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vykimo

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Everything posted by vykimo

  1. Thanks all ! ur' comments makes me motivated to show more of my mapping work
  2. I think you are one of the most amazing spriter of the ragnarok's world. I didn't see it IG but in ActOR it looks better than gravity's one.
  3. Excellent answer, i'm not sure about it, but i need to raise all the map to have all my models and ground above 0 height mark? When I set the water level to 0, i've no texture under the water but some object are a bit submerged. EDIT : IT's way better !! I upped a bit my models/ground/gat and the problem reduced a bit : before: after: EDIT 2 : Finally when raising higher than previously, the blank textures totally desepear. Ty a lot Garr, it's a big step for human ragnarok mapping's community.
  4. First of all, thanks for you answer. But, I don't know if i'm clear but I said that : I always save with 586 with generating quadtree before, but I only tried to save with the last version to see what happend.... :/ Any another reply?
  5. Definitly too bugged for use...
  6. Please don't reply to this topic for saying that. xD Everytime I see an answer on this topic, i'm like 'omg, maybe sprites has been released and someone has posted a downloadlink °°'
  7. Hello, I've one question for the extremely-friendly browedit's mappers : How can I remove this ghost textures? AS you can see on the screenshot, it happend ONLY on the bottom of the screen (and rarely on the top) and partially. BUT, I already tested following solutions : Changing with an hex-editor the version of the quadtree to 0x109 : the result is worse I tryed to raise the height of the ground of the fountain in the center ( it's a hole ) : no effect I tryed to bring closer the models to the ground (I raised the low-lying models and dropped the high-lying models) : no effect too I tryed too to raise the height of water... no effect And finally, I tried to save with Brow v.620 : There is no more this problem of ghost texture on the bottom But There are too many ghost models around the map. That why I prefer BrowEdit 586 to save. Does anyone have an answer? EDIT/ The most curious thing, is when I raise the water height, WE CAN SEE that only a small part is not loaded : Wtfgravity?
  8. Ok thanks, I'll test it right now. BTW what do you mean by "downgraded"? Models' polygons were lower? Or definition, precision was affected? (I'm a bit reticent) EDIT : The opening/saving works with your models. Btw, Browedit display this kind of message (in case it reminds you something) : EDIT2 : However, you completly solved my problem with your grf... Thank Tokeiburu, I like when people are efficient like you. God Save you.
  9. Thank you for your answer about quadtree. Concerning my map now, I don't have problem with prontera but with a custom map with prontera's models. This map can be openned into BrowEdit620 (it's a bit laggy but it works) but the BrowEdit580 crashes while openning of the map... I think its a problem with models..
  10. Just by curiosity : why do you want to put mvp card to such a lower value ? ¤.¤ it's gonna be inhuman for your players.
  11. Hi everybody, I searched many times about how to fix black textures and ghost models in custom map. Since the new update of the exe (thanks to new prontera), it seems that the way that how they support maps have been updated. I mean that, today, it looks like there is no more black texture but rather a jerkily walking of the character around the map (problem half solved then). Concerning the ghost models (what I mean is the models who are not present when you're loading too far from them. AND they don't appear when you approch them : for instance, the church place leaves a blank with only shadows), the problem is still there. I know all the tips possibles. Hexa : 0109 which don't support quadtree and 0201. The problem is that, with new prontera models, I can't use version 586 of Browedit (it crashs). And then, I can't save my map with the correct models saving (as mentionned in PinkPanther Aerie's post : https://rathena.org/board/topic/53281-guide-aeries-guide-for-browedit/?hl=quadtree) Somebody have an idea to solve my problem of blanking models? To save my map with the correct formula for models? Please give me some details concerning Quadtree (more technical things than : Quadtrees are a division of the map in small square for make a faster loading of the map). Thanks!
  12. And what about, theses new ones of jRO? OMG, it's too awesome for me... specialy the ranger class and shadow chaser... °°
  13. yes it's exaclty the case : When creating a shop with the skill vending, I'd to add a verification. If somebody is already in @autotrade in the range of 1 y-cases, the skill vending will fail. This is to prevent superposition of shops above the head of merchants. Is that clearer? I've made a simple drawing to explain ...
  14. Wasn't it due to effects in new prontera? Both I think, adding a model from prontera to random normal map make it doesn't appear correctly.
  15. Yes, it's a problem of number of polygon. Max in RO amounts circa 20k. Be aware when adding a new model now. (maybe with the new prontera, the limit has been exceeded...)
  16. Hi everybody, I'd to make a srce modification that will check, when creating a shop by the skill vending, if the y cases between me are already occupied by another @autotrade. I have no idea how to check the cases. If anyone has an idea... Thanks in advance.
  17. I've the same problem, when i was trying to load a map with my custom goal model : The loading stop à 95% too.
  18. Hello, I'm using the custom Battleground but I don't understand why the variable killerrid doesn't exist when you die while playing in battleground. Someone has more info?
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