I actually did all that but I weas refering to one of the "news" messages I did a google translate on.It says u need to sign up with some website to get a beta invite from them.
That would be the definition of a "closed Beta", in normal terms then.
Quote:
Originally Posted by accel99
Other wise yeah the orginal method for the 1st beta was make an account, then make a subaccount for the game you want to play.Thats not working for me.(making the sub account, it says lord of the rings sewrver is not up in any region).
I got that during most of the times I was available to play before. Which is why I mentioned the low number of inconvenient hours the server was "on-line" if you don't live in a timezone similar to those in China.
Quote:
Originally Posted by accel99
If they did an ip-block u wouldnt be able to log in either,no?
Correct. The server simply will not respond to IPs outside the Chinese Geo-Location... then you'd have to work via a proxy in China, and that would be a very low speed connection. :(: And they could (gradually) block all proxy IPs too.
Quote:
Originally Posted by accel99
EDIT:Some other chinese site that I google translated says that you simply input your account password directly as it cannot be changed(remember how I said it nolonger lets me make a subaccount).I guess Iam just trying at the wrong time.
Could well be. I was for a long time, and thought I was doing something wrong.
28-05-11
telatoro
Re: Laxe Lore [aka modified Priston Tale engine]
Guys while u can log and play, can u record some of your playing connections plz?, so later we can manage to make some sandboxes for original LL & and this one ;)
01-06-11
SunnyZ
Re: Laxe Lore [aka modified Priston Tale engine]
I dunno if anyone has seen this, but looks very interesting, although appears to be PT2 like controls... Very WoW like
Would I tell you lies? :lol: It's been going since last night.
Legend of the Ring On-Line is (I presume) still officially developed by Yetime who host it here.
The actual download comes via one of a couple of gaming forum sites. The one I could connect to is here. If anyone can get a better connection to them. [sarcasm]I only have 3Meg/sec cable connection... so 4k/sec is kinda pushing my luck.[/sarcasm] :lol: I guess they don't optimise their connections for Western European users. :wink:
Let's remember why Laxe (and it's offspring LROL) is important to PT people. Original Laxe Lore TrailerCount how many times you say to your self "Ooh! That looks just like PT!" :w00t: laxelore official trailer( re-opening)
This was after the first beta closed and the second beta opened after a fair period of inactivity. It's now starting to look more distinctively Laxe. Laxe Lore
A Brazilian PServer for LaxeLore!? I wish someone would release this. They are closed now. :(: LaxeLore - DarknightEnglish play test server... it's just a guy playing the game, but it's nice to see it in English and realise that it has been marketed outside East Asia. (Is it our DK :o) laxelore china( legend of the rings online)
LROL... which has nothing (now) to do with Yedang or PT1... O'Rly!? "is that a sparky in your invent or are you just pleased to PT me." :wink:
Now lets see PT people embracing LaxeLore in their game. Yes, fans and devs alike took this game to their hearts in a way most have not with 2nd Enigma. New Helm Knight - Helm Laxe Lore
MagicPT adding LaxeLore Knight Helm to PT1. Asa no bugs and replace the Mob Laxe Lore in Hopy
Another inventive dev has added LaxeLore style Hopies. :blink:
And of course, we have a combined effort release of all the LaxeLore weapons converted to PT1 format here on RaGEZONE. :w00t:
Also, you will see that many of the PT1 PServers use the classic Laxe cursors, without animations.
The black box cursor in all these captures didn't happen when I play tested. So I'm guessing that's a common mistake with Fraps. The cursor is a high colour animating Windows (hardware sprite) type .ani file. Which is pretty much what I intended to add to Butcherd client, and why I have stopped it disabling the Windows cursor. I can load .ani files and change the pointer at the right places, but I'm not 100% certain how it will work on *all* hardware, because of problems illustrated by the Fraps captures. I just know it has worked fine for me on all the cards I've had. :wink:
NPC model files as .zua
Map files as .blb .blc .ble and .xml
02-02-12
SheenBR
Re: Laxe Lore [aka modified Priston Tale engine]
.dds files are in cabal too. If I recall, yamachi made a tool to decrypt them, but their probably not the same... who knows.
02-02-12
SunnyZ
Re: Laxe Lore [aka modified Priston Tale engine]
Yeah dds files are easy to convert, hey are just the simple skin files, but I need access to them first. At the moment all the files are locked in a 767mb "game.hcp" file which I have no idea how to open or extract.
02-02-12
Vormav
Re: Laxe Lore [aka modified Priston Tale engine]
This game giving me error: Startup engine [Ui] failed.
Worst case scenario you can always rip files out of direct x if you can start game XD
02-02-12
SunnyZ
Re: Laxe Lore [aka modified Priston Tale engine]
I can't even start it. Run client.exe says Please run [game.exe] I don't have a game.exe lol.
I can't even download it. The best I've got so far is the first 66.7 meg before the connection was reset. Most of those links delete the file when the connection breaks, so I'm glad to have enough to read the directory structure. XD
02-02-12
Vormav
Re: Laxe Lore [aka modified Priston Tale engine]
It's working! You need to use AppLocale and set language to Chinese.
I can tell you that this game looks totally nothing even near to laxelore; I think that yedang just gives same textures / models to their developers, lol.
Anyway dds stands for DirectDraw Surface and is a fileformat extension which can be opened by double clicking if you installed the DirectX SDK by microsoft. If they did crypt it somehow the decrypt method can be found easily in the executable ^-^
03-02-12
bobsobol
Re: Laxe Lore [aka modified Priston Tale engine]
Those player characters look much more 2nd Enigma now... but at least the bright happy colours of original PT remain. I guess we can expect this from China... Their web is like a rainbow. ^_^
I believe the reason the name LaxeLore had to be dropped was because Yetime and Yedang couldn't agree, so LROL should now be clean of Yedang assets?
Its ~1.7gb extracted as opposed to the 392mb installer which is ~700mb extracted.
I'm using server 4096 server 4096, where you finally get to do the same?
Please tell me the correct way to use..:*:
13-02-12
SunnyZ
Re: Laxe Lore [aka modified Priston Tale engine]
You cant use laxelore on the PT server.
It is a completely different game which uses similar models.
You can only really use the laxelore game to rip their monsters, npcs, chars and weapons, then modify them so you can import them into Pristontale.
13-02-12
accel99
Re: Laxe Lore [aka modified Priston Tale engine]
If anyone still cares they posted a new beta date.Ill quote the translation:
Quote:
The test will be open on February 15, the test server will be officially opened at 14:00 pm on that date
Quote:
The Lord of the Rings Legend of friends, let the same 14-February 15 "The Lord of the legendary" heart test there or be square!
Iam not sure if this means to register a day ahead.Which is rather troublesome as the beta date for ME would be the 14th at 1:00 am due to time differences.
13-02-12
TrAnCe ^^
Re: Laxe Lore [aka modified Priston Tale engine]
where is that? 15 Feb 2012?
13-02-12
SheenBR
Re: Laxe Lore [aka modified Priston Tale engine]
Quote:
Originally Posted by odhlo2
I'm using server 4096 server 4096, where you finally get to do the same?
Please tell me the correct way to use..:*:
lol, you tried to connect to laxe lore using 4096 server? XD thats odd
13-02-12
bobsobol
Re: Laxe Lore [aka modified Priston Tale engine]
Well, it's not if you read "[aka modified Priston Tale engine]" and don't read the early posts where we clarified / rectified that statement.
It's more like a failed experiment in PT2 before they switched development to "2nd Enigma" than a "modified Priston Tale engine". :wink:
13-02-12
SheenBR
Re: Laxe Lore [aka modified Priston Tale engine]
I would be kind to play PT2 if the maps werent so f*cking big.. like AION,PW,L2 you know? it'd take ages for me to learn how to play it XD
they really f*cked up the gameplay...
13-02-12
bobsobol
Re: Laxe Lore [aka modified Priston Tale engine]
Quote:
Originally Posted by SheenBR
like AION,PW,L2 you know?
I think that's the major thing with 2nd Enigma. It became part of the "mould" of MMOs. Follows the tried and proven selling hit formula and disregards the things about PT that where different from other MMOs which makes PT players still want to play PT after all these years rather than switching to some other game.
I think LROL is going the same way TBH, but LaxeLore didn't. It was clearly designed and written by people who where intimate with PT lore and game play. Not just the what you can pick up from a PowerPoint / Keynotes presentation on "What Priston is about"... which seems to be all that remains of PT in 2nd Enigma.
I don't think I've publicly said, but I wouldn't be at all surprised to find Yedang purchased an already developed, un-named (or maybe named "2nd Enigma") MMO and just put Priston branding on it. It's kinda their style, you know?
I know there where various Beta launches and lots of code was put into PT2E before it was officially opened, and it had the PT2 branding all the way through all of that. But it was a working, and usable game, clearly, long before the first private beta. That first beta really seemed to have nothing in common with PT except the name, and other bits of Priston lore seemed to get added as fans started playing it.
I know that lots of the things PT people where saying was not right about it never did change though. What did change was stuff that people "looking for a new MMO to play" wanted.
To me, that's a good way to create a new MMO that people want to play, but it's an insult to fans of Priston Tale to put that name on it.
Leaked in-house Yetime presentations (presumably given to developers and marketing sponsors) clearly show that the attitude to LL development was completely different. Very much centred on PT fans, players and generally people who loved the Priston world. Not just people looking for the next great MMO.
13-02-12
accel99
Re: Laxe Lore [aka modified Priston Tale engine]
Quote:
Originally Posted by bobsobol
I think that's the major thing with 2nd Enigma. It became part of the "mould" of MMOs. Follows the tried and proven selling hit formula and disregards the things about PT that where different from other MMOs which makes PT players still want to play PT after all these years rather than switching to some other game.
I think LROL is going the same way TBH, but LaxeLore didn't. It was clearly designed and written by people who where intimate with PT lore and game play. Not just the what you can pick up from a PowerPoint / Keynotes presentation on "What Priston is about"... which seems to be all that remains of PT in 2nd Enigma.
I don't think I've publicly said, but I wouldn't be at all surprised to find Yedang purchased an already developed, un-named (or maybe named "2nd Enigma") MMO and just put Priston branding on it. It's kinda their style, you know?
I know there where various Beta launches and lots of code was put into PT2E before it was officially opened, and it had the PT2 branding all the way through all of that. But it was a working, and usable game, clearly, long before the first private beta. That first beta really seemed to have nothing in common with PT except the name, and other bits of Priston lore seemed to get added as fans started playing it.
I know that lots of the things PT people where saying was not right about it never did change though. What did change was stuff that people "looking for a new MMO to play" wanted.
To me, that's a good way to create a new MMO that people want to play, but it's an insult to fans of Priston Tale to put that name on it.
Leaked in-house Yetime presentations (presumably given to developers and marketing sponsors) clearly show that the attitude to LL development was completely different. Very much centred on PT fans, players and generally people who loved the Priston world. Not just people looking for the next great MMO.
What leaked presentation? The very first trailer? I wouldnt call laxelore a failed pt2 though,werent they developed in parallel?I would have love to see them expand the lore of priston tale alot more.I was interested in the story despite how almost nonexistent it was , ha ha ha.From the snippets of story they had up long ago on the yedang website it seemed like laxelore was suppose to be about when they monsters got the upper hand over then humans and the gods were also against the humans.Sounded interesting and was also curious to see how that would have translated into quests in game.
...maybe new characters and new tiers too.
But instead YD decided to drop LL and go straight to PT2.
Well it would not be bad if it was like also dropped PT2 War but instead they went for "point and click adventure" -..-
PT2 just asking itself to use auto bot. Can you even die there? Never seen anyone using potions (if they exists) there.
Too bad that they changed LL that much.
PS. Anyone know if PT2 Emu is still developed? Was it ever able to make simple login? I would like to rip maps from there.
There was a lot of PT lore on the Triglow Korean site that never got translated to the English version.
No, they certainly weren't developed alongside each other. PT Development slowed down after the AOR, and had pretty much stopped by the time Yedang took complete control of it and most of the servers switched to Pay2Play model. That's when work on a "new" PT game all-together started. What came out of the think-tanks was LaxeLore.
There was a lot of PT lore on the Triglow Korean site that never got translated to the English version.
No, they certainly weren't developed alongside each other. PT Development slowed down after the AOR, and had pretty much stopped by the time Yedang took complete control of it and most of the servers switched to Pay2Play model. That's when work on a "new" PT game all-together started. What came out of the think-tanks was LaxeLore.
Wow that document is very nice.But I must insist, considering the timeline,that document was already after the laxelore alpha by the looks of it(iam sure those office shot were in china joysmart original page).The deal with china goes back as far as 2005/2006, they even had it up on the chinese pt1 bbs.So that was even before before e3 2006 where they showed off the first version of laxelore(similar to the alpha build they put on test but not quite) So yea laxelore was developed first then pt2 but both of them were still in develepment (as in not released yet) during the same time frame(laxelore from 2004?- 2008, pt 2 from 2005- to current).Thats why I said developed in parallel.
What I would like to know is why choose the 2nd enigma over laxelore.Laxelore was extremely well received by the western audience, despite no one monitoring bugs/ the game itself.
14-02-12
bobsobol
Re: Laxe Lore [aka modified Priston Tale engine]
Oh! I see what you mean. 2nd Enigma and Laxe where developed in parallel, for sure. 2004 / 2005 PT1 development was already pretty stagnant. I thought you meant PT1 and Laxe, not Laxe and 2nd Enigma. Also; yes, the presentation was probably made when YD and Yetime / Joysmart where looking for companies like Suba and Hazit to invest / commit to distribution in other countries.
Never the less, Laxe Lore was always marketed as the "sequel to Priston Tale". And it was a couple of years between hearing about how great Laxe Lore was (I didn't get a beta pass :(:) and playing the first PT2 beta. But that may only be the "English" versions.
Why PT2E rather than LL? I believe is was the failure of that presentation to stimulate investor enthusiasm worldwide. While PT fans around the world loved it, the subsidiary licensees did not.
Again, I suspect that 2E is pretty much "cut and paste" generic MMO engine. The fist Beta I played did not use the Unreal engine and did not have graphics or animations as good as PT1, let alone the stunning looks of Laxe.
You could probably develop it quite far, very fast with little cost. LL is also clearly a custom in-house project which will require considerable in-house resources. So they could probably develop 2E without help, but needed funding to continue LL.
2E is a die-cast plastic soldier where LL is a hand painted china doll.
14-02-12
accel99
Re: Laxe Lore [aka modified Priston Tale engine]
Quote:
Originally Posted by bobsobol
Oh! I see what you mean. 2nd Enigma and Laxe where developed in parallel, for sure. 2004 / 2005 PT1 development was already pretty stagnant. I thought you meant PT1 and Laxe, not Laxe and 2nd Enigma. Also; yes, the presentation was probably made when YD and Yetime / Joysmart where looking for companies like Suba and Hazit to invest / commit to distribution in other countries.
Never the less, Laxe Lore was always marketed as the "sequel to Priston Tale". And it was a couple of years between hearing about how great Laxe Lore was (I didn't get a beta pass :(:) and playing the first PT2 beta. But that may only be the "English" versions.
Why PT2E rather than LL? I believe is was the failure of that presentation to stimulate investor enthusiasm worldwide. While PT fans around the world loved it, the subsidiary licensees did not.
Again, I suspect that 2E is pretty much "cut and paste" generic MMO engine. The fist Beta I played did not use the Unreal engine and did not have graphics or animations as good as PT1, let alone the stunning looks of Laxe.
You could probably develop it quite far, very fast with little cost. LL is also clearly a custom in-house project which will require considerable in-house resources. So they could probably develop 2E without help, but needed funding to continue LL.
2E is a die-cast plastic soldier where LL is a hand painted china doll.
It makes me sad, I mean pt2 is no slouch but it just isnt pristontale(at least in my eyes).I also had a day 1 invite to the pt2 beta, I was so excited just to leave with a bad tase in my mouth.The servers were full as hell that also didnt help my experience with it.Its a shame you never played laxelore, I did since day 1, and Ill you this its more pristontale than pt2 ever was.( I was literally the strongest warrior and like the 3rd highest level in laxelore).
The laxelore alpha had alot of glitches with the stats like agility and intelligence not working at all and all buffs for atalanta lasting less than 1 second!:laugh:.Mechs were the strongest class in laxelore and able to kill gigantic mobs!2nd to them were the pikemen(blade runners). Also the boss drops were glitched as each boss droped 4 million.I made over 100 million gold in laxelore.But I shared with the community as I would stand in town and guide new players with information and giving them hundred of thousands of gold so they could afford decent equipment.Also in laxelore there was no level limit to the parties.
Despite being so strong I didnt look it.I was always 2 armors off for my level but my weapons were rare and high stat variants.My stats made me a tank and a fast killer both 1vs 1 and mob.Due to my armor people with fancy armor wuold usually duel me for the highest lvl hell spawn thinking they could defeat me.Oh boy you should see how those battles went for them lol.
Laxelore was a special game for me just as pristontale(I ve been playing that since I was pretty young) so Iam just over here just ranting and reminiscing .
14-02-12
bobsobol
Re: Laxe Lore [aka modified Priston Tale engine]
It's nice to hear actually. I saw a lot of screenshots and such from people playing LL Mechs, and that explains why.
I had the same bitter taste playing PT2 Beta. Yea, it lagged a lot, but I expect that from an open beta. (should have a lot of debug code weighing it down and players will constantly be breaking stuff) What I didn't expect was something which seemed utterly unrelated to PT.
I agree that PT2 isn't a complete lead balloon. The advantages it has over LL and PT1 are that it clearly has a good modular design which can be quickly adapted to newer technology and player demands. What it doesn't have is character. :(:
14-02-12
accel99
Re: Laxe Lore [aka modified Priston Tale engine]
Quote:
Originally Posted by bobsobol
It's nice to hear actually. I saw a lot of screenshots and such from people playing LL Mechs, and that explains why.
I had the same bitter taste playing PT2 Beta. Yea, it lagged a lot, but I expect that from an open beta. (should have a lot of debug code weighing it down and players will constantly be breaking stuff) What I didn't expect was something which seemed utterly unrelated to PT.
I agree that PT2 isn't a complete lead balloon. The advantages it has over LL and PT1 are that it clearly has a good modular design which can be quickly adapted to newer technology and player demands. What it doesn't have is character. :(:
PT2 was just too different for my taste.There were somethings here and there that resembled pristontale but other wise the game seemed completely unrelated.Also I couldnt use certain class because as soon as i tried to make a skill the game would crash stating the animations didnt exists in my installation folder!Which reminds me, what ever happened to the follow up? Pristontale Wars?
One thing you would have loved about laxelore is that no matter what class, you could have used either robes or armor and even dual wield.But those things were really unfinished, for example dual weilding makes you lose alot of attack power and robes needed agility to put on(remember I said agility added no stat due to being glitched.)No skills past "tier 1" worked even though you could learn it.Classes had individual skills but also mastery skills that were shared on all classes.
On the character side of things atlanta suffered the most as their skills were buffs and none worked.fighters shared a similar problem but on a smaller scale,their main problem was their inability to mass kill while failing to match the mech in strength:laugh:.Mage was simply useless and frail and their skills were all pretty much like pt1 spark skill without area dmg.Priest healed and had buff that worked but you couldnt kill much with them so they were mostly unused.Knight was a decent tank but his area skills lacked alot of power despite having buffs that worked as well,he was so-so used.Pikemen(blade runners) were the most used as people liked their fancy scythes, and were extremely powerful and wrongfully thought to be the strongest.They had a counterclock wise tornado attack and clockwise one, and when done in succession they can kill big mobs.The mech... the mech had a jet pack that helps you move faster, had good defense and great def buffs to boot.Their main attack was the mechanic bomb/grenade that acted like pt1 dia.Raw attack power dictated how strong it was.For me one grenade was needed to kill a mob of the highest lvl monsters in the game.It took a pure strength and constitution build to make a mech a monster while neglecting equip that would make you look cool.(but wouldnt need as constitution stat would boost raw hp and def way too much.)
You could duel where ever and when ever you felt like it.The average player would last 2 to 3 hits before i defeated them despite being around my level.The highest lvl person( a Brazilian mech) challenged me once ,while he was like 5/6 lvls higher than me with much better armor he lost.Thats when I realized wow I beat the highest lvl person in the game.tough as hell he was to beat, 1st and only time I was worried I would lose.
Ahh wow I wrote an essay.Ill just shut it now before I continue reminiscing.Then again Ill probably wont post much here anymore, seeing how laxelore is truly dead now.Nothing left of it in the current lotro. I knew a person on laxelore that was doing packet sniffing as he told me wanted to create a private server.His name was tic-tac.I guess he ran out of time seeing how nothing came of it.
18-02-12
bobsobol
Re: Laxe Lore [aka modified Priston Tale engine]
Okay, we had a little disagreement which I'm slightly ashamed to say I got involved in. (not very professional)
Realising this I elevated it, and it has basically been resolved. The individual in question has apologised, and I hold no grudge. With the permission of my superior (thanks Dell Honne) I've deleted the posts they asked, and those of mine which lead to the escalation.
I leave only this one, with their name removed from the quotes. I do so because in all honesty it was not their actions alone which upset me. It was the fact that the kind of posts they where making is becoming a "trend" recently. It's a trend I know has annoyed regular contributors before, and so I find it quite disturbing.
The "spoilered" original post (which I'm not very proud of) will remain to remind me that I can flip out occasionally, and as a warning to others.
Spoiler:
Quote:
Originally Posted by irrelevant
Monster files could not be found in the SunnyZs' release.
That's what I said. They don't exist anywhere. Make them yourself.
Again, if you want it that badly, do it yourself. We have given everything you need, including advise, and you are still asking (begging, and almost demanding) more. What have you offered up that you think gives you the right to make such demands?
Do you see why I find this attitude offensive?
Public apology:-
Spoiler:
I'm sorry everybody. I think you know I'm normally pretty easy-going, especially on newcomers, but we seem to have a rash of extreme and impolitely posed requests.
As much as I try to be polite, understanding, inviting, accommodating, and welcoming, I am also aware that our regular visitors and frequent contributors (who make this place the fantastic resource I truly believe it is) will tire of reading through such inconsiderate posts and find somewhere less insulting to frequent if it continues.
Unless I'm just in a very bad mood (it's possible) if it's bugging even me I dread to think what they must be feeling. So I have to conclude that something stern needs to be said.
I fear that if I don't say it, someone else will, and they may well be more scathing.
I care about this forum, and the people who frequent it. All of them.
I joined the staff so I can help it grow, hold it together and ensure that relevant information is as easy to get to as we can make it. For the most part, I feel I can do that better as a moderator than a regular user.
However I am prepared to risk my position when I see activity which (within the rules or not) I know will risk destroying the co-operation of developers here. So my comments in the above spoiler are, mostly, not made as a moderator, but as someone who has watched this forum section for many years, seen it break down in many ways and worked hard to build it up and keep it together.
I know others active for longer than I, who still frequent and will say nothing, but I can guess what they are thinking. I also know that weather they speak or not, their reaction to inconsiderate posts will affect us all. I can also see that one or two such posts starts a trend which others think they can "join in". The greater the frequency, the greater the effect.
So I ask, please... stop and think.
Thanks. :):
18-02-12
odhlo2
Re: Laxe Lore [aka modified Priston Tale engine]
Quote:
Originally Posted by bobsobol
Okay... I know I'm bumping, and I know it's three weeks ago, but this is actually quite interesting. If anyone knows where there is a LL server that we can still connect to, or how to make one I'd very much like to know...
More importantly, I've learned some more on the LL data files. The Nifs are fine, and NiPixelData is (apparently) perfectly acceptable for NetImmense/GameBryo files, but not that commonly used.
The problem with loading them in standard Nif tools is only the version number... so Hex it... http://img50.imageshack.us/img50/4969/hexnif.png change the 9 to a 2 and it loads fine in NifSkope.
The biggest problem will be armour for player characters, because LL uses separate Armour, Gloves and Boots models which neatly match together. PT of course only shows a body and head, so having sexy combinations of armours doesn't happen in PT, but is possible in LL. ^_^
NifSkope can export the model to .obj which you can import in to Max or WHY... but textures are still being problematic. Apparently there are older versions of NifSkope that can export NiPixelData to TGA or DDS but the present versions have problems. :s
EDIT:----
Oh yea, BTW some of the NiPixelData files (which should be "baked in" to the Nif) are linked incorrectly... this example above of a Kion linked to Kion.nif (as the NiPixelData texture) but the file was renamed to Kion_Original.Nif... it's easy to fix. ;)
Changes like that to hear from the host
"version" 90.0.0.4 "is not supported yet
failed to load file header (version 335544325)
failed to load nif from file "C: \ Users \ odh \ Downloads \ LaxeLore-Big \ laxe big \ resource \ Object \ Monster \ 12218102_2.nif" error pops up.
I don't know why he did not attached it to RZ, it's such a small file.
And both links are down.
Thank you Expert information and Files.
I'm sorry, let me ask you one question.
How *.bmp files, extract from *.nif :?:
18-02-12
Vormav
Re: Laxe Lore [aka modified Priston Tale engine]
Those textures are not stored in .bmp files. They are stored in other .nif files, most likely in .dds format. I don't think NifTools can get them out but who knows maybe now it can if they added image extraction.
IMHO the best way would be to write a simple app/game on dx9 that can use .nif files and rip textures out of directx.
PS. SunnyZ released weapons from LL I think he is skilled with extracting textures.
18-02-12
odhlo2
Re: Laxe Lore [aka modified Priston Tale engine]
Quote:
Originally Posted by Vormav
Those textures are not stored in .bmp files. They are stored in other .nif files, most likely in .dds format. I don't think NifTools can get them out but who knows maybe now it can if they added image extraction.
IMHO the best way would be to write a simple app/game on dx9 that can use .nif files and rip textures out of directx.
PS. SunnyZ released weapons from LL I think he is skilled with extracting textures.
Did not understand.
How putting *.nif file on the server? Can you tell me in detail??
You have the right to deny this request.:ehh:
18-02-12
Vormav
Re: Laxe Lore [aka modified Priston Tale engine]
You can't put .nif in PT server. PT supports only .ASE, .smd/.smb files. You need to use nif plugin to import model/object to 3ds max and export it as ASE.
Search this forum, look for information about .ASE files.
18-02-12
odhlo2
Re: Laxe Lore [aka modified Priston Tale engine]
Quote:
Originally Posted by Vormav
You can't put .nif in PT server. PT supports only .ASE, .smd/.smb files. You need to use nif plugin to import model/object to 3ds max and export it as ASE.
Search this forum, look for information about .ASE files.
Thank you. Was a good answer!
18-02-12
bobsobol
Re: Laxe Lore [aka modified Priston Tale engine]
Quote:
Originally Posted by Vormav
I don't know why he did not attached it to RZ, it's such a small file.
And both links are down.
Thank you for attaching. At the time we where limited in the number and size of attachments. I was at my limit... and I don't know if it is because I am a moderator that I am not limited (in number) any longer.
29-11-12
kohaisk
Re: Laxe Lore [aka modified Priston Tale engine]
Hey, i was looking for the server files but i couldn't find it. I sent a message to bobsobol, then he asked me to bump this thread and ask for a re-host of those files. So i'm here :D;
If anyone who have those files could do a re-host, i would be really happy;
Thank you.
29-11-12
bobsobol
Re: Laxe Lore [aka modified Priston Tale engine]
Not "Server" files. What I said is that, as far as I'm aware, they where never released. However, the client (of course) was, and we had the client files linked in this thread.
Not "Server" files. What I said is that, as far as I'm aware, they where never released. However, the client (of course) was, and we had the client files linked in this thread.
Finally found my archives. Upping them to cloud space now, will attach to OP, along with SunnyZ share as they complete. :)
28-07-13
ScreamingFox
Re: Laxe Lore [aka modified Priston Tale engine]
It may sound silly but, how can i rip/visualize the textures from it?
28-07-13
SunnyZ
Re: Laxe Lore [aka modified Priston Tale engine]
Umm I believe the textures are dds files.
There is a program called NifSkope that can view the .niff models.
That program could view the textures attached to a model, how ever there was no way to export them, or you could and they got corrupted, I forgot.
Vormav edited the program so the texture preview did not have the grid overlay on the image, so you could screen shot it. And If I remember correctly, you then had to flip the image horizontally and rotate it 180 degrees.
No, a lot of the NIF files *are* textures. They only link back to Laxe properly if the directory structure stays the same.
I think I should add those two programs to that cloud folder before they go missing. XD
07-08-13
SheenBR
Re: Laxe Lore [aka modified Priston Tale engine]
which version is more complete? sunnyz or bobsobol ? I thought that the whole client full was missing, only few parts from it.
08-08-13
bobsobol
Re: Laxe Lore [aka modified Priston Tale engine]
One of my uploads is the original setup installer. But I think SunnyZ is a folder backup from a newer version.
I've posted several versions of the client in complete form in there, at various stages of beta development, and still have the first release of the Legend Of The Ring client which is the next incarnation of that continuing cycle, if anyone wants that. (personally, I think it's straying too far from the PT roots to be considered part of this sub-forum, but it'll be more interesting to us than anyone else so...)
It's entirely possible that one of my archived clients is the same version as his, packed differently. XD I've not checked them all out.
08-08-13
SunnyZ
Re: Laxe Lore [aka modified Priston Tale engine]
Laxelore.exe 382 Meg Original Setup is The original installer we had.
Is the latest version we have (1.7gigs unzipped) it is the same latest version I have in the 7z file.
So either one is fine.
Bobsobol also put up Legend of the Ring On Line lrol.part1 etc which is similar to laxe lore... kinda, we think it is what they turned it into.
Edit. ah beat me to it bob, was in edit mode while downloading all the new stuff you put up, LOVE the artwork and screen shots. We NEED an emulator for LaxeLore I wanna play! *Throws a tantrum* XD
Also, with the latest one, you can run 'PTGameR.exe' and get to the login screen of the game.
08-08-13
SheenBR
Re: Laxe Lore [aka modified Priston Tale engine]
Its a shame that we don't have the server files just to sniff the packets. Atm I created a simple tcp server changed the game IP but I receive only a new connection, not any bytes received. So I'm guessing I'm supposed to send some kind of handshake packet right after the connection, so the game can know for sure it is the server before sending any other information.
I belive this function has something to do with the packets receiving.
00582100 /$ 55 PUSH EBP
I sent a noob packet and this functionn seems to take some initial values from the packet, make some check and then compare to 0. If it is not 0, (as in my case) it jumps several calls and returns false I suppose
15-08-13
telatoro
Re: Laxe Lore [aka modified Priston Tale engine]
yup some handshake at begining, i also tried to build a simple emulator, but must to download the new clients posted because the older installer i got just have 2 map files and lots of missing files :(, so my partial sand-box only was able to stand on some coords of the valley of wind. :(
16-08-13
telatoro
Re: Laxe Lore [aka modified Priston Tale engine]
oww bobo "The user hosting this content is out of bandwidth." :(, at least just only could download the sunny laxelore-big.7z :(, the other files couldnt :(, but i hope i can retake the project with this :)
16-08-13
bocadecao
Re: Laxe Lore [aka modified Priston Tale engine]
SunnyZ you say that this latest still only have 2 maps?
would be interesting with a full all maps (ric etc), but I think it was only released the full with those two maps
17-08-13
telatoro
Re: Laxe Lore [aka modified Priston Tale engine]
Boca, the one with 2 maps was the laxelore english version, this one chinese looks more complete :), anyway the little trouble i see now is that opcodes changed between the 2 versions so im still fixing some stuff on my sandbox. (hhmmm i hate the packets change!!! need more reversing!!! :( )
17-08-13
bocadecao
Re: Laxe Lore [aka modified Priston Tale engine]
Hmm understand
The Chinese version is the SunnyZ released?
Because if that other game that came after LaxeLore not have what most interests him.
It has most if not all the weapons, monsters, characters and maps
There are a lot of maps, 15 in total, fields, caves, dungeons. And there appears to be one town map.
Town map is in the folder \resource\Object\map\10006
The 3 main nif models for the town map are
TerrainObject.nif - All the houses and objects on the map
So yeah, I'd have to say it is a pretty complete version of the game.
18-08-13
bocadecao
Re: Laxe Lore [aka modified Priston Tale engine]
Ohhhh I was impressed with this city, very beautiful
@ The game is the legend of the ring?
and would like me to deliver this city I see the 3ds?
18-08-13
bobsobol
Re: Laxe Lore [aka modified Priston Tale engine]
Quote:
Originally Posted by telatoro
oww bobo "The user hosting this content is out of bandwidth." :(, at least just only could download the sunny laxelore-big.7z :(, the other files couldnt :(, but i hope i can retake the project with this :)
Hmm. Yup, it's telling me I've used "606% of monthly bandwidth" so I imagine this folder won't open again for 6 months. >.< I'm not touching it though. It can stay like that, The files won't go anywhere. XD
I've not been able to find out what the bandwidth limit is but... Oh well. Sorry guys.
Honestly, SunnyZ file is the best base. The update files are supposed to apply progressive patching, but I'm not sure which base they start from or anything now. The only advantage to the setup is to see how it was officially installed and the English translation.
Quote:
Originally Posted by bocadecao
Ohhhh I was impressed with this city, very beautiful
@ The game is the legend of the ring?
and would like me to deliver this city I see the 3ds?
The game is Laxe Lore, except that Laxe Lore was supposed to be PT2. Since 2nd Enigma won the role of PT2, Laxe Lore went through some changes and, I get the feeling, was considered unsuitable to fit in the franchise. Legend of the Ring On Line is still Laxe Lore, but removing all intellectual property connected with that franchise. So, the last time I saw it, it still had a lot of things which look like PT monsters or character classes (or at least Laxe Lore ones) but the names are being changed up and their function doesn't fit in PT lore any longer and so on. What where monsters become NPCs and NPCs become monsters and things like that.
Honestly, both Laxe and 2nd Enigma change up PT classes quite a lot. In Laxe, we got Blade Runners in place of Pikemen, for example, and any class can be either gender. ^_^
The older the version, the more similar the maps where to PT maps, where 2nd Enigma maps and costumes don't even feel like they're from the same world. XD
I put several Laxe maps into Max, but found I have no idea how to make them into PT maps. They have 2 or 3 levels of detail, IMS. The closed detail containing rooms within buildings and clutter on the streets, but having tens of maps per field. The overall field map looses collision data, clutter and interiors, as well as dropping texture detail. (it's clearly for distance rendering only) However, it does contain an entire field. Finally, there is a massively reduced version with almost no detail at all, which is clearly meant to be viewed sown together with all the other fields for very distant viewing.
18-08-13
bocadecao
Re: Laxe Lore [aka modified Priston Tale engine]
Quote:
Originally Posted by bobsobol
Hmm. Yup, it's telling me I've used "606% of monthly bandwidth" so I imagine this folder won't open again for 6 months. >.< I'm not touching it though. It can stay like that, The files won't go anywhere. XD
I've not been able to find out what the bandwidth limit is but... Oh well. Sorry guys.
Honestly, SunnyZ file is the best base. The update files are supposed to apply progressive patching, but I'm not sure which base they start from or anything now. The only advantage to the setup is to see how it was officially installed and the English translation.
The game is Laxe Lore, except that Laxe Lore was supposed to be PT2. Since 2nd Enigma won the role of PT2, Laxe Lore went through some changes and, I get the feeling, was considered unsuitable to fit in the franchise. Legend of the Ring On Line is still Laxe Lore, but removing all intellectual property connected with that franchise. So, the last time I saw it, it still had a lot of things which look like PT monsters or character classes (or at least Laxe Lore ones) but the names are being changed up and their function doesn't fit in PT lore any longer and so on. What where monsters become NPCs and NPCs become monsters and things like that.
Honestly, both Laxe and 2nd Enigma change up PT classes quite a lot. In Laxe, we got Blade Runners in place of Pikemen, for example, and any class can be either gender. ^_^
The older the version, the more similar the maps where to PT maps, where 2nd Enigma maps and costumes don't even feel like they're from the same world. XD
I put several Laxe maps into Max, but found I have no idea how to make them into PT maps. They have 2 or 3 levels of detail, IMS. The closed detail containing rooms within buildings and clutter on the streets, but having tens of maps per field. The overall field map looses collision data, clutter and interiors, as well as dropping texture detail. (it's clearly for distance rendering only) However, it does contain an entire field. Finally, there is a massively reduced version with almost no detail at all, which is clearly meant to be viewed sown together with all the other fields for very distant viewing.
No use then download the latest version of the legends to the ring?
@As the Realm took a part of the game to use as select?
18-08-13
bobsobol
Re: Laxe Lore [aka modified Priston Tale engine]
Probably not. Even to get the resources out of LROL you need to crack open the packed files. In it's self, that may not be too hard, but since (unless I'm mistaken) it's in a closed China only beta cycle... that's gonna be hard without a server Emu. And that alone is not enough reason to write one, I think. :\
18-08-13
bocadecao
Re: Laxe Lore [aka modified Priston Tale engine]
I mainly wanted to download the 3D files to analyze, as this the SunnyZ
Exporting the file to 3ds and then import it back to the 3d would take all the techniques that were used, and can therefore run on PT. Or not?
I really enjoyed this city that showed SunnyZ and probably have more interesting files
However I have not managed to get the maps to work in PT yet.
When exported to ase the file size is around 400mb, normal maps in pt are about 20mb.
There are just too many polygons and PT craps out when attempting to convert the ase to smd.
To get it to work, you would have to rework and reduce the polygon count of the entire map, that's LOTS of work, you would be better off creating a new map from scratch.
However I have not managed to get the maps to work in PT yet.
When exported to ase the file size is around 400mb, normal maps in pt are about 20mb.
There are just too many polygons and PT craps out when attempting to convert the ase to smd.
To get it to work, you would have to rework and reduce the polygon count of the entire map, that's LOTS of work, you would be better off creating a new map from scratch.
And in a matter of textures? All are correct in 3ds?
And you can send me the map to see me here?
19-08-13
bobsobol
Re: Laxe Lore [aka modified Priston Tale engine]
I don't think the NIFtools plugin recognises the NIF textures. I had to grab those out of NIFskope with a screen grab and re-map them. There where just too many to work that way for maps.
However I have not managed to get the maps to work in PT yet.
When exported to ase the file size is around 400mb, normal maps in pt are about 20mb.
There are just too many polygons and PT craps out when attempting to convert the ase to smd.
To get it to work, you would have to rework and reduce the polygon count of the entire map, that's LOTS of work, you would be better off creating a new map from scratch.
This map does not seem to be 200mb of polys xd.. There are two things i noticed that kind of dramatically multiply the ASE size are:
-Exporting with normals (pt does not need it (the object looks exactly the same))
-Multi-Sub Material being repeated over and over (and over (and over (etc..)))
-Morph targets not embedded to main model (no worries for PT)
-Forcible texture splatting (theoretically PT could be forced to do texture splatting ;b)
When you import the mesh, the material already comes kind of 'embedded' in it.. With all materials.. In this case (importing something, editing and exporting), to dramatically reduce the file size, use just 1 material on the map.. If you have used the same as the imported one, you would have to correct it (apply the same material to all objects on the scene) and save it, and then merge only the map (and lights) to a new scene.. Usually the pt materials have roughly 400 submaterials... so.. if you use an object from a map, and then an object from another map, without fixing the submaterials, the exported file will be huge ...
About textures, almost every texture on PT (and probably the LL too) is a tileable texture.. There are almost no 'complete' textures (like an pillar with the pillar's textures).. All objects have lots of submaterials, so the guy working on the map can kind of 'paint' the object using the submaterials (for an example, those pillars with needles coming out of it, the horizontal parts of the base are one material ID, the vertical parts of the base are another material ID, the needle is another (mat ID) and the pillar itself (the middle, usually round, part of it) yet another one..
So.. there are no 'textures' for maps on pt.. In fact, i suspect it would be roughly the same textures as PT1.. :).. If the material ID's are not messed up, you can re-paint the map with PT1 textures :)
(it would be already mapped, etc.. i suppose that it would be less tricky =D)
19-08-13
bocadecao
Re: Laxe Lore [aka modified Priston Tale engine]
yet he did not lose the UWV map. would have to put the textures again anyway, where can baixer this sunnyz customer who found the map? @ Waiting for the map, if possible
19-08-13
ScreamingFox
Re: Laxe Lore [aka modified Priston Tale engine]
I suspect it can be one (some) of those bizarrely named nifs..
19-08-13
telatoro
Re: Laxe Lore [aka modified Priston Tale engine]
By the way, anyone of you who did the testa beting on LaxeLore or LegendOfRing had recorded some packets?, i hate a bit the nightmarish with reversing :p, so hopefull someone have a small enlightment, working with lots of trial/error values takes so much time :p lol :)
20-08-13
bocadecao
Re: Laxe Lore [aka modified Priston Tale engine]
Downloaded the Legend of the Ring but could not have access to folders of objects etc.
Weighs only thing here is game.hcp
21-08-13
SunnyZ
Re: Laxe Lore [aka modified Priston Tale engine]
Quote:
Originally Posted by bocadecao
And in a matter of textures? All are correct in 3ds?
And you can send me the map to see me here?
I did not play with LL for some time so excuse me if this is known fact by now but you can now export images from .nif files and save them as .dds or .tga
...there are more textures in this file. But this is only example so let's focus on one thing at time.
Now let's open "campfire_region_rock03.nif" as we know now it holds NiPixelData.
We will see single node "NiPixelData".
Let's click it with right mouse button, select "Texture> Export" and save it as .tga file (you need to write extension to save as .tga)
I recommend to save it with same name, in this case:
campfire_region_rock03.tga
OFC you can change .nif texture to .tga in .nif files so when you export those files to obj/3ds they going to use .tga files.
___EDIT___
Just confirmed that files exported to .obj (with .nif textures changed to .tga) and imported with 3ds 2010 (6/7 will not work) will be textured, not only with textures but also with materials:
No, last time we where digging into these, NifSkope wouldn't "export" textures, only display them on screen. So we had to take a screenshot and then crop that and save it. Not ideal at all.
Thanks Vormav. :)
27-08-13
Vormav
Re: Laxe Lore [aka modified Priston Tale engine]
Thanks for clarifying, I was unsure. Version 1.1.3 was released in 2013-01-10. So as you see some time passed since than.
BTW. This town look great when textured! I had too import it in 2 parts... believe it or not I ran out of RAM :D
It would be great replacement for ric & pillai. It's a little big but I could "nest" it in 2 parts. OFC lots of optimization would be req.
I see some big textures that PT will not load and I'm sure that in big place like this there is lot of vertices that will crash PT when player get too close. I think that PT struggle to calculate collision or height there (?) Resizing would fix it but that's not the real fix... this is not town of giants :D
When I find some more time I will take a deeper look... So many geometry to climb ;)
PS. Town have closed all gates except one leading to port with ship.
28-08-13
ScreamingFox
Re: Laxe Lore [aka modified Priston Tale engine]
(really nice resolution on the viewports =D)
How many polys it has?
(you can see it pressing '7')
Would be good.. to compare with other maps, etc :)
28-08-13
bocadecao
Re: Laxe Lore [aka modified Priston Tale engine]
[MAP]
name=WindForest
@ And if you exclude all that heavy objects (like those rocks, trees, etc.) and leave only the same basic
Hence attach to one and use "Optimize" to reduce faces
About the textures could apply any just to test the 3D map ... And I believe it would also have to remove all bones, animations etc.
28-08-13
Vormav
Re: Laxe Lore [aka modified Priston Tale engine]
@ScreamingFox
Polys: 1 666 640
Verts: 1 713 866
Did not counted water that I just added but those are just few planes.
@bocadecao
Animation is removed during conversion to .obj.
I believe I found those few bitmaps that where crashing this town and fixed them.
"Optimize" is not something that can be lightly used or final effect will be like this:
...besides there are better ways to reduce vertex count without creating "Jesus from Spain".
A lot of optimization need to be made in order to load this map into PT.
It's possible but at what cost =P I will try to fix few objects every day but I don't know how long it will take.
I can't help to believe ((is that correctly phrased? =D)) that there is something wrong with this poly count... Just to look at the "transparency vegetation" and the "pan-sexual cherubs"(hope that fountain does not function the way i imagined heuhueuheuhue XDD), and all those hard edges it is very hard to believe in a 1.6kkPoly count to it..
This (yes it is good looking and etc..) does not look like one million polys at all man.. It is good looking, but 1kkPoly is much probably more than all the PT maps put together.. xd.. It is a rare polycount even for a much more modern game..
You can click and drag (on sub-object, element level) some parts of the map and see if they are duplicates... some people kind of try to "force texture splatting" by duplicating polys (like i did with the 'selective effect', but with gradients) with 'inter-cohesive' sub-materials...
Or probably all the Levels Of Detail are 'merged' to one another, etc.. It is a bizarre polycount, or the engine used, very excellent, imagine that you could use only medium/high definition models to the entire game, like a 60k poly Buddha statue on the middle of the map without any problem or concerns, etc... well etc, etc..
29-08-13
bocadecao
Re: Laxe Lore [aka modified Priston Tale engine]
I believe Vormav is taking every part of the map and arranging for her work in PT
About having it all polys to be true, because if you see the rocks, the trees, among other things were made with maaany polys
@Vormav
How you managed to load the textures in this city? Here not appear in nifskope
And as they opened in 3d max? : s
30-08-13
bobsobol
Re: Laxe Lore [aka modified Priston Tale engine]
It's early beta map. I believe it's massively non-optimal.
30-08-13
Vormav
Re: Laxe Lore [aka modified Priston Tale engine]
This just massive unoptimized map. Most likely this popped up directly from 3d artist and nobody optimized topology.
There is no LoD. No hidden geometry.
But one big town like this is not real problem for LL. It's not like everything will be rendered all the time. Even 1/4 will not be.
Statues are too dense and they crash PT right away so I left them for now. Rest is just a trick allowing me to use 2 maps capacity to create one big.
Looking forward to play hide and seek in this town ;)
31-08-13
ScreamingFox
Re: Laxe Lore [aka modified Priston Tale engine]
Aah, i remembered yet another reason for a strangely high poly count.. Some conversors kind of 're-quadify' the imported/exported mesh.. So some conversors will 'tesselate' the models...
One nice thing you could do would be to separate some nice models of it so we can use it on maps on the future.. I always save 'assets' stuff i use on maps.. got some 40 'assets', from stuff like trees or statues to stuff like portals, geysers, etc..
You can merge this to a part of your map (use 'merge' on max), so you can link it to the PT world XDD: Portal.max
04-09-13
bocadecao
Re: Laxe Lore [aka modified Priston Tale engine]
how can I put the texture maps?
nifskope not appear even in the textures
and has set the patch of textures and nothing in nifskope
05-09-13
bobsobol
Re: Laxe Lore [aka modified Priston Tale engine]
Meaning with words has not your. Sentence rearrange when even you words in.
Speak English bocadecao! XD
Line by line:-
how can I put the texture maps?
Something is missing. Put texture map in where? From where? What are you trying to do?
nifskope not appear even in the textures
You can't find an application in a picture? And you are surprised by this? I don't think you mean what you have said. You don't load programs from inside common data files unless they are archives or deliberate obfuscation. You CAN and WILL find the textures in nifskope if your file root is correct, and you'll find there path even if it's wrong.
and has set the patch of textures and nothing in nifskope.
Ignoring common English rules that you avoid starting a sentence with the list concatenation "And", and that you never use it twice within the same list, what is a "patch of textures"? Sounds like a patch of mushrooms under a tree. XD Is "patch" a mis-spelling of "path"? If you don't know how to make two paths match I don't know what to suggest. That's just obvious.
If nothing is in nifskope, then you either put nothing in nifskope or you gave your car lemons to run on. (the data isn't a NetImmense / GameBryo NIF that it understands) All the Laxe NIFs are valid.
05-09-13
bocadecao
Re: Laxe Lore [aka modified Priston Tale engine]
sorry for the english
already managed to put the textures, now only missing in 3d max :/
08-09-13
bobsobol
Re: Laxe Lore [aka modified Priston Tale engine]
You mean you can load them in NifSkope but the Max import filter doesn't recognise them? That's normal, I think, you should be able to export them from NifSkope (according to Vormav) as a BMP or TGA that Max and PT can read.
08-09-13
bocadecao
Re: Laxe Lore [aka modified Priston Tale engine]
But the way the Vormav I can export the texture of just one object.
If it is on the map is virtually impossible to catch every object and change to tga
Example this city, it is slow in nifskope worse to select each object and export
@ Another thing, how you managed to get the textures "ground.nif"?
08-09-13
Vormav
Re: Laxe Lore [aka modified Priston Tale engine]
Textures are in multiple files containing "NiPixelData". You can filter them... and I was lazy so instead of using source code to create app that will convert me all files to .tga I recorded action and BOT did everything. Rest is just taking file with mesh data and changing all ".nif" to ".tga".
ground.nif does not have any textures only materials and mesh. It's collision data.