Hi guys
I made a sword but when i get into the game to drop it, i got game.exe error I just export it with the name "itWS204.ASE" to the dropitem folder. Please help. thank you
http://img36.picoodle.com/img/img36/...um_09906d6.jpg
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Hi guys
I made a sword but when i get into the game to drop it, i got game.exe error I just export it with the name "itWS204.ASE" to the dropitem folder. Please help. thank you
http://img36.picoodle.com/img/img36/...um_09906d6.jpg
Thank you very much. another question is i want to load the sword to see how it position, size, etc... any1 knows how can i load it in 3ds max?
I got runtime error of client.exe anybody knows why? what I did prior to this was patch every single bmp inside the client folder, because I don't know where they put the file, I found the dropitem location and found the short sword, I rename itws204.smd to itws204.smd.bak, is that okay? this is my first try, if everything goes well, I'll post some of my works here.
should I name the skin bmp the same name as ase? is that why I got runtime error? I though without skin I should still be able to load a skinless weapon.
hihi
i readed the guide
i got a cool idea
i first want to make lvl 1 sword look like lvl 100 sword it's just basic
but i dunno wich files i need to do and shit
tell me wich files i need plz then i can continue
Hehe about modeling weapons. Tried it once myself to model my own weapon and put it into rpt client side just as a replacement for short sword.
this is my sword:
http://i196.photobucket.com/albums/a...kokie/mooi.jpg
But when i got in game the texture was all F***ed up. So never continuit with it. If some1 would try to fix it i can upload files ;)
Oh yeah... I got the texture just from the internet so if it belonge to some1 or some game plz tell me.
yeah robin i did ;)
I don't know how it comes that is so strange in the client... maybe it has something to do with positioning. Cause when i go in client and look the sword then you'll see the sword, inside out, white texture with multiple times the texture in it
And the files you need to make weapons is just 3dsmax and a texture making program like photoshop, photofiltre or even paint.
Could u please upload the sword file or please email me at vykhiemnguyen@hotmail.com
Thank you very much
Here is it. texture included.download
ps. if you going to use this in your server just give me some credits will ya??
Yes, I will. Thank you very much. It's really nice sword. You are good bro.
Can you fix this so it does work good on pristontale? if you do could you send the good version back to me??
yeah i do. But i did modeled it. And i brought it here. i mean. ONLY the texture was from the internet.
I haven't had a chance to work on the sword yet. Im currently working on the wand. Ill let u know later.
Can any1 please show me how to do PIVOT for 2hands staff? Please help Thank you
i was wondering.. if anyone can post a guide on doing CUSTOM Armour for Pristontale?
Here is some WIP for Singapore Pristontale.
1handed Devil Axe
http://i30.photobucket.com/albums/c3...o/devilaxe.jpg
2handed Devil Short Gun
http://i30.photobucket.com/albums/c339/djsho/de.jpg
2handed Devil Scythe
http://i30.photobucket.com/albums/c3...-2-12-9-16.jpg
thats a nice scythe O.o isnt thhe devil scythe the quest scythe tho?
does any1 know how to change if weps are 1 or 2 handed?
i dont understand the exporting part.
anyone mind explaining?
i put it in and i get game error.
shit. someone just mind giving an in depth explanation on EVERYTHING
did you exported as .ase??
if you did are you sure that you deleted the .smd file of the item that you replace?
yeah. i would just like an in depth tut on everything.
anyone know?
http://i30.photobucket.com/albums/c3...2-13-10-19.jpg
http://i30.photobucket.com/albums/c3...12-13-9-15.jpg
http://i30.photobucket.com/albums/c3...12-13-8-36.jpg
http://i30.photobucket.com/albums/c3...12-13-8-12.jpg
http://img260.imageshack.us/img260/4...2152136wt0.jpg
This is my finished.. Devil Gun :D
Man.. seriously.. can anyone teach me how to make custom armour? T_T
teach me how u did that
Could some1 give me the link to where I can download 3d max studio?
I cant fint it anywhere lol :P
-----------------------------
eXperiencePT Owner.
hihi
i have a problem
if i want to get texture .bmp or so
it doesn't show up on that circle but just a picture
and i can't drag it to my model :S
plz help me?
Hi to all... Heres my WIP for lvl 120a... All of the items are watermarked. Im still searching for a Tutorial for making custom armours T_T
http://i30.photobucket.com/albums/c3...6-13-42-34.jpg
http://i30.photobucket.com/albums/c3...7-10-44-30.jpg
http://i30.photobucket.com/albums/c3...7-10-44-24.jpg
All the items done, includes inventory fix for the items.
Please,give me component of tranforme archives .ase
Sorry my english not very good
djsho can u teach me? im just urging to learn
Hello people, i have a small probleme with wearpon look it:
http://www.boostupload.com/files/805_onfloor.jpg
http://www.boostupload.com/files/947_inmyhand.jpg
http://www.boostupload.com/files/967_on3dsmax.jpg
Ok i got a few problems 1 is my item is way to big 2 the textures dont show up 3 the parts of the weapon dont lineup correct. I placed the images i just in the same folder as the *.ase are http://img444.imageshack.us/img444/8484/hmmmmvb9.png The actually in-game sword 1.
http://img265.imageshack.us/img265/2...idwrongtm5.pngThe in-game sword 2.
http://img265.imageshack.us/img265/9665/laamze3.jpgHow sword 2 should be looking.
http://img444.imageshack.us/img444/8352/laam2ys1.jpgHow sword 1 should be looking.
Please help couse i done everything i changed the pivot points and still the sword's end up wrong.
I haven't actually worked on custom model making, but -- LOL. That's a big ass sword.
i think the x y z locations all need to be 0
Xinos, just make the items smaller, that should do it.
Bro, u need to reduce the size by 80%!!!! thats way too big,
Pivoting, need to move them together.
Image, u need to put them in C:\program file\triglowpictures\pristontale\UR own folder
den press M on the 3D max, and get the image from ur new folder.
hope it helps. :D
I know it's way to big but my biggest concern now is that the parts dont line-up.
u need to align all the pivots together..
Uhm i tryed but i got them at the same point but that wouldn't work and if i try to align the pivots and the axis the same way i get the parts in a weird way in 3Ds max *didn't test it in game but it looks weird).
show me some SS? i could guide you out? im a noob modeller.. but i can still guide the basics >_<
Send me the file ill look at it. Then fix it. Then tell you what was wrong.
Ok tnx for the help but first i got to get 3Ds max2008 my 30day trial expired.........
Ill try to fix it myself first and when it really wont work ill send it to you.
could any1 fix the sword that my bro (kokie) made?
we really want it to work but the skin just wont fit on it right >_<
Edit:
Beside that i made a sword for my own but the texture didn't come quite out just like my bro's sword. Ill make some ss for ya sometimes so you can see.
im making a sword i just need to know 1 thing how can i make the sword sides sharp ??
other tips are welcome to :juggle:
Here is a SS of my problem.
http://i196.photobucket.com/albums/a...kokie/AAAH.jpg
As you can see. My sword is bloody white!!! i have everything right as in the tutorial. aah....
Anyone can help me out??
Edit: Another SS
http://i196.photobucket.com/albums/a...okie/error.jpg
As you see the skin is inside out viewing. :S
1st off, u need to use .bmp only, as the client only support that.
2nd. You need to place it in Pristontale/image/sinimage/dropitem folder, den start applying the images :D
djsho Re: [Guide]Item Model Making (Custom Items)
1st off, u need to use .bmp only, as the client only support that.
2nd. You need to place it in Pristontale/image/sinimage/dropitem folder, den start applying the images :D
Did all of it...
if you trust me, add my msn, i`ll settle ur .max field for you.
ngshuhaorobert@hotmail.com
can some one help me with texture programme and why in game that dont apear corectly. my msn is marc007_7@hotmail.fr thx to help me
Hey,
I have a suggestion, if make a team to make new items, they add something to us?
The team could be a model master (I) and two in textures, and course, the programmer.
So?
The following items, im doing as to prepare SGPT for newest update,
SGPT : Battle of the Kingdom Expansion.
So far 2 items done.
1.COMPLETED : Zhuge Fan : lvl 130 Wand [PRS/MGS]
http://i30.photobucket.com/albums/c3.../zhugefan1.jpg
http://i30.photobucket.com/albums/c3...1-12-19-18.jpg
http://i30.photobucket.com/albums/c3...1-12-19-44.jpg
2.COMPLETED: ?? Bing Jian : 130 2h Sword [KS]
http://i30.photobucket.com/albums/c3...o/bingJian.jpg
?? Bing Jian : 130 2h Sword Revision 2
http://i30.photobucket.com/albums/c339/djsho/2-4.jpg
Zangetsu : 130 2h Sword
http://i30.photobucket.com/albums/c3...1-11-19-32.jpg
?? Bing Jian : 130 2h Sword fINAL
http://i30.photobucket.com/albums/c3...-1-11-52-2.jpg
http://i30.photobucket.com/albums/c3...1-11-53-16.jpg
Nice items, really! whats the cap lvl on SGTP? 150, 200 or 250 maybe :P?
lvl cap 149 :D
djsho, if I help you in modeling (which is not his talent), you help me in the integration of items?
hmm
i can try XD
added in MSN :P
So...
I put the *.ASE in directory, and delete the *.smd, but the item not apper.
Why????
Try to read up in the previous post, i think page 1.
I fix that!
You must always put ANY texture in the model, could put it on the first page.
I don't put any texture, because it was only a test. :P
Guys my item is actually black, instead of white .. lol dunno what i did wrong, any suggestions ?
edit: fixed it myself
Moicano news:
Texture BETA 1.0:
http://img50.imageshack.us/img50/2601/proux4.png
you should make it a bit more smooth
Mmmm, people are making some down right sexy models since I've been gone.
SiK!~~~~ where have u been T___T
Ur back? :D
What have you been doing all the time O.o
Did you guys try to make new armor/robe? If u did, can show us how?
i know that rpt have a new robe and a new armor,but i'm not sure they activated it ingame.So i dunno if it works.
rPT changed the texture. Not more.
Your model is Attched?
Its been long time since i been here.
Im glad to see my tutorial being put to use, and some nice items being created!
Sorry i didnt make troubleshoot tutorial. It was very basic how to put texture on item and put it in the game. So I'll just do a few quick answers on what it seems like most people have problems with.
Q1 :"My item is white, what do i do?!!?"
A: A white item is a texture failure. To solve this, make sure you are using bmp files. Check to make sure the bmp path you save it as is where the bmp is. If you rename the bmp, your item will be white! The bmp path must always be the same and in the right location.
Q2:"My item has multiple objects, when i load it in the game they are all over the place!"
A:There are 2 ways to solve this. First, when your objects are finished and textured, merge them all together into 1 object. This eliminates the use of multiple pivots, which can be a pain in the ass to keep track of on complex items. The second is the harder one, which is keeping all the pivots identical. The pivots determine where in "space" the object will be.
Q3: "My textures look like crap and dont line up"
A: I did not cover this in the tutorial, and is a very major component for 3d objects. I did not add this into the tutorial for the reason being it would take ALOT of time to explain. But this is done through "UVMapping". UV mapping is how a texture is placed on an object. This can be very very difficult on complex objects. ID highly recommend searching the web for 3dmax uv mapping tutorials, tips n tricks. Theres lots of them out there. The more complex the shape of your objects are, the more difficult its gonna be to make a nice looking texture, keep this in mind! Sometimes simple is better.
I hope some of these answered your questions. Feel free to reply to this thread if you have more questions.
@ mocaino, try to increase the size of the object,
@sidd, does this occur when you're attacking ?
@robinnete, make sure you use photoshop or paint shop pro to save the bmp's, i had a problem with saving them in paint. My item turned black.
@ Veloci Indeed you should use programs like photoshop or psp. Although i wasnt aware that mspaint doesnt save them correctly, you should still use the other 2 simply cause they are better programs for 2d art.
And one other thing i forgot to mention is the "range" on weapons. Especially on scythe models. If you have range issues on items, you'll have to figure it out for yourself. If i explained how to make proper range on weapons, people can easily manipulate those values to have massive range, aka range hacks. During my countless hours of testing item range, i was able to hit monsters from across maps from just changing the client side models, the models themselves dont need to be server side for this too work. So i WILL NOT explain how to adjust the range on items.
robinette bro, u got a clue for making custom models? or even animating some movements?
Robi did you already manage it to make a custom armor?
u think guyz i can import items ingame if im using SILO2? and plz add me in msn so i can ask to u a lil more
CustodioJames02@hotmail.com thx
http://i30.photobucket.com/albums/c3...ytheByZiDN.jpg
Anyone can teach me how to texture this properly?
djsho:
MSN me:
rianne.moicano@gmail.com
Currently just completed this -> Dual Invoker Spear 130a
http://i30.photobucket.com/albums/c3...o/Project1.jpg
I see this "Dual" in some place.
Dual? humm... :P
Custom armor model:
ImageShack - Hosting :: wheeyg3.jpg
nothing fancy though
W-T-F?
Tutorial plz!
Hello... read this tut. pretty thoroughly. pretty impressed with Peopls work.But i would like to Know if the ASE files can be used in EPT... or does it have to be a private server.
When I had replace the file i over wrote I had the ability to Log in and selct my character; when loading maps and had an error displaing something with GAME exe.
anyone care to point out what might be wrong?
Umm, alright, Xinos, you have to make all the arrows point the same way as they're similar colors... (e.g. make all the green ones face the same way, all the reds the same way and all the blues the same way, and your set)
What do I need to name the skin files? I have them in the dropitem folder but it's just not changing color, so I read back, and there's some specific name for the image files?
I need the most help with this ^ thanks =)
And How can I access the origional files for all the already made items? (like, lets say I want to play with justice sword, without having to recreate it)
Hi all,
I started with modeling again and i came on a little problem i can get the skin on my item, i stays white and i read the tutorial 4times or more so if some give me advise pls help me i really apriciate
http://i25.tinypic.com/2wfj0px.jpg
Heya... to help you out a bit. The skin for the item has to be in the same folder as the drop item. I dont think that it was covered in the first post. tell me if this helps.
with ur post i came on the right path and finnaly i finished the skin Thnx ill post ma sword that i made..i hope u guys like it ^^
http://www.godpt.eu/files/item.jpg
http://www.godpt.eu/files/Swordofanubis.gif
Very nice design! :)
hey sithjuh PM me i need help on something come back often and PM me.
I hope that some1 is kindly enough to us how to do the armor.
Hey everyone i se alota great models here and im suprised to see how the PT section hasnt really developed much at all since me and qauntum left... and since shagpub dont got the time to dev just to mod. But i know i shouldnt be adertising this here but me, happy hardcore, and shagpub have started a new project. And were looking for a few good 3d modelers. So heres the link to the dev forums. Take a look at it, read around. i would read the entire Development section and the New and Updates section. Just so you know whats going on.
http://pristontaleexpansion.atforums.net/index.php
Since I wrote this thing, I thought I'd post it here too:
For doing this, you need an original .ase file from PT (quite a few are around in private server files), a 3d-modelling program and Notepad.
Having something to import the .ase to your modelling program helps quite a lot too. (like 3dwin5)
For this example, I made a plane (4 vertexes and 2 faces) and added a texture to it
http://img143.imageshack.us/img143/4444/71831509cr7.jpg
and exported it as an .ase:
the part you need from this is boldedQuote:
*3DSMAX_ASCIIEXPORT 200
*COMMENT "AsciiExport Version 2,00 - Sun May 18 20:00:53 2008"
*SCENE {
*SCENE_FILENAME ""
*SCENE_FIRSTFRAME 0
*SCENE_LASTFRAME 30
*SCENE_FRAMESPEED 30
*SCENE_TICKSPERFRAME 160
*SCENE_BACKGROUND_STATIC 0.0000 0.0000 0.0000
*SCENE_AMBIENT_STATIC 0.0000 0.0000 0.0000
}
*MATERIAL_LIST {
*MATERIAL_COUNT 1
*MATERIAL 0 {
*MATERIAL_NAME "01 - Default"
*MATERIAL_CLASS "Standard"
*MATERIAL_AMBIENT 0.5882 0.5882 0.5882
*MATERIAL_DIFFUSE 0.5882 0.5882 0.5882
*MATERIAL_SPECULAR 0.9000 0.9000 0.9000
*MATERIAL_SHINE 0.1000
*MATERIAL_SHINESTRENGTH 0.0000
*MATERIAL_TRANSPARENCY 0.0000
*MATERIAL_WIRESIZE 1.0000
*MATERIAL_SHADING Blinn
*MATERIAL_XP_FALLOFF 0.0000
*MATERIAL_SELFILLUM 0.0000
*MATERIAL_FALLOFF In
*MATERIAL_XP_TYPE Filter
*MAP_DIFFUSE {
*MAP_NAME "Map #1"
*MAP_CLASS "Bitmap"
*MAP_SUBNO 1
*MAP_AMOUNT 1.0000
*BITMAP "E:\3dsmax7\images\testi.bmp"
*MAP_TYPE Screen
*UVW_U_OFFSET 0.0000
*UVW_V_OFFSET 0.0000
*UVW_U_TILING 1.0000
*UVW_V_TILING 1.0000
*UVW_ANGLE 0.0000
*UVW_BLUR 1.0000
*UVW_BLUR_OFFSET 0.0000
*UVW_NOUSE_AMT 1.0000
*UVW_NOISE_SIZE 1.0000
*UVW_NOISE_LEVEL 1
*UVW_NOISE_PHASE 0.0000
*BITMAP_FILTER Pyramidal
}
}
}
*GEOMOBJECT {
*NODE_NAME "Plane01"
*NODE_TM {
*NODE_NAME "Plane01"
*INHERIT_POS 0 0 0
*INHERIT_ROT 0 0 0
*INHERIT_SCL 0 0 0
*TM_ROW0 1.0000 0.0000 0.0000
*TM_ROW1 0.0000 -0.0000 1.0000
*TM_ROW2 0.0000 -1.0000 -0.0000
*TM_ROW3 0.0416 -0.0000 48.3722
*TM_POS 0.0416 -0.0000 48.3722
*TM_ROTAXIS -1.0000 0.0000 0.0000
*TM_ROTANGLE 1.5708
*TM_SCALE 1.0000 1.0000 1.0000
*TM_SCALEAXIS 0.0000 0.0000 0.0000
*TM_SCALEAXISANG 0.0000
}
*MESH {
*TIMEVALUE 0
*MESH_NUMVERTEX 4
*MESH_NUMFACES 2
*MESH_VERTEX_LIST {
*MESH_VERTEX 0 -2.4999 -0.0000 45.8307
*MESH_VERTEX 1 2.5832 -0.0000 45.8307
*MESH_VERTEX 2 -2.4999 -0.0000 50.9137
*MESH_VERTEX 3 2.5832 -0.0000 50.9137
}
*MESH_FACE_LIST {
*MESH_FACE 0: A: 2 B: 0 C: 3 AB: 1 BC: 0 CA: 1 *MESH_SMOOTHING 1 *MESH_MTLID 0
*MESH_FACE 1: A: 1 B: 3 C: 0 AB: 1 BC: 0 CA: 1 *MESH_SMOOTHING 1 *MESH_MTLID 0
}
*MESH_NUMTVERTEX 4
*MESH_TVERTLIST {
*MESH_TVERT 0 0.0000 0.1201 0.0000
*MESH_TVERT 1 0.8894 0.1201 0.0000
*MESH_TVERT 2 0.0000 1.0000 0.0000
*MESH_TVERT 3 0.8894 1.0000 0.0000
}
*MESH_NUMTVFACES 2
*MESH_TFACELIST {
*MESH_TFACE 0 2 0 3
*MESH_TFACE 1 1 3 0
}
*MESH_NORMALS {
*MESH_FACENORMAL 0 0.0000 0.0000 1.0000
*MESH_VERTEXNORMAL 2 0.0000 0.0000 1.0000
*MESH_VERTEXNORMAL 0 0.0000 0.0000 1.0000
*MESH_VERTEXNORMAL 3 0.0000 0.0000 1.0000
*MESH_FACENORMAL 1 0.0000 0.0000 1.0000
*MESH_VERTEXNORMAL 1 0.0000 0.0000 1.0000
*MESH_VERTEXNORMAL 3 0.0000 0.0000 1.0000
*MESH_VERTEXNORMAL 0 0.0000 0.0000 1.0000
}
}
*PROP_MOTIONBLUR 0
*PROP_CASTSHADOW 1
*PROP_RECVSHADOW 1
*MATERIAL_REF 0
}
Next open an original .ase file, I'm using salamander armor file for fighter (tmbB14_p.ase, can be found in many private server files)
Adding a new submaterial:
the start of the original .ase looks like this:
to add a new submaterial, copy one of the existing materials and paste it after the last oneQuote:
*3DSMAX_ASCIIEXPORT 200
*COMMENT "AsciiExport Version 2.00 - Mon Jul 18 10:45:12 2005"
*SCENE {
*SCENE_FILENAME "tmbB14_3.max"
*SCENE_FIRSTFRAME 0
*SCENE_LASTFRAME 50
*SCENE_FRAMESPEED 30
*SCENE_TICKSPERFRAME 160
*SCENE_BACKGROUND_STATIC 0.0000 0.0000 0.0000
*SCENE_AMBIENT_STATIC 0.0000 0.0000 0.0000
}
*MATERIAL_LIST {
*MATERIAL_COUNT 2 <--- number of materials in the file
*MATERIAL 0 { <--- first of the materials, the second one isn't in this quote
*MATERIAL_NAME "tmbB13"
*MATERIAL_CLASS "Multi/Sub-Object"
*MATERIAL_AMBIENT 0.5880 0.5880 0.5880
*MATERIAL_DIFFUSE 0.5880 0.5880 0.5880
*MATERIAL_SPECULAR 0.9000 0.9000 0.9000
*MATERIAL_SHINE 0.1000
*MATERIAL_SHINESTRENGTH 0.0000
*MATERIAL_TRANSPARENCY 0.0000
*MATERIAL_WIRESIZE 1.0000
*NUMSUBMTLS 15 <--- number of submaterials for material 0
*SUBMATERIAL 0 {
*MATERIAL_NAME "Material #375"
*MATERIAL_CLASS "Standard"
*MATERIAL_AMBIENT 0.5880 0.5880 0.5880
*MATERIAL_DIFFUSE 0.5880 0.5880 0.5880
*MATERIAL_SPECULAR 0.9000 0.9000 0.9000
*MATERIAL_SHINE 0.1000
*MATERIAL_SHINESTRENGTH 0.0000
*MATERIAL_TRANSPARENCY 0.0000
*MATERIAL_WIRESIZE 1.0000
*MATERIAL_SHADING Blinn
*MATERIAL_XP_FALLOFF 0.0000
*MATERIAL_SELFILLUM 0.0000
*MATERIAL_FALLOFF In
*MATERIAL_XP_TYPE Filter
}
*SUBMATERIAL 1 {
*MATERIAL_NAME "Material #376"
*MATERIAL_CLASS "Standard"
*MATERIAL_AMBIENT 0.5880 0.5880 0.5880
*MATERIAL_DIFFUSE 0.5880 0.5880 0.5880
*MATERIAL_SPECULAR 0.9000 0.9000 0.9000
*MATERIAL_SHINE 0.1000
*MATERIAL_SHINESTRENGTH 0.0000
*MATERIAL_TRANSPARENCY 0.0000
*MATERIAL_WIRESIZE 1.0000
*MATERIAL_SHADING Blinn
*MATERIAL_XP_FALLOFF 0.0000
*MATERIAL_SELFILLUM 0.0000
*MATERIAL_FALLOFF In
*MATERIAL_XP_TYPE Filter
}
*SUBMATERIAL 2 {
*MATERIAL_NAME "Material #377"
*MATERIAL_CLASS "Standard"
*MATERIAL_AMBIENT 0.5880 0.5880 0.5880
*MATERIAL_DIFFUSE 0.5880 0.5880 0.5880
*MATERIAL_SPECULAR 0.9000 0.9000 0.9000
*MATERIAL_SHINE 0.1000
*MATERIAL_SHINESTRENGTH 0.0000
*MATERIAL_TRANSPARENCY 0.0000
*MATERIAL_WIRESIZE 1.0000
*MATERIAL_SHADING Blinn
*MATERIAL_XP_FALLOFF 0.0000
*MATERIAL_SELFILLUM 0.0000
*MATERIAL_FALLOFF In
*MATERIAL_XP_TYPE Filter
}
*SUBMATERIAL 3 {
*MATERIAL_NAME "Material #378"
*MATERIAL_CLASS "Standard"
*MATERIAL_AMBIENT 0.5880 0.5880 0.5880
*MATERIAL_DIFFUSE 0.5880 0.5880 0.5880
*MATERIAL_SPECULAR 0.9000 0.9000 0.9000
*MATERIAL_SHINE 0.1000
*MATERIAL_SHINESTRENGTH 0.0000
*MATERIAL_TRANSPARENCY 0.0000
*MATERIAL_WIRESIZE 1.0000
*MATERIAL_SHADING Blinn
*MATERIAL_XP_FALLOFF 0.0000
*MATERIAL_SELFILLUM 0.0000
*MATERIAL_FALLOFF In
*MATERIAL_XP_TYPE Filter
}
*SUBMATERIAL 4 {
*MATERIAL_NAME "Material #379"
*MATERIAL_CLASS "Standard"
*MATERIAL_AMBIENT 0.5880 0.5880 0.5880
*MATERIAL_DIFFUSE 0.5880 0.5880 0.5880
*MATERIAL_SPECULAR 0.9000 0.9000 0.9000
*MATERIAL_SHINE 0.1000
*MATERIAL_SHINESTRENGTH 0.0000
*MATERIAL_TRANSPARENCY 0.0000
*MATERIAL_WIRESIZE 1.0000
*MATERIAL_SHADING Blinn
*MATERIAL_XP_FALLOFF 0.0000
*MATERIAL_SELFILLUM 0.0000
*MATERIAL_FALLOFF In
*MATERIAL_XP_TYPE Filter
}
*SUBMATERIAL 5 {
*MATERIAL_NAME "Material #380"
*MATERIAL_CLASS "Standard"
*MATERIAL_AMBIENT 0.5880 0.5880 0.5880
*MATERIAL_DIFFUSE 0.5880 0.5880 0.5880
*MATERIAL_SPECULAR 0.9000 0.9000 0.9000
*MATERIAL_SHINE 0.1000
*MATERIAL_SHINESTRENGTH 0.0000
*MATERIAL_TRANSPARENCY 0.0000
*MATERIAL_WIRESIZE 1.0000
*MATERIAL_SHADING Blinn
*MATERIAL_XP_FALLOFF 0.0000
*MATERIAL_SELFILLUM 0.0000
*MATERIAL_FALLOFF In
*MATERIAL_XP_TYPE Filter
}
*SUBMATERIAL 6 {
*MATERIAL_NAME "Material #381"
*MATERIAL_CLASS "Standard"
*MATERIAL_AMBIENT 0.5880 0.5880 0.5880
*MATERIAL_DIFFUSE 0.5880 0.5880 0.5880
*MATERIAL_SPECULAR 0.9000 0.9000 0.9000
*MATERIAL_SHINE 0.1000
*MATERIAL_SHINESTRENGTH 0.0000
*MATERIAL_TRANSPARENCY 0.0000
*MATERIAL_WIRESIZE 1.0000
*MATERIAL_SHADING Blinn
*MATERIAL_XP_FALLOFF 0.0000
*MATERIAL_SELFILLUM 0.0000
*MATERIAL_FALLOFF In
*MATERIAL_XP_TYPE Filter
}
*SUBMATERIAL 7 {
*MATERIAL_NAME "Material #382"
*MATERIAL_CLASS "Standard"
*MATERIAL_AMBIENT 0.5880 0.5880 0.5880
*MATERIAL_DIFFUSE 0.5880 0.5880 0.5880
*MATERIAL_SPECULAR 0.9000 0.9000 0.9000
*MATERIAL_SHINE 0.1000
*MATERIAL_SHINESTRENGTH 0.0000
*MATERIAL_TRANSPARENCY 0.0000
*MATERIAL_WIRESIZE 1.0000
*MATERIAL_SHADING Blinn
*MATERIAL_XP_FALLOFF 0.0000
*MATERIAL_SELFILLUM 0.0000
*MATERIAL_FALLOFF In
*MATERIAL_XP_TYPE Filter
}
*SUBMATERIAL 8 {
*MATERIAL_NAME "Material #383"
*MATERIAL_CLASS "Standard"
*MATERIAL_AMBIENT 0.5880 0.5880 0.5880
*MATERIAL_DIFFUSE 0.5880 0.5880 0.5880
*MATERIAL_SPECULAR 0.9000 0.9000 0.9000
*MATERIAL_SHINE 0.1000
*MATERIAL_SHINESTRENGTH 0.0000
*MATERIAL_TRANSPARENCY 0.0000
*MATERIAL_WIRESIZE 1.0000
*MATERIAL_SHADING Blinn
*MATERIAL_XP_FALLOFF 0.0000
*MATERIAL_SELFILLUM 0.0000
*MATERIAL_FALLOFF In
*MATERIAL_XP_TYPE Filter
}
*SUBMATERIAL 9 {
*MATERIAL_NAME "Material #384"
*MATERIAL_CLASS "Standard"
*MATERIAL_AMBIENT 0.5880 0.5880 0.5880
*MATERIAL_DIFFUSE 0.5880 0.5880 0.5880
*MATERIAL_SPECULAR 0.9000 0.9000 0.9000
*MATERIAL_SHINE 0.1000
*MATERIAL_SHINESTRENGTH 0.0000
*MATERIAL_TRANSPARENCY 0.0000
*MATERIAL_WIRESIZE 1.0000
*MATERIAL_SHADING Blinn
*MATERIAL_XP_FALLOFF 0.0000
*MATERIAL_SELFILLUM 0.0000
*MATERIAL_FALLOFF In
*MATERIAL_XP_TYPE Filter
}
*SUBMATERIAL 10 {
*MATERIAL_NAME "Material #385"
*MATERIAL_CLASS "Standard"
*MATERIAL_AMBIENT 0.5880 0.5880 0.5880
*MATERIAL_DIFFUSE 0.5880 0.5880 0.5880
*MATERIAL_SPECULAR 0.9000 0.9000 0.9000
*MATERIAL_SHINE 0.1000
*MATERIAL_SHINESTRENGTH 0.0000
*MATERIAL_TRANSPARENCY 0.0000
*MATERIAL_WIRESIZE 1.0000
*MATERIAL_SHADING Blinn
*MATERIAL_XP_FALLOFF 0.0000
*MATERIAL_SELFILLUM 0.0000
*MATERIAL_FALLOFF In
*MATERIAL_XP_TYPE Filter
}
*SUBMATERIAL 11 {
*MATERIAL_NAME "Material #386"
*MATERIAL_CLASS "Standard"
*MATERIAL_AMBIENT 0.5880 0.5880 0.5880
*MATERIAL_DIFFUSE 0.5880 0.5880 0.5880
*MATERIAL_SPECULAR 0.9000 0.9000 0.9000
*MATERIAL_SHINE 0.1000
*MATERIAL_SHINESTRENGTH 0.0000
*MATERIAL_TRANSPARENCY 0.0000
*MATERIAL_WIRESIZE 1.0000
*MATERIAL_SHADING Blinn
*MATERIAL_XP_FALLOFF 0.0000
*MATERIAL_SELFILLUM 0.0000
*MATERIAL_FALLOFF In
*MATERIAL_XP_TYPE Filter
}
*SUBMATERIAL 12 {
*MATERIAL_NAME "Material #1"
*MATERIAL_CLASS "Standard"
*MATERIAL_AMBIENT 0.1791 0.0654 0.0654
*MATERIAL_DIFFUSE 0.5373 0.1961 0.1961
*MATERIAL_SPECULAR 0.9000 0.9000 0.9000
*MATERIAL_SHINE 0.2500
*MATERIAL_SHINESTRENGTH 0.0500
*MATERIAL_TRANSPARENCY 0.0000
*MATERIAL_WIRESIZE 1.0000
*MATERIAL_SHADING Blinn
*MATERIAL_XP_FALLOFF 0.0000
*MATERIAL_SELFILLUM 0.5000
*MATERIAL_FALLOFF In
*MATERIAL_XP_TYPE Filter
*MAP_DIFFUSE {
*MAP_NAME "Map #0"
*MAP_CLASS "Bitmap"
*MAP_SUBNO 1
*MAP_AMOUNT 1.0000
*BITMAP "D:\____\__________8____\______\TmbB14a.bmp"
*MAP_TYPE Screen
*UVW_U_OFFSET 0.0000
*UVW_V_OFFSET 0.0000
*UVW_U_TILING 1.0000
*UVW_V_TILING 1.0000
*UVW_ANGLE 0.0000
*UVW_BLUR 1.0000
*UVW_BLUR_OFFSET 0.0000
*UVW_NOUSE_AMT 1.0000
*UVW_NOISE_SIZE 1.0000
*UVW_NOISE_LEVEL 1
*UVW_NOISE_PHASE 0.0000
*BITMAP_FILTER Pyramidal
}
}
*SUBMATERIAL 13 {
*MATERIAL_NAME "Material #2"
*MATERIAL_CLASS "Standard"
*MATERIAL_AMBIENT 0.0667 0.1843 0.0588
*MATERIAL_DIFFUSE 0.2000 0.5529 0.1765
*MATERIAL_SPECULAR 0.9000 0.9000 0.9000
*MATERIAL_SHINE 0.2500
*MATERIAL_SHINESTRENGTH 0.0500
*MATERIAL_TRANSPARENCY 0.0000
*MATERIAL_WIRESIZE 1.0000
*MATERIAL_SHADING Blinn
*MATERIAL_XP_FALLOFF 0.0000
*MATERIAL_SELFILLUM 0.5000
*MATERIAL_FALLOFF In
*MATERIAL_XP_TYPE Filter
*MAP_DIFFUSE {
*MAP_NAME "Map #1"
*MAP_CLASS "Bitmap"
*MAP_SUBNO 1
*MAP_AMOUNT 1.0000
*BITMAP "D:\____\__________8____\______\TmbB14b.bmp"
*MAP_TYPE Screen
*UVW_U_OFFSET 0.0000
*UVW_V_OFFSET 0.0000
*UVW_U_TILING 1.0000
*UVW_V_TILING 1.0000
*UVW_ANGLE 0.0000
*UVW_BLUR 1.0000
*UVW_BLUR_OFFSET 0.0000
*UVW_NOUSE_AMT 1.0000
*UVW_NOISE_SIZE 1.0000
*UVW_NOISE_LEVEL 1
*UVW_NOISE_PHASE 0.0000
*BITMAP_FILTER Pyramidal
}
}
*SUBMATERIAL 14 {
*MATERIAL_NAME "Material #126"
*MATERIAL_CLASS "Standard"
*MATERIAL_AMBIENT 0.5880 0.5880 0.5880
*MATERIAL_DIFFUSE 0.5880 0.5880 0.5880
*MATERIAL_SPECULAR 0.9000 0.9000 0.9000
*MATERIAL_SHINE 0.1000
*MATERIAL_SHINESTRENGTH 0.0000
*MATERIAL_TRANSPARENCY 0.0000
*MATERIAL_WIRESIZE 1.0000
*MATERIAL_SHADING Blinn
*MATERIAL_XP_FALLOFF 0.0000
*MATERIAL_SELFILLUM 0.5000
*MATERIAL_FALLOFF In
*MATERIAL_XP_TYPE Filter
*MAP_DIFFUSE {
*MAP_NAME "Map #11"
*MAP_CLASS "Bitmap"
*MAP_SUBNO 1
*MAP_AMOUNT 1.0000
*BITMAP "D:\____\__________8____\______\TmbB14c.bmp"
*MAP_TYPE Screen
*UVW_U_OFFSET 0.0000
*UVW_V_OFFSET 0.0000
*UVW_U_TILING 1.0000
*UVW_V_TILING 1.0000
*UVW_ANGLE 0.0000
*UVW_BLUR 1.0000
*UVW_BLUR_OFFSET 0.0000
*UVW_NOUSE_AMT 1.0000
*UVW_NOISE_SIZE 1.0000
*UVW_NOISE_LEVEL 1
*UVW_NOISE_PHASE 0.0000
*BITMAP_FILTER Pyramidal
}
}
<new submaterial goes here>
}
change the *NUMSUBMTLS according to the numbers of submaterials you now haveQuote:
*SUBMATERIAL 15 { <--- change the number of course
*MATERIAL_NAME "Material #432" <--- not quite sure if it's necessary to change this one
*MATERIAL_CLASS "Standard"
*MATERIAL_AMBIENT 0.5880 0.5880 0.5880
*MATERIAL_DIFFUSE 0.5880 0.5880 0.5880
*MATERIAL_SPECULAR 0.9000 0.9000 0.9000
*MATERIAL_SHINE 0.1000
*MATERIAL_SHINESTRENGTH 0.0000
*MATERIAL_TRANSPARENCY 0.0000
*MATERIAL_WIRESIZE 1.0000
*MATERIAL_SHADING Blinn
*MATERIAL_XP_FALLOFF 0.0000
*MATERIAL_SELFILLUM 0.5000
*MATERIAL_FALLOFF In
*MATERIAL_XP_TYPE Filter
*MAP_DIFFUSE {
*MAP_NAME "Map #11"
*MAP_CLASS "Bitmap"
*MAP_SUBNO 1
*MAP_AMOUNT 1.0000
*BITMAP "D:\____\__________8____\______\testi.bmp" <--- if you do it like this, the material needs to be in the armor folder
*MAP_TYPE Screen
*UVW_U_OFFSET 0.0000
*UVW_V_OFFSET 0.0000
*UVW_U_TILING 1.0000
*UVW_V_TILING 1.0000
*UVW_ANGLE 0.0000
*UVW_BLUR 1.0000
*UVW_BLUR_OFFSET 0.0000
*UVW_NOUSE_AMT 1.0000
*UVW_NOISE_SIZE 1.0000
*UVW_NOISE_LEVEL 1
*UVW_NOISE_PHASE 0.0000
*BITMAP_FILTER Pyramidal
}
}
Assigning the material to a geomobject:
this object only has 2 faces, so it's like this:Quote:
*PROP_MOTIONBLUR 0
*PROP_CASTSHADOW 1
*PROP_RECVSHADOW 1
*MATERIAL_REF 0 <--- this is the number of the material (main one)
change the *MESH_MTLID to the number of the submaterial (to 15 in this case)Quote:
}
*MESH_FACE_LIST {
*MESH_FACE 0: A: 2 B: 0 C: 3 AB: 1 BC: 0 CA: 1 *MESH_SMOOTHING 1 *MESH_MTLID 0
*MESH_FACE 1: A: 1 B: 3 C: 0 AB: 1 BC: 0 CA: 1 *MESH_SMOOTHING 1 *MESH_MTLID 0
}
Assigning vertexes to a bone:
this object only has 4 vertexes, so it's easy to do. I'll be assigning them to the head bone ("Bip01 Head")
change the end of the geomobject data to this
So.. That's it.Quote:
*PROP_MOTIONBLUR 0
*PROP_CASTSHADOW 1
*PROP_RECVSHADOW 1
*MATERIAL_REF 0
*PHYSIQUE {
*PHYSIQUE_NUMVERTEXASSIGNMENT 4 <--- 4 vertexes in the item, so this needs to be 4
*PHYSIQUE_VERTEXASSIGNMENT_NONBLENDED_RIGIDTYPE 0 "Bip01 Head"
*PHYSIQUE_VERTEXASSIGNMENT_NONBLENDED_RIGIDTYPE 1 "Bip01 Head"
*PHYSIQUE_VERTEXASSIGNMENT_NONBLENDED_RIGIDTYPE 2 "Bip01 Head"
*PHYSIQUE_VERTEXASSIGNMENT_NONBLENDED_RIGIDTYPE 3 "Bip01 Head"
}
}
now the geomobject looks like this:
copypaste it to the original .aseQuote:
*GEOMOBJECT {
*NODE_NAME "Plane01"
*NODE_TM {
*NODE_NAME "Plane01"
*INHERIT_POS 0 0 0
*INHERIT_ROT 0 0 0
*INHERIT_SCL 0 0 0
*TM_ROW0 1.0000 0.0000 0.0000
*TM_ROW1 0.0000 -0.0000 1.0000
*TM_ROW2 0.0000 -1.0000 -0.0000
*TM_ROW3 0.0416 -0.0000 48.3722
*TM_POS 0.0416 -0.0000 48.3722
*TM_ROTAXIS -1.0000 0.0000 0.0000
*TM_ROTANGLE 1.5708
*TM_SCALE 1.0000 1.0000 1.0000
*TM_SCALEAXIS 0.0000 0.0000 0.0000
*TM_SCALEAXISANG 0.0000
}
*MESH {
*TIMEVALUE 0
*MESH_NUMVERTEX 4
*MESH_NUMFACES 2
*MESH_VERTEX_LIST {
*MESH_VERTEX 0 -2.4999 -0.0000 45.8307
*MESH_VERTEX 1 2.5832 -0.0000 45.8307
*MESH_VERTEX 2 -2.4999 -0.0000 50.9137
*MESH_VERTEX 3 2.5832 -0.0000 50.9137
}
*MESH_FACE_LIST {
*MESH_FACE 0: A: 2 B: 0 C: 3 AB: 1 BC: 0 CA: 1 *MESH_SMOOTHING 1 *MESH_MTLID 15
*MESH_FACE 1: A: 1 B: 3 C: 0 AB: 1 BC: 0 CA: 1 *MESH_SMOOTHING 1 *MESH_MTLID 15
}
*MESH_NUMTVERTEX 4
*MESH_TVERTLIST {
*MESH_TVERT 0 0.0000 0.1201 0.0000
*MESH_TVERT 1 0.8894 0.1201 0.0000
*MESH_TVERT 2 0.0000 1.0000 0.0000
*MESH_TVERT 3 0.8894 1.0000 0.0000
}
*MESH_NUMTVFACES 2
*MESH_TFACELIST {
*MESH_TFACE 0 2 0 3
*MESH_TFACE 1 1 3 0
}
*MESH_NORMALS {
*MESH_FACENORMAL 0 0.0000 0.0000 1.0000
*MESH_VERTEXNORMAL 2 0.0000 0.0000 1.0000
*MESH_VERTEXNORMAL 0 0.0000 0.0000 1.0000
*MESH_VERTEXNORMAL 3 0.0000 0.0000 1.0000
*MESH_FACENORMAL 1 0.0000 0.0000 1.0000
*MESH_VERTEXNORMAL 1 0.0000 0.0000 1.0000
*MESH_VERTEXNORMAL 3 0.0000 0.0000 1.0000
*MESH_VERTEXNORMAL 0 0.0000 0.0000 1.0000
}
}
*PROP_MOTIONBLUR 0
*PROP_CASTSHADOW 1
*PROP_RECVSHADOW 1
*MATERIAL_REF 0
*PHYSIQUE {
*PHYSIQUE_NUMVERTEXASSIGNMENT 4
*PHYSIQUE_VERTEXASSIGNMENT_NONBLENDED_RIGIDTYPE 0 "Bip01 Head"
*PHYSIQUE_VERTEXASSIGNMENT_NONBLENDED_RIGIDTYPE 1 "Bip01 Head"
*PHYSIQUE_VERTEXASSIGNMENT_NONBLENDED_RIGIDTYPE 2 "Bip01 Head"
*PHYSIQUE_VERTEXASSIGNMENT_NONBLENDED_RIGIDTYPE 3 "Bip01 Head"
}
}
If, like me, you don't know what/where determines which geomobject will be shown ingame, you need to change the names in
to names that are already used in the armor file. If you find out where you can determine what geomobjects are shown, please tell me too :PQuote:
*NODE_NAME "Plane01"
*NODE_TM {
*NODE_NAME "Plane01"
Ok, so now we just put it ingame
Put the file in the armor folder (or monster folder if you're changing a monster, of course)
if you're using tmbB14_p.ase, you need to remove the "_p" from the name, be sure to back up the file tmbB14.smd
launch the game and it should look like this (the thing on top of his head):
http://img507.imageshack.us/my.php?image=guidept6.jpg
Don't mind the random textures in the other parts of the armor and in the background :P I've been doing horrible things to my item files for so long that the game is starting to look like crap lol...
If it crashes, you did something wrong. If you want it to work, be careful not to make any mistakes
Hope this is of some help to some of you :P
Please correct me if I made a mistake writing it, and feel free to ask if you don't understand some part of it.