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Ciar

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Ciar last won the day on December 21 2020

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  1. Hello! Here's my guide to using the Browedit Cave Dungeon Generator, as learned/discovered during my random tinkering with it. It requires 3 textures to be on the selected textures panel (The one on the right when using Texture Editor). From my experience, it only seems to use the first 3. Any more than that will be ignored. The first texture one should be the full black background texture. This will only be used for the top parts of the map, as in, beyond the cave walls. The second texture should be the floor texture. This will be spammed about on all the walkable areas. The third texture will be splattered about on the walls of the map. As you can probably guess, it'll look pretty bad since generally you need more than 1 texture for proper walls, and the selected wall texture will likely not be blended well with the floor. Models used for the automated Cave Generator will be from the "Random2 Objects" models tab. This means that whatever is in there will be placed around the walkable areas of the map. You can choose what models are used by the Cave Generator by editing the "randommodels" file in Browedit's data folder. The file will look something like this: Random2 Objects/Object Name|data\model\locationname\modelname.rsm "Random2 Objects" at the beginning is a must if the map objects are to be used by the generator. "Object Name" can be anything, it has no meaning other than a display name when you open the Models->Random2 Objects window "data\model\" is where models in GRF are found. This generally stays the same. "locationname" is the folder where models can be. Before Gravity added New World and renewal, the folder names looked like "±Û·¡½ºÆ®" (That's the folder where Glast Heim things can be found). They've since simplified things, somewhat. Regions after that have names like "manuk" (Manuk Fields, or "hero" (Hero's Trail). "modelname.rsm" is the name of the model, such as "µ¢Äð.rsm" (A Rachel Field shrub). The naming conventions for these are different from the above paragraph, in the sense that things after midcamp and renewal can still be in "symbol gibberish". Only things after approximately Old GH, Renovated Pront, and Renovated Izlude have names in english. After you've selected the models you want used, save the file and start up Browedit. Select your textures, and click the cave generator. You'll see Browedit create the cave with 3 textures, and once done there will be models sprinkled about on the map. The walkable cells will even be (mostly) done for you too. Only editing you'll need to do is to fix any weird wall textures, and fix the walkable cells on objects. Notes: - At the time of writing this I'm not sure if there's a limit on models used by the Cave Generator. - In my files I found objects that start with "Custom" instead of Random2. Feel free to delete them, they have no effect on the Cave Generator. - Models placed on map are "actual size", meaning they're not resized at all.
  2. View File Clock Tower Nightmare Mode Expansion Do you wish the nightmare version of Clock Tower was more than just an identical version of the original map? More than just darkened elder or clock tower manager sprites? Well if you so desire, you can now apply a fresh coat of paint to the Nightmare Clock Tower maps and sprites, or expand it to include the entire clock tower! The download includes the following: - Clock Tower Maps ([email protected], [email protected], [email protected], [email protected]) - Clock Tower Dungeon Maps ([email protected], [email protected], [email protected], [email protected]) - Minimaps (Taken from the original maps) - New Sprites for Clock Tower Nightmare Mobs (Mimic, Rideword, Drainliar, Arclouse, Brilight, Penomena, Bathory, Joker) - Retouched versions of the less-than-stellar official sprites (Big Ben, Big Bell, Time Keeper, Arc Elder) - Untouched versions of the official sprites in case your GRF happens to not have them (Owl Marquis, Owl Viscount, Timeholder) Liked any of the content I've uploaded and want to show your appreciation? Submitter Ciar Submitted 12/07/20 Category Maps & Textures  
  3. Version 1.0.0

    29 downloads

    Do you wish the nightmare version of Clock Tower was more than just an identical version of the original map? More than just darkened elder or clock tower manager sprites? Well if you so desire, you can now apply a fresh coat of paint to the Nightmare Clock Tower maps and sprites, or expand it to include the entire clock tower! The download includes the following: - Clock Tower Maps ([email protected], [email protected], [email protected], [email protected]) - Clock Tower Dungeon Maps ([email protected], [email protected], [email protected], [email protected]) - Minimaps (Taken from the original maps) - New Sprites for Clock Tower Nightmare Mobs (Mimic, Rideword, Drainliar, Arclouse, Brilight, Penomena, Bathory, Joker) - Retouched versions of the less-than-stellar official sprites (Big Ben, Big Bell, Time Keeper, Arc Elder) - Untouched versions of the official sprites in case your GRF happens to not have them (Owl Marquis, Owl Viscount, Timeholder) Liked any of the content I've uploaded and want to show your appreciation?
  4. News, changelog, customizable buttons and backgrounds and the ability to delete files from GRF and from outside the grf like Dastgir mentioned. These are very important at least to me. Especially deleting files from/outside GRF cause sometimes things are patched in by accident or to the wrong location and then it can be "stuck" there forever lol.
  5. Oops, sorry for the late reply! I've never used weethumbnail, but I have heard from a handful of people it would be nice to have a new version. I do personally like the idea of a new patcher. I am only familiar with neoncube and the one I use cannot delete files from the GRF or game folder. What Tokei suggested would be cool as well, a palette file generator that does so en masse.
  6. A remake of RSM/FBX converter, or a brand new one would be nice. I can barely ever get it working and the error messages are very vague. And personally, even just something that can make a model's particular texture be two-sided will be a huge help, lol. Or maybe some kind of program to help create Effect Tool files easily (see attachment for info on what the average file looks like). The way I see it in my head is like the Server Database Editor where you just input the numbers and it adds a line. But the most helpful and groundbreaking one would be something that can properly convert .rsm2 files to .rsm, and/or can convert the new 2019+ version of .rsw to ones usable in pre-2019 clients. Someone managed to convert them one time, but only the person that did it knows how, and they sort of dropped off the face of the earth. event_02.lub
  7. Sorry for the double post, but I'm noting here the possible cause, in case others have this issue in the future: An iteminfo.lub created by using a converter for the idnum2 files can cause ClassNum to show as 0 which might cause the game to consider all weapons as spriteless.
  8. On 2014-04-16aRagexe weapon or shield sprites are not visible: https://imgur.com/PqG8MCI I've tried using different weapontable and weapontable_f .lub but nothing seems to change. On the server I GM for which uses 20120410 there is no sprite issue when using the exact same GRF. Is this a client issue, or a different file responsible for it, or is it something else? Thanks in advance for all the help! Currently these are all the patches on the client: 1 Use Tilde for Matk 258 Enable Shortcut All Item 3 Chat Flood Remove Limit 8 Custom Window Title 9 Disable 1rag1 type parameters (Recommended) 13 Disable Ragexe Filename Check (Recommended) 15 Disable HShield (Recommended) 16 Disable Swear Filter 19 Enable Title Bar Menu 20 Extend Chat Box 21 Extend Chat Room Box 22 Extend PM Box 23 Enable /who command (Recommended) 24 Fix Camera Angles (Recommended) 28 Increase Headgear ViewID 31 Increase Zoom Out 75% 33 Always Call SelectKoreaClientInfo() (Recommended) 290 Hide build info in client (Recommended) 34 Enable /showname (Recommended) 291 Hide packets from peek (Recommended) 35 Read Data Folder First 36 Read msgstringtable.txt (Recommended) 38 Remove Gravity Ads (Recommended) 39 Remove Gravity Logo (Recommended) 40 Restore Login Window (Recommended) 41 Disable Nagle Algorithm (Recommended) 43 Always Use Email for Char Deletion 44 Translate Client (Recommended) 45 Use Custom Aura Sprites 46 Use Normal Guild Brackets (Recommended) 48 Use Plain Text Descriptions (Recommended) 49 Enable Multiple GRFs (Recommended) 50 Skip License Screen 53 Use Ascii on All LangTypes (Recommended) 54 Chat Color - GM 64 @ Bug Fix (Recommended) 67 Disable Quake skill effect 68 Enable 64k Hairstyle 69 Extend Npc Dialog Box 71 Ignore Resource Errors 72 Ignore Missing Palette Error 73 Remove Hourly Announce (Recommended) 75 Enable Flag Emoticons 77 Enable Custom 3D Bones 84 Remove Serial Display (Recommended) 85 Show Cancel To Service Select 88 Allow space in guild name 90 Enable DNS Support (Recommended) 91 Disconnect to Login Window 97 Cancel to Login Window (Recommended) 100 Disable Multiple Windows 101 Skip Friend list Cheat Check 102 Skip Guild Member Cheat Check 106 Hide BG Button 107 Hide Bank Button 204 Increase Attack Display 206 Load Custom Quest Lua/Lub files 210 Use Custom Icon 213 Disable Help Message on Login (Recommended) 215 Increase Map Quality 216 Hide Cash Shop 219 Always Show Resurrection Button 222 Show Replay Button 225 Show Register Button 239 Ignore /account: command line argument
  9. Do you have a Data.ini file? Perhaps it is set to read another GRF before data.grf? Now I'm wondering if others have had a similar issue and never reported it.
  10. Make sure you're extracting the files to the proper location (You said you did but just making sure!) And if you're placing them in the data folder outside GRF, I think there's a patch in NEMO to enable it.
  11. The only possible issue that comes to mind is that the file name on my download is not the same as the one your game client will read. You will have to search around the GRF for the correct one, as I recall there being multiple storm gust files. Once you find it, rename the .str file, and it should work. If it doesn't work, let me know. I'll try to help if I can.
  12. Try checking that each individual GRF being read by browedit is not over 2.1gb in size. If any are, I recommend reducing the size by deleting unnecessary files or making browedit-only GRFs. As for the .bmp error, I've never seen that particular one before. All file formats should be .bmp or .tga, and the error is mentioning bmp:0, so it may be worth checking romodels.txt or whatever ro models file you are using to ensure the file name is written properly.
  13. Sorry, I'm not too sure myself... :< But this is what happened. Doing @ set to check a player variable works fine (The variable in question was 21 characters long). After changing to packetver 20140416, I tried to check the same var and as soon as I use @ set to check it, the client crashes (stops responding then windows error, not a gravity error). I checked other random variables and don't crash if the variable is 14 or 15 characters long, though. Is there a limit somewhere where I can change this?
  14. As the title says, on the previous client (2012-04-09) and packetver, this was not the case. But on 2014-04-16aRagexe and packetver 20140416 I found that using @set with variables longer than 15 chars cause a client crash. Is there any solution to this? And thanks in advance!
  15. Hi! I've been having some issues with the booking button after applying the "Remove Jobs From Booking" patch with Nemo. Any time I click the button, it crashes the game. These are the jobs I've selected to be hidden, via bookingSkipList.txt. I thought that maybe I'm supposed to have the file inside the GRF somewhere, but that didn't seem to do much. This is on 2014-04-16aRagexe, by the way. 1649 //Rune Knight# 1650 //Warlock# 1651 //Ranger# 1652 //Arc Bishop# 1653 //Mechanic# 1654 //Guillotine# 1655 //Royal Guard# 1656 //Sorcerer# 1657 //Minstrel# 1658 //Wanderer# 1659 //Sura# 1660 //Genetic# 1661 //Shadow Chaser# 1681 //Wedding# Anyone know how to solve this issue? Thanks in advance!
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