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Error on formuladata
is the ID more 256 he insert Group -1
Group 3 in S16 1-1 have more 256....
Thank you, I changed it to 16bit. It should okay now.
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Error on formuladata
is the ID more 256 he insert Group -1
Group 3 in S16 1-1 have more 256....
Hi guys,
I have a unity project too and this tool help me a lot but, I can convert items, weapons, map objects to fbx and import them to unity but I can’t convert terrain height, terrain light and most important terrain object files.
From older versions I convert map objects file with pentium tool and then export to txt so I create a script to read it and place automatically objects. So my question, is there a way someone make or help to create a conversion tool at least for terrain object files?
And if anyone want to help or make a tool to convert all client files like interface, skills or what ever.
Here some pics of my project,
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In this project the only problem i deal with is terrain height. I convert using pentium tool from season 6 but holes are wrong.
Then I try to save .map using again pentium tool so I can use terrain texture tiles but was wrong.
Terrain textures are better by hand and from start but holes are important to be the map as much possible as original.
This have to be for objects too. Here in these pictures I convert from s6 again the terrainobject.obj from client using pentium tool and works, but for low seasons. I need for higher up to s18.
Any way, I will continue projects until someone help.
After a satisfying version I will release it free for anyone who want to try or continue with me.
solarismu
Hey! Testing some animations form Player, I got some issues.
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Any Help with opening .gfx / .dds Files ???
It can dec&enc .att .map .obj files. (binary files, not friendly for user/reader)
I suggest using WorldEditor to work with these files instead.
Project default (and ONLY) build setting:
- VS2019
- Windows 10
- x86 (Win32)
- Release (speed optimize)
You may need VS2015/17/19/...
or VC++ redistributable packages.
Thank you moacir.Thank you very much, I'm developing an MMORPG with some things similar to MuOnline, and I remembered that the animation part of MU is very complete, this software was able to generate the reverse animations in an excellent way for Blender.
Only the frame rate of the animations that is accelerated needs to be calibrated at 0.25 (I believe this is ideal).
The only problem is that Season 18 has over 300 animations, and they are unnamed, so you have to rate each one.
EDIT:
To help some people, I uploaded the following files:
.blend: Option to open in blender and change the 3d model and so on.
.fbx: Can be imported into Unity and generate prefabs
.unitypackage: Package for unity, just 2 clicks
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Thank you moacir.
These animations are from what client?
Great work,ty.Link:
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Link:
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BOOL MuCrypto::ModulusDecrypt(std::vector<BYTE>& buf)
{
if (buf.size() < 34) return FALSE;
BYTE key_1[33] = _MU_MODULUS_KEY_;
BYTE key_2[33] = { 0 };
DWORD algorithm_1 = buf[1];
DWORD algorithm_2 = buf[0];
size_t size = buf.size();
size_t data_size = size - 34;
InitModulusCrypto(algorithm_1, key_1, 32);
size_t block_size = 1024 - (1024 % GetBlockSize());
//.......omit.......
//.......omit.......
}
int MapFileDecryptNew(BYTE *pbyDst, BYTE *pbySrc, int iSize)
{
int KeyLength; // eax
int blockSize2; // eax
char algorithm0; // [esp+8h] [ebp-78h]
char algorithm1; // [esp+9h] [ebp-77h]
char mapKeys2[34]; // [esp+Ah] [ebp-76h] BYREF
char mapKeys[36]; // [esp+2Ch] [ebp-54h] BYREF
int g_CryptoModulus1[2]; // [esp+50h] [ebp-30h] BYREF
int g_CryptoModulus[2]; // [esp+58h] [ebp-28h] BYREF
int temp_iSize; // [esp+60h] [ebp-20h]
int tempLen; // [esp+64h] [ebp-1Ch]
int dataSize; // [esp+68h] [ebp-18h]
int blockSize1; // [esp+6Ch] [ebp-14h]
BYTE *tempBuffer; // [esp+70h] [ebp-10h]
int v17; // [esp+7Ch] [ebp-4h]
if ( !pbyDst )
return iSize - 34;
algorithm0 = *pbySrc;
algorithm1 = pbySrc[1];
strcpy(mapKeys, "webzen#@!01webzen#@!01webzen#@!0");
CCryptoModulus::Ctor(g_CryptoModulus);
v17 = 0;
KeyLength = GetKeyLength(mapKeys);
CCryptoModulus::Init(g_CryptoModulus, algorithm1, (int)mapKeys, KeyLength);
blockSize1 = CCryptoModulus::GetBufferSize(g_CryptoModulus, 1024);
dataSize = iSize - 34;
if ( iSize - 34 > 4 * blockSize1 )
{
tempLen = dataSize >> 1;
tempBuffer = &pbySrc[(dataSize >> 1) + 2];
CCryptoModulus::_Decrypt(tempBuffer, tempBuffer, blockSize1);
}
if ( dataSize > blockSize1 )
{
tempBuffer = &pbySrc[iSize - blockSize1];
CCryptoModulus::_Decrypt(tempBuffer, tempBuffer, blockSize1);
tempBuffer = pbySrc + 2;
CCryptoModulus::_Decrypt(pbySrc + 2, pbySrc + 2, blockSize1);
}
std::memcpy((unsigned int)mapKeys2, (unsigned int)(pbySrc + 2), 0x20u);
std::memcpy((unsigned int)pbyDst, (unsigned int)(pbySrc + 34), dataSize);
CCryptoModulus::Ctor(g_CryptoModulus1);
LOBYTE(v17) = 1;
CCryptoModulus::Init(g_CryptoModulus1, algorithm0, (int)mapKeys2, 32);
blockSize2 = CCryptoModulus::GetBufferSize(g_CryptoModulus1, dataSize);
CCryptoModulus::_Decrypt(pbyDst, pbyDst, blockSize2);
temp_iSize = iSize;
LOBYTE(v17) = 0;
sub_168EDE0(g_CryptoModulus1);
v17 = -1;
sub_168EDE0(g_CryptoModulus);
return temp_iSize;
}
int GetKeyLength(char* mapKeys)
{
char* p = mapKeys;
while ((unsigned char)p & 3) // Check if the address is aligned to 4 bytes
if (!*p++)
return p - 1 - mapKeys;
while (true)
{
int val = (int)p ^ 0x7EFEFEFF;
if (((val - 0xFF) & ~val & 0xFF00))
{
if (!(p + 3)) return p - mapKeys + 3;
else if (!(p + 2)) return p - mapKeys + 2;
else if (!*(p + 1)) return p - mapKeys + 1;
else return p - mapKeys;
}
p += 4;
}
return 0;
}
Como consigo converter os mapas para o blender?Oi pessoal,
Eu tenho um projeto de unidade também e esta ferramenta me ajuda muito, mas, eu posso converter itens, armas, objetos de mapa para fbx e importá-los para unidade, mas eu não posso converter a altura do terreno, luz do terreno e arquivos de objetos de terreno mais importantes.
De versões mais antigas eu converto o arquivo de objetos de mapa com a ferramenta pentium e, em seguida, exporto para txt para que eu crie um script para lê-lo e colocar objetos automaticamente. Então, minha pergunta, existe uma maneira de alguém fazer ou ajudar a criar uma ferramenta de conversão, pelo menos para arquivos de objetos de terreno?
E se alguém quiser ajudar ou fazer uma ferramenta para converter todos os arquivos do cliente, como interface, habilidades ou o que quer que seja.
Aqui algumas fotos do meu projeto,
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Neste projeto, o único problema que eu lido é a altura do terreno. Eu converto usando a ferramenta pentium da 6ª temporada, mas os buracos estão errados.
Então eu tento salvar .map usando novamente a ferramenta pentium para que eu possa usar azulejos de textura de terreno, mas estava errado.
As texturas do terreno são melhores à mão e desde o início, mas os buracos são importantes para ser o mapa tanto quanto original.
Isso tem que ser para objetos também. Aqui nessas fotos eu converto do s6 novamente o terrainobject.obj do cliente usando a ferramenta pentium e funciona, mas para temporadas baixas. Preciso de mais alto até s18.
De qualquer forma, continuarei os projetos até que alguém ajude.
Depois de uma versão satisfatória eu vou liberá-lo gratuitamente para quem quiser tentar ou continuar comigo.
You can not convert maps to blender!Como consigo converter os mapas para o blender?
Thanks for the answer, would you know if there's a way to get the DATA objects along with the coordinates?You can not convert maps to blender!
Maps, are a complicated thing. What i have done as you can see in photos above? I convert terrainheight file from client and import it in unity terrain BUT, the conversion is not exactly as good as the same map in unity. I mean, the ground is not the same as in mu and this is logical because there are two different game engines.
What you mean?Thanks for the answer, would you know if there's a way to get the DATA objects along with the coordinates?