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Uzieal

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Everything posted by Uzieal

  1. Usually I set gat height then I will go into objects and bring them to the correct levels, it is typically best to turn sloping on when setting gat heights. If you still have issues with this PM me and I can help you further or as Effas said, I could fix the map for you if you would like. I would recommend taking a look at Syouji's Browedit video guides on gat edits, this will help you out if you have not yet found a solution to this. To raise gat tiles: left click To lower gat tiles: right click To even out gat tiles to current gat peak: hold shit, ctrl and left click To even out gat tiles to current gat valley: hold shit, ctrl and right click Hope this helps, best of luck!
  2. You are missing the texture for "data\model\¶óÇï\¸ñ°ÉÀ̺¸°üÇÔ02.rsm" You may have to extract your grf and manually repack this into the correct pathway. I too was missing this in my grf. Confirmed within BrowEdit & Grf.
  3. Back in some sort of way, I can be found around just ask

  4. So, I am back at it ! That means new Maps are coming soon /gg

  5. How do you have these set ? conf>battle>client.conf // Valid range of dyes and styles on the client.min_hair_style: 0max_hair_style: 27min_hair_color: 0max_hair_color: 8min_cloth_color: 0 max_cloth_color: 4
  6. I am not sure what these sprites are used for officially but It would not be too hard to make an edit to them so they would work to your desired needs. Open them in an image editor, convert them, re-save as a .spr (SPR Conview) then edit the act in (Actor 2) and you will have what you need. If you do not know how to sprite edit proficiently, you could put in a Graphics Request in the proper section regarding this as a fix.
  7. Very Welcome Echoes, Also to be noted; If you are going to do a custom mob, take the .act base file from an existing mob sprite If you are going to do a custom npc, take the .act base file from an existing npc sprite If you are going to do a custom headgear, take the .act base file from an existing headgear sprite etc.
  8. Uzieal

    skin

    Tokeiburu is correct, ensure you are either reading data folder first if you are using that route or that if you patched the images into your custom grf that you re-order the custom grf to position one in your data.ini file.
  9. Have you by chance read this ? (http://herc.ws/wiki/Palettes) There is not a super easy way to recolor until you learn how to make a few baseline pallets you find acceptable for most applications then it is as simple as opening applying the .pal file and re-saving. Please read the Palletes Guide in the wiki and post any further questions you have.
  10. Most likely the map has a .gat tile set just slightly below the surface of the map floor thus allowing the trap to appear slightly below ground. This could be fixed if you were to open within Borf's Brow Edit Program and inspect the suspected area. I will look into this when I get a moment to see if this is the issue, but could you please first provide me with a little more information on what traps you are using so I may replicate any findings?
  11. Hope this helps ( If not, there are these; http://herc.ws/wiki/Acts & http://herc.ws/wiki/Spriting ) .act files hold the position of placement of the given sprite image. For instance, if your act files are positioned incorrectly on say, a headgear item the .spr image may be shown for instance above the head. To create your own .act file it is easiest to use an existing .act to overwrite and use as a basepoint. Lets say for instance you want to make a custom headgear, most headgear has between 5-15 Frames or images for corresponding directions. This means when you are looking forward there is one image view, looking left another, looking right another, etc. So to find your basepoint you should open an existing headgear sprite using a .spr viewer such as (SPR Conview Recomended) Check how many frames it uses for animation and if it is acceptable for you to use then you will begin designing your sprite images with that many frames. Once you have the design of your custom sprite (.spr) completed with the correct number of frames it is time to open (Actor2 Recommended) At this time I would like to note that; .act and .spr files correspond to each other so the .act file you wish to use as a base needs to be named correctly for example; Your_Custom_Head_Gear_Test_.spr your .act file should have the exact name as the .spr file Your_Custom_Head_Gear_Test_.act Now that we have our two files and they are named correctly we open (Actor2 Recommended) and begin to make adjustments as we need to align position. Features in Actor will have references to (head) and (body) make sure to use these when aligning frames to images.
  12. Could you post the settings for the Light so I could try to reproduce & fix?
  13. Uzieal

    Hi hercules

    Happy to have you with us Max.
  14. If you are a fan of Yommy's Contributions to Athena please feel free to add this to your signatures to show your support: [url=http://s1354.photobucket.com/user/uzieal/media/Yom2_zpsb2d759de.png.html][img]http://i1354.photobucket.com/albums/q684/uzieal/Yom2_zpsb2d759de.png[/IMG][/URL]
  15. @Yommy - Dammit to all hell, I was almost done with your "nozoki_ana_yom_signature.psd" Well my friend, you know we all love ya & I am sure you won't ever be far from our thoughts. ________________________________________________ If you are a fan of Yommy's Contributions to Athena please feel free to add this to your signatures to show your support: [url=http://s1354.photobucket.com/user/uzieal/media/Yom2_zpsb2d759de.png.html][img]http://i1354.photobucket.com/albums/q684/uzieal/Yom2_zpsb2d759de.png[/IMG][/URL]
  16. Uzieal

    Hello everyone

    Some prefer pre renewal formulas to renewal ones however there is in my opinion a greater desire to use renewal mechanics and things as opposed to old school feel. Switching between the two has never been easier though, just a few configurations and you are set.
  17. Alternatively you may simply check this in-game by typing "/lightmap" this will toggle the lightmap on or off. If your map textures appear after you turn the lightmap off then you will need to add a light source to the map as Olrox stated.
  18. Congrats to Mysterious & Haruna, you both deserve the promotion for your tireless contributions. Onward and Upward I always say.
  19. Excelent guide thanks for this, I am sure many people will put this to good use. +1'd
  20. /me pokes Neo with the Diff Sword of Hex Strings* I need this too as most maps I would release with the intent of having sky map functionality.
  21. Indeed this does work, however as Olrox said replacing an existing sky map will remove the effect from the old map. This is because the client is hard-coded to display this effect on certain maps. The method described by Syouji works on older clients but does not seem to work for clients after 2011+ What happens when you try to use that method of hex editing to add a new map instead of replacing an existing map on newer clients is once the hex edit is complete the .exe fails to build properly during diffing & patching the new client. If I become aware of a method that will work with newer clients I will post back here with my findings. Does anyone else know how to add a custom sky effect to a newly added map for clients 2012+?
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