Tokeiburu
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Posts posted by Tokeiburu
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Change the condition to :
if (!atoi(.@atcmd_parameters$[0]) || atoi(.@atcmd_parameters$[0]) <= 0 || atoi(.@atcmd_parameters$[0]) > getarraysize(.preset_id) / 2) { //...}
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GRF Editor uses drag and drop for most of its operations, it's straightforward :
I'm not sure if that was the folder you wanted but it's the same principle.
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Thank you but it doesnt work with 2012 04 10 clients
The oldest client I've tried it on is 2012-06-20 and there were no issues. I haven't had the chance to try on 2012-04-10 however!
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Alright, I've reuploaded the link and updated the files. There are no reasons why 2012 clients wouldn't be able to load this GRF. Models have been downgraded, again, for full support. It contains all the necessary files for the following maps :pprontera.rswprontera.rswprt_cas.rswprt_cas_q.rswprt_church.rswprt_fild01.rswprt_fild05.rswprt_fild06.rswprt_fild08.rswprt_in.rswprt_lib.rswprt_lib_q.rswprt_pri00.rswprt_prison.rswprt_q.rswIt is the same link as before : http://www.mediafire.com/download/7hcz6u9vl4vjhb4
evilpuncker and coldmaster reacted to this -
Yes, this can be done with ActOR.
Script(S) > Edit... >for AID = 0, GetNumAct() - 1 do for FID = 0, GetNumFrame(AID) - 1 do for PID = 0, GetNumPat(AID, FID) - 1 do SetA(AID, FID, PID, 0x80); SetB(AID, FID, PID, 0xff); SetG(AID, FID, PID, 0xff); SetR(AID, FID, PID, 0xff); end; end;end;
> Run.
With Act Editor :
Scripts > Script Runner >act.SetColor("0x80ffffff");
> Run.
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How? can you make a tutorial with a picture ?
You can simply check the previous page ( http://herc.ws/board/topic/6047-grf-editor/?p=44463 ). This should contain enough information for your needs!
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I have try to secure a folder. But its will prompt error in game
The folder is texture / À¯ÀúÀÎÅÍÆäÀ̽º
I try to secure the pallete, but its not working too.
Could you be more specific? The encryption's working fine over here.
Have you updated your client files (cps.dll and client) to enable the encryption?
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Not the same problem as described in this topic, but it's always the same answer :
http://herc.ws/board/topic/7293-need-help-regarding-my-edited-map/?p=44257
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There you go :
@ECHO OFFPUSHD .FOR /R %%d IN (.) DO ( cd "%%d" IF EXIST *.lua ( REN *.lua *.lub ))POPD
evilpuncker reacted to this -
great =D btw I'm getting this error, any idea?
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ReadAnimatedEmitterInfoz
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attempt to call a nil value
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OK
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Seems like a lua issue to me! You can either delete the luafiles folder in newprontera.grf or you can update your effect file here : https://github.com/ROClientSide/Translation/blob/master/Data/luafiles514/lua%20files/effecttool/effectfunc.lub
Miнαєl and evilpuncker reacted to this -
There's a trick to identify these... thanks Olrox ! Anyhow, many of them are hard coded in the client.
15 Soul Strike pok1.tga pok3.tga ring_blue.tga lens1.tga lens2.tga
17 Magnum Break ring_yellow.tga ´ëÆø¹ß.tga27 Frost Diver (Traveling to Target) ice.tga pok1.tga pok3.tga smoke.tga28 Frost Diver (Hitting) pok1.tga pok3.tga smoke.tga226 Grand Cross Effect alpha_center.tga ring_white.tga ring_yellow.tga252 Reflect Shield ring_yellow.tga312 Heal Effect ring_white.tga pok1.tga pok3.tga336 Kyrie Eleison/Parrying Shield kyrie.str409 Meteor Assault purpleslash.tgaEdit : You can view the resources of STR files using GRF Editor, ex : -
Heya, if anyone's interested, I made a GRF with the new prontera maps but with downgraded model files. Older clients will be able to load the maps just fine
http://www.mediafire.com/download/7hcz6u9vl4vjhb4/newprontera.grf
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I'm currently using the Thor patcher, but i cannot patch de folder inside my grf because the patcher misspell the folder name, the folder name is À¯ÀúÀÎÅÍÆäÀ̽º but it keeps changing some simbols to ? then my game don't recognize it and i cant add custom itens textures or even the 3rd job skill icons that are missing.
Can anyone help me? Thank You
Aaaah! People still confusing Unicode and Ascii .
Ascii (is a mistake - should be ANSI) = À¯ÀúÀÎÅÍÆäÀ̽º
Unicode (Korean) = 유저인터페이스
So since your path was À¯ÀúÀÎÅÍÆäÀ̽º, you have to use Ascii when creating the patch. On a side note, you can make your patches with GRF Editor, the encoding is fixed automatically for you.
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You should uncheck "Ignore missing sprite errors" when diffing your client, you would be able to see what is the actual problem.
accessoryid : ACCESSORY_Aegis_Name = #viewId,
(Make sure no other items in that list uses the same #viewId.)
accname : [ACCESSORY_IDs.ACCESSORY_Aegis_Name] = "_SpriteFileNameWithoutTheExtension",
Make sure your lua/lub files are being read as well. Check in your db if the viewId is the same as your headgear and that the viewId in your itemInfo is set to the correct viewId as well.
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Edit : Ragno beat me to it, but oh well, don't want to erase my post!
GRFs are "special" and they abstract the Korean versus Ansi problems you're having; that's why when you put everything in a GRF you don't get issues.
If you're working with the data folder, you must use the Ansi encoding (the gibberish text you see), otherwise the client won't see the files. For some reason, that github repository is using Korean characters but it's an error, it should be set to Ansi so that the client can read it.
The error the client shows you is accurate and it is what the file name should be named to.
parthenocarpy reacted to this -
auhh i see..
is there a way to save every frame with one click in this mode ?
(Photoshop)
I doubt there's an automatic mode for it in Photoshop. If you don't mind uploading your images (via PM if necessary), I can convert them all rather easily (and quickly).
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Hello Hercules Community,
maybe there is anyone who can help me.
i want to create a pokemon sprite but there is a bug everytime. the black color is transparent .why?
Check out this guide regarding sprite creation : https://rathena.org/board/topic/61862-guide-spriting-101-creating-a-sprite-and-act-file/
To put it simple, your images need to be converted to "palette images (indexed)" with the first color being the transparent color. Paint automatically changes that one to black, photoshop doesn't. It is also fairly common to use pink (#ff00ff) for the transparent color.
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Well, why not use WinRAR's SFX feature to generate a self extracting executable? Open your archive with WinRAR > Tools > Convert archive to SFX. Then you can change the behavior in "Advanced SFX options..." such as the displayed text, the icon used, the recommended path (outside 'Program files'), etc. It doesn't have a file size limit as far as I know (I just made a 3 GB archive without issues, it does take a while though...). Anyway, there are plenty of guides online on how to use this if you're interested.
Example (I messed up my left side image a bit, but meh) :
evilpuncker reacted to this -
this tool is so awesome =D do you have any plan on doing some tool to create/edit palette (.pal) files? that would be awesome since we don't have any tool for it anymore =/ (I'm talking about hair and dye colors)
Well I already made a palette editor utility, which has undergone many changes over time. The last supported one has been implemented inside Act Editor and can be accessed via Edit > Palette editor... That being said, this tool may not do what you're looking (it's targeted to edit the palette of sprite files).
So... what exactly are the features you're looking for? Automatic palette generation? Just a basic palette editor? Do you want the tool to be embedded within GRF Editor (with a preview tab for instance? or simply via the Tools menu?) or as a standalone application? If you have something specific in mind, that would be greatly helpful.
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Hi! I try to build a bridge with BrowEdit. My probem ist the GAT, because I can´t make 2 "levels" (one on the ground to walk under the bridge and one above). Is there a way to add a second GAT above the first?
That's impossible to do. The gat file format doesn't support such a feature! But yeah it would be nice if Gravity allowed that somehow, that would allow some epic maps.
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File Name: Act Editor
File Submitter: Tokeiburu
File Submitted: 03 Dec 2014
File Category: Client Resources
Heya,
This tool is an action file editor, it edits Act and Spr files. You will find similarities with ActOR in its design, but it should be much more enjoyable to edit animations ;].
Special thanks to Nebraskka for testing this software in its early days. All the suggestions and feedbacks made this software much better.
How to install
- Download the zip archive provided from the download link at the bottom of this description or directly from there : http://www.mediafire.com/download/y3amu1o5zsmgd2o
- Install the application with Act Editor Installer.exe; if you are missing a .NET Framework you will be prompted to download it.
- Once you are done, you can start the program from the link on your desktop.
Key features
The software has many, many features available. It would take too long to describe each one of them, so I've only focussed on the more impotant ones.
- You can undo and redo everything, scripts included.
- You can edit and add sounds easily.
- Powerful and easy to use palette editor.
- Sprite types have been abstracted - you don't have to worry or care about that.
- Animation speed can be changed easily.
- Most components have a drag and drop feature.
- Advanced scripting engine (C# language). The scripts can also be used to customize the software menus.
- Error checking when saving the act/spr to avoid invalid files. The sprite version will be automatically downgraded if RLE compression is not available.
- Frame interpolation (inbetweening/tweening) is possible via the Animation menu.
- Prompts you with an image converter dialog if the added image is invalid.
- Allows advanced edition for actions and frames via their respective menus.
- You can load files from GRFs directly (and save in the GRFs directly as well).
Technical stuff
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Requires .Net Framework 3.5 (SP1) Client Profile to run (3.5 or more will work as well).
- When prompted with an error, use the "Copy exception" button to copy the debugging info. I will need this to fix the issue you're encountering.
The editor's primary window
The interface is really straightforward and similar to ActOR. I'll only focus on new elements!
Rendering mode : This option changes the behavior of how layers are rendered. If you use 'Editor', you'll clearly see all the pixels when zooming in. If you use 'Ingame', it will use a linear scaling instead, which is closer to what the client does.
References : These allow you to know where your item will be positionned (the yellow marker is the anchor, see below).
Color mask : To edit the color of a layer, simply click on the color rectangle. You can also drag and drop the colors between different layers to quickly modify many of them.
Common shortcuts : You can manipulate layers by using common shortcuts. More can be found from the Edit menu. These below are only the primary ones.
- Ctrl-A : Select all layers.
- Ctrl-C : Copy the selected layers.
- Ctrl-V : Paste the copied layers.
- Ctrl-X : Cut the selected layers.
- Alt-C : Copy current action.
- Alt-V : Paste current action.
Advanced action and frame editions
These expose all the available methods of the editor. You can remove a range of frames or copy a frame 10 times very quickly and easily. This dialog is found in Action/Frame > Advanced edit...
Anchors
You can edit anchors from the editor directly. Anchors are points that connect frames together, from different act files. Here's an example without and with anchors :
This is mostly useful when you're using reference sprites (on the right panel). Clicking on the anchor button will let you choose where to attach the sprite (this is set semi-automatically for you though). You can edit those from the Anchors menu, but it is recommended to start from a pre-existing act to avoid doing this tedious process.
Palette editor
The palette editor allows you to quickly recolor sprites with an intuitive interface. Only indexed images can be edited (it's a palette editor after all) and three modes are available. The gradient mode changes an existing gradient to another color while keeping the original saturation and brightness of the colors - this makes the gradients blend in better. If there are no gradient (usually because it's a custom sprite), there's always the Adjust color mode. This one changes all color from a specified range to another one (Photoshop has a similar feature, which does work better).
You can click on the image (on the left) to automatically select the palette indexes. These will be highlighted for a few seconds to show you what you're about to edit.
Interpolation (tweening)
This script can be accessed via Animation > Interpolate frames. This process fills the images between two frames by detecting the changes applied to the layers. Here's a simple example of how it can be used :
Script engine
The script engine can be accessed via Scripts > Script Runner. This is a big feature of Act Editor, it allows you to automate all your work with the act and much more. Click on the Help button for guides and available methods (don't hesitate to try out a script; if an error occurs the act will be reversed to its previous state). The documentation doesn't cover all of the available options and methods for obvious reasons (the .net framework is huge). Doc example :
The language used by the script engine is C#. If you're not familiar with it, simply check out the script samples (Scripts > Open scripts folder)! I won't go into details here, questions can be asked in the support thread regarding addiotional features and methods. If you believe your script should be added in the program, send it to me and I'll probably add it.
Customizable
The settings dialog allows you to modify all colors in the editor easily.
You'll also find the sound resources (GRFs and folders) that can be set up in the Sound tab. The Shell integration tab can associate the .act files with the software to edit them more easily.
Don't hesitate to give me a feedbacks or suggestions!
- Download the zip archive provided from the download link at the bottom of this description or directly from there : http://www.mediafire.com/download/y3amu1o5zsmgd2o
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Hi~Tokeiburu,
I'd like to suggest that adding word's copy feature on search result window
so that we can easily obtain the full file pathes without retyping again.
Heya,
You can use Ctrl-C after selecting an item in the search results. The same goes for the tree view and the other folder list view. In the next release, you'll be able to copy multiple items at once though, which will be more handy than one by one.
Angelmelody reacted to this -
Hi @Tokeiburu where you get this manifest as far i know it not included in the pack
Use a hex editor to find the manifest, it usually starts with "?xml". Also, I made a mistake, the manifest I extracted was for 2.6.2.68. The latest version is 2.6.4.8 and the manifest does not require elevated privileges. My guess is this was changed because RO can be ran without admin privileges and this prevented users without admin rights to play the game. Is your installer installing outside of the Program Files' directory? This is necessary to avoid UAC/security issues. Choose a path such as "C:GamesYourRO".
2.6.4.8 :
<?xml version="1.0" encoding="UTF-8" standalone="yes"?><assembly xmlns="urn:schemas-microsoft-com:asm.v1" manifestVersion="1.0"> <assemblyIdentity version="1.0.0.0" processorArchitecture="*" name="Aeomin.ThorPatcher" type="win32"/> <compatibility xmlns="urn:schemas-microsoft-com:compatibility.v1"> <application> <supportedOS Id="{e2011457-1546-43c5-a5fe-008deee3d3f0}"/> <supportedOS Id="{35138b9a-5d96-4fbd-8e2d-a2440225f93a}"/> <supportedOS Id="{4a2f28e3-53b9-4441-ba9c-d69d4a4a6e38}"/> <supportedOS Id="{1f676c76-80e1-4239-95bb-83d0f6d0da78}"/> </application> </compatibility> <description>Custom Patcher for Ragnarok Online</description> <dependency> <dependentAssembly> <assemblyIdentity type="win32" name="Microsoft.Windows.Common-Controls" version="6.0.0.0" processorArchitecture="*" publicKeyToken="6595b64144ccf1df" language="*"/> </dependentAssembly> </dependency> <trustInfo xmlns="urn:schemas-microsoft-com:asm.v3"> <security> <requestedPrivileges> <requestedExecutionLevel level="asInvoker" uiAccess="false"/> </requestedPrivileges> </security> </trustInfo></assembly>
What do you think about the new Prontera?
in Off Topic
Posted · Edited by Tokeiburu
I reuploaded (same link as above); it now works on both 2010-07-30 and 2012-04-10. I had to cut a model in multiple parts due to its high amount of polygon faces.