Jump to content

Introductions

101 topics in this forum

    • 29 replies
    • 4495 views
  1. Yommy 1 2

    • 28 replies
    • 29175 views
  2. Z3R0 Here ;)

    • 19 replies
    • 5508 views
  3. hi :)

    • 14 replies
    • 3109 views
    • 13 replies
    • 9627 views
  4. Hey :D Guess who ;3

    • 11 replies
    • 2501 views
  5. Hello Guys

    • 10 replies
    • 2839 views
    • 10 replies
    • 2442 views
  6. :hide:

    • 10 replies
    • 8496 views
  7. Hello everyone

    • 9 replies
    • 2811 views
  8. Long time no see

    • 9 replies
    • 2872 views
  9. Hello!

    • 9 replies
    • 2199 views
  10. Greetings from Above

    • 9 replies
    • 2267 views
    • 9 replies
    • 8027 views
  11. Hello Herro!

    • 8 replies
    • 2586 views
  12. Hercules eh?

    • 8 replies
    • 2746 views
  13. Hi there

    • 8 replies
    • 2324 views
    • 7 replies
    • 2281 views
  14. Hola Mama mia

    • 7 replies
    • 2308 views
  15. .o/

    • 6 replies
    • 2326 views
  16. I'm with Hercules

    • 6 replies
    • 2484 views
  17. Greetings! ^^

    • 6 replies
    • 2402 views
    • 6 replies
    • 1577 views
  18. Hey!

    • 6 replies
    • 2359 views
    • 5 replies
    • 2166 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.