Gm logo

Results 1 to 18 of 18
  1. #1
    OH Yes! Proud to be Me astig01998 is offline
    MemberRank
    Aug 2011 Join Date
    (Philippines)Location
    662Posts

    Gm logo

    Hellow somebody have Cool GM LOGO :)
    ahha thanks


  2. #2

    Re: Gm logo

    why dont u make one ?^^

  3. #3
    OH Yes! Proud to be Me astig01998 is offline
    MemberRank
    Aug 2011 Join Date
    (Philippines)Location
    662Posts

    Re: Gm logo

    hmmm :) coz i dont know how to make i dont have editor :)

  4. #4

    Re: Gm logo

    the musign.bmd i think can be edited with mus@nek tools or showed then convert it to jpg and edit it with photoshop etc then convert it back with Mu Skiner [ HERE ]
    and also use MUimgGUI


    ► Skinning Tutorial ◄
    You will need
    --- MUingGUI
    --- A Graphic editing tool ► Photoshop . paint net . etc ◄

    Checking Link !! Pls search from google or w8 my link XD .. [ Sr for this problem ]

    Making/Editing a skin....

    * 1.Run MUimgGUI
    Make sure in the combo box the default value is 1:Mu File->Img File
    Let's say you want to edit the Black Dragon boots
    * with MUimgGUI browse to "Client root"/Data/Player/boots_bd.OZJ
    * 3.When you are there and you preview the Black Dragon boots,Click "Convert"
    * 4.now go to the Player Folder ("Client root"/Data/Player)
    * 5.There you'll find boots_bd but not in .OZJ but in .JPEG format(that's the output of the convertation)
    * 6.Now open boots_bd.jpeg with the Grahpic editing tool.
    * 7.Make any changes you want ....
    * 8.Now open MUimgGUI again and browse "Client root"/Data/Player/
    * 9.Now in the combo box change 1:Mu File->Img File to 2:Img File->MU File and find boots_bd.jpeg
    * 10.click again "Convert" and it will overwrite the old Black Dragon boots skin with the new(yours) one.
    * 11.now if you want go delete "Client root"/Data/Player/boots_bd.jpeg(since you don't need it anymore)
    * You can do the same with other skins, textures,etc.

    ► How to edit .map and .att Guide ◄

    This is a guide how u can edit .map and .att files to let the Server and client know where to put what kind of textures and where u are allowed to go on maps.

    First step: editing the textures, height and light

    This won't be new for most of u. U can use MuimgGUI from Kamikadze to convert .ozj and .ozt files to .jpg and .tga. So u can edit how the textures look like in a graphic programm. After that u have to reconvert them to ozj/ozt. To edit height u have to convert Terrainheigt.ozb to .bmp using MUimgGUI. U will recieve a grayscale bmp which indicates the heigts in map positions. Low is dark light is high. To edit lighting u have to edit Terrainheigt.ozj where u can directly choose the colour of lighting. Remember that u should use pretty light colors because they look much darker in game.

    Second step: Define where to put textures in map

    Here is where the fun beginns. Texture positions are saved on 3 Layers in the .map file. To edit these files u have to use the tools from Cyberlove and other Skyteam members. First u have to decode Encterrain*.map to Decterrain*.map or what ever u want to call it(doesn't matter). Then u have to open it using Mapto3layer to get 3 .att files that could be converted using Mg Mu Att <=> Bmp tool to editable bmp file. First layer and second layer are two layers of texturesets where color - texture codes are shown in mapediting.gif below. 3.layer defins where to use fist layer (black color) and wher to use secound layer(white) where edges aren't as sharp as they would be defining all the textures on one layer. Other colors in 3.layer can be use for fine adjusting. After u have edit the layers u have to reconvert them to Dec Att(server) out1/2/3.att. Now u have to combine them to a new map file using Mapto3layer with open out1.att. U will receive a file called TerrainXX.map which have to be encoded to Encterrain*.map.

    Third step: Defining where u are able to go on map

    This is saved in EncTerrain*.att client side and Terrain*.att server side. U can convert them to bmp and edit them. Colors are coded like this:

    black(#000000): Free to pass outside
    Blue(#000080): Walls outside where u cant pass but still see textures
    Red(#802000)/Lightgreen(#C0DCC0): Walls that are shown black. Cursor turns into an X when over the position.
    Red(#800000): Free to pass in town
    Violett(#800080):walls in town


    To show an example I have attached .att file of Devias. Remember that u can't set positions for free pass client side when ur not allowed to pass Server side because client will crash when u walk to forbidden zones. But u can use different EncTerrain*.att files on Clients to allow only VIPs (who must have the right EncTerrain*.att at Client) to pass at certain Positions but not normal players.

    Fourth step: Adding Objects

    Yes I made it. People where talking about how to do that in Sky team forum for years and nobody was able to find out how it works to set objects. It took me a lot of time but at least I found it out.
    First u have to decode the EncTerrain*.obj and load it into Hex editor. U will recieve something like that:

    E4 07 01 00
    14 00 D6 F6 A7 45 9B D6 8A 44 08 00 2E 42 00 00 C8 41 00 00 00 00 00 00 70 43 00 00 80 3F

    First 4 Byte is the head of the file. After that there are sets of 30 Byte which each defines an object position. How many object positions (sets of 30 Bytes) are included in the file must be saved at 3. Byte of Head. An object position itself has different attibutes. The meaning of most important Bytes of a set are as following:

    1-2 Byte: Serial Number (00 00 means Object01.bmd, 01 00 Objet02.bmd etc.)
    3-6: X-Position
    7-10: Y Position
    11-14: Z Positon
    15-26: Turning the Object
    29,30: Size (U can make Objects bigger or smaller; normal size is 80 3F)

    The first bytes of an attribute (ex. X Position 3. Byte) doesn't have much effekt and can be used for fine adjustment. The higher Bytes have big effekt. Finally check ur number of sets in header and save the file. Now reencode it to EncTerrain*.obj.
    cred; rockme

  5. #5
    OH Yes! Proud to be Me astig01998 is offline
    MemberRank
    Aug 2011 Join Date
    (Philippines)Location
    662Posts

    Re: Gm logo

    where i can find
    Grahpic editing tool.

  6. #6

    Re: Gm logo

    graphic editing tool such as Paint / Photoshop :)

  7. #7
    OH Yes! Proud to be Me astig01998 is offline
    MemberRank
    Aug 2011 Join Date
    (Philippines)Location
    662Posts

    Re: Gm logo

    haha karli can u make a example!

  8. #8

    Re: Gm logo

    what example ?:x
    i never tried to work with gfx editing in client

  9. #9
    OH Yes! Proud to be Me astig01998 is offline
    MemberRank
    Aug 2011 Join Date
    (Philippines)Location
    662Posts

    Re: Gm logo

    haha i cant make the file ozj

  10. #10

    Re: Gm logo

    try this
    http://www.4shared.com/file/33650174.../MUimgGUI.html

    1) Select which files you are planing to convert from DropDown list.
    a) "1: MU File->Img File" - to convert from OZJ,OZB,OZT files;
    b) "2: Img File->MU File" - to convert JPG,BMP,TGA files.
    2) Browse to files you wish to convert using "Browse" area.
    3 ) Click on file you want to preview.
    4 ) To convert file that is displayed in "Preview" area just press "Convert" and file will be converted to same directory just with different extension (JPG->OZJ, OZJ->JPG, OZB->BMP, BMP->OZB, OZT->TGA, TGA->OZT).

    IMPORTANT: TGA files will not be displayed, however you can still convert TGA files the same way you convert JPG,BMP (OZJ,OZB).

    P.S. file extension makes difference since program will check for extension, and extension case (lower-case,upper-case) doesn't matter.
    1) Copy files you want to convert to same directory with muimg.exe
    2) Start Command Prompt (Start->Run-> type "cmd" (it's "command" for win9x)
    3) Browse to directory where muimg.exe is.
    4) Converting files
    a) Converting OZJ to JPG: type "muimg.exe file1.ozj file2.jpg"
    b) Converting JPG to OZJ: type "muimg.exe file1.jpg file2.ozj"

    P.S. file extension makes difference since program will check for extension, and extension case (lower-case,upper-case) doesn't matter.

    Bug?: Program may give you "close program error" if it's debuged, but your file will be converted anyway.
    Last edited by KarLi; 23-04-12 at 07:12 PM.

  11. #11
    OH Yes! Proud to be Me astig01998 is offline
    MemberRank
    Aug 2011 Join Date
    (Philippines)Location
    662Posts

    Re: Gm logo

    i cant open that link

    it has error
    Forbidden

    You don't have permission to access /files/muimg.rar on this server.

    Apache Server at qtis.host.sk Port 80

  12. #12
    Last edited by KarLi; 23-04-12 at 07:12 PM.

  13. #13
    OH Yes! Proud to be Me astig01998 is offline
    MemberRank
    Aug 2011 Join Date
    (Philippines)Location
    662Posts

    Re: Gm logo

    whaha when i open it
    its automatically closing

  14. #14

  15. #15
    OH Yes! Proud to be Me astig01998 is offline
    MemberRank
    Aug 2011 Join Date
    (Philippines)Location
    662Posts

    Re: Gm logo

    yup already :( but same

  16. #16
    INPHINITY IcheBeShino is offline
    MemberRank
    Nov 2011 Join Date
    PhilippinesLocation
    301Posts

    Re: Gm logo

    wahahah want Help Astig? :)

  17. #17
    OH Yes! Proud to be Me astig01998 is offline
    MemberRank
    Aug 2011 Join Date
    (Philippines)Location
    662Posts

    Re: Gm logo

    Nope! haha eto ok na
    nagawa ko sa Adobe Photoshop :)

  18. #18

    Re: Gm logo

    just play with photoshop :P
    Posted via Mobile Device



Advertisement