Elite Diviner
- Joined
- Sep 14, 2006
- Messages
- 429
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- 273
Exisiting monster without collision (*.gb file)
For what we need monster without collision?
For example: If you want to use existing monster as pet – collision makes monster clickable so while you luring/attacking/running/etc monster as pet with collision will cause a lot of troubles. Without collision there’s no way to click monster.
What we need:
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- KalOnline 3ds max importer, exporter
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- Some time (guess for first time only).
1. Select monster which you want to make non clickable. I’ve chosen M681.
Q: I know monster name only! How I can find files of this monster?!
A: Here’s one of many ways to find this info:
First of all you have to unpack your config.pk (no poop Sherlock!). After that open message-e.dat and find lines by using monster name, for example we’re looking for Goblin soldier – search and fine similar line like this:
Code:
[COLOR=#0000ff][U]( monstername 681 "Goblin solider")[/U][/COLOR]
Code:
[COLOR=#0000ff][B][U]key 681[/U][/B][/COLOR]
Code:
[COLOR=#0000ff][U]( [B]monsterinfo[/B] [B]( key 681 [/B]) ( [B]bone 163 [/B]) (level 80) ( scale 1.0 5) ( motion "BBBBBBBBBB" ) (mspeed 1600 600) (attheight 15))[/U][/COLOR]
Key 681 means that monster file name is M681_b1
Bone 163 means that monster bone/animation file name is T163_bone (animations: T163_A_XX_01).
Another (easiest) way: USE ROAM! –
/set editeffect (F5) -> Model View -> Kind: Monster -> Bone - for example: 681 Goblin soldier Bone(163) and now you’re able to see bone/mesh number of selected monster.
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2. Open 3ds max and select File -> Import (*.gb), find Motion folder (client/data/monster/motion) and select any gb file (it doesn’t matter now which one, seriously).
3. Check the Bones box, click Select Bonefile button and find the correct bone file (TXXX_bone, in my case: T163_bone).
4. Check the Mesh 1 box, click Select Meshfile, skip to Clothes folder (client/data/monster/clothes) and find correct mesh part (MXXX_b1; in my case: M681_b1). If there’s more than one part (for example: NXXX_b1, NXXX_b2) – repeat this step.
5. Monster is successfully imported into 3DS Max. Wow!
6. Now we’ve to find correct textures. Open Clothes folder (client/data/monster/clothes), find .gb files of your already loaded into 3ds max monster (in my case: M681_xx).
7. Run HxD, in Clothes folder select all files of monster model (in my case: M681_b1 M681_b2 M681_b3) and drag/drop these files into HxD.
10. Open folder with converted textures and by trial and error method drag/drop texture on mesh.
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(in installer select DDS support only).11. For some reason weapon has bugged weights. Don’t worry – usually weapon need only one bone in Skin which means it’s easy to fix. Sometimes 3ds max 8 is crashing while you edit envelopes/skin – so I suggest you to delete and create new skin.
12. Click File -> Export… and write M + your unique number + b1 (for example: M1212_b1) and select extension: KalOnline 3DSMax8 Export (*. GT).
13. In export type selection check: Mesh, in Export filetype selection check: .gb and click ADD.
14. In Edit filename delete mesh filename (I’ve deleted M1212_b1.GT) and write name of bone file: T + your unique number + _bone.GT – for example: T990_bone.GT. In export type selection check box: Bones only; filetype - .gb, click ADD and EXPORT.
15. Now it’s time to re-export animation files. Reset scene, Select File -> Import, go to Motion folder (client/data/monster/motion) and select any gb file and click ok. Now in importer window check Bone, click select bonefile and find your bone file (in my case: T163_bone), check Animation, click select Animation, find the right animation file of your selected monster (in my case: T163_0_A_01 – same number as bone has) and click Import.
Because we want to make pet without collision – we need idle/run animation only.
Name | Action |
TXX_0_A_01 | Idle |
TXX_1_A_01 | Walk |
TXX_2_A_01 | Run |
TXX_3_A_01 | Dead (no behead) |
TXX_4_A_01 | Dead (behead) |
TXX_7_A_01 | Skill |
TXX_8_A_01 | Attack |
TXX_9_A_01 | Dead loop (waiting for behead) |
Client side: Monster/bone info example (config.pk->macro.dat):
Server side: Monster info example (InitMonster.txt):( monsterinfo ( key 1212 ) ( bone 990 ) (level 99 ) ( scale 1.0 3 ) ( motion "AAAAAAAAAA" ) ( mspeed 1500 500 ) ( framerate 1.0 1.0 ) ( attheight 16 ) )
( monsterbone ( key 990 ) ( bone 0 5 5 0 0 0 0 0 ) ( target 1.0 1.0 1.0 3 ) ( motion 1 1 1 1 0 0 0 ) (part 1 0) ( damage 40 30 20 0 ) )
That’s all.(monster (name 666) (index 1212) (country 2) (race 0) (level 99) (ai 2) (range 20) (sight 360 380) (exp 1) (itemgroup 1 1)
(str 1) (hth 1) (int 1) (wis 1) (dex 1) (hp 1) (mp 1) (aspeed 1100) (hit 155) (dodge 95)
(attack 0 1 5) (magic 0 0) (defense 210 168) (absorb 32) (mspeed 1500 500) (resist 42 42 42 55 55)
(quest ))
Created for KalOnline section @RaGEZONE.:marchmellow:
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