ricky92 Posted September 10, 2012 Group: Members Topic Count: 0 Topics Per Day: 0 Content Count: 22 Reputation: 45 Joined: 08/07/12 Last Seen: February 22, 2014 Share Posted September 10, 2012 Okay, does ragnarok need external textures, or do they work if they're included in the file itself? I exported the same model, but with textures included in the gr2 files. If needed, I can change the texture path and provide the file as well. pyramid_converted.rar 1 Quote Link to comment Share on other sites More sharing options...
DoSS Posted September 10, 2012 Group: Members Topic Count: 3 Topics Per Day: 0.00 Content Count: 37 Reputation: 28 Joined: 01/09/12 Last Seen: February 29, 2024 Author Share Posted September 10, 2012 i'm test it model no texture no error work model have texture client error not work Quote Link to comment Share on other sites More sharing options...
ricky92 Posted September 10, 2012 Group: Members Topic Count: 0 Topics Per Day: 0 Content Count: 22 Reputation: 45 Joined: 08/07/12 Last Seen: February 22, 2014 Share Posted September 10, 2012 I guess it's because of the Bink1 image compression format, I think granny 2.1.0.5 supports only Bink0 compression. I'll have to work on a conversion process for that as well. In the meanwhile, I've tried exporting with that texture format directly, but it would be really annoying to set it manually everytime. pyramid_converted.rar 1 Quote Link to comment Share on other sites More sharing options...
DoSS Posted September 10, 2012 Group: Members Topic Count: 3 Topics Per Day: 0.00 Content Count: 37 Reputation: 28 Joined: 01/09/12 Last Seen: February 29, 2024 Author Share Posted September 10, 2012 (edited) amazing Edited September 10, 2012 by lemara 3 Quote Link to comment Share on other sites More sharing options...
Olrox Posted September 10, 2012 Group: Members Topic Count: 87 Topics Per Day: 0.02 Content Count: 1335 Reputation: 932 Joined: 10/26/11 Last Seen: November 19, 2023 Share Posted September 10, 2012 OMG I tested the new one in game, but seems that lemara allready posted a screen. And yeah it show perfectly in game..... Ricky92 thanks a lot man. This couldn't be possible without your help. Quote Link to comment Share on other sites More sharing options...
Judas Posted September 10, 2012 Group: Members Topic Count: 26 Topics Per Day: 0.01 Content Count: 2244 Reputation: 182 Joined: 11/19/11 Last Seen: September 15, 2024 Share Posted September 10, 2012 AWEEEESOMEE Quote Link to comment Share on other sites More sharing options...
Camilla Posted September 10, 2012 Group: Members Topic Count: 21 Topics Per Day: 0.00 Content Count: 345 Reputation: 230 Joined: 03/21/12 Last Seen: December 12, 2024 Share Posted September 10, 2012 OMG °° Please show us screenshotsss !! Quote Link to comment Share on other sites More sharing options...
ricky92 Posted September 10, 2012 Group: Members Topic Count: 0 Topics Per Day: 0 Content Count: 22 Reputation: 45 Joined: 08/07/12 Last Seen: February 22, 2014 Share Posted September 10, 2012 New monster to test, this time it's a bit more detailed. Please report if it works desertfox_converted.rar 1 Quote Link to comment Share on other sites More sharing options...
DoSS Posted September 10, 2012 Group: Members Topic Count: 3 Topics Per Day: 0.00 Content Count: 37 Reputation: 28 Joined: 01/09/12 Last Seen: February 29, 2024 Author Share Posted September 10, 2012 no problem Quote Link to comment Share on other sites More sharing options...
Euphy Posted September 10, 2012 Group: Members Topic Count: 72 Topics Per Day: 0.02 Content Count: 2997 Reputation: 1132 Joined: 05/27/12 Last Seen: June 1, 2017 Share Posted September 10, 2012 So cool... O: Mind trying the dragon again? xD Quote Link to comment Share on other sites More sharing options...
lekkereten Posted September 10, 2012 Group: Members Topic Count: 8 Topics Per Day: 0.00 Content Count: 148 Reputation: 46 Joined: 11/02/11 Last Seen: November 25, 2024 Share Posted September 10, 2012 This is just awesome! Flawless work ricky92 Quote Link to comment Share on other sites More sharing options...
ricky92 Posted September 11, 2012 Group: Members Topic Count: 0 Topics Per Day: 0 Content Count: 22 Reputation: 45 Joined: 08/07/12 Last Seen: February 22, 2014 Share Posted September 11, 2012 Okay, I can try exporting the dragon again, but I want to test animations now. Could someone explain to me how animations work in RO? I mean, what animations are used for mobs, like "walk", "attack", etc. Also, if this last test works I will release the converter soon, I just need to write the Bink1 conversion routine and maybe a GUI, so that it will be more intuitive. 2 Quote Link to comment Share on other sites More sharing options...
GreenBox Posted September 11, 2012 Group: Members Topic Count: 9 Topics Per Day: 0.00 Content Count: 303 Reputation: 101 Joined: 11/13/11 Last Seen: October 11, 2023 Share Posted September 11, 2012 Seems like the animation indexes(?) are static and uses the following IDs: void __thiscall C3dGrannyGameActor::SetAction(C3dGrannyGameActor *this, int action, int speed, int type) { C3dGrannyGameActor *v4; // esi@1 struct granny_control **v5; // edi@10 signed int v6; // ebx@10 int v7; // eax@12 v4 = this; this->baseclass_0.baseclass_0.baseclass_0.m_stateId = 0; switch ( action ) { case 48: this->baseclass_0.baseclass_0.baseclass_0.m_stateId = 4; break; case 80: case 88: this->baseclass_0.baseclass_0.baseclass_0.m_stateId = 2; break; case 64: this->baseclass_0.baseclass_0.baseclass_0.m_stateId = 3; break; case 0: this->baseclass_0.baseclass_0.baseclass_0.m_stateId = 0; break; case 8: this->baseclass_0.baseclass_0.baseclass_0.m_stateId = 1; break; case 24: this->baseclass_0.baseclass_0.baseclass_0.m_stateId = 5; break; case 32: this->baseclass_0.baseclass_0.baseclass_0.m_stateId = 11; break; case 40: this->baseclass_0.baseclass_0.baseclass_0.m_stateId = 12; break; default: break; } this->m_nLastActAnimation = this->baseclass_0.baseclass_0.baseclass_0.m_stateId; v5 = this->m_Control; v6 = 20; do { C3dGrannyModelRes::DeActAnimation(v4->m_GrannyActorRes, *v5); *v5 = 0; ++v5; --v6; } while ( v6 ); v7 = v4->m_nLastActAnimation; LODWORD(v4->m_GameClock) = 0; if ( type == 1 ) v4->m_Control[v4->m_nLastActAnimation] = C3dGrannyModelRes::ActAnimation( v4->m_GrannyActorRes, v7, v4->m_Instance, v4->m_Control[v7], 1); else v4->m_Control[v4->m_nLastActAnimation] = C3dGrannyModelRes::ActAnimation( v4->m_GrannyActorRes, v7, v4->m_Instance, v4->m_Control[v7], 0); } void __thiscall CGrannyPc::SetAction(CGrannyPc *this, int action, int speed, int type) { if ( this->m_GrannyActorRes ) { this->baseclass_0.baseclass_0.baseclass_0.m_stateId = 0; switch ( action ) { case 48: this->baseclass_0.baseclass_0.baseclass_0.m_stateId = 4; CGrannyPc::SetGrannyAction(this, type); break; case 80: case 88: this->baseclass_0.baseclass_0.baseclass_0.m_stateId = 2; CGrannyPc::SetGrannyAction(this, type); break; case 64: this->baseclass_0.baseclass_0.baseclass_0.m_stateId = 3; CGrannyPc::SetGrannyAction(this, type); break; case 0: this->baseclass_0.baseclass_0.baseclass_0.m_stateId = 0; CGrannyPc::SetGrannyAction(this, type); break; case 8: this->baseclass_0.baseclass_0.baseclass_0.m_stateId = 1; CGrannyPc::SetGrannyAction(this, type); break; case 24: this->baseclass_0.baseclass_0.baseclass_0.m_stateId = 5; CGrannyPc::SetGrannyAction(this, type); break; case 32: this->baseclass_0.baseclass_0.baseclass_0.m_stateId = 11; CGrannyPc::SetGrannyAction(this, type); break; case 40: this->baseclass_0.baseclass_0.baseclass_0.m_stateId = 12; CGrannyPc::SetGrannyAction(this, type); break; case 16: this->baseclass_0.baseclass_0.baseclass_0.m_stateId = 6; goto LABEL_12; default: LABEL_12: CGrannyPc::SetGrannyAction(this, type); break; } } } I'll try to discover what are each ActionID, maybe they are indexed like ACTs files are. Quote Link to comment Share on other sites More sharing options...
DoSS Posted September 11, 2012 Group: Members Topic Count: 3 Topics Per Day: 0.00 Content Count: 37 Reputation: 28 Joined: 01/09/12 Last Seen: February 29, 2024 Author Share Posted September 11, 2012 example ragnarok model animation MODEL name(rotate degree)_(id animation) model can rotate 0 or 90 and model can have animation stand ANIMATION *Bone only (id animation)_(animation) "walk,damage,attack,dead" but animation id works only 1-9 for show animation in game text_animation(name_abc..) = animation for empelium stand 1_animation(name_1) = animation for guildflag 2_animation(name_2) = animation for treasurebox 7_animation(name_7) = animation for king guardian 9_animation(name_9) = animation for sword guardian 8_animation(name_8) = animation for bow guardian animation id 7,9,8 work stand animation other id not work stand animation unoccupied animation id = 3,4,5,6 other id not work but ragnarok can add custom static model mob no limit same sprite example name(rotate degree)_.gr2 i think you understand 3dmob.rar Quote Link to comment Share on other sites More sharing options...
Dann Posted September 15, 2012 Group: Members Topic Count: 0 Topics Per Day: 0 Content Count: 1 Reputation: 0 Joined: 09/15/12 Last Seen: September 16, 2012 Share Posted September 15, 2012 (edited) Does anyone have the GR2 export plugin for 3DS Max 2010 or 2013? Edited September 15, 2012 by Dann Quote Link to comment Share on other sites More sharing options...
Kyu Posted September 18, 2012 Group: Members Topic Count: 0 Topics Per Day: 0 Content Count: 1 Reputation: 0 Joined: 08/28/12 Last Seen: November 5, 2012 Share Posted September 18, 2012 Ricky, this is awesome work. I've been looking for something like this for a while now. Quote Link to comment Share on other sites More sharing options...
boylive Posted September 27, 2012 Group: Members Topic Count: 8 Topics Per Day: 0.00 Content Count: 35 Reputation: 2 Joined: 05/14/12 Last Seen: May 28, 2022 Share Posted September 27, 2012 ok lemara hahaha thank you Quote Link to comment Share on other sites More sharing options...
Olrox Posted October 19, 2012 Group: Members Topic Count: 87 Topics Per Day: 0.02 Content Count: 1335 Reputation: 932 Joined: 10/26/11 Last Seen: November 19, 2023 Share Posted October 19, 2012 Hi there. Ricky Has been like away for 2 weeks. Maybe due to personal reasons that we don't know at the moment. I tried to contact him on skype but he has not replied yet. Hope he will back soon since the project was like... almost on its final steps. It would be a shame. Quote Link to comment Share on other sites More sharing options...
zerorequiem Posted October 22, 2012 Group: Members Topic Count: 0 Topics Per Day: 0 Content Count: 2 Reputation: 0 Joined: 09/25/12 Last Seen: May 23, 2016 Share Posted October 22, 2012 Epic, great, and revolutionary work guys. We would all want to see this be a (complete) reality. This is an amazing breakthrough in RO gaming. More power to you. Good luck. Quote Link to comment Share on other sites More sharing options...
Hirasu Posted October 30, 2012 Group: Members Topic Count: 15 Topics Per Day: 0.00 Content Count: 61 Reputation: 6 Joined: 12/23/11 Last Seen: November 17, 2021 Share Posted October 30, 2012 is the projekt dead? i hope not this Projekt is awesome! Quote Link to comment Share on other sites More sharing options...
Olrox Posted October 31, 2012 Group: Members Topic Count: 87 Topics Per Day: 0.02 Content Count: 1335 Reputation: 932 Joined: 10/26/11 Last Seen: November 19, 2023 Share Posted October 31, 2012 I don't think it is dead. I'm sure he will be in contact very soon. The tool was really on a high state of development; It doesn't makes a sense to stop now when a big part is allready done. Let's wait. Quote Link to comment Share on other sites More sharing options...
ricky92 Posted October 31, 2012 Group: Members Topic Count: 0 Topics Per Day: 0 Content Count: 22 Reputation: 45 Joined: 08/07/12 Last Seen: February 22, 2014 Share Posted October 31, 2012 The project is not dead, I'm sorry. I haven't been able to work on it much, and, quite honestly, I had almost forgot about it. The converter is working (at least I hope), but it can just convert one file at a time, and it is still full of memory leaks. I will need just a week or so to tweak it and maybe make a graphical interface for it. In the meantime, if anyone wants to donate for my work: I've put a lot of effort into this converter, and I will offer it free of charge. Any donation is greatly appreciated. 6 Quote Link to comment Share on other sites More sharing options...
ikarouie28 Posted November 4, 2012 Group: Members Topic Count: 1 Topics Per Day: 0.00 Content Count: 4 Reputation: 0 Joined: 11/04/12 Last Seen: November 6, 2012 Share Posted November 4, 2012 sir can i ask for changing the emperium mob? cna u make it Satan morroc or any mobs that flying so i can click easily please? Quote Link to comment Share on other sites More sharing options...
Dastgir Posted November 5, 2012 Group: Members Topic Count: 26 Topics Per Day: 0.01 Content Count: 331 Reputation: 63 Joined: 11/29/11 Last Seen: Tuesday at 07:03 AM Share Posted November 5, 2012 Renaming seems fine, But I don't know how to add new monster entry for gr2 files. Quote Link to comment Share on other sites More sharing options...
Xhiro Posted November 6, 2012 Group: Members Topic Count: 3 Topics Per Day: 0.00 Content Count: 46 Reputation: 2 Joined: 10/22/12 Last Seen: September 16, 2024 Share Posted November 6, 2012 How I would love to see RO to be fully 3d'ed Quote Link to comment Share on other sites More sharing options...
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