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  • 3 weeks later...
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  • 3 weeks later...
Posted

The one thing I was wondering is it possible to get gr2 files working on the 2013 clients or are those not possible to hex for 3d models?

Seems some people have reported that 2013 clients are not working with custom mob id with animation in granny on this thread. Even by using NEMO patcher. I've not confirmed this but I'll do it in few days.

This really reminds me the early times of this project where we didn't have luck with making the client read the animation files in custom mob ids. Thankfully curiosity is still active around, maybe he'd like to give a try to this. I'll contact him today.

Posted

I dont think its your fault cause i tried to do it with one of the other diff programs too and had pretty much the same result unless something changes in the client that ends up making it so the update doesnt apply properly. But it doesnt give any errors are workings. But I do hope that theres a way to fix it cause that would mean when major changes to the client come people won't be able to use a newer client and are going to have to stick to the old ones. It almost seems like the newer client doesnt properly associate the animation gr2's to the model. The only thing I didnt test was trying to add animation into the base model to see if that worked but I tried alot of different settings with the model and nothing worked though it was funny watching it drag across the floor killing stuff.

Posted

None of the clients associate any kind of animation in custom mob indexes unless there is the appropiate diff present to make that happen. Which is not an official feature, is custom by this project.

^ I guess that this can fail if the client structure or something changes, as it usually happens with other kind of diffs. Moreover, there is also the possibility that the NEMO patcher not applying the diff correctly, so I'd not disregard this?

Atm I'll not asume anything until I have 2013 setup running and test it :P. Curiosity already provided a manual patch to test this stuff btw

Posted

well there was 1 bug in NEMO's patch (not sure if its there in xDiff also) . TrueNoir can you git pull NEMO to latest and see if the problem is resolved.

  • Upvote 1
Posted

I am using ur 4 3D MOBs which is a free release, I don't know of those are static or something.

They are supposed to be animated (they should move at walking etc)

Posted

 

I am using ur 4 3D MOBs which is a free release, I don't know of those are static or something.

They are supposed to be animated (they should move at walking etc)

 

Here is the proof:

Posted (edited)

i have a question:

 

Is the message "to many vertical lines" able to be hexed to be silent and not display? Cause we took a Mob from tera and converted it to RO and it works fine except for the fact that you get that error one time, then you click "ok" and it doesn't appear anymore and the monster seems ok.

 

you can leave the area and come back and even @jump aways in the map and go back and the error wont display again. It will however display if you leave the map and come back. So beside the one time annoying "To many vertical line" I didnt see any deformities in the mob i made. It seems to me like the vertical warning is really a warning and not that important that i can tell

Edited by mirabell
Posted

i have a question:

 

Is the message "to many vertical lines" able to be hexed to be silent and not display? Cause we took a Mob from tera and converted it to RO and it works fine except for the fact that you get that error one time, then you click "ok" and it doesn't appear anymore and the monster seems ok.

 

you can leave the area and come back and even @jump aways in the map and go back and the error wont display again. It will however display if you leave the map and come back. So beside the one time annoying "To many vertical line" I didnt see any deformities in the mob i made. It seems to me like the vertical warning is really a warning and not that important that i can tell

 

I don't know about "to many vertical lines"... Do you mean the error message "too many vertex granny model!"? If so this happens if your model has more than 10,000 vertices. And yeah it's just a warning and can easily be disabled.

Posted

well there was 1 bug in NEMO's patch (not sure if its there in xDiff also) . TrueNoir can you git pull NEMO to latest and see if the problem is resolved.

 

Thank you a lot :D

 

I don't know about "to many vertical lines"... Do you mean the error message "too many vertex granny model!"? If so this happens if your model has more than 10,000 vertices. And yeah it's just a warning and can easily be disabled.

Yep I know that message too, it happens sometimes but If I remember well, only with clients that miss the "ignore missing file errors" diff. I could be wrong tho.

It would be nice to get rid of it in case I'm wrong.

  • 6 months later...

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