found it already.

Whitecash,

Edited by Whitecash
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@Taeko,

Sorry, I don't know how to read or speak spanish. Only English.

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Thats why, I'm using some of them directly by Script :

-	script	EP7_lightanim	-1,{

OnLight:
donpcevent "#ep7effectAby1::OnAction";

sleep2 1000;
donpcevent "EP7_lightanim::OnLight";
end;
}
//===============
ars_fild58,95,103,0	script	#ep7effectAby1	139,{
OnAction:specialeffect 14;end;
}

I'm trying this script with no luck, nothing happens. (allready changed the map name, and coordinates)

On map console doesnt shows any error.

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This is the whole script :

- script EP7_lightanim -1,{
OnLight:
if ($@aby_event3 == 0) {
donpcevent "#ep7effectAby1::OnAction";
donpcevent "#ep7effectAby2::OnAction";
donpcevent "#ep7effectAby3::OnAction";
donpcevent "#ep7effectAby4::OnAction";
}
if ($@aby_event4 == 0) {
donpcevent "#ep7effectAby5::OnAction";
donpcevent "#ep7effectAby6::OnAction";
donpcevent "#ep7effectAby7::OnAction";
donpcevent "#ep7effectAby8::OnAction";
donpcevent "#ep7effectAby9::OnAction";
donpcevent "#ep7effectAby10::OnAction";
donpcevent "#ep7effectAby11::OnAction";
}
sleep2 1000;
donpcevent "EP7_lightanim::OnLight";
end;
}
ars_fild58,95,103,0 script #ep7effectAby1 139,{
OnAction:specialeffect 14;end;
}
//Salle 1
ars_fild58,97,103,4 duplicate(#ep7effectAby1) #ep7effectAby2 139
ars_fild58,99,103,4 duplicate(#ep7effectAby1) #ep7effectAby3 139
ars_fild58,101,103,4 duplicate(#ep7effectAby1) #ep7effectAby4 139
//Salle 2
ars_fild59,99,126,4 duplicate(#ep7effectAby1) #ep7effectAby5 139
ars_fild59,101,126,4 duplicate(#ep7effectAby1) #ep7effectAby6 139
ars_fild59,103,126,4 duplicate(#ep7effectAby1) #ep7effectAby7 139
ars_fild59,105,126,4 duplicate(#ep7effectAby1) #ep7effectAby8 139
ars_fild59,107,126,4 duplicate(#ep7effectAby1) #ep7effectAby9 139
ars_fild59,109,126,4 duplicate(#ep7effectAby1) #ep7effectAby10 139
ars_fild59,111,126,4 duplicate(#ep7effectAby1) #ep7effectAby11 139

This is surely an error of coordinates or effect number ... Did you rename npc / script ? Can you show what script you're using ?

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Thanks aloot for this guide Aerie´s. i´m new in this thing of maping. Is very useful.

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Hello all,

is there a way to give those gibberish names in the Texture and Object Box a real name that fits their objects?

Like giving the %"&%!%&" the Lighthalzen Name, since there are only Lighthalzen Object in there?

Thanks a lot <3

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Yes but you have to change each mention of the object in the *rsw file of the map, so too complicate and too huge work. (For the whole client)

But for BE, you have the objects / textures generator by Steph81 : http://mappingro.prauds.fr/

It's classified by kind of object. Here an english version by Tande : http://rathena.org/board/topic/57268-dl-reorganized-romodeltxt/

You can make a right click on the category but this doesn't works very well.

Other way but you have to do all by yourself (I'll make a version if you want) :

RO/bifrost/°¡±¸_¹è¼­¶øÀå|data\model\bifrost\°¡±¸_¹è¼­¶øÀå.rsm

TO

RO/OtherName/°¡±¸_¹è¼­¶øÀå|data\model\bifrost\°¡±¸_¹è¼­¶øÀå.rsm

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Cool guide bookmarked :D

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How do I download older version? It says "Authorized Personnel only".

 

Do you have the password? :(

 

My map is missing some models, and I cannot save it (Because I use rev 620) Please help!.

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nice guide =)

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On 11/13/2011 at 5:46 AM, Aerie said:

...

Thanks for your detailed guides. Marked it. 

Edited by Emistry
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