Olrox Posted February 17, 2013 Posted February 17, 2013 Downloaded, but after checking I can see the same speeds as before maybe a wrong file? --- > http://www.mediafire.com/?uekkirmwahb1geb Quote
xarple Posted February 17, 2013 Author Posted February 17, 2013 That's correct, but the animation speed combobox is editable now, you can input any numbers Quote
Olrox Posted February 18, 2013 Posted February 18, 2013 Amazing Thank you a lot. Today I did some tests with the rsm to fbx convertion. I got an error message "Wrong occurs!" at the time I try to convert any rsm model besides the rachel fountain you are using: (ºÐ¼ö.rsm)For example. This is the rachel fountain that gets converted okay ---> https://dl.dropbox.com/u/52175822/ºÐ¼ö.rsm . Okay Now a prontera flag which gets the error message at the time of converting ---> https://dl.dropbox.com/u/52175822/ÈÖÀå°¡·Îµî.rsmI tested allmost all prontera models (data/model/ÇÁ·ÐÅ×¶ó) and it is the same for all. I'm not sure, maybe it is only working with animated or multi mesh models as the fountain?Besides of this I didn't find any other bug or something that needs to be fixed with the tool. So having this option fixed would be quite enough to have this tool functional Some ideas I would be glad to share with you, in case you are open to know about ideas to develop this tool as the excelent choice to use by rsm convertion : 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. 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? Those were just things I consider would be useful to have. However, they are not really "necessary" to have a functional tool, so really you can just pass by in case it is something complex, or you are very busy to afford time to them. However, after making maps for a long time, I believe they would be good additions to your awesome tool Quote
xarple Posted February 18, 2013 Author Posted February 18, 2013 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 The dimension of this texture is 300x400. Quote
Relzz Posted February 20, 2013 Posted February 20, 2013 What FBX editor should use if i only have 2GB Ram and Double Core Processor? .. Quote
Olrox Posted February 20, 2013 Posted February 20, 2013 @RyuSince FBX is owned by Autodesk, you can use 3ds Max or either Maya and you can find the proper exporters/importers for FBX aswell in the official site, they should work very alike. He suggest to use any ver from 2013.@XarpleTested, now rsm to fbx is working as a charm. Although there it is necessary (in my case) to rotate it at 180 "X" degrees when importing the fbx, all is fine.I'm still wondering about: To use RSM to FBX conversion, you have to set resource sources so the tool can find and copy textures I allready added the set resources in your tool, and the textures are extracted from the grf and placed where the fbx is generated (preserving the directory name), that is working.What I can't figure it out is, at the time I import the fbx in 3ds max, the textures are not added as materials. However, the statistics of the model at the time of importing is showing the amount of textures, but no textures are added to the materials of the scene.Maybe it is a newbie question, but I have to confess that I have not dealed specifically with FBX as other formats I'm more get used to work. Quote
xarple Posted February 24, 2013 Author Posted February 24, 2013 Hi, those material has been assigned texture names? Those texture filename doesn't exist? What is the render result? Quote
Olrox Posted February 24, 2013 Posted February 24, 2013 This is the test I'm trying (fbx converted, original rsm and textures generated from your tool) -- > https://dl.dropbox.com/u/52175822/prt_flag_test.rar At the time I import, it shows the amount of materials okay (marked in red) But when the model is imported, no material is asigned to the material lists Quote
xarple Posted February 24, 2013 Author Posted February 24, 2013 Try to update your fbx importer to newest: http://usa.autodesk.com/adsk/servlet/pc/item?siteID=123112&id=10775855 Quote
Olrox Posted February 26, 2013 Posted February 26, 2013 After updating now is working with the materials asigned automatically. I don't have anymore questions, gonna add the tutorial tomorrow/past tomorrow. Thank you a lot Quote
xarple Posted February 27, 2013 Author Posted February 27, 2013 That's cool! I feel so honored. Quote
Olrox Posted March 3, 2013 Posted March 3, 2013 I'm the one who has to be thankful. You really dedicated time to even do 3 revisions of this awesome tool. To everyone: I added a guide yesterday about how to make your own animated 3d models. Here is the link ---> http://rathena.org/board/topic/76992-guide-olrox-advance-map-tutorials/ .., If you have any questions or inquiries, I will be glad to assist you there. @xarple Thank you a lot truly. May I ask if you are going to update the file in rAthena downloads aswell? Sorry by the double post: I noticed that, when you export a RSM to FBX, and you Import it back from RBX to RSM, textures are not generated by the tool, when the resources textures are inside a subdirectory?. - If the texture is a bmp extension and inside a subdirectory as: "data/texture/³»ºÎ¼Òǰ/" , the tool doesn't generates it, therefore it adds the black texture to the rsm. but if the resource texture is in "data/texture" it generates it. Please test it by yourself by converting the following RSM into FBX, then, convert them from FBX to RSM. Test 1 ---> https://dl.dropbox.com/u/52175822/clock.rsm Test 2 ---> https://dl.dropbox.com/u/52175822/piano.rsm Test 1 doesn't generates the textures, although test 2 it does. Both are RO default models. I hope you will have some time to take a look ^^ Edit: Do you have an idea or some tips about why sometimes the animation with models in game stops when the camera is at a zoom out/in or sometimes by rotating the camera aswell? Quote
xienne15 Posted July 18, 2013 Posted July 18, 2013 im having runtime microsoft visual c++ error when pressing go. Quote
xarple Posted July 25, 2013 Author Posted July 25, 2013 I'm....... Fixed in the latest version im having runtime microsoft visual c++ error when pressing go. Install Microsoft Visual C++ 2008 Redistributable Package Quote
Olrox Posted July 25, 2013 Posted July 25, 2013 Hi, wb, and thanks for the update. Although almost everyone reported that any 2012 hex crashes with animated rsm. Other clients older than that works fine. Quote
xarple Posted July 25, 2013 Author Posted July 25, 2013 Hi, wb, and thanks for the update. Although almost everyone reported that any 2012 hex crashes with animated rsm. Other clients older than that works fine. Do you also have the same effect? Quote
xarple Posted July 26, 2013 Author Posted July 26, 2013 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 Quote
Olrox Posted August 16, 2013 Posted August 16, 2013 Thats sad. But I think it would be better to have that output available (1.4 ) even by loosing position animation, to have an alternativity. Almost everyone uses 2012 these days! Quote
boylive Posted September 29, 2013 Posted September 29, 2013 xarple FIX support ALL version EXE ?? please... exe 2011/11/22 animate model show result wrong how fix it ?? http://www.youtube.com/watch?v=XZDsXBJkQaAhttp://www.youtube.com/watch?v=gwPsYWP4NB4 xarple it hard ? next version 1.5 support all version exe different official gravity model rsm and model rsm convert ? sorry english.. Quote
Olrox Posted November 13, 2013 Posted November 13, 2013 Edit: Do you have an idea or some tips about why sometimes the animation with models in game stops when the camera is at a zoom out/in or sometimes by rotating the camera aswell?I figured how to fix this one. Maps with water at -100 show the animation of custom RSM just right without stop because of camera moves. Btw, I'll try to contact xarple. Guess I had to ask his skype before *headdesk*. Quote
boylive Posted November 18, 2013 Posted November 18, 2013 Water height at -100 have problem black screen area when move angle camera ? (in game) Quote
Olrox Posted November 18, 2013 Posted November 18, 2013 You have to resave with browedit rev 558 Quote
boylive Posted November 18, 2013 Posted November 18, 2013 (edited) i try contact xarple via email he tell me Try to use earlier version of client the answer from xarple it's not good for me =_=a XD Tool RSM 1.4 it's very good with function Shading/Animate FPS/Animation Speed/Two side/UV mapping/Alpha channel(.TGA) but something about method structure convert model not true all next time fix it - when import 3d model animate into BrowEdit it not crash (The BrowEdit reading true structure method 3d model animate) - support new client RagexeRE 2011 and higher if can fix it the project tool rsm completed 100% i'm screenshot hex code structure difference model official from gravity and model convert from Tool RSM 1.4 example model name : data\model\나무잡초꽃\나무잡초꽃\나무02.rsm 나무02.rar Edited November 19, 2013 by boylive Quote
jhiin244 Posted January 8 Posted January 8 why i get an error im converting FBX to RSM please help me thank you Quote
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