[Help] How MAIN handles BMD files
Guys I have some doubts about HOW MAIN deals with the BMD files of items.
I know that the muonline characters are modular!
For example the DW he is formed by HelmClass01.bmd, ArmorClass01.bmd, PantsClass01.bmd, BootsClass01.bmd and GlovessClass01.bmd
And if the player places a Amor Pad, the game changes AmorClass01.bmd for AmorMale03.bmd!
So far ok !!
But if you open the file converted to SMD from ArmorMale03 in a 3D program you will see Pad Armor and it will have part of the arm of the DW, but the item when it is in the inventory does not have that detail!
What I'm looking to find out is how the main does it !!
I appreciate any help to understand this !!
At night I post some images to illustrate what I mean here!
Re: [Help] How MAIN handles BMD files
waiting for your images illustration, or better video or something like that.
maybe the .smd and the texture mu files for the armor are what make them look like that in game, for example black = transparency
Re: [Help] How MAIN handles BMD files
I am interested in knowing the same. Could you solve it?
4 Attachment(s)
Re: [Help] How MAIN handles BMD files
It is very easy to understand how Mu handles the character' and set' models and its textures. I'll try to explain it in short with the elves as an example.
Okay let's start from the beginning. We have the following base textures for the elves:
skin_archer_01.ozj -> Fairy Elf
level_man033.ozj -> Muse Elf
SkinClass303.ozj -> High Elf
(There is 1 more file: some equipment uses skin_warrior_01.ozj which is same as the skin_archer_01.ozj...the file names can make you a little bit confused...Imo these are just simple communication mistakes what the devs made at the early development [remember, it's a korean game, english isn't their native language].) Hereinafter I will refer to these textures as "skin".
These files are important (just like the other characters own textures). In the first image you can see how the decrypted Muse Elf head model looks in MilkShape 3D.
https://drive.google.com/file/d/1kbk...BLjyYl/preview
https://drive.google.com/file/d/1kbk...BLjyYl/previewEvery model made from faces which are triangles. These together forms group(s) (you have the opportunity to add more faces to a group or create a new one with the selected ones). The head only has 1 group which is assigned to the skin texture.
If you are familiar to image editing/creating you can consider the "groups" as layers.
Let's move to my second image.
This is the Sylphid Ray Helm. It has 2 groups. The upper one is same as the character model' texture and the lower is the helm' texture. The order is important. Usually in image editing or even video editing the upper layer/track always take position above the lower one and hide the space with its size (other example if you put an A4 size paper to an A5, you will only see the bigger). In the smd/bmd models it's different. The lower layer will take the position above the upper one. If you don't want to see visual bugs you have to pay attention to that. (My project uses different files, I "reworked" every set to match the new HQ character' models [these released with S12 if I remember right], so I speak from experience.)
Back to the helm model: in the 3D editor we can see the head group (texture) but in game it disappears. It is a coded "function" in the main.exe. Remember, I told you the base textures are important. Basically you just tell the program to not display the given texture in different places (in the inventory and similar windows and the ground).
There are plenty of textures which have a function like that. Another important one is the hide.ozj file (it's a 1x1 pixel black image). It only become invisible when you equip the item. On the ground you can see it. It's used to hide open parts of the item.
Not every set item work like this. For example take a look at my 3rd and 4th image. This is the Seraphim Armor. There are no skin texture, but you don't see the "body line" in the game. That's another way to get a similar result but in this case it's just simply a wrong method...the coded function looks for the groups order and hides the given ones. That's the reason why we can't see in game other parts than the feathers.
I hope I did answer the main question and make things a little bit cleaner.
If you want to know more or still have a question feel free to ask it :wink:
Re: [Help] How MAIN handles BMD files
Quote:
Originally Posted by
ADMTec
Guys I have some doubts about HOW MAIN deals with the BMD files of items.
I know that the muonline characters are modular!
For example the DW he is formed by HelmClass01.bmd, ArmorClass01.bmd, PantsClass01.bmd, BootsClass01.bmd and GlovessClass01.bmd
And if the player places a Amor Pad, the game changes AmorClass01.bmd for AmorMale03.bmd!
So far ok !!
But if you open the file converted to SMD from ArmorMale03 in a 3D program you will see Pad Armor and it will have part of the arm of the DW, but the item when it is in the inventory does not have that detail!
What I'm looking to find out is how the main does it !!
I appreciate any help to understand this !!
At night I post some images to illustrate what I mean here!
I think, you are looking on the item model template files. Based on these, they are constructing the items models based on that respective character. Sounds like an item model template honestly: "HelmClass01.bmd, ArmorClass01.bmd, PantsClass01.bmd"
The arm of the DW not appearing, could be the transparency changing for items when drawing it in inventory, but that arm could still exist on the DW equipping it.
Re: [Help] How MAIN handles BMD files
Last night I wrote a full explanation to answer the main question and I attached my "watermarked" illustrations too...aaaaand it's still not visible...(in the popup I got a message saying the moderators have to check my post before it will be published...so wait for it...)
Re: [Help] How MAIN handles BMD files
You talk too much... too long. And I don't see where did you answer what's happened with the DW arm... or maybe I skipped it after skimming your post in 5sec (sorry in that case).
Let me try to make it really really short explanation. ^.^
DW arm is hidden because the RenderMesh(...) function have a parameter to tell render which part need to be hidden (do not render). That's all.
https://i.imgur.com/oRdUj0p.png
Re: [Help] How MAIN handles BMD files
Yeah, you're right, you can't see what happened with the DW arm, because I used the Elf classes to my explanation. :):
DW arm is hidden because this part of the model (the mesh or group, name depends on your 3D editor software) is uses the skin_barbarian_01.jpg texture which are same as the ones what I wrote in my 1st comment...If you don't believe me just simply remap the arm with another texture for example with lower_04_m.jpg. The arm part will be displayed on the ground and in the inventory. (You can go further and create a new model, a cube would be enough for the test. Texture it with skin_barbarian_01.jpg and add it to your game as a new item. It will look invisible on the ground and in the inventory.)
I could have written a short comment, but I wanted to tell a full explanation. If somebody find this topic and give a 2-3 minute to read it, it might be worth, because with this knowledge (if you understand the "contexts") you can modify your custom sets in different way, I mean without coding anything you can hide skin (body lines) on your models...
And don't get me wrong, I didn't take it personal, I only write this because your answer isn't 100% correct and I want to "defend" mine :):
Re: [Help] How MAIN handles BMD files
You don’t have to write a full essay to just simply answer a small thing. (I don’t think it’s big :) )
and no need to explain anything with me. Sorry about my arrogance:) but honestly, after decompiling nearly 90%+ Mu client model/interface rendering functions and many other stuffs... I think I “understand the context” :)) thanks anyway
Re: [Help] How MAIN handles BMD files
I actually think that's a good thing to have more information about this xD I guess this info is for everyone who is interested in this subject
Re: [Help] How MAIN handles BMD files
Quote:
Originally Posted by
solarismu
You talk too much... too long. And I don't see where did you answer what's happened with the DW arm... or maybe I skipped it after skimming your post in 5sec (sorry in that case).
Let me try to make it really really short explanation. ^.^
DW arm is hidden because the RenderMesh(...) function have a parameter to tell render which part need to be hidden (do not render). That's all.
Thank you very much for the help, I understood well !!
I wanted to know if anyone can help me understand and figure out how to fix some items when I'm going to edit in any 3D editor it presents itself in a different position than others
PantMale01.smd
https://i.imgur.com/0PJDWK2.png
PantMale02.smd
https://i.imgur.com/9gGobuD.png