Jump to content

Repository News

What does Hercules have going on in-line for new features? Here you will find news about all the great newly added features that are being developed right here in Hercules.

72 topics in this forum

  1. Deprecated Features

    • 8 replies
    • 55088 views
    • 18 replies
    • 220436 views
  2. Obtaining Hercules 1 2 3

    • 65 replies
    • 364177 views
    • 0 replies
    • 32420 views
    • 0 replies
    • 152456 views
    • 33 replies
    • 83247 views
    • 12 replies
    • 34578 views
  3. Upcoming hercules feature

    • 4 replies
    • 3576 views
    • 10 replies
    • 39978 views
    • 0 replies
    • 5076 views
    • 2 replies
    • 41848 views
    • 88 replies
    • 172487 views
    • 30 replies
    • 92320 views
  4. Upcoming hercules feature

    • 0 replies
    • 22414 views
    • 68 replies
    • 107997 views
  5. Flux Control Panel for Hercules 1 2 3 4 9

    • 204 replies
    • 193560 views
    • 49 replies
    • 73721 views
    • 3 replies
    • 28891 views
    • 0 replies
    • 26505 views
    • 4 replies
    • 32002 views
  6. Hacktoberfest 2018

    • 10 replies
    • 28904 views
    • 19 replies
    • 37830 views
    • 14 replies
    • 35078 views
    • 207 replies
    • 193766 views
    • 31 replies
    • 57324 views
  • Featured Topics

  • Latest Commits

  • Topics

  • Posts

    • //= METHOD A (fast): copy a known-good IMF //= 1) Open data.grf in GRF Editor → Tools → IMF Editor (or Search “.imf”). //= 2) Find a job that already layers correctly (e.g. Soul Reaper): data\imf\soul_reaper.imf //= 3) Extract that file, then import it back renamed to your target job’s IMF (e.g. novice.imf), //= or change the mapping in: data\luafiles514\lua files\datainfo\imfnametable.lub //= 4) Save GRF → test in-game. //= METHOD B (precise): reorder layers in the IMF Editor //= 1) Tools → IMF Editor → open the target .imf //= 2) Set draw order (top → bottom): //= HeadTop //= HeadMid //= HeadLow //= Body //= Shadow //= 3) Apply to ALL actions/directions → Save → import back → test. //= IMPORTANT: //= • Don’t use RagLite JSON to re-encode .imf (that’s why you saw “compile” errors). //= Let GRF Editor open/save the binary .imf directly. //= • If nothing changes, check you don’t have a loose “data\imf*.imf” overriding the GRF, //= and make sure your custom GRF loads last. //= • If your client uses imfnametable.lub, update the mapping there. //=================================================== //= STEP-BY-STEP (DETAILED) //=================================================== //= A) Prepare //= • Backup data.grf/rdata.grf. //= • Close the game client. //= //= B) Find/Map //= • Path to IMFs: data\imf*.imf (use GRF Editor search). //= • Optional map file: data\luafiles514\lua files\datainfo\imfnametable.lub //= (links job → IMF filename). //= //= C) Fast Copy (no editing) //= • Extract working job’s .imf → import it renamed to target job, OR edit imfnametable.lub to point to it. //= //= D) Manual Fix (if you must keep same filename) //= • Tools → IMF Editor → open target .imf → set layer order: //= HeadTop, HeadMid, HeadLow, Body, Shadow //= • “Apply to all actions/directions” → Save → Import → Save GRF. //=================================================== //=================================================== //= TROUBLESHOOTING //=================================================== //= • Change not showing: //= - Another GRF or a loose “data\imf*.imf” overrides yours. Ensure your custom GRF loads last. //= • Only some animations fixed: //= - You didn’t mass-apply to all actions/directions (walk/attack/cast/idle). Re-apply and save. //= • “Compile” / invalid file when using RagLite: //= - Stop using JSON route. Use GRF Editor’s IMF Editor to open/save binary .imf directly. //= • Still weird on one class: //= - Copy IMF from a class that renders correctly and map it via imfnametable.lub. //===================================================
    • Can try this :     - No cards/refine/copying — it purely swaps based on ID, making it safe and clean.   - Works only on EQI_HEAD_TOP, but you can easily extend to:    EQI_HEAD_MID    EQI_HEAD_LOW   - Just add your pairs like this: setarray .ItemPair$[0], "3524,3525", // Hokage Helm "3526,3527", // Another custom headgear "3528,3529"; // and so on  
    • Added 12 new auras. Added some sprites halloween related.  
    • Unfortunately, this doesn't work. Perhaps due to point 2. NEMO doesn't have this patch. 
    • Thanks for the reply but didn't work. I managed to fix 3 wings but after so many things I tried is impossible to point out what really fixed the problem. Also tested some clients down to 2010 and that changed nothing.
  • Download Statistics

    • Files
      465
    • Comments
      167
    • Reviews
      240

×
×
  • Create New...

Important Information

By using this site, you agree to our Terms of Use.