Olrox
Community Contributors-
Content Count
98 -
Joined
-
Last visited
-
Days Won
2
Content Type
Profiles
Forums
Downloads
Staff Applications
Calendar
Everything posted by Olrox
-
You're welcome That map looks really nice btw. I've always loved night/dark maps like this.
-
I think the issue goes with that, cause you created the map using that revision 586 at first. Nonetheless, don't you mind to tell me what happens when you load your -in game fixed- map with browedit 620 now? I'm almost sure that it really has to show the correct placement of models just like as you have fixed it in game. For your next map, try to always create maps with rev 620 since the beginning. Then always use the rev 586 to only resave your work once you have the map done ^^
-
Did you copy and paste everything to the new map by using browedit rev 620? or you used another revision to do this action like 558 or maybe another one? (if you didn't please do it again with the backup you have and using the rev 620) the revision "558" should be used specifically just for resaving, after doing all the work already saved with rev 620. The altitude of the models are correct? moving the camera like a little flat view (CTRL + SHIFT, hold left click) can help you look at that. You said in browedit shows in their proper places, but, depends of what browedit revision is this. The revision more accurate to show models correctly is rev 620. However if you want to fix this quickly, just switch to object group edit mode (F11) in your current browedit, select all the models by holding left click, and then press the "[" key. Once you do this, look at the upper right corner and it should say "editing". Then, by using the arrow keys, move everything around 1 or 2 cells at the right direction? depends of your camera. If you want to move the objects faster, just keep holding the SHIFT key while you do this. It doesn't matters that it shows incorrectly in your current browedit revision, we just want to make it look correctly in game. ^ So that would be a quick fix, however, maybe you want it to show correctly in brow and in game.
-
You're welcome <3
-
The maximum size I've tested by myself is: 225x225. I know its possible to increase this by changing one value in the emu and recompiling, but I've never tried it, and what I have read is that the client stops working on that (I'm not sure of this, I've not tested to say this is real) Regarding your issue of shadows, please also keep in mind: 1 - the minimap of your map, in case you do it, will have a black sorrounding area around it, this means, the walkable minimap will be reduced. 2 - after pasting your map to the new size, you have to: edit gat again, and edit the effects altitude one by one. 3 - after pasting your map, and if by somehow you experience a glitch about black spots in game when rotating the camera, please change the water level of your map to -20, then using the global height edit mode, press CTRL+A and raise all your terrain to the new level, and using the object group edit mode, raise all the models to the new level. Save your map, and finally, resave it with browedit rev 558. In case you had effects, you'll have to raise the effects up too. Gat is fine here, since it raises paired with the terrain.
-
Yea its kinda tedious if you have one map with different kind of effects... Perhaps what you can do is, take a note of the height you want (lets say, it is -165) and then ... load the original map again, before you did the global height edition of it to fix the black tiles. Then, edit the height of the waterfall effects right there, with the value you noted before. You'll be able to see the effect names, since you have not raised up the map yet... and yes I know they'll be crazy high once you finish, however, once you are done, then you can raise all the terrain and water to the new level to fix the black spots. I hope it helps.
-
Allow me to explain you kinda the cause of this: ^ suppose we have a map there. All the time the client applies the global shadow, it does only for that 75% area of your map (this happens in customs and official maps, no matter what) That sorrounding 35% of the map doesn't gets the global shadow. To fix this: 1 - If you want to have global shadow in all models: Save a backup of your map. Then, create a new big map (like x200 or x225 size) and using the global height edit mode, select all your original map and copy it in the new big map, centered. Just like if you want to place it at the 75% area I drawed. 2 - If you want to remove global shadow in all your models: The RSM models has a function to get this global shadow in 3 possible ways: Using an hex editor, please look for that offset and change 01 to 00, this disables global shadows in your RSM model. Alternatively, if you want, you can also ad the value 02 to enable smoth shadows in models if I remember well. I know you asked how to add the shadow, not to remove it. But I leave the info here, since its something that few people knows about.
-
Thats normal, effects are not raised with global terrain parameters. I remember I commented this to Borf for the next release of browedit, next time we will have it. You don't have any other choice than raising the effects manually, one by one. Go to effect edit mode (F8 key) and try to find one of the effects by clicking the terrain, until you see an horizontal line which marks the effect coordinates (you can't see the effects -spheres- cause they are down the terrain) ... then hold the CTRL key and Left-Click once you raise the effect up. Test in game and once you have one effect showing in the proper way, then, just do this to save some time: 1 - click the effect you edited and press Enter. You'll see something like this: 2 - Look for the value marked in red. In this image, this value is -160 and this is the height value; now close this window. 3 - Go to each effect and press Enter. then input this height (-160) to each effect and press Enter 2 times or more after you input the new height of the effect then click "ok" Resave your map as usual and you are done.
-
[Showcase] - Kirigakure, the land of Mist *From Naruto*
Olrox replied to Olrox's topic in Map Showcase
Thanks sir that means a lot for me. Yes I've tried hard to do the map very well inspired on the reference, but always adapted in the Ragnarok style at the end. I appreciate you had some minutes to review it, soon I'll show some more stuff around. There is a nice free release I'm preparing too. -
1. Concept Hello everyone, here I'll show a map I've been working for quite a while. This is my fourth map of Naruto I have made so far (Konoha, Akatsuki Hideout, Sunagakure and finally, kirigakure) There is still a few of maps of this anime I have to complete yet. As always your feedback is always appreciated kirigakure - The land of Mist, is one of the main towns of this anime I have to complete. The image shows the reference of the town, that is mostly about high peak mountains and a condensed mist falling down . 2. Features kirigakure, is one of my third generation maps, since it fits very well in the quality I've been aiming to reach for. The previous image, shows one example of modeling and texturizing of the reference, trying to fit it in the Ragnarok Style. All of this has been made by me from scratch. [*]Special care in details around texturizing. [*]Close camera details and decoration were improved here. [*]Just had fun by trying new shadows/light angles [*]kinda some complex gats around those bridges 3. Video *watch in HD 1080p* 4. Screenshots Some screenshots. There isn't a particular order or purpose on the screens here, just some overview screenshots and maybe some others that has to do with close ups.
-
Browedit with high jump? and also map sorrounding background..
Olrox replied to xienne15's question in Graphics Support
Just For the sky effect, just name your map as any name with 4 letters, open the rsw file with an hex editor, and find yuno.rsw -> replace with your custom map name. You are not removing or replacing the original yuno, it would work just fine. The only thing will happen, is that yuno'll no longer have the sky effect. -
PEW PEW PEW!
-
Haha well it was a mistake. You know I always render at 1080p but this time I didn't I thought nobody would notice it, seems that I was wrong Yea some inspiration came from the Hobbit
-
Me too haha Thank you Thanks, well yea its hard to do that I'm trying to improve everytime. Yea I did all the buildings and thank you too. Its a matter of just enjoying and practice.
-
1. Concept I've been working with a plenty amount of maps, and, here I'm glad to show a revamped version of the original Rivendel map that I did almost 2 years ago (wow time has passed really fast!) the original topic of rivendel can be found here . This is rivendel as you already know it And this is how it was before. 2 years ago, that was a pretty quite challenge for me, It was maybe my 2nd time in my life I tried to work in 3D and I was really limited around the area. Those days I didn't know anything around how to handle my own models, I didn't know about optimization, about low poly modeling or mapping textures. It was a long journey to learn these things, but I'm glad to have the chance to rework on this one, with what I can do nowadays. This map is the first one of a big update that includes a vending area, a field, a dungeon and a lot of stuff. Its really a big project I'm working for one of my customers. 2. Features [*]Rivendel Renovation is the same rivendel. it keeps everything as before but it changes: structures, mapping in structures, white style to brown/gray colors, ground, grass and other things. 3. Video *watch in HD 1080p* 4. Screenshots Some screenshots. There isn't a particular order or purpose on the screens here, just some overview screenshots and maybe some others that has to do with close ups.
-
1. Concept These days I've been working on a plenty amount of maps. Mind you, I don't show all the requests I have everytime, I kinda try to only show the ones I consider have something new to offer. Here comes a request I had, that is about a recreation of the starting city of Sword Art Online (SAO) Some screens of the reference. The screen #1 shows the idea of a circular map, with a square shaped water area on center. The screen #2 the main plaza and one structure made of gold or bronze I guess, that has a clock on it. The #3 shows the main idea of the houses, main roads, colors, nature eviroment. Last, the screen #4 shows the black mansion, a more detailed view of the arcs aswell. 2. Features [*]this ended up by becoming a big map, x225 size. [*]A lot of work around modeling from scratch (the arcs, the black structure, the clock structure, those houses, fountains, etc) however, this is the first time I tried to improve more in the texturizing to fit a more RO style. 3. Video *watch in HD 1080p* 4. Screenshots Some screenshots. There isn't a particular order or purpose on the screens here, just some overview screenshots and maybe some others that has to do with close ups.
-
Look for: conf/mapflag/night.txt and add your custom map there to enable the night effect with @night
-
The basic set would work Global Light like: 1.0, 1.0, 1.0 45 degrees, Shadows like: 0.7, 0.7, 0.7 Intensity: 0.35 ~ 0.5
-
He knows already about this. In fact he provided this way of fixing that
-
Put water level at -100, raise the terrain and models up to the new level, and last, resave with browedit rev 558
-
Maya to 3Ds max to Granny (I cant make the Animation to work)
Olrox replied to karazu's question in Graphics Support
"Not working" means nothing, you have to specify what is your issue exactly. I always have said that people should begin with more easier things before trying the complex things; however, in any case if your animation is not showing up, is probably cause: 1 - if it is a custom mob id, the stand animation should be named as [index]_stand.gr2. 2 - The bones should be grouped and named equaly to the name of the group that carries all the mesh data as the base gr2 file. Otherwise the animation will not work. There are a lot, but a lot of more issues that can happen. Personally, everytime I try Granny, I find a pair of new things to consider at the time I add an animation in game. Once I feel I've enough material I've investigated or tested I'll do another tutorial. -
That's cool, I never knew that, or maybe just forgot, I remember seeing some oddities during my mapping times in which buildings took on some of the colors but assumed it was a bug or just some anomaly. Because I remember bridges or similar objects not taking on the shadows correctly. Keep up the good work, it'd be a shame to lose a treasure like you. Yep if you try a little you can play with that light just as how I did. And yes its weird, I don't have any idea why it happens... at least for now. And thanks, its nice to read that! @pr3p Thanks pal
-
IMC games like this one always releases in Asia in all languages including english. The camera seems to be fixed and the movement of the characters seems to be "asdw". Kinda a bit different of how RO is. Also you can Jump.
-
You know, its good to know that there are still people interested to ask things like this. The street lights effects are taken from the lamps of the new world, thats right! the sun is almost null on this one, since it was my purpose to stand out the lights on buildings. Regarding if I colored the buildings, nope I didn't. As far as I know, RSM models have 3 types of shading, which original brasilis models have the type 3 (no shadow) I took those models and applied the shadow type 1 by just exporting with browedit 3ds to rsm. Somehow, when there is some normal color light maps present, buildings starts to take some color of the lights, very randomly, if there is the appropiate ambience/sun set (I must ask borf about this one day) Its something I noticed years ago, but I never tried to handle it until now. So yea, its even possible to add multiple colors into 1 building to make it look like a rainbow. Also its possible to add an angle to the lights, if you look closer, the 2 horses on the entrance, have colors lights at 90 degrees