hello:
this is all the code i put in my files.
Spoiler:
so i wanted to learn how to add the missing maps to get my server to v18 so i start to add traseia.
this is what i did
i took all models related to RARTESIA from the model folder from another sever and added them to mine.
(i put these file in both the resource model and client model)
i took the files related to RARTESIA inside the world folder from another server and added them to mine.
(i put these file in both the resource world and client world)
i also looked for all files that were connected to traseia inside .res files
i defined the new world in defineWorld.h like so
Spoiler:
Code:#define WI_WORLD_RARTESIA 4
then i added this code to defineobj.h
Spoiler:
Code:#define MI_RABBITGUARDER01 1157 #define MI_TUTTLESWORDER01 1158 #define MI_TUTTLEFIGHTER01 1159 #define MI_TUTTLEASSASSIN01 1160 #define MI_TUTTLESPEAR01 1161 #define MI_TUTTLEAXE01 1162 #define MI_TUTTLEKING01 1163 #define XI_RARFLOWER01 1929 #define XI_RARGROUND01 1930 #define XI_RARTREE01 1931 #define XI_RARTREE02 1932
i then added this code to World.inc
Spoiler:
Code:WI_WORLD_RARTESIA "WdRartesia" WI_WORLD_RARTESIA SetTitle ( IDS_WORLD_INC_000056 );
added this to world.txt.txt
Spoiler:
Code:IDS_WORLD_INC_000056 Rartesia
then i added this code to mdlDyna.inc
Spoiler:
Code:"라르테시아" { "Sfx_RartesiaFlower01" XI_RARFLOWER01 MODELTYPE_SFX "" 0 MD_FAR 0 1.0f 0 1 ATEX_NONE 1 "Sfx_RartesiaGround01" XI_RARGROUND01 MODELTYPE_SFX "" 0 MD_FAR 0 1.0f 0 1 ATEX_NONE 1 "Sfx_RartesiaTree01" XI_RARTREE01 MODELTYPE_SFX "" 0 MD_FAR 0 1.0f 0 1 ATEX_NONE 1 "Sfx_RartesiaTree02" XI_RARTREE02 MODELTYPE_SFX "" 0 MD_FAR 0 1.0f 0 1 ATEX_NONE 1 } //16차 라르테시아 유료지역 몬스터 RABBITGUARDER MI_RABBITGUARDER01 MODELTYPE_ANIMATED_MESH "" 0 MD_MID 0 1.5f 0 1 ATEX_NONE 1 { "stand" MTI_STAND "walk" MTI_WALK "idle1" MTI_IDLE1 "idle1" MTI_IDLE2 "dmg1" MTI_DMG1 "dmg2" MTI_DMG2 "dmgFly" MTI_DMGFLY "dmgDie" MTI_DMGDIE "dmgLive" MTI_DMGLIVE "die1" MTI_DIE1 "atk1" MTI_ATK1 "atk2" MTI_ATK2 "atk2" MTI_ATK3 "groggy" MTI_GROGGY // extra "walk" MTI_JUMP1 "walk" MTI_JUMP2 "walk" MTI_JUMP3 "walk" MTI_JUMP4 "walk" MTI_RUN } TUTTLESWORDER MI_TUTTLESWORDER01 MODELTYPE_ANIMATED_MESH "" 0 MD_MID 0 1.5f 0 1 ATEX_NONE 1 { "stand" MTI_STAND "walk" MTI_WALK "idle1" MTI_IDLE1 "idle1" MTI_IDLE2 "dmg1" MTI_DMG1 "dmg2" MTI_DMG2 "dmgFly" MTI_DMGFLY "dmgDie" MTI_DMGDIE "dmgLive" MTI_DMGLIVE "die1" MTI_DIE1 "atk1" MTI_ATK1 "atk2" MTI_ATK2 "atk2" MTI_ATK3 "groggy" MTI_GROGGY // extra "walk" MTI_JUMP1 "walk" MTI_JUMP2 "walk" MTI_JUMP3 "walk" MTI_JUMP4 "walk" MTI_RUN } TUTTLEFIGHTER MI_TUTTLEFIGHTER01 MODELTYPE_ANIMATED_MESH "" 0 MD_MID 0 1.5f 0 1 ATEX_NONE 1 { "stand" MTI_STAND "walk" MTI_WALK "idle1" MTI_IDLE1 "idle1" MTI_IDLE2 "dmg1" MTI_DMG1 "dmg2" MTI_DMG2 "dmgFly" MTI_DMGFLY "dmgDie" MTI_DMGDIE "dmgLive" MTI_DMGLIVE "die1" MTI_DIE1 "atk1" MTI_ATK1 "atk2" MTI_ATK2 "atk2" MTI_ATK3 "groggy" MTI_GROGGY // extra "walk" MTI_JUMP1 "walk" MTI_JUMP2 "walk" MTI_JUMP3 "walk" MTI_JUMP4 "walk" MTI_RUN } TUTTLEASSASSIN MI_TUTTLEASSASSIN01 MODELTYPE_ANIMATED_MESH "" 0 MD_MID 0 1.5f 0 1 ATEX_NONE 1 { "stand" MTI_STAND "walk" MTI_WALK "idle1" MTI_IDLE1 "idle1" MTI_IDLE2 "dmg1" MTI_DMG1 "dmg2" MTI_DMG2 "dmgFly" MTI_DMGFLY "dmgDie" MTI_DMGDIE "dmgLive" MTI_DMGLIVE "die1" MTI_DIE1 "atk1" MTI_ATK1 "atk2" MTI_ATK2 "atk2" MTI_ATK3 "groggy" MTI_GROGGY // extra "walk" MTI_JUMP1 "walk" MTI_JUMP2 "walk" MTI_JUMP3 "walk" MTI_JUMP4 "walk" MTI_RUN } TUTTLESPEAR MI_TUTTLESPEAR01 MODELTYPE_ANIMATED_MESH "" 0 MD_MID 0 1.5f 0 1 ATEX_NONE 1 { "stand" MTI_STAND "walk" MTI_WALK "idle1" MTI_IDLE1 "idle1" MTI_IDLE2 "dmg1" MTI_DMG1 "dmg2" MTI_DMG2 "dmgFly" MTI_DMGFLY "dmgDie" MTI_DMGDIE "dmgLive" MTI_DMGLIVE "die1" MTI_DIE1 "atk1" MTI_ATK1 "atk2" MTI_ATK2 "atk2" MTI_ATK3 "groggy" MTI_GROGGY // extra "walk" MTI_JUMP1 "walk" MTI_JUMP2 "walk" MTI_JUMP3 "walk" MTI_JUMP4 "walk" MTI_RUN } TUTTLEAXE MI_TUTTLEAXE01 MODELTYPE_ANIMATED_MESH "" 0 MD_MID 0 1.5f 0 1 ATEX_NONE 1 { "stand" MTI_STAND "walk" MTI_WALK "idle1" MTI_IDLE1 "idle1" MTI_IDLE2 "dmg1" MTI_DMG1 "dmg2" MTI_DMG2 "dmgFly" MTI_DMGFLY "dmgDie" MTI_DMGDIE "dmgLive" MTI_DMGLIVE "die1" MTI_DIE1 "atk1" MTI_ATK1 "atk2" MTI_ATK2 "atk2" MTI_ATK3 "groggy" MTI_GROGGY // extra "walk" MTI_JUMP1 "walk" MTI_JUMP2 "walk" MTI_JUMP3 "walk" MTI_JUMP4 "walk" MTI_RUN } TUTTLEKING MI_TUTTLEKING01 MODELTYPE_ANIMATED_MESH "" 0 MD_MID 0 2.5f 0 1 ATEX_NONE 1 { "stand" MTI_STAND "walk" MTI_WALK "idle1" MTI_IDLE1 "idle1" MTI_IDLE2 "dmg1" MTI_DMG1 "dmg2" MTI_DMG2 "dmgFly" MTI_DMGFLY "dmgDie" MTI_DMGDIE "dmgLive" MTI_DMGLIVE "die1" MTI_DIE1 "atk1" MTI_ATK1 "atk2" MTI_ATK2 "atk3" MTI_ATK3 "groggy" MTI_GROGGY // extra "walk" MTI_JUMP1 "walk" MTI_JUMP2 "walk" MTI_JUMP3 "walk" MTI_JUMP4 "walk" MTI_RUN }
then i added this to PropmoverEx.inc
Spoiler:MI_RABBITGUARDER01
{
Maxitem = 2;
DropGold(1000, 3000);
DropKind(IK3_SWD, 6, 6);
DropKind(IK3_AXE, 6, 6);
DropKind(IK3_CHEERSTICK, 6, 6);
DropKind(IK3_KNUCKLEHAMMER, 6, 6);
DropKind(IK3_WAND, 6, 6);
DropKind(IK3_STAFF, 6, 6);
DropKind(IK3_HELMET, 6, 6);
DropKind(IK3_SUIT, 6, 6);
DropKind(IK3_GAUNTLET, 6, 6);
DropKind(IK3_BOOTS, 6, 6);
DropKind(IK3_SHIELD, 6, 6);
DropKind(IK3_BOW, 6, 6);
DropKind(IK3_YOYO, 6, 6);
DropItem(II_GEN_MAT_ORICHALCUM01, 4500000, 0, 1);
DropItem(II_GEN_MAT_MOONSTONE, 4500000, 0, 1);
m_nAttackFirstRange = 8;
AI
{
#Scan
{
scan
}
#battle
{
Attack cunning low
}
#move
{
Loot d 5
}
}
}
MI_TUTTLESWORDER01
{
Maxitem = 2;
DropGold(1000, 3000);
DropKind(IK3_SWD, 6, 6);
DropKind(IK3_AXE, 6, 6);
DropKind(IK3_CHEERSTICK, 6, 6);
DropKind(IK3_KNUCKLEHAMMER, 6, 6);
DropKind(IK3_WAND, 6, 6);
DropKind(IK3_STAFF, 6, 6);
DropKind(IK3_HELMET, 6, 6);
DropKind(IK3_SUIT, 6, 6);
DropKind(IK3_GAUNTLET, 6, 6);
DropKind(IK3_BOOTS, 6, 6);
DropKind(IK3_SHIELD, 6, 6);
DropKind(IK3_BOW, 6, 6);
DropKind(IK3_YOYO, 6, 6);
DropItem(II_GEN_MAT_ORICHALCUM01, 4500000, 0, 1);
DropItem(II_GEN_MAT_MOONSTONE, 4500000, 0, 1);
m_nAttackFirstRange = 8;
AI
{
#Scan
{
scan
}
#battle
{
Attack cunning low
}
#move
{
Loot d 5
}
}
}
MI_TUTTLEFIGHTER01
{
Maxitem = 2;
DropGold(1000, 3000);
DropKind(IK3_SWD, 6, 6);
DropKind(IK3_AXE, 6, 6);
DropKind(IK3_CHEERSTICK, 6, 6);
DropKind(IK3_KNUCKLEHAMMER, 6, 6);
DropKind(IK3_WAND, 6, 6);
DropKind(IK3_STAFF, 6, 6);
DropKind(IK3_HELMET, 6, 6);
DropKind(IK3_SUIT, 6, 6);
DropKind(IK3_GAUNTLET, 6, 6);
DropKind(IK3_BOOTS, 6, 6);
DropKind(IK3_SHIELD, 6, 6);
DropKind(IK3_BOW, 6, 6);
DropKind(IK3_YOYO, 6, 6);
DropItem(II_GEN_MAT_ORICHALCUM01, 4500000, 0, 1);
DropItem(II_GEN_MAT_MOONSTONE, 4500000, 0, 1);
m_nAttackFirstRange = 8;
AI
{
#Scan
{
scan
}
#battle
{
Attack cunning low
}
#move
{
Loot d 5
}
}
}
MI_TUTTLEASSASSIN01
{
Maxitem = 2;
DropGold(1000, 3000);
DropKind(IK3_SWD, 6, 6);
DropKind(IK3_AXE, 6, 6);
DropKind(IK3_CHEERSTICK, 6, 6);
DropKind(IK3_KNUCKLEHAMMER, 6, 6);
DropKind(IK3_WAND, 6, 6);
DropKind(IK3_STAFF, 6, 6);
DropKind(IK3_HELMET, 6, 6);
DropKind(IK3_SUIT, 6, 6);
DropKind(IK3_GAUNTLET, 6, 6);
DropKind(IK3_BOOTS, 6, 6);
DropKind(IK3_SHIELD, 6, 6);
DropKind(IK3_BOW, 6, 6);
DropKind(IK3_YOYO, 6, 6);
DropItem(II_GEN_MAT_ORICHALCUM01, 4500000, 0, 1);
DropItem(II_GEN_MAT_MOONSTONE, 4500000, 0, 1);
m_nAttackFirstRange = 8;
AI
{
#Scan
{
scan
}
#battle
{
Attack cunning low
}
#move
{
Loot d 5
}
}
}
MI_TUTTLESPEAR01
{
Maxitem = 2;
DropGold(1000, 3000);
DropKind(IK3_SWD, 6, 6);
DropKind(IK3_AXE, 6, 6);
DropKind(IK3_CHEERSTICK, 6, 6);
DropKind(IK3_KNUCKLEHAMMER, 6, 6);
DropKind(IK3_WAND, 6, 6);
DropKind(IK3_STAFF, 6, 6);
DropKind(IK3_HELMET, 6, 6);
DropKind(IK3_SUIT, 6, 6);
DropKind(IK3_GAUNTLET, 6, 6);
DropKind(IK3_BOOTS, 6, 6);
DropKind(IK3_SHIELD, 6, 6);
DropKind(IK3_BOW, 6, 6);
DropKind(IK3_YOYO, 6, 6);
DropItem(II_GEN_MAT_ORICHALCUM01, 4500000, 0, 1);
DropItem(II_GEN_MAT_MOONSTONE, 4500000, 0, 1);
m_nAttackFirstRange = 8;
AI
{
#Scan
{
scan
}
#battle
{
Attack cunning low
}
#move
{
Loot d 5
}
}
}
MI_TUTTLEAXE01
{
Maxitem = 2;
DropGold(1000, 3000);
DropKind(IK3_SWD, 6, 6);
DropKind(IK3_AXE, 6, 6);
DropKind(IK3_CHEERSTICK, 6, 6);
DropKind(IK3_KNUCKLEHAMMER, 6, 6);
DropKind(IK3_WAND, 6, 6);
DropKind(IK3_STAFF, 6, 6);
DropKind(IK3_HELMET, 6, 6);
DropKind(IK3_SUIT, 6, 6);
DropKind(IK3_GAUNTLET, 6, 6);
DropKind(IK3_BOOTS, 6, 6);
DropKind(IK3_SHIELD, 6, 6);
DropKind(IK3_BOW, 6, 6);
DropKind(IK3_YOYO, 6, 6);
DropItem(II_GEN_MAT_ORICHALCUM01, 4500000, 0, 1);
DropItem(II_GEN_MAT_MOONSTONE, 4500000, 0, 1);
m_nAttackFirstRange = 8;
AI
{
#Scan
{
scan
}
#battle
{
Attack cunning low
}
#move
{
Loot d 5
}
}
}
MI_TUTTLEKING01
{
Maxitem = 4;
DropItem(II_GEN_MAT_DIAMOND, 21000000, 0, 1);
DropItem(II_GEN_MAT_DIAMOND, 21000000, 0, 1);
DropItem(II_GEN_MAT_DIAMOND, 21000000, 0, 1);
DropItem(II_GEN_MAT_DIAMOND, 21000000, 0, 1);
DropItem(II_GEN_MAT_DIAMOND, 21000000, 0, 1);
DropItem(II_GEN_MAT_EMERALD, 27000000, 0, 1);
DropItem(II_GEN_MAT_EMERALD, 27000000, 0, 1);
DropItem(II_GEN_MAT_EMERALD, 27000000, 0, 1);
DropItem(II_GEN_MAT_EMERALD, 27000000, 0, 1);
DropItem(II_GEN_MAT_EMERALD, 27000000, 0, 1);
DropItem(II_GEN_MAT_SAPPHIRE, 36000000, 0, 1);
DropItem(II_GEN_MAT_SAPPHIRE, 36000000, 0, 1);
DropItem(II_GEN_MAT_SAPPHIRE, 36000000, 0, 1);
DropItem(II_GEN_MAT_SAPPHIRE, 36000000, 0, 1);
DropItem(II_GEN_MAT_SAPPHIRE, 36000000, 0, 1);
DropItem(II_GEN_MAT_RUBY, 48000000, 0, 1);
DropItem(II_GEN_MAT_RUBY, 48000000, 0, 1);
DropItem(II_GEN_MAT_RUBY, 48000000, 0, 1);
DropItem(II_GEN_MAT_RUBY, 48000000, 0, 1);
DropItem(II_GEN_MAT_RUBY, 48000000, 0, 1);
DropItem(II_GEN_MAT_TOPAZ, 63000000, 0, 1);
DropItem(II_GEN_MAT_TOPAZ, 63000000, 0, 1);
DropItem(II_GEN_MAT_TOPAZ, 63000000, 0, 1);
DropItem(II_GEN_MAT_TOPAZ, 63000000, 0, 1);
DropItem(II_GEN_MAT_TOPAZ, 63000000, 0, 1);
DropItem(II_GEN_MAT_ORICHALCUM01, 180000000, 0, 1);
DropItem(II_GEN_MAT_ORICHALCUM01, 180000000, 0, 1);
DropItem(II_GEN_MAT_ORICHALCUM01, 180000000, 0, 1);
DropItem(II_GEN_MAT_ORICHALCUM01, 180000000, 0, 1);
DropItem(II_GEN_MAT_ORICHALCUM01, 180000000, 0, 1);
DropItem(II_GEN_MAT_MOONSTONE, 180000000, 0, 1);
DropItem(II_GEN_MAT_MOONSTONE, 180000000, 0, 1);
DropItem(II_GEN_MAT_MOONSTONE, 180000000, 0, 1);
DropItem(II_GEN_MAT_MOONSTONE, 180000000, 0, 1);
DropItem(II_GEN_MAT_MOONSTONE, 180000000, 0, 1);
m_nAttackFirstRange = 8;
AI
{
#Scan
{
scan
}
#battle
{
Attack cunning low
}
#move
{
Loot d 5
}
}
}
then i added this code to mdlObj.inc
Spoiler:
Code:"Rartesia" { "RartesiaBossZone08" 1243 MODELTYPE_ANIMATED_MESH "" 0 0 0 1.000000 0 0 0 1 "RartesiaBossZone07" 1242 MODELTYPE_MESH "" 0 0 0 1.000000 0 0 0 1 "RartesiaBossZone06" 1241 MODELTYPE_ANIMATED_MESH "" 0 0 0 1.000000 0 0 0 1 "RartesiaBossZone05" 1240 MODELTYPE_MESH "" 0 0 0 1.000000 0 0 0 1 "RartesiaBossZone04" 1239 MODELTYPE_MESH "" 0 0 0 1.000000 0 0 0 1 "RartesiaBossZone03" 1238 MODELTYPE_ANIMATED_MESH "" 0 0 0 1.000000 0 0 0 1 "RartesiaBossZone02" 1236 MODELTYPE_MESH "" 0 0 0 1.000000 0 0 0 1 "RartesiaBossZone01" 1235 MODELTYPE_MESH "" 0 0 1 1.000000 0 0 0 1 "RartesiaBossZoneSet" 1237 MODELTYPE_MESH "" 0 0 0 1.000000 0 0 0 1 "p2ani" 1227 MODELTYPE_ANIMATED_MESH "" 0 0 0 1.000000 0 0 0 1 "RartesiaBossGate01" 1225 MODELTYPE_MESH "" 0 0 0 1.000000 0 0 0 1 "RartesiaStone06" 1245 MODELTYPE_MESH "" 0 0 0 1.000000 0 1 0 1 "RartesiaStone05" 1244 MODELTYPE_MESH "" 0 0 0 1.000000 0 1 0 1 "RartesiaStone04" 1230 MODELTYPE_ANIMATED_MESH "" 0 0 0 1.000000 0 1 0 1 "RartesiaStone03" 1229 MODELTYPE_ANIMATED_MESH "" 0 0 0 1.000000 0 1 0 1 "RartesiaStone02" 1228 MODELTYPE_MESH "" 0 0 0 1.000000 0 1 0 1 "RartesiaStone01" 1226 MODELTYPE_MESH "" 0 0 0 1.000000 0 1 0 1 "RartesiaFlower03" 1232 MODELTYPE_MESH "" 0 0 0 1.000000 0 0 0 1 "RartesiaFlower02" 1231 MODELTYPE_MESH "" 0 0 0 1.000000 0 0 0 1 "RartesiaFlower01" 1221 MODELTYPE_MESH "" 0 0 0 1.000000 0 0 0 1 "RartesiaTree06" 1234 MODELTYPE_MESH "" 0 0 0 1.000000 0 1 0 1 "RartesiaTree05" 1233 MODELTYPE_MESH "" 0 0 0 1.000000 0 1 0 1 "RartesiaTree04" 1218 MODELTYPE_MESH "" 0 0 0 1.000000 0 1 0 1 "RartesiaTree02" 1222 MODELTYPE_MESH "" 0 0 0 1.000000 0 1 0 1 "RartesiaTree01" 1223 MODELTYPE_MESH "" 0 0 0 1.000000 0 1 0 1 "RartesiaPlant05" 1224 MODELTYPE_MESH "" 0 0 0 1.000000 0 0 0 1 "RartesiaPlant04" 1220 MODELTYPE_MESH "" 0 0 0 1.000000 0 0 0 1 "RartesiaPlant03" 1216 MODELTYPE_MESH "" 0 0 0 1.000000 0 0 0 1 "RartesiaPlant02" 1217 MODELTYPE_MESH "" 0 0 0 1.000000 0 0 0 1 }
i added these line to Terrain.inc
Spoiler:
Code:"Rartesia" 0 { 220 0 "Rartesia_BossGround02.dds" 0 "" 219 0 "Rartesia_BossGround01.dds" 0 "" 217 0 "Rartesia_Bossgate01.dds" 0 "" 216 0 "Rartesia_sand02.dds" 0 "" 213 0 "Rartesia_sand01.dds" 0 "" 222 0 "Rartesia_Grass04.dds" 0 "" 221 0 "Rartesia_Grass03.dds" 0 "" 214 0 "Rartesia_Grass02.dds" 0 "" 212 0 "Rartesia_Grass01.dds" 0 "" }
added this to layer.inc
Spoiler:
Code:WI_WORLD_RARTESIA 1
and added this to ContinentDef.h
Spoiler:
Code:WI_WORLD_RARTESIA 1
and also added the weather .dds files to weather folder.
then i added this line to the CoreServer.ini
Spoiler:
Code:4 0 0 5 5 00 00
then i put this code into ticket.inc
Spoiler:
Code:II_SYS_TICKET_RARTESIA01 WI_WORLD_RARTESIA 1400 120 1287
then i added the name a description to propitem.txt.txt
and added the ticket to propitem.txt and defined the new item in defineitem.h
Im getting all the model and world files from blessed server files
once i get this figured out i can added the monster, then start adding other maps like desert and elliun.
i also added all monsters that are in traseia.
ok so i cant give up on this problem. i really want to build my own server from v15 base. now i added traseia everything is correct i think.
but when i try to use the ticket to get there it kicks me out just like before.
i checked my error log in the client and i get these errors
Spoiler:2012/ 5/ 4 19:07:22 ::LoadTextureFromRes : World\TextureMid\ not found
2012/ 5/ 4 19:07:22 g_pPlayer is ready
2012/ 5/ 4 19:07:23 ::LoadTextureFromRes : Item\ not found
2012/ 5/ 4 19:07:23 CTexture::LoadTexture : Item\ read error
2012/ 5/ 4 19:07:23 CWndTaskBar::SetTaskBarTexture : Ryno 2010
2012/ 5/ 4 19:07:23 CWndTaskBar::SetTaskBarTexture : Ryno 581
2012/ 5/ 4 19:07:28 DPClient::OnReplace BEGIN
2012/ 5/ 4 19:07:28 ::LoadTextureFromRes : World\WdMadrigal\WdMadrigal01-01.dds not found
2012/ 5/ 4 19:07:28 CTexture::LoadTexture : World\WdMadrigal\WdMadrigal01-01.dds read error
2012/ 5/ 4 19:07:28 ::LoadTextureFromRes : World\WdMadrigal\WdMadrigal02-01.dds not found
2012/ 5/ 4 19:07:28 CTexture::LoadTexture : World\WdMadrigal\WdMadrigal02-01.dds read error
2012/ 5/ 4 19:07:28 ::LoadTextureFromRes : World\WdMadrigal\WdMadrigal03-01.dds not found
2012/ 5/ 4 19:07:28 CTexture::LoadTexture : World\WdMadrigal\WdMadrigal03-01.dds read error
2012/ 5/ 4 19:07:28 ::LoadTextureFromRes : World\WdMadrigal\WdMadrigal01-02.dds not found
2012/ 5/ 4 19:07:28 CTexture::LoadTexture : World\WdMadrigal\WdMadrigal01-02.dds read error
2012/ 5/ 4 19:07:28 ::LoadTextureFromRes : World\WdMadrigal\WdMadrigal01-03.dds not found
2012/ 5/ 4 19:07:28 CTexture::LoadTexture : World\WdMadrigal\WdMadrigal01-03.dds read error
2012/ 5/ 4 19:07:28 DPClient::OnReplace END OK
lol i ended up fixing these errors by adding the traseia to the world.inc in the client file. im not sure why this fixed it but w/e no more error.
and what i highlighted in red is whats preventing me from getting to traseia. and this is also confusing the hell out of me becuase i triple check the world/TextureMid files and all the texture are in place. and everything is right.
if there was missing world/texture files would that even prevent me from entering trasiea? or would it just be that i dont see some textures?
i wish it would tell me the exact file(s) i as missing in the world/TextureMid, but of course it does not. lol
could it be possible that im missing some objects in the mdlObj folder that are not with the rartesia code?
am i missing some code some place that is very important. there is no guide to adding this, i kind of just tried to do it on my own, so i might be missing something with the .dds files
Do i have to add code to the source?
iv pretty much tried everything i can think of. i put the texture in a .res file and many other things lol. im lost
i need some help before i punch my computer to Oblivion.
Thanx
Ryno


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