[Release] shStudio (multi-purposes editor)

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  1. #1
    Account Inactive castor4878 is offline
    Dec 2010 Join Date

    [Release] shStudio (multi-purposes editor)

    Introducing Shaiya Studio.

    Its purpose is to enable fast editing of clients and servers configuration files.

    This tools is available for download for about 5 months on another site.
    I choose to list it also on RageZone to provide you with an efficient, easy & fast way to edit your game files and, hopefully, to get some valuable feedback.

    Note: due to very unexpected limitation of 20 picts per post; that user guide is split in several parts.

    • 1- General
      • 1.1 Settings Dialog
        • 1.1.1 Location of Client Data
        • 1.1.2 Location of Server Data
        • 1.1.3 SData clean-up
        • 1.1.4 3D View Options
        • 1.1.5 Shell Integration

      • 1.2 Searching Item
      • 1.3 3D Viewer
    • 2. Cash.sdata
    • 3. Skills
    • 4. Item.sdata
      • 4.1 General
      • 4.2 Gears
      • 4.3 Weapons
      • 4.4 Lapis
      • 4.5 Mounts
      • 4.6 Capes (mantles)
      • 4.7 Accessories
      • 4.8 Consumables / Goods
      • 4.9 All Items
      • 4.10 Grades
    • 5. NpcQuest.sdata
      • 5.1 Merchants
      • 5.2 Gate-Keepers
      • 5.3 Quests
      • 5.4 Standard-NPCs
    • 6. Monster.sdata
    • 7. Models Files (MLX, MLT, ITM & MON)
      • 7.1 Meta-models - MLX Files
      • 7.2 Gear models - MLT Files
      • 7.3 Weapon models - ITM Files
      • 7.4 Monsters, Mounts & NPC models - MON Files
    • 8. 3D Views
      • 8.1 3DO, 3DC Files
      • 8.2 DDS Files
      • 8.3 SMOD Files
    • 9. SVMAP Files
      • 9.1 Ladders
      • 9.2 Monsters Area
      • 9.3 Monsters List
      • 9.4 Named Areas
      • 9.5 NPC
      • 9.6 Portals
      • 9.7 Spawn
    • Bugs & Requests
    • Release Notes
    • Download It Now

    1- General

    Important remark: the tool allows edition of almost all client-side files, and a lot of operations rely on the availability of the full game resources to work properly.

    You must use another tool to expand the content of your data.saf file to a working directory (wherever you want) and open files from that hierarchy. Some tools are present there to expand (and re-combine) these files.

    Opening a file from an unexpected location (for instance a single file copied on the desktop) will result in incorrect display and possibly corruption of data (if you save clearly invalid data, such as missing icon or shape).

    1.1 Settings Dialog

    You perform initial setup of the tool with the "Settings" option of the "Tools" menu.

    The first panel of this dialog lets you define the repository for the client-sided and server-sided files.

    1.1.1 Location of Client Data

    You must define the "Client Data" repository with the directory where you had expanded your data.saf.
    All the icons and textures, but also data files when cross-edition is performed, will then be read from this repository.

    Simply click on the text field to open the "Choose Folder" dialog and then choose the directory.
    The choice of this directory shall be performed before first use, it can then be made as often as necessary.

    1.1.2 Location of Server Data

    The "Location to save server data" shall be used to specify a directory where server-side files will be saved. If you do not define that field, no server-side files will be saved.

    You can specify your "ShaiyaServer" directory, if it is a test (not release) server, or any directory suitable for your uses.
    If you specify your "ShaiyaServer" root directory and if that direcory contains a "PSM_Client/Bin/Data/" sub-directory, the server-files will be saved in that "Data" sub-directory (and in the specified folder if no such sub-dir. exists).

    Some .sdata files require, in order to properly work, an update of the data.saf file (full repack or online update) and an update of the database; for these files the editors save a .SQL script to be executed from SQL Server Management Studio, such SQL scripts are saved in the "scripts" sub-directory of the specified server directory if it exists and in the specified directory if no such sub-dir. exists. An encrypted .sdata file is also saved in the folder from which it was opened (it only needs to be packed as a .patch or to be merged in a .saf file).

    Other files require to be present encrypted in the client data.saf file and in plain on the server under the PSM_Client/Bin/Data directory; for these files the editors save the encrypted file from where it was opened and they save a plain copy of the same file in the configurated server directory.

    1.1.3 SData clean-up

    Some client files contain garbage. The quests messages for instance end with dozens of line-feed, carriage-return.
    By default, the application removes these trailing space and line-feeds. Consequently if you open and save w/o any change a file, the new one may appear to be different - it is, but only because of this clean-up. If you want to keep the exact same content, use the SData options panel to disable (or re-enable) this feature.

    1.1.4 3D View Options

    Some editors (including gear, weapon and monster editors) include a panel to display a 3D view of the edited item.

    You can choose to display or not display this 3D view when the dialog editor is opened.

    Models-Lists editors (including editors for the .ITM, .MLT and .MON files) use the popup 3D Viewer (see below) to display the selected item.

    You can also choose to automatically open the 3D viewer window when such file is opened.

    1.1.5 Shell Integration

    All supported files can be dragged from the explorer to the application or can be opened with the standard dialog for file selection.

    The files can also be associated to shStudio with the above panel. As indicated in the panel, such association will result in direct opening of double-clicked files by shStudio.

    When files are associated, their icons (the icon associated to their extension) are changed with the ones provided by the shStudio.icl icon-library. Be sure to download that file and put it in the same folder than the shStudio application if you want to use that feature.

    You will also use the panel to define if multiple instances of the tool are allowed.

    Since shStudio manages only one file at a time (some operations performs cross edition of several files but still only one is visible) you will certainly prefer the multi-instances mode; however you can disable it.

    Also note that the application manages several .sdata kind of file (cash, items, skills) and these files have no specific signatures expect the name of the file. So if you change the name of a .sdata file (to have a working, temporary version for instance), the appl. won't be able to known which data if actually contains.

    To manage these cases, you must use the standard open file dialog together with the list of formats. Eg to open a "myItems.sdata" file, you must select it and choose "Items File" from the drop-down list of formats.

    The links (or alias, shortuts) are supported, you can so double-click or drop them on the tool to open a file.

    1.2 Searching Item

    A basic search engine allows searching of items by a word (or part of the word) in their name.
    (It would be possible to search the monsters that drop a particular item at a given rate but this hasn't been requested.)

    You start a research with the classical "Find" menu-item and search for the next occurences with "Find Next" item. Standard shortcuts Ctrl+F and Ctrl+G or F3 are usable of course.

    The pattern to be searched is typed-in in the search area at the bottom of the frame.

    This panel does not need to remain opened (visible) to accomplish following researches, you can hide it by clicking on the close button and it will be re-opened for new research (next Ctrl+F).

    1.3 3D Viewer

    Models-Lists editors (.ITM, .MLT and .MON editors) use the popup 3D Viewer to display the selected item.

    You can open the 3D Viewer with the "Tools" / "3D View" menu-item or with the 'F6' shortcut.

    The viewer is automatically displayed when a file that uses it is opened and if you choose that mode in the "3D View Options" (see above).

    This viewer lets you manage the orientation among the 3 axes.
    The 3 edit-texts contain an angle in degree (so a value ranging 0 up to 359).
    Clicking on the icon at left of the edit-text resets the angle to 0°.

    You can control these angles with the following keyboard inputs:
    • Shit+Up: rotate X axe counter-clockwise, points in front go upward
    • Shit+Down: rotate X axe clockwise, points in front go downward
    • Shit+Left: rotate Y axe clockwise, points in front go leftward
    • Shit+Right: rotate Y axe counter-clockwise, points in front go rightward
    • Shit+PgUp: rotate Z axe counter-clockwise, points in front go upward
    • Shit+PgDown: rotate Z axe clockwise, points in front go downward

    The four next icons manages the relative position:
    • +: move object at center of the window, change its X, Y & Z coords.
    • <->: move X coordinate of object to center of the window
    • |: move Y coordinate of object to center of the window
    • /: move Z coordinate of object to center of the window

    You control the position of the object with the following keyboard inputs:
    • Up: move object upward, Ctrl+Up move upward with bigger increment
    • Down: move object downward, Ctrl+Down move downward with bigger increment
    • Left: move object leftward, Ctrl+Left move leftward with bigger increment
    • Right: move object rightward, Ctrl+Right move rightward with bigger increment
    • PgUp: move object backward, Ctrl+PgUp move backward with bigger increment
    • PgDown: move object forward, Ctrl+PgDown move forward with bigger increment

    2. Cash.sdata

    This editor allows edition of products sold in item mall.

    It uses the icons read from the Interface/icon/icon_somo2.dds file.
    So if you chose the directory: "D:\Shaiya\myServer\ClientStuff" during the previous setup, the file
    "D:\Shaiya\myServer\ClientStuff\Interface\icon\icon_somo2.dds" will be used (and shall exist of course).

    Caption, description, icon, price & list of packaged items are editable.

    For information: the "Product Name", "Product Description" and "Cost" are displayed in the item-mall.
    The "Bag" is the page in which the product is listed (it could be "EXP & More", "Buffs", "Character & Fun" or "Gear & Upgrades")
    The "Product Code" is whatever you want (it is used by the client & the server to identify a product),
    the drop-down list is only there to let you know which codes are already in use when you create a new product.

    The editor saves the Cash.Sdata file encrypted and a cash.sql script to perform whole update of the PS_GameDefs.dbo.ProductList table on server side.

    3. Skills

    The editor available in this release is (a bit) limited.

    You can choose to see a limited number of fields or all skills details with the local popmenu opened with a right-click on list header.

    You edit data from the list by a click'n'move over a field or by pressing the 'F2' key.

    The editor saves the Skill.sdata encrypted and saves a SQL script in the server repository.

    4. Item.sdata

    This editor lets you manage the Item/Item.SData file.

    It saves the Item.Sdata file encrypted and an Item.sql SQL script to perform update of the PS_GameDefs.dbo.Items table on server side.

    4.1 General

    The Items.sdata file contains 100 "Banks" - each bank is identified with the "Type" value, ranging 1 up to 100.
    Most of these banks are filled-in with 255 items, not used / assigned items exist but they usually contains '00' values. When you "create" a new item in one of these bank, you actually edit an existing (but not used) row.
    This row shall be upated from the "All Items" tab to have it listed in the right list, changing its Country and/or Level is usually enough.

    A few number of banks are not used and thus not managed by the editor (Type: 26, 37, 66, 72..81, 87..93 and 96..98).
    Banks 94 & 95 contain a very few number of very specific items (bars & lapisia), they are not handled by the editor.

    Finally, some banks are not filled-in with 255 entries; this includes bank 29 for quest items, 42: mounts, 43: Etin coins, 67..71: 2nd set of light gears, 82..86: 2nd set of dark gears.
    For these banks, you need to create a new row (with relevant Type & TypeID) to create a new item.
    This is achieved with the "Edit" / "Create Item" menu item from the "All Items" tab.

    In this basic dialog, we will define the minimal information required to have it inserted in the right list.
    After validation, the newly created item is present in the dedicated list (unless you forgot some required data).

    4.2 Gears

    The "Light Gears" and "Dark Gears" panels manage the light, resp. dark, gears.

    You can choose the class for which gears are displayed, the kind of gear, as well as a short or exhaustive
    view with the local popup menu displayed with a right-click on the tab or list header.

    You edit a gear after double-click on it.

    All known fields are editable, this includes 'Attrib' that defines the elemental defense of top armors
    level 70 as per episo 5.3.
    The "Bonif Max" field (DB: ReqWis) defines the maximal orange HP/SP/MP values expressed in hundreds
    of points (the value "3" means "300 pts max").

    The right panel of the dialog can be opened or closed and shows the male & female gear according
    to the chosen model - the link is done with the mlt file, see below. Note that the actual 3D model
    is determined in-game by the class of the toon (the information is not intrinsically defined by the gear).
    In this dialog, the choice is based on the class that can equip the gear, when several classes are
    checked, the first one defines the displayed gear.

    The ReqStr, ReqRec, ReqInt, ReqVg, ReqIg, Range, AttackTime, Effect1, Effect2, Speed, Exp & Drop columns
    of the PS_GameDefs.dbo.Items table are not linked to an editable gear field (and thus not used/changed
    by this dialog). If you know a meaning for these fields, thank to advice.

    4.3 Weapons

    The "Light Weapons" and "Dark Weapons" panels manage the light, resp. dark, weapons.

    You can choose the class for which weapons are displayed, the type of weapon, as well as a short or
    exhaustive view with the local popup menu displayed with a right-click on the tab-header.

    You edit a weapon after double-click on it.

    All known fields are editable, this also includes the 'ReqRec' used by new weapons level 70, the actual
    meaning of this field is not known when this version was released.

    Some fields are seldomly settled (not left at zero) and are not visible when the dialog is opened.
    This includes HP, SP, MP, Physical Defense and Magical Resistance. Clicking the arrow after 'WIS' will show them.
    OOH, these fields are used by most of shields and thus they are visible when the dialog is opened to edit a shield.

    The 3D view of the weapon is also visible with the top arrow that expands the dialog to the right.
    The 'model' drop-down list allows to choose (and to see) one of the available models.

    The ReqStr, ReqInt, ReqVg, ReqIg, Special, Speed, Exp & Drop columns of the PS_GameDefs.dbo.Items table are not
    linked to an editable weapon field (and thus not used/changed by this dialog). If you know a meaning for these
    fields, thank to advice.

    4.4 Lapis

    The "Lapis" panel manages the lapis items.

    You edit a lapis after double-click on it.

    Fields are self-explanatory.

    The debuff & anti-debuff lapis use a "Spell" identifier. Known effect are listed by name in drop-list, you can
    also choose "Other" from the list (top first position) and assign a value in the edit-field at right of list;
    thank to post feedback regarding any discovered effect.

    The range of 'Attack Range' (Horizon), 'Attack Speed (Flash) and 'Move Speed' (Sonic) have all a max. value of 3
    (it can have no actual effect, eg for a Sonic lvl 3 with 'Move Speed' set to 3 doesn't give extrem. fast).

    4.5 Mounts

    The "Mounts" panel manages all mounts. Unlike the gears & weapons panels, all mounts, light & dark, are listed in this single panel.

    You edit a mount after double-click on it.

    Only a few number of parameters are available there. The speed and number of seats of a mount seem
    to be controled by the animation files listed in the .mon file for the mount.
    The "Range" field seems to be used but no acceptable meaning has been found so far.

    4.6 Capes (mantles)

    This panel displays and allows the edition of mantles.

    You can choose the listed items with the local popup menu displayed with a right-click on the tab or list header.

    Note that, as for other tabs, undefined capes exist but are not listed.
    To edit a cape, double-click on it.

    All fields are self-explanatory.

    4.7 Accessories

    This panel displays and allows the edition of amulets, loops, rings.
    You can choose the listed items with the local popup menu displayed with a right-click on the tab or list header.

    Note that, as for other tabs, undefined items exist but are not listed.
    To "create" an accessory from an unused row, change the Country and/or Level fields from the "All Items" list,
    save your file & reopen it, the modified item will appear in the list and you will be able to use the editor.

    To edit an accessory, double-click on it.

    All fields are self-explanatory. They allow full customization of existing accessories as well as creation of new ones.

    4.8 Consumables / Goods

    This panel displays and allows the edition of all goods, quest-items and consumables.
    (These items have a Type value of 25, 27, 28, 29, 37, 38, 43, 44 or 100).

    You edit an item after double-click on it.

    Depending of the actual type of the edited item (throwable drop, quest item, potion, runes, ...) different fields shall be settled.
    Be sure to understand the purpose of each fields and to know the allowed values before doing changes.

    4.9 All Items

    The "All Items" tab gives access to all items, whatever their "defined" or "undefined" status.
    The purpose of this list is to offer a way to check every items and thus all columns (all fields of items) are always displayed.

    It also provide a "Create Item" dialog ("Edit" / "Create Item") to be used when adding a new row is required.
    You can also use the "Delete Item" and "Erase Item" menu-items to remove or discard an useless item;

    4.10 Grades

    This panel lets you organize the "drop-bags".

    The purpose of this panel is to allow the drop of light items from the mobs of light maps and the drop of fury items from the mobs of dark maps. Default OS settings almost always mix the light & dark items, this is often a source of frustration for players.

    You organize items (meaning you change their "Drop Group" value) by drag'n'droping them from one bag to another.
    You can also move or empty a full bag with the local popmenu available with a right-click on bag icon.

    Most of drops rely on a drop-group index; each mob defines up to 9 drop-bags with a percent of chance to deliver an item for each of them. Which item is delivered is the purpose of these "drop-bags" indexes; you define that value with the "Drop Group" field of the item editors. All items sharing the same "Drop Group" value belong to the same "drop-bag" and one of them is randomly chosen when the mob drops an item from that bag.

  2. #2
    Account Inactive castor4878 is offline
    Dec 2010 Join Date

    Re: [Release] shStudio (multi-purposes editor)

    (Part 2)

    5. NpcQuest.sdata

    This editor lets you manage the NPC/NPCQuest.SData file.

    The editor saves the NpcQuest.Sdata file encrypted from where it was opened and save a plain copy in the server-files folder, if one was defined.

    5.1 Merchants

    The "Merchants" tab lists all available merchants.
    You edit them after a double-click on it.

    This editor uses some rules to provide a not-over-complicated interface. From a theorical point of view, all merchants can sell any items from any categories, so 100 x 256 items. To avoid a pratically not-usable dialog, it won't be the case there, "Weapon Merchant" sells weapons, "Protection Marchant" sells gears and so on.

    The right-list so displays a subset of the Items.sdata file (the one from the client files repository as explained in very first point of this post) and provides up to two filters on these items. To fill-in the left-list (which represents the items currently sold by the merchant), click and drag an item from the right-list to the left-list. To remove an item present in the (left) merchant list, select it and click 'Del'.

    Keep in mind that NpcQuest.sdata contains only definition of a merchant, its appearence, name, message and list of sold items. It does not contains any information related to the actual presence in game, nor its location, the server .svmap files can be edited to edit this information.

    Accessory Merchants list several types of items, this include lapis (items type 30), enhancement items or "special" items (type 25 & 44).
    The Liquid Medecine Merchants list items type 44 & 100 with not null Range value.
    Generic Merchants list all items from banks 25, 44 and 100.

    5.2 Gate-Keepers

    The "Gate-Keepers" tab lists all available gate-keepers.
    You edit them after a double-click on it.

    The collapsable right-panel displays a 3D view of the selected NPC model.
    This model is chosen from the "Model's names" list or from the icon picker, they are synchronized since they define the same 'shape' field.

    The other fields of this dialog are self explanatory.

    5.3 Quests

    The "Quests" tab lists all available quests.
    You edit them after a double-click on it.

    This one is not the easier to use ... still it can be used w/o trouble to edit the messages associated to a quest (and of course to translate them) and/or to edit the required number of mobs to kill or item to collect.
    Further changes are also possible such as conditional rewards and quests chains, but it is strongly advised to watch and understand existing and known quests before to perform big changes.

    The quest-chains are still not fully managed, you can edit existing ones but newly created one may not work.
    This topic is not yet fully understood.

    5.4 Standard-NPCs

    Standard-NPC are apprentice, blacksmiths, guards, and so on.
    Most of them do not participate to the game except for quests.
    You can use this editor to change their name, welcome message and icon/shape (the full 3D shape can be displayed in the collapsable right-panel).

    6. Monster.sdata

    This editor lets you manage the Monster/Monster.SData file and the server-side monsters & drop lists information.

    Editing only the content of the monster.sdata file was not satisfactory; indeed the big part of information is in BD only.
    The solution is an extended monster file ("MonsterEx.SData") file that contains the monster.sdata information plus DB information (the content of the dbo.Mobs & dbo.MobItems table).
    This file is generated once with the monster.sdata and the 2 tables (exported from SQL Studio in .CSV format) and imported by the tool.
    The file is then used to regenerate the monster.sdata file and a SQL script to update the Mobs & MobItems tables.

    Be sure to properly export the full tables with all OS defined columns (no more, no less and in right order) or the import will fail.
    The field separator (the character between each field) must be a comma or a semi-colon, also no thousand separators shall be present in numerical figures (eg the value 2500 shall be "2500" and not "2,500" or "2.500").
    The csv files must be saved as plain ANSI text, SQL Studio saves files with UTF-8 or Unicode encoding as default choices, make sure to define the encoding options to "ANSI" with the small down arrow on the Save button.

    The expected format for the Mobs.csv is:
    2;1;Small Ruined Wolf;38;704;1;1820;3822;0;2765;874;1578;60;40;53;3;1;4;38;31;0;0;0;0;0;0;0;1;0;0;0;0;0;0;0;0;0;0;0;0;0;4000;6;1800;9;9;0;2500;2;167;83;0;0;1;37;2500;2;142;85;0;0;1;0;0;0;277;0;0;3;0
    3;2;Rotting Poison Larva;38;704;1;1820;3822;0;2765;874;1578;60;40;53;3;2;0;38;31;0;0;0;0;0;0;0;1;1;0;0;0;0;0;0;0;0;0;0;0;0;4000;6;1800;9;9;0;2500;2;167;83;0;0;1;19;2500;2;142;85;0;0;1;0;0;0;277;0;0;3;0
    ... all other lines ...

    The expected format for the MobItems.csv is:
    ... and so on ...

    The editor saves the Monster.sdata file encrypted from where it was opened; it also saves an extended monsters file ("monsterEx.sdata") in the same folder than the one containing the monster.sdata file. Using a global server repository here was not possible since this will prevent the existence and edition of several monster.sdata.
    That extended file is not supposed to be packed in a client package; it is your responsability to move/remove/... it.

    A SQL script is also saved in the server directory.

    For first use, you must export the 2 required tables in .CSV format and then import them (File menu, Import item).
    These 2 CSV files are no longer needed after import and can be deleted.
    For next uses, you simply open the monster.sdata file - you don't select the monsterEx.sdata, it is automatically detected and used by the tool.

    You edit a monster after a double-click on it.

    You will note that most of information is available only after import of server data.

    The right side of the dialog can be expanded to display the 3D view of the monster (as selected from the 'Model' drop-down list) or to display and edit the drop-bags associated to the monster.

    You can create a new mob with the "Edit" / "Create Item" menu. Again, a lot of "undefined" mobs yet exist, to show them use the local popmenu (right-click on list header) to choose between the "View All" and "View valid" modes.

    7. Models Files (MLX, MLT, ITM & MON)

    The game uses basic files to describe appearance of weapons (.itm) and mounts (.mon).
    The definition of gears is a bit more tricky. Indeed, one is usually interested in the definition of a full gear-set and not only one item. Meta-models have been added to manage that.

    7.1 Meta-models - MLX Files

    These files are created by the tool and don't exist in OS set of files.

    They simply put together information from the individual .mlt files present in the Character/class/ directories.
    They are small and they don't contain any sensitive information, so putting them in a public package is not an issue.

    To create a new meta-model, create an empty file (and empty means 0 byte) in the directory containing the .mlt files and name it with the four first letters of these files and the '.mlx' extension.

    So to create a meta-model for human, male, fighter gears, you create a "humf.mlx" file in the "Character/Human/" folder.
    To create a meta-model for vail, female, oracle gears, you create a "viwm.mlx" file in the "Character/Vile/" folder.

    Once the empty file exists, open it.

    The editor manages the data of the 4 .mlt files (xxx_upper.mlt, xxx_lower.mlt, xxx_hand.mlt & xxx_foot.mlt) simultaneously.
    The helmets are not include in the meta-model because their identifiers usually don't match those of gears; the number of helmets (if all event ones are present) is also different than the number of gear-sets.

    The names of gears that use the selected model are displayed in the 4 lists of the bottom of the panel.

    You can create new meta-model with the "Edit" / "Create Item" option, you delete one with the "Delete Item" option, and mainly, you update, fix, complete the existing one by selecting it (this copies the current file names in the edit boxes) and then clicking the "Update Model".

    You can also reorder models (moving them up & down in the list) with Ctrl+Up & Ctrl+Down, be aware that changing the order will change the model value and gear items defined in Items.sdata do use tha value. Such ordering may be usefull or wanted but you need to edit the gear's model after that.

    A name can also be associated with a model; this name is used only to you.

    When you save the file, an actual .mlx file is created - and thus the previous manual creation occurs only once - and the four individual .mlt files are regenerated.

    Of course, another interest of this editor is to display a full 3D view of the gear-set.

    7.2 Gear-models - MLT Files

    This editor lets you create, edit, remove models & save the Character/class/*.MLT files.
    The .mlt files can be edited individually. It can be required to edit helmets for instance.

    A MLT record only contains an index of a DDS file, an index of a 3DC file and a RFU value.
    Edition is thus performed directly from the list view; you start to edit a filename with the F2 key or by click'n'move.
    The editor does not verify that the given file actually exists.

    The selected model can be viewed in the 3D Viewer, select "Tools" / "3D View" item or press F6 to open the viewer.

    7.3 Weapon models - ITM Files

    The .itm files contain the visual definition of weapons.
    This editor lets you create, edit, remove models & save the Item/*.ITM files.

    A ITM record contains an index of a DDS file, an index of a 3DO file, a glow identifier (used by elementarized and quest weapons) and optionally a color (whose use is unknown) and a 3D point (position of weapon relative to the toon).
    The edition of record is performed with a tailored dialog. The folder icons allows pick-up of a DDS or 3DO file from the child directories of the .itm file location; the color control uses the standard color picker.

    The selected model can be viewed in the 3D Viewer, select "Tools" / "3D View" item or press F6 to open the viewer.

    7.4 Monsters, Mounts & NPC models - MON Files

    The .mon files contain the visual defintion of monsters, mounts and NPC.
    Note that old client game used .tol files for the same purpose, these files are obsolete and not used by client 4.5+.

    Each record contains 1 or several DDS & 3DC files plus the names of animations, waves and effects files.

    You edit a record after a double-click on it.

    The dialog does not provide a 3D rendering panel (it will be useless when several files are used).
    Instead all parts of the selected model (from the main list) are assembled together in the 3D Viewer
    (select "Tools" / "3D View" item or press F6 to open the viewer if required).

    (that isn't Rashiel as you already know)

    7.5 Strip models

    The Strip folder also contains some .mon files used to display characters of the gamehouse.
    These data are not that useful but they exist so the appl is able to render them.

  3. #3
    Account Inactive castor4878 is offline
    Dec 2010 Join Date

    Re: [Release] shStudio (multi-purposes editor)

    8. 3D Views

    The previous files (.itm, .mlt & .mon formats) contains lists of items, each of one linked to a 3D representation.
    The files described in this section contains the definition of the 3D view itself.

    8.1 3DO & 3DC Files

    This viewer displays a wire-view of the .3DO & .3DC files (3D models used to describe all items but cities).

    The editor offers the following features:
    - the list of facets (a facet is a set of 3 (x,y,z) coordinates) is present at right and allows to hide individual facet.
    When the model is saved, the hidden facets are removed from the model definition (the spatial points are kept for optional revert operation).
    - a texture (dds or tga file) can be chosen and applied to the edited model; this can help to hide the right facets.
    - a background model (with optional texture applied on it) can be used to see the edited model in "real condition" (eg a body part background can be used to edit a gear item).

    Why remove facets could you ask?
    Well, from my point of view, some models are unnecessarily overloaded (for instance I dislike the heavy pot-helmets), one may prefer to make them lighter.
    For example, the Justia helmet can be changed as follows:

    8.2 DDS Files

    This viewer displays the .DDS files (Direct Draw Surface used as textures).

    If a .3DO or .3DC file with same name (but extension) is present in the directory ../3DO/ or ../3DC/ it will be used to render the texture on the 3D model otherwise a square bitmap is displayed.

    8.3 SMOD Files

    This viewer displays the .SMOD files used to describe buildings or large shapes present in landscape.

    9. SVMAP Files

    These server-side files are used to define the location of monsters, NPC, portals on the map.

    For each kind of record (a NPC location for instance) only a few data are required, this dialog so uses a different layout than the previous ones and gives a big place to a pict of the edited map.

    Note that these "map images" are read from the Interface/MiniMap folder; it contains image for "outside fields" and not for the dungeons; Of course one can easily create images for these maps with, for instance, a snapshoot of the views provided by Murat KURT.

    Opening a .svmap file shows the following dialog:

    On top of the right part, an input field and a "Change" button can be used to resize the map; that is the first thing to do when you create a new server map for a new client world. That size can be overestimated, it does not matter; on other hand if your toon respawn when you are walking on a map, it is because its size is too small, enlarge it in this case.

    The "Spots" combobox gives access to the different areas defined by the svmap. Use it to edit the relevant data.

    9.1 Ladders

    This views manages ladders.

    Ladders are present on some towers of "outside" maps and they are used ... to look at the landscape around (?!).
    They are also present in some dungeons (Greendieta floor 1 in the pict above with treasure boxes on top) or to access some platforms (AH for instance).

    As for portals, the world file shall contain the ladder definition and the records defined there shall use 'close enough' coordinates.

    9.2 Monsters Area

    This view manages the locations where the server will spawn monsters.

    The first list contains the coordinates of the extreme point of squares. To change them, select a record from the list, the (x, y, z) of the 2 points are copied into the input fields, make changes and update the spot with the "Set" button.
    To add a new spot, fill-in the fields (or modify filled-in values) and click "Add".
    To remove a spot, select it and press "Del".

    Monsters are never static on the map (except it you provide a null wide box) and they randomly move in the specified box, so make sure to not define too small areas.
    Also you can take advantage of their moves to simplify the definition of the Y (azimut) coordinate, make it a bit higher than the actual ground, the monster will go down to ground level when it will move.

    When you select a spot, the second list is filled-in with the monsters that will spawn in this area.
    An area can contain several type of monsters (each identified by its MobID identifier) and 1 or several instances of each type of mobs.

    To change the type of a mob and/or the number of mobs, select its record, edit and press "Set".
    To add a mob, type-in its MobID and number of instances and press "Add".
    To remove a type of mobs, select the line and press "Del".

    9.3 Monsters List

    This view uses the same information but displays them differently.

    Its purpose is to show where each type of mobs will respawn. That is usefull for leveling maps where the level of mobs will usually grow while crossing the map.

    Additionally, you can double-click on monster to edit it, for instance to make the drops smarter according to the position of the mobs on the map.
    Note that the editor will open and use the monsterEx.sdata file present in the Monster folder of your client data repository; it you have not read or understood the chapters 1 or 6, stop your reading and redo-from-start.

    The 5 element icons at bottom displays the mobs with that element, usefull to balance elemental mobs on the map.

    9.4 Named Areas

    This views manages areas that displays a name when a toon enters into it.

    These spots use the transparent picts present in Interface/Worldname to display the name of the area.
    It is assumed that the area with index i uses the file mapID_i.tga, however this is invalidated by some maps,
    your feedback is so welcome.

    9.5 NPC

    This view manages the location of NPC.

    Actual NPC shall be defined with the NpcQuest.sdata file, this section only defines their positions on the map.

    But you can edit your Client Data/NPC/NpcQuest.sdata file, by double-clicking NPC from this list. Again usefull to verify that merchants inserted on a map provide goods relevant for that map (no weapon lvl 37 at Kanos for instance).

    A NPC's location is (usually) defined by a single point. Unlike monsters, NPCs are indeed usually static.

    The "Position" list lets you add (or remove) additional positions. If several points exist, the NPC will move in loop across these points.

    So if you want the guards to do a little exercise, define several points (close to each other) and if you want the stupid light blacksmith of Karis to stop to move away when you are using it, remove the 3 of the 4 (buggy) points.

    9.6 Portals

    This views manages portals.

    The portals shall exist in the client-sided world file prior to define them here. (Actually you can define them but they won't work.) Their order must also match the one of the wld file.

    The "Add", "Set", input fields, etc work as expected and as described above.

    Point of interest, the "faction" field is not a drop-down with the "light", "dark" choices; indeed portals can depend on a specific event (usually a boss, semi-boss killing) to be usable. In such case the value will match the one defined in Obelisk.ini.

    9.7 Spawn

    This views manages spawn areas, meaning the areas where toons are moved when they town.

    Of course, more than one spawn point can be defined (in not PvP maps), it is asumed that the toon is moved to the nearest point when several points exist.

    Bugs & Requests

    Requests for general interest may be discussed in this thread; specific requests are preferably sent by private mail.
    Bug reports are sent by private mail; reports containing only "it does not work" or listing 50+ times the same mistake will not be processed.


    ZeroSignal for his "shay_data_edit_0-1c" package that gave information on the structure of several files.

    Attila Kovrig for the wonderfull IcoFX application used to create the icon-library.
    (the Visual-Studio 2010 icon-editor is just a crap as compared to this application).

    Release Notes

    v. 0.7.1, June 22, 2011
    - Initial Release on RageZone forum

    Attached Files Attached Files

  4. #4
    Omega ihatehaxor is offline
    The OmegaRank
    Apr 2008 Join Date

    Re: [Release] shStudio (multi-purposes editor)

    Thanks for this amazing release! Looks like you took a lot of time with it.
    Holy fuck time flies and this forum is proof.

    Quote Originally Posted by Akaruz View Post
    RZ is a community , it isnt a group of friends who gather around and make chauvinist or sexist remarks toward other members gender or "ways of life"
    Quote Originally Posted by ihatehaxor View Post

  5. #5
    "Snort Snort" "HEYGUYS!" starkey98 is offline
    True MemberRank
    Aug 2009 Join Date
    North CarolinaLocation

    Re: [Release] shStudio (multi-purposes editor)

    good release

  6. #6
    Account Inactive castor4878 is offline
    Dec 2010 Join Date

    Re: [Release] shStudio (multi-purposes editor)

    Quote Originally Posted by ihatehaxor View Post
    Thanks for this amazing release! Looks like you took a lot of time with it.
    more or less the result of 6 months work (on spare time of course).

    (@starkey, fc07.deviantart.net blocked, thanks for this unnecessary visual assault)
    Last edited by castor4878; 24-06-11 at 03:58 AM.

  7. #7
    Account Inactive masterdl is offline
    Sep 2011 Join Date

    Re: [Release] shStudio (multi-purposes editor)

    for the svmap I am able to see the mob location but the map screen doesnt appear.

    Same problem with all the .svmap

    anyway to fix this?

  8. #8
    Account Inactive castor4878 is offline
    Dec 2010 Join Date

    Re: [Release] shStudio (multi-purposes editor)

    the map displayed by the tools are the tga files present in the interface\MiniMap folder. you must so be sure that:

    a) the path to the client data (the parent of that "interface" folder) is defined as indicated in § 1.1.1
    b) the folder contains an image for the edited map (dungeons don't have image)
    c) the image is not RLE encoded - such compression is not expected there but can be present if images were edited by an external image editor.

  9. #9
    Newbie jhoonyboy is offline
    Nov 2011 Join Date

    Re: [Release] shStudio (multi-purposes editor)

    thanks, great post

  10. #10
    Registered mchan004 is offline
    May 2011 Join Date

    Re: [Release] shStudio (multi-purposes editor)

    how to to expand the content of your data.saf ?

  11. #11
    Registered sominus is offline
    Jan 2012 Join Date

    Re: [Release] shStudio (multi-purposes editor)

    Since you resurrected the thread already, I'll tell you. You need Shaiya Data File tool (a tool made by lilprohacker, google it) to unpack it. Better unpack it all, then set up Castor's tool properly (correct paths) and you're done.

  12. #12
    Account Inactive John Dread is offline
    May 2012 Join Date
    Wherever I mayLocation

    Re: [Release] shStudio (multi-purposes editor)

    nice release in this forum, but just copy/paste from another forum, give the credits

  13. #13
    Account Inactive shaiyatoos is offline
    Jul 2012 Join Date

    Re: [Release] shStudio (multi-purposes editor)

    Thank you very much

  14. #14
    Account Inactive ilordz is offline
    Jan 2011 Join Date

    Re: [Release] shStudio (multi-purposes editor)

    what about 7.5?

  15. #15
    Account Inactive Szoter is offline
    Mar 2013 Join Date

    Re: [Release] shStudio (multi-purposes editor)

    i dont have model, why?

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