raPalooza~

Members
  • Content Count

    70
  • Joined

  • Last visited

  • Days Won

    23

raPalooza~ last won the day on May 3

raPalooza~ had the most liked content!

4 Followers

About raPalooza~

  • Rank
    Advanced Member
  • Birthday 02/02/1990

Profile Information

  • Gender
    Male
  • Location:
    Innovation
  • Emulator
    Hercules

Recent Profile Visitors

3556 profile views
  1. Version 1.0.0

    29 downloads

    Hello once again... ;] Here to bring you guys this GR2 edit of the old guild flag that i've made years ago. This release features a more high resolution mesh with a 2 sided flag, showing the emblem in both sides. It means that you can overlap 2 flags with 2 oposite directions to generate a cool effect. You can do what you want. The instalation: - at jobname.lua/lub: -- [jobtbl.JT_GUILD_FLAG] = "rapa_flag.gr2", note that you cannot have the _1 at the end of de .gr2 filename since it brings the 3dmob_bones into action and we dont want that. some cons: - since it is a high res model it takes longer to load ( affects map loading time ) - the positioning of a 3D gr2 mob is always very glichy, for example the final position after movement is diferent from deafault 8 directional.. so you can come up with some ideas to position it right. For example, doing a OnInit: walknpc... to make it walk to the direction you want it to face... Video: ( Was recording other stuff but the model appear on screen, don't mind what i'm doing... )
  2. View File Custom Flag GR2 Hello once again... ;] Here to bring you guys this GR2 edit of the old guild flag that i've made years ago. This release features a more high resolution mesh with a 2 sided flag, showing the emblem in both sides. It means that you can overlap 2 flags with 2 oposite directions to generate a cool effect. You can do what you want. The instalation: - at jobname.lua/lub: -- [jobtbl.JT_GUILD_FLAG] = "rapa_flag.gr2", note that you cannot have the _1 at the end of de .gr2 filename since it brings the 3dmob_bones into action and we dont want that. some cons: - since it is a high res model it takes longer to load ( affects map loading time ) - the positioning of a 3D gr2 mob is always very glichy, for example the final position after movement is diferent from deafault 8 directional.. so you can come up with some ideas to position it right. For example, doing a OnInit: walknpc... to make it walk to the direction you want it to face... Video: ( Was recording other stuff but the model appear on screen, don't mind what i'm doing... ) Submitter raPalooza~ Submitted 05/02/19 Category Other Graphics
  3. With the usage of HatEffects(.str files) and source editing I was able to create a new mob HP bar with a more modern look to it. ;] Even add different color and effects to MVP and Minibosses... Since it uses hateffect lua files i found some limitations regarding the ID(dunno if client locked)... wich is bad ;/ it also uses a huge amount of str effects since you need 1 for each hp stage... I did mine with 20 different bar %...
  4. View File Town of Beginnings from SwordArtOnline Town of Beginnings from SAO I'm releasing this map that I made a while ago for a SAO-RAG project that has been put on hold, and i felt like it's too good of a map to put it on a shelf ;] Hope you guys enjoy the release. ;] Some files inside include the color changes on some texture files, so keep that in mind, and delete them if you want. Here is a video that I also posted in my showcase topic Submitter raPalooza~ Submitted 04/16/19 Category Maps & Textures  
  5. Version 1

    75 downloads

    Town of Beginnings from SAO I'm releasing this map that I made a while ago for a SAO-RAG project that has been put on hold, and i felt like it's too good of a map to put it on a shelf ;] Hope you guys enjoy the release. ;] Some files inside include the color changes on some texture files, so keep that in mind, and delete them if you want. Here is a video that I also posted in my showcase topic
  6. It's an issue that i know exists, since it's an old cursor file. I myself use my cursor on 06-20 without this sprites and it is indeed very annoying not seeing the cursor when hovering unwalkable cells. I'll try find some time to update it in the next few days... Thanks @Emistry
  7. @vykimo NICE! keepup the good work! everthing is looking awesome, im very curious on how it all done, lets hope it goes full realease ;] cant donate via paypal ;/
  8. As an enthusiast of modifying the visual features from the original client, just the idea of a full open client brings tears to my eyes ;]]], so many possibilities, even creating a near complete different game. All the best to you and this project mate. I'll be soon donating you some coffee cuz this seems like a coffee chugging project xD \o/
  9. View File High-Res DamageFont High-Res Damagefont Here is a new damage font i've cooked for you guys. Alot simpler than the other ones ive uploaded, wen't for a more minimalistic design. I've tried not to kill the pixelated vibe that we all love from the original one, but still improving its resolution. Was pretty happy with the result ;] Hope you all like it. CyA Submitter raPalooza~ Submitted 11/19/18 Category Sprites & Palettes  
  10. Version 1.0.0

    200 downloads

    High-Res Damagefont Here is a new damage font i've cooked for you guys. Alot simpler than the other ones ive uploaded, wen't for a more minimalistic design. I've tried not to kill the pixelated vibe that we all love from the original one, but still improving its resolution. Was pretty happy with the result ;] Hope you all like it. CyA
  11. hey men is there any damage fonts besides savior and modern I saw a simple but cant seem to find it online 

    like this

    DamageF.png

  12. Realy amazing work! just hope you make quick guide on how to compile it... right now it seams very hard, at least for me xD
  13. @Temtaime shouldn't we be focusing on the vanilla stuff first? i mean... interface customization would work better through an later API, so we can have an infinite opensource amount of Interfaces withing the community.. even the community helping with the new interface stuff and packets (i'm talking about the juicy new refine system)... It's just an idea... edit: Just trying things out xD here some inspiration for you
  14. I meant on plugin, on a clif itself. to be used with timer->addtimer
  15. It is a very simple question of how can I create a timed clif->specialeffect?