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Aura Modification 101
An introductory course.
By: Dane
Hi everyone, I bet you've all noticed that we now have an aura in-game. It is accessible with the command /aura,
and it is only visible on your own character. I repeat, only you can
see this aura, no one else can. This guide is purely about tweaking your
aura so you won't get bored of it after hours of gameplay. First off,
to the folder where the files are kept:
The file folder is found in C
rogram FilesGravityROdatatextureeffect
by default. If it is in a different folder, I assume you knew what the
heck you were doing, so just head over to your RO folder, then to datatextureeffect. The two files I have marked there are aurafloat.tga and auraring.bmp, these two are the files that we will be modifying to tweak our aura.
This is the original aura that we can see as of the moment:
See that thing that looks like a magic circle around the feet? That's the image that we can edit by editing auraring.bmp. That spinning thing around the character is the one that is changed by editing aurafloat.tga.
For
simplicity's sake, I will be using Photoshop CS3 in all demonstrations,
either get that or you can use other versions of Photoshop and other
graphic editors, if you know what you're doing. You can also use Paint
to edit auraring.bmp, but you cannot edit aurafloat.tga because Paint cannot open nor save .tga files.
Ok, here's where the craziness starts. We start off with a 256 x 256 canvas, with color mode RGB/8 bit.
Black
serves as our "transparent", so we dye the background black and this
will be our starting material. Then, create a layer so that we can start
working on our custom aura. The one I'm making now is a simple aura
made of a few concentric circles.
We save this in the .bmp format, with depth set to 24 bit. Now, this is how it looks like in-game:
Now, you might be asking, "There's just 2 circles I made, why is there 4?" See, there's a default animation for the auraring.bmp
that seems to be in the client itself, so it can't be edited easily.
What happens is that they duplicate the image, twist it a bit, and then
animate it with an alternating zoom-in, zoom-out animation. Thus, I
don't recommend auras that are FULL, that is, they don't have any
transparencies in the center regions. What would happen is that they
would overlap (twistedly) and look really bad.
So yeah, this looks really, really bad:
See
the part where you can picture out that the "inside" head is slightly
twisted? To make things worse, they overlap and have this weird
transparency thing going on, so I repeat, do not do this unless you want
a sucky looking aura.
** NOTES: For auraring.bmp,
you can actually use a higher resolution image to make the aura clearer
in-game. I've used a 512 x 512 canvas with some text on it, and it's
pretty darn clear to me.**
Now that you know the basics about auraring.bmp,
it's now up to you to create your own custom aura. But wait! We still
have the spinning thing. Oh yeah, this is one of the harder parts, as it
uses a different format, and its appearance in-game bears little
resemblance to the one you've created in Photoshop. All-in-all, it's
more of a trial-and-error effort, with you testing out various
combinations and looking how it looks like in-game. But of course I
won't leave you in the dark just like that. I'll show you a sample of
what I've tried earlier.
First, we start off with another square canvas. For this time, I've used the resolution 128 x 128, as aurafloat.tga is pretty much blurred, and doesn't really need much clarity anyway.
I've
done something really basic here, with the standard black background,
and with 3 horizontal lines around the top of the image. This is pretty
basic, as this is just to show you guys how the 3 horizontal lines would
appear. I did say it was quite different, though.
Keeping things simple, let's see how it looks like in-game. Save it as 24 bits/pixel, and we're good to go:
There's
the 3 lines we've made! For some odd reason, they aren't linear, but
instead, they're bent in a petal-like manner. In relation to that, if
you put the color near the bottom, then the spinning aura would just
remain in the bottom as well. Similarly, the animation is also fixed, so
all it does is turn and turn and turn and turn and turn.
**NOTES: I tried using a different resolution for aurafloat.tga, and it worked fine. Only thing was that it was "cut" at one end because it wasn't square (I think)**
Now,
that's all that is to know really. Pretty simple, isn't it? ALSO, don't
bash me if you don't really understand what's been going on in this
post. I don't have any sleep, thanks to this and a lab report due later
today.
Sky's the limit, guys.
Made this myself.
========
For
people who want to make an aura, but do not have the time as of yet, I
have included a *starter pack* which I got off the internet by searching
in Google. I do not take credit for anything in this pack, except for
that heart-shaped aura you saw above.
LINKS:
Mediafire
Rapidshare (limited)
FileFront
Sendspace
Now that's a lot of links.
========
For
people who've made successfully made their own auras, share your
screenshots here! Or heck, even share your auras too. It's merrier if
more people share what they've done.
========
Let
me make this clear, I do not take requests for auras. I've made some
people a few auras, and I believe this will end up the same as my
previous sig-making issue: which was me quitting halfway through or
never doing the request.
I might make some which I can release, but for anything else, there's no guarantee.
========
UPDATE:
like you can now edit the floating balls of light. First, download the
TGA file provided in the link and place it in the same folder as
aurafloat and auraring. As you open it, you will see this:
Note the orientation of the figure, as it is flipped horizontally in-game. It looks like so:
*Credits go to crushcard for this section.*
note: I just paste it here link dont longer exist
An introductory course.
By: Dane
Hi everyone, I bet you've all noticed that we now have an aura in-game. It is accessible with the command /aura,
and it is only visible on your own character. I repeat, only you can
see this aura, no one else can. This guide is purely about tweaking your
aura so you won't get bored of it after hours of gameplay. First off,
to the folder where the files are kept:
The file folder is found in C
by default. If it is in a different folder, I assume you knew what the
heck you were doing, so just head over to your RO folder, then to datatextureeffect. The two files I have marked there are aurafloat.tga and auraring.bmp, these two are the files that we will be modifying to tweak our aura.
This is the original aura that we can see as of the moment:
See that thing that looks like a magic circle around the feet? That's the image that we can edit by editing auraring.bmp. That spinning thing around the character is the one that is changed by editing aurafloat.tga.
For
simplicity's sake, I will be using Photoshop CS3 in all demonstrations,
either get that or you can use other versions of Photoshop and other
graphic editors, if you know what you're doing. You can also use Paint
to edit auraring.bmp, but you cannot edit aurafloat.tga because Paint cannot open nor save .tga files.
Ok, here's where the craziness starts. We start off with a 256 x 256 canvas, with color mode RGB/8 bit.
Black
serves as our "transparent", so we dye the background black and this
will be our starting material. Then, create a layer so that we can start
working on our custom aura. The one I'm making now is a simple aura
made of a few concentric circles.
We save this in the .bmp format, with depth set to 24 bit. Now, this is how it looks like in-game:
Now, you might be asking, "There's just 2 circles I made, why is there 4?" See, there's a default animation for the auraring.bmp
that seems to be in the client itself, so it can't be edited easily.
What happens is that they duplicate the image, twist it a bit, and then
animate it with an alternating zoom-in, zoom-out animation. Thus, I
don't recommend auras that are FULL, that is, they don't have any
transparencies in the center regions. What would happen is that they
would overlap (twistedly) and look really bad.
So yeah, this looks really, really bad:
See
the part where you can picture out that the "inside" head is slightly
twisted? To make things worse, they overlap and have this weird
transparency thing going on, so I repeat, do not do this unless you want
a sucky looking aura.
** NOTES: For auraring.bmp,
you can actually use a higher resolution image to make the aura clearer
in-game. I've used a 512 x 512 canvas with some text on it, and it's
pretty darn clear to me.**
Now that you know the basics about auraring.bmp,
it's now up to you to create your own custom aura. But wait! We still
have the spinning thing. Oh yeah, this is one of the harder parts, as it
uses a different format, and its appearance in-game bears little
resemblance to the one you've created in Photoshop. All-in-all, it's
more of a trial-and-error effort, with you testing out various
combinations and looking how it looks like in-game. But of course I
won't leave you in the dark just like that. I'll show you a sample of
what I've tried earlier.
First, we start off with another square canvas. For this time, I've used the resolution 128 x 128, as aurafloat.tga is pretty much blurred, and doesn't really need much clarity anyway.
I've
done something really basic here, with the standard black background,
and with 3 horizontal lines around the top of the image. This is pretty
basic, as this is just to show you guys how the 3 horizontal lines would
appear. I did say it was quite different, though.
Keeping things simple, let's see how it looks like in-game. Save it as 24 bits/pixel, and we're good to go:
There's
the 3 lines we've made! For some odd reason, they aren't linear, but
instead, they're bent in a petal-like manner. In relation to that, if
you put the color near the bottom, then the spinning aura would just
remain in the bottom as well. Similarly, the animation is also fixed, so
all it does is turn and turn and turn and turn and turn.
**NOTES: I tried using a different resolution for aurafloat.tga, and it worked fine. Only thing was that it was "cut" at one end because it wasn't square (I think)**
Now,
that's all that is to know really. Pretty simple, isn't it? ALSO, don't
bash me if you don't really understand what's been going on in this
post. I don't have any sleep, thanks to this and a lab report due later
today.
Sky's the limit, guys.
Made this myself.
========
For
people who want to make an aura, but do not have the time as of yet, I
have included a *starter pack* which I got off the internet by searching
in Google. I do not take credit for anything in this pack, except for
that heart-shaped aura you saw above.
LINKS:
Mediafire
Rapidshare (limited)
FileFront
Sendspace
Now that's a lot of links.
========
For
people who've made successfully made their own auras, share your
screenshots here! Or heck, even share your auras too. It's merrier if
more people share what they've done.
========
Let
me make this clear, I do not take requests for auras. I've made some
people a few auras, and I believe this will end up the same as my
previous sig-making issue: which was me quitting halfway through or
never doing the request.
I might make some which I can release, but for anything else, there's no guarantee.
========
UPDATE:
Seemscrushcard said:Ok I uploaded the file on fileden:
Download it here
ummmmm
I edited it in Photoshop, so you should be able to do the same, just
make sure it has no layers (make a new layer and merge it with a black
background) Also, if you have stuff thats angled like this one is, it
comes up inverted in-game
Have fun with your new effects xD (it goes in the same directory as the other effects)
like you can now edit the floating balls of light. First, download the
TGA file provided in the link and place it in the same folder as
aurafloat and auraring. As you open it, you will see this:
Note the orientation of the figure, as it is flipped horizontally in-game. It looks like so:
*Credits go to crushcard for this section.*
note: I just paste it here link dont longer exist
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