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Posted

Thanks Kamishi for your feedback and interest <3. And Syouji is right, those are good examples of what can be done.

Back to the project, ;We talked with ricky92 today and he is allready working on this tool... We truly appreciate his time with this. As you might noticed, we are updating our thread too, though it is not ready yet, and there are sections that are still in progress.

Also, we will add a link to a site that ricky92 will host, were updates and logs of this progress will be added periodically. Really, big thanks for this :D

On another note, this tool will take time. But, as far as I'm concerned I'm sure it will take less, if people here shows interest with this. So, if you want this to happen, please, dont hesitate to post your feedback here.

Stay tunned for more info about.

Posted

if paid incentive is something you want to consider, you should put a donate button on said site as well. I would fully support the project, and definitely something to invest in, if results are being produced/seen.

Thank you!

Posted

this is just amazing

  • new mobs and mvps well animated
  • big npcs to use a environment
  • background moving objects
  • destructive models (as said by Olrox) including houses, vegetation, ruins

it just sounds amazing i think even further expansion can be added or implemented in brow i see borf is asking for help in a new map editor that can be

also benefit from something like this, in a few words this will just expand in a big way the resources to edit and expand our creative ideas in ro

Posted

I saw a lot of people saying about new interactions of the 3d models with the environment, you guys know that you can't simple do this only exporting the 3d model, right? I say, you need basically to intercept packets and hook the model manager to do such things..

Posted

Okay, I started writing the structure in C and I'm approximately at 50% of that part. I'm glad many people support this project :)

People is really excited to see if this will be possible as you can see. Thanks a lot for your time.

I saw a lot of people saying about new interactions of the 3d models with the environment, you guys know that you can't simple do this only exporting the 3d model, right? I say, you need basically to intercept packets and hook the model manager to do such things..

I guess I must give you thanks for clarify that, but, as we said in the first post. -We are at a very early state- and we are doing this with correlative steps.

What we need by first is being able to bypass the granny version, thankfully Ricky is helping us with that. What we will encounter second (maybe) is what you said... and I say maybe, because at this day none of us can say it for sure, if we are not even being able to test other gr2 models than the default ones to see what happens.

So please allow us time to try figure the first thing. All people would say years or even days ago, that it wasnt possible to make a granny converter, and now, look it is on the way to be real.

I think We should not worry about something that we can't even try right now without having the tool.

Posted (edited)

The coding is hard for the simple fact that there is no documentation (anymore) about some old features, specifically the string table. For the rest, the file format is almost identical to version 2.4's. I have no idea if the files I've been able to produce do indeed work in-game, but I will try to ask someone to test them. Or, even better, I will post some here, so you all will be able to test. Just wait until I get hold of my computer.

Edited by ricky92
Posted

i support this, although i dont know much, but i was actually looking for good spriters to make me some 3D guardian mobs for my server to be used as guardians for some quests im working on lol, keep up the good work!!

  • 2 weeks later...
Posted

Sorry, I've been away for a while, I've had a few problems with real life. I think the monsters should be working now, I will post some example gr2 files soon. The project is still alive!

  • Upvote 2
Posted

Thanks a lot Ricky92, but for testing purposes I would suggest to use a basic model based in a shape, or something with a low quantity of polygons. If possible of course.

Ragnarok is an old game that is very limited with models with high quantity of faces and/or vertices. As far as I looked at the dragoon, it is maybe too heavy for this game

Posted

Imma test the model when I get back to home, but as far as I can see it doesn't have textures. I assume that is why you can't see anything.

So, as long as you don't have errors, I'm almost sure it loaded sucessfully.

We would need to make a test with a texturized one if possible to be sure, though. Maybe ricky92 can post one if possible

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