[WIP] Silkroad File Formats (.bsr .bms .bmt .bsk .ban )

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  1. #16
    Apprentice Cocoon is offline
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    Mar 2013 Join Date
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    Re: [WIP] Silkroad File Formats (.bsr .bms .bmt .bsk .ban )

    (Sorry for bumping this)

    So anything discovered yet about the .BAN Structures? So far it is possible to implement Models itself into SRO, yet without a Animation the Model just stands around like a Statue with a T-Stance Pose nothing more.

  2. #17
    Account Upgraded | Title Enabled! SnapPop is offline
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    Feb 2012 Join Date
    EgyptLocation
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    Re: [WIP] Silkroad File Formats (.bsr .bms .bmt .bsk .ban )

    first sorry to push an old thread
    second just wondering about files formats and converting them to Silkroad model files
    i noticed that for ex:
    .obj = .bms
    .tga = .ddj
    .lwo = IDK
    .mtl = IDK too
    so any information about them ?

  3. #18
    Apprentice Cocoon is offline
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    Re: [WIP] Silkroad File Formats (.bsr .bms .bmt .bsk .ban )

    .tga doesn't mean it's used by the .ddj files.

    You can convert every Picture Format to the .DDS File and then to .DDJ by using the DDS to DDJ Converter.

    The same goes for the .OBJ File to the .BMS File. You could take a Model which is in the "COLLADA" (.DAE Format) and convert it directly to the .OBJ Format and then to the .BMS Format.

    Basically what the SRO Scene is missing at this moment is :

    ~ EFP Creator (For new Skill Effects)
    ~ Ban Creator/Converter (For new Animations like running around, Skill Animation)
    ~ BSK Creator (Creating the Skeleton from a Model which will be used by the .BAN File)
    ~ BSR/BMT Creator/Editor (For creating those Files so we can use multiple Textures on a Model with more Meshes and linking everything which is related to the Model itself, BSK, BAN, DDJ, BMS and much more..)
    ~ NVM Creator/Editor (Not sure but ya, guess to create Collision and the Worldmap Design)

  4. #19
    Apprentice theonly112 is offline
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    Jan 2012 Join Date
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    Re: [WIP] Silkroad File Formats (.bsr .bms .bmt .bsk .ban )

    Quote Originally Posted by Cocoon View Post
    .tga doesn't mean it's used by the .ddj files.

    You can convert every Picture Format to the .DDS File and then to .DDJ by using the DDS to DDJ Converter.

    The same goes for the .OBJ File to the .BMS File. You could take a Model which is in the "COLLADA" (.DAE Format) and convert it directly to the .OBJ Format and then to the .BMS Format.

    Basically what the SRO Scene is missing at this moment is :

    ~ EFP Creator (For new Skill Effects)
    ~ Ban Creator/Converter (For new Animations like running around, Skill Animation)
    ~ BSK Creator (Creating the Skeleton from a Model which will be used by the .BAN File)
    ~ BSR/BMT Creator/Editor (For creating those Files so we can use multiple Textures on a Model with more Meshes and linking everything which is related to the Model itself, BSK, BAN, DDJ, BMS and much more..)
    ~ NVM Creator/Editor (Not sure but ya, guess to create Collision and the Worldmap Design)
    All of these could be done but i doubt anyone is going to put the time into a game that is more and more dying.

  5. #20
    Apprentice Cocoon is offline
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    Mar 2013 Join Date
    20Posts

    Re: [WIP] Silkroad File Formats (.bsr .bms .bmt .bsk .ban )

    It could be, the thing is, the Community is so far already to rip off your selfmade Models from your PK2 Files.

    Creating something from the scratch (Forming the Model to a Object like a simple Stone or a Rod takes around 4-5 Hours if you want it perfectly, the other thing is, creating the Texture will take Days since using Free Textures won't always make the Model good looking =P)

    Now Imagine, you putted 4-5 Days on a Model and you're working under time pressure (The Players on your Server want new Stuff and new Content, that's why), someone simply opens your Data.PK2, takes every File which is needed for that Model and claims he made that one.

    Of course I would be pissed off and sadly, this has happened quite often in the Scene where Peoples rip off some things and claim that they made those things themselves.

    I honestly don't wanna imagine how the 3D Modeler in Joymax do feel about that several Owners use their Models which they created under time pressure.

    This is mostly the Reason why such Tools won't even exist.

  6. #21
    Valued Member asuradoll is offline
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    Nov 2007 Join Date
    140Posts

    Re: [WIP] Silkroad File Formats (.bsr .bms .bmt .bsk .ban )

    Thx. and i know these:

    for .bsr file.
    {
    12 byte Header
    4 byte offset of bmt file count
    4 byte offset of bms file count
    4 byte offset of bsk file count
    4 byte offset of bms file version 0x1000
    4 byte offset of bsk file skeleton count
    4 byte offset unknow
    4 byte offset unknow
    4 byte offset unknow
    }



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