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Everything posted by Neo-Mind
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i guess i'm kind of conflicted between using M45T3R & MASTER . interesting point is M4ST3R is a double sandwich of AlphaNumAlpha
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From what i understand ClassNum is the viewid you specify in item_db.txt. so putting the bow's view id value there ideally should show the correct bow sprite.
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updated link :-)
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Im adding that check into the checker tool now.
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@M4ST3R right now bmps of 24x24 size are used as item images & the other one will become collection image. but like you said i guess i should also take bit depth into account.
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Updated First Post - added download link
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ah ok. M4ST3R's post confused me .
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patcher is done?
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Nice Intro Welcome to Hercules
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Happy Birthday Ind +1 year +1 wiser
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2013 Ragexe and Diff (Up to date 2013-08-07)
Neo-Mind replied to Shakto's topic in Client-Side Releases
are u sure its capital K in packetkeys? -
i think he means that when equipped and attacking instead of showing the custom bow's sprite his client is showing a regular bow. which client version are you using?
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Added screenshot
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2013 Ragexe and Diff (Up to date 2013-08-07)
Neo-Mind replied to Shakto's topic in Client-Side Releases
Shakto i think we should remove that diff since Old Login is not there anymore. -
Purpose: Organize the various files (Sprites, Act files and Image files) into their appropriate folders in an automated fashion. Usage Instructions: 1) there are three inputs i) Source Folder: Files required for each custom item is expected to be in a subfolder of this folder. ii) Item DB File: Straight Forward. We load the required info from this file iii) Target Folder: all the files will be copied to respective folder inside this one (sprite and texture folders) 2) Once you add the inputs click the Load Item DB button which will fill the table with the item id (checkmarked by default), name and view ids and some default values for the other three (source will be blank while sprite & resource is filled with dbname). 3) Click the checkbox of the items you want to work on, Select the source name and edit the sprite & resource name as desired. 4) Click the Copy button and all the files will be copied to proper folders. 5) Save settings button saves all the inputs and state of the table. so you can easily Reload it later. The tool also loads the save data when you open it. 6) In case you have iteminfo.lua or idnum2resnametable.txt already with the resource name you can make fill the table (Resource Names) by clicking the Fill Resource Button. 7) Similarly Sprite Name field can be filled from accname.lua & accessoryid.lua by clicking the Fill Sprite Button. 8) An addon as suggested by Yommy - Sanity Checker tool which checks for files and reports missing ones (Only the checkmarked items will be checked). Also checks for 24x24 8bpp format for item images - suggested by M4ST3R. 9) All the buttons below also have a menu entry at top. 10) Currently Weapon Equip Sprites are not being copied. Since i don't have an idea as to how to proceed with them - sprites would be different for different classes (e.g. Hunter classes v/s Rogue classes for bows). Any and all ideas are welcome. 11) All the buttons have tooltip describing its purpose. They show up immediately once you hover over them, so it shouldn't be difficult to use. But if you find it hard to use please let me know (I have some changes in mind). Screenshot - to be updated Currently I have placed the bottom buttons are in a detachable toolbar (easy with QT) so you can just drop it on any side of the window you want or just pull it out . Status: Completed v1.0.1 - Waiting for suggestions for improvement I had initially written some of the code for .NET4 but recently decided to drop it and use QT instead. If you see any bugs or have any suggestions or modifications in mind please let me know. Download Link v1.0.1 : http://www.mediafire.com/?ku7mhm376ik79g3
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its gonna be a FAQ type of thing
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finally we can say goodbye to skip obfuscation
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is there a need for that command? i mean cant @item already create costume headgears just like other items?
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Just an update the structure is a bit different in the new clients. The 3 key pushes comes up a lot of instructions before push PACKET_CZ_ENTER. so just scroll up a bit once you find 68 6C 30 89 00 (push offset aPacket_cz_ente)
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LoL
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Update: Since many have issues with adopting .NET ( Either due to laziness or unsupported OS - Sad to see many are still using versions below WinXP SP3). I have decided to discontinue ROLeX in its current state. Instead I am planning to rebuild it from scratch (Well sort of) using the QT framework & C++ with my Co-Conspirator - Vali I would like to know everyone's thoughts on this before proceeding. FYI: QT Framework is known to work only from WinXP onwards (So it might have issues with older version of Windows).
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ah looks like the patcher implementation has started nice
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so that makes mleo1.... Odin!!
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Wunderbar!!