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[Release] MuClientTools Season 16 part 1.1
Link:
https://github.com/VDraven/MuClientTools16
Quote:
THIS PROJECT HAS BEEN COMPLETED (AUG 2021)
Data and Config Files: 100% (45 / 45) (COMPLETED)
✔️ 1. Lang.mpr
✔️ 2. Item.bmd
✔️ 3. ItemToolTip.bmd
✔️ 4. ItemToolTipText.bmd
✔️ 5. ItemAddOption.bmd
✔️ 6. ItemSetType.bmd
✔️ 7. ItemSetOption.bmd
✔️ 8. ItemSetOptionText.bmd
✔️ 9. SocketItem.bmd
✔️ 10. ExcellentCommonOption.bmd
✔️ 11. ExcellentWingOption.bmd
✔️ 12. JewelOfHarmonyOption.bmd
✔️ 13. StatOption.bmd
✔️ 14. StatOptionText.bmd
✔️ 15. InfoTooltip.bmd
✔️ 16. InfoTooltipText.bmd
✔️ 17. SkillTooltipText.bmd
✔️ 18. MasterSkillTreeData.bmd
✔️ 19. MasterSkillTooltip.bmd
✔️ 20. MonsterSkill.bmd
✔️ 21. Mix.bmd
✔️ 22. PentagramMixNeedSource.bmd
✔️ 23. Pet.bmd
✔️ 24. PetData.bmd
✔️ 25. MuunOption.bmd
✔️ 26. MuunInfo.bmd
✔️ 27. MuunTooltipInfo.bmd
✔️ 28. MuunRenderInfo.bmd
✔️ 29. MuunMeshInfo.bmd
✔️ 30. MuunExchange.bmd
✔️ 31. MuRummyOption.bmd
✔️ 32. MuRummyCard.bmd
✔️ 33. MuRummySlot.bmd
✔️ 34. Quest.bmd
✔️ 35. QuestProgress.bmd
✔️ 36. QuestWords.bmd
✔️ 37. NPCDialogue.bmd
✔️ 38. ServerList.bmd
✔️ 39. FormulaData.bmd
✔️ 40. PlayGuide.bmd
✔️ 41. EvolutionMonsterBox.bmd
✔️ 42. MapCharacters.bmd
✔️ 43. HelpData.bmd
✔️ 44. RuudShopViewInfo.bmd
✔️ 45. Camera_Angle_Position.bmd
Image, 3D Model, Interface and Map Files: 100% (10 / 10) (COMPLETED)
✔️ 1. OZJ (-> .JPG)
✔️ 2. OZT (-> .TGA)
✔️ 3. OZB (-> .BMP)
✔️ 4. OZP (-> .PNG)
✔️ 5. OZD (-> .DDS)
✔️ 6. OZG (-> .GFX)
✔️ 7. BMD (-> .SMD)
✔️ 8. MAP (-> .PAM)
✔️ 9. ATT (-> .TTA)
✔️ 10. OBJ (-> .JBO)
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Re: MuClientTools Season 16 part 1.1
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Re: MuClientTools Season 16 part 1.1
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Re: MuClientTools Season 16 part 1.1
the Item Bmd.exe program does not open the item.bmd from the season 15 version, can you send me the Item_bmd.exe from the season 15 version?
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Re: MuClientTools Season 16 part 1.1
Quote:
Originally Posted by
zipelagt
the Item Bmd.exe program does not open the item.bmd from the season 15 version, can you send me the Item_bmd.exe from the season 15 version?
I don't have time to support/help you for other versions.
Source is THERE, just find the correct struct.
OR BUY IGCN TOOL. TY
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Re: [Release] MuClientTools Season 16 part 1.1
@solarismu: Thank you for sharing. I have been waiting for this toolkit for a long time. I don't know how long Mu Online will grow, but my love for Mu Online has not changed. Once again, thank you for your contribution to the community.
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Re: [Release] MuClientTools Season 16 part 1.1
What about G_Camera_Angle_Position.bmd ? can you make a decrypt/encrypt for it?
ty
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Re: [Release] MuClientTools Season 16 part 1.1
Quote:
Originally Posted by
Ale[!]
What about G_Camera_Angle_Position.bmd ? can you make a decrypt/encrypt for it?
ty
Added G_Camera_Angle_Position.bmd.
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Re: [Release] MuClientTools Season 16 part 1.1
Hey, @solarismu do you intend to add support for the latest files? as I have a project at unity, it would be very useful! Mainly the BMD files, without the current encryption, I'm using season 6.
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Re: [Release] MuClientTools Season 16 part 1.1
Quote:
Originally Posted by
Viserion
Hey, @
solarismu do you intend to add support for the latest files? as I have a project at unity, it would be very useful! Mainly the BMD files, without the current encryption, I'm using season 6.
Sry, don't count on me to support other version cause I'm not able to...
Update:
Added BMD <-> SMD converter.
Suggest to open .SMD in Blender tool by using Blender Source Tools (https://developer.valvesoftware.com/...r_Source_Tools)
https://i.imgur.com/NTZdSGe.png
https://i.imgur.com/7dpsr6C.png
Added/Fixed BMD Lock Positions.
Some BMD Animations (monsters walking,...) use flag LockPosition.
SMD files have no option to represent it. It can be set manually in LockPositionData.txt instead.
Comparation test:
https://i.imgur.com/diERktn.gif
https://i.imgur.com/ZgYMpUD.gif
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Re: [Release] MuClientTools Season 16 part 1.1
Any one can upload this in Mega.nz ?
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Re: [Release] MuClientTools Season 16 part 1.1
Hi bro, I use tool convert file TerrainHeight.OZB to .BMP but i see file error. I can't open file.
https://forum.ragezone.com/image/png...AASUVORK5CYII=https://forum.ragezone.com/image/png...AASUVORK5CYII=
I don't know wrong about it, pls help me.
Thanks,
https://i.imgur.com/SFUT1US.png
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Re: [Release] MuClientTools Season 16 part 1.1
Quote:
Originally Posted by
william49
I don't know either. The tool has been tested on Season 16 p1 files, no problem detected.
No support/guarantee for any different versions under any manner. It has been shipped AS-IS. It may work or not work.
Try to open OZB in HxD (or any hex editor tool).
Remove the first 4 bytes then just save as .bmp file.
You should see something like this.
https://i.imgur.com/w2HvkCW.png
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Re: [Release] MuClientTools Season 16 part 1.1
Quote:
Originally Posted by
solarismu
I don't know either. The tool has been tested on Season 16 p1 files, no problem detected.
No support/guarantee for any different versions under any manner. It has been shipped AS-IS. It may work or not work.
Try to open OZB in HxD (or any hex editor tool).
Remove the first 4 bytes then just save as .bmp file.
You should see something like this.
WOW, wonderful, i try with veriosn 16.1 success. Maybe due version 6.9 for me encrypt.
Thanks you very much.
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Re: [Release] MuClientTools Season 16 part 1.1
Could you post the file already compiled?
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Re: [Release] MuClientTools Season 16 part 1.1
Quote:
Originally Posted by
MUHARDS
Could you post the file already compiled?
what are you talking about?
It is in _bin_ folder.
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Re: [Release] MuClientTools Season 16 part 1.1
Quote:
Originally Posted by
MUHARDS
Could you post the file already compiled?
Added FINAL_RELEASE.rar v1.0F
Link: https://github.com/VD1988/MuClientTo...eases/tag/1.0F
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Re: [Release] MuClientTools Season 16 part 1.1
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Re: [Release] MuClientTools Season 16 part 1.1
does this tool can decrypt, enc.att?
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Re: [Release] MuClientTools Season 16 part 1.1
Quote:
Originally Posted by
solarismu
the version of window of you. 64bit or 32bit?
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Re: [Release] MuClientTools Season 16 part 1.1
Quote:
Originally Posted by
mauka
does this tool can decrypt, enc.att?
It can dec&enc .att .map .obj files. (binary files, not friendly for user/reader)
I suggest using WorldEditor to work with these files instead.
Quote:
Originally Posted by
vungo
the version of window of you. 64bit or 32bit?
Project default (and ONLY) build setting:
- VS2019
- Windows 10
- x86 (Win32)
- Release (speed optimize)
You may need VS2015/17/19/...
or VC++ redistributable packages.
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Re: [Release] MuClientTools Season 16 part 1.1
void MuCrypto::MapFileDecrypt(BYTE * buf, size_t len)
{
constexpr static BYTE key[] { _MU_MAP_FILE_KEY_ };
BYTE seed = 0x5E;
for (size_t i = 0; i < len; i++)
{
BYTE temp = buf[i];
buf[i] ^= key[i % 16];
buf[i] -= seed;
seed = temp + 0x3D;
}
}
this one?
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Re: [Release] MuClientTools Season 16 part 1.1
Quote:
Originally Posted by
mauka
void MuCrypto::MapFileDecrypt(BYTE * buf, size_t len)
{
constexpr static BYTE key[] { _MU_MAP_FILE_KEY_ };
BYTE seed = 0x5E;
for (size_t i = 0; i < len; i++)
{
BYTE temp = buf[i];
buf[i] ^= key[i % 16];
buf[i] -= seed;
seed = temp + 0x3D;
}
}
this one?
Yea, half right. There are 2 types of enc att.
ModulusDecrypt(_buf), if file start with 4 bytes 'M' 'A' 'P' 0x01.
Then Xor3Byte after that.
See ATT.cpp
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Re: [Release] MuClientTools Season 16 part 1.1
Quote:
Originally Posted by
solarismu
It can dec&enc .att .map .obj files. (binary files, not friendly for user/reader)
I suggest using WorldEditor to work with these files instead.
Project default (and ONLY) build setting:
- VS2019
- Windows 10
- x86 (Win32)
- Release (speed optimize)
You may need VS2015/17/19/...
or VC++ redistributable packages.
Thank you!!!
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Re: [Release] MuClientTools Season 16 part 1.1
How to implement Temple of Arnil (Map ,Map name in corner and monsters ?)
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Re: [Release] MuClientTools Season 16 part 1.1
Nice project. Does anyone have Item.txt of Webzen Mu S16 Part 1-3? With Manticore and Silver Heart Weapons?
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Re: [Release] MuClientTools Season 16 part 1.1
@solarismu can you helpme? i'm trying to convert itemsettype.bmd of new season...this season have new lines to new sets...
but when i try convert, all lines after item_idx = 255 are coming with item_idx = 0+ (256 = 0 / 257 = 1 / 258 = 2 +++)
can you help me solve this?
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Re: [Release] MuClientTools Season 16 part 1.1
Quote:
Originally Posted by
rooankesley
@
solarismu can you helpme? i'm trying to convert itemsettype.bmd of new season...this season have new lines to new sets...
but when i try convert, all lines after item_idx = 255 are coming with item_idx = 0+ (256 = 0 / 257 = 1 / 258 = 2 +++)
can you help me solve this?
Fixed. Changed idx BYTE->WORD. Thanks for the test.
https://github.com/VD1988/MuClientTo...3720c61b535d06
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Re: [Release] MuClientTools Season 16 part 1.1
Does the update support 16-2-2?
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Re: [Release] MuClientTools Season 16 part 1.1
Quote:
Originally Posted by
solarismu
Thx for img converter, how about decryption player.bmd for PentiumTools?
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Re: [Release] MuClientTools Season 16 part 1.1
i know this is a dumb question but how to use this one because i tried the instruction on the read me file its not working i even open up the exe file still nothing happens!
can you make it like pentium tools or something similar?
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Re: [Release] MuClientTools Season 16 part 1.1
You have to drag and drop the bmd file(for bmds) on the .exe corresponding for that bmd file. It's not an app with a GUI.
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Re: [Release] MuClientTools Season 16 part 1.1
yes i did like i said i followed the instruction nothing happens i even double click the exe file still nothing
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Re: [Release] MuClientTools Season 16 part 1.1
quoted from a post above.
Quote:
Originally Posted by
solarismu
You may need VS2015/17/19/...
or VC++ redistributable packages.
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Re: [Release] MuClientTools Season 16 part 1.1
Great release, season 17 supported/will be supported?
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Re: [Release] MuClientTools Season 16 part 1.1
Quote:
Originally Posted by
or30n
Great release, season 17 supported/will be supported?
For me season 17 convartion works just fine.
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Re: [Release] MuClientTools Season 16 part 1.1
@solarismu. could you please update it for 16.2. THX
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Re: [Release] MuClientTools Season 16 part 1.1
cant figure out how it will convert the ozd into tga ot png or jpg ^^
thanks
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Re: [Release] MuClientTools Season 16 part 1.1
.ozd -> .dds -> photoshop save as -> .tga .png .jpg
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Re: [Release] MuClientTools Season 16 part 1.1
Quote:
Originally Posted by
Ale[!]
.ozd -> .dds -> photoshop save as -> .tga .png .jpg
exe from bin folder wont work its just popup and auto close. no conversion has been made.
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Re: [Release] MuClientTools Season 16 part 1.1
Quote:
Originally Posted by
Saige
exe from bin folder wont work its just popup and auto close. no conversion has been made.
https://gyazo.com/8736188967e4fbc498fde4e3952ed528
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Re: [Release] MuClientTools Season 16 part 1.1
Quote:
Originally Posted by
Ale[!]
oh i see. thanks :)
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Re: [Release] MuClientTools Season 16 part 1.1
Hello can someone teach me please? how to set monster lock position? What write to LockPositionData.txt and how save it?
Thank you verry much
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Re: [Release] MuClientTools Season 16 part 1.1
Quote:
Originally Posted by
Smradoch
Hello can someone teach me please? how to set monster lock position? What write to LockPositionData.txt and how save it?
Thank you verry much
:blink::blink::blink:
monster spawn direction is in monster setbase server side, monster structure axe position X Y Z is in 3D bmd model, decode bmd to smd and after milkshape or blender with smd plugin
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Re: [Release] MuClientTools Season 16 part 1.1
Quote:
Originally Posted by
VadimashRS
:blink::blink::blink:
monster spawn direction is in monster setbase server side, monster structure axe position X Y Z is in 3D bmd model, decode bmd to smd and after milkshape or blender with smd plugin
i am talking about this https://github.com/VDraven/MuClientTools16
''Some BMD Animations (monsters walking,...) use LockPosition flags. SMD files have no option to represent it. It can be set manually in LockPositionData.txt instead. Comparation test:''
https://camo.githubusercontent.com/0...6b746e2e676966
https://camo.githubusercontent.com/9...7055442e676966
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Re: [Release] MuClientTools Season 16 part 1.1
Quote:
Originally Posted by
Smradoch
The tool should handle LockPositionData automatically when converting bmd->smd, no need to touch it.
LockPosition is a boolean flag using in animation loop. For an example:
An animation (such as bull walking) has 3 frames: 0 1 2
LockPosition = false
animation loop: 0 1 2 0 | 0 1 2 0 | 0 1 2 0 | ...
LockPosition = true
animation loop: 0 1 2 | 0 1 2 | 0 1 2 | ...
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Re: [Release] MuClientTools Season 16 part 1.1
@solarismu
Are you working in BMD->FBX? I saw your last commit, how is going with that?
It was something I was very interested. Because the blender script, converting the SMD to Blender and then Blender to FBX, there was an import error in the skeleton, when I would merge the equipment (Unity3D). So I was using the MilkShape3D tool for conversion by manual. x_X
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Re: [Release] MuClientTools Season 16 part 1.1
Quote:
Originally Posted by
Viserion
@
solarismu
Are you working in BMD->FBX? I saw your last commit, how is going with that?
It was something I was very interested. Because the blender script, converting the SMD to Blender and then Blender to FBX, there was an import error in the skeleton, when I would merge the equipment (Unity3D). So I was using the MilkShape3D tool for conversion by manual. x_X
https://i.imgur.com/8jBYkV6.mp4
https://i.imgur.com/avAcW0e.mp4
https://i.imgur.com/cQs0Ag6.mp4
https://i.imgur.com/THIw4RS.mp4
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Re: [Release] MuClientTools Season 16 part 1.1
Quote:
Originally Posted by
solarismu
I had seen it in the readme. Incredible! :)
In the last video, is the animation in blender having a problem or was it just a coincidence?
Did you got the key for season 17?
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Re: [Release] MuClientTools Season 16 part 1.1
Quote:
Originally Posted by
Viserion
I had seen it in the readme. Incredible! :)
In the last video, is the animation in blender having a problem or was it just a coincidence?
Did you got the key for season 17?
It's just Blender's problem. It's a free tool anyway...
Autodesk is the owner of FBX format. Autodesk's tools (such as Maya) handle it without any problem. However, It's expensive and maybe uncommon here, so I made the test with Blender instead.
Unreal Engine gives a better view than blender... I didn't test with Unity, but I assume axis system need to be changed a little bit.
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Re: [Release] MuClientTools Season 16 part 1.1
Support for s17? I think it is same encryption if I am not wrong.
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Re: [Release] MuClientTools Season 16 part 1.1
Quote:
Originally Posted by
or30n
Support for s17? I think it is same encryption if I am not wrong.
It's not hard, anyone can port it to S17 if they really try. It's just changing some structures.
I WILL NOT SUPPORT SEASON 17 or higher unless MuLgd / IGCN / whoever release an stable source for that version.
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i cant open the file its working on x64 bit pc win 11 ?
someone can send me the latest complied version ? i try for s17 xteam
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you have to drag files to executables, this tools is for season16 but with a little work you can make it work for newer seasons
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How we can open .PAM
and .TTA files?
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@solarismu
itemaddoptions any missed in code because he not transform .bmd to .txt, check it on you src from git
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Quote:
Originally Posted by
VadimashRS
@
solarismu
itemaddoptions any missed in code because he not transform .bmd to .txt, check it on you src from git
Hi, thank you. Leoferrarezi have made the fix for that problem. I already updated the source and release files. It should be good now.
Quote:
Originally Posted by
or30n
How we can open .PAM
and .TTA files?
OBJ -> JBO, MAP -> PAM, ATT -> TTA
They are just binary files. I don't recommend to work / edit on these files. In the past, I had a intention to convert these files to text files. However, I already made a Mu World Editor plugin and it works just fine. So I didn't do it.
-
Quote:
Originally Posted by
solarismu
Hi, thank you. Leoferrarezi have made the fix for that problem. I already updated the source and release files. It should be good now.
itemsetoptions fixed, itemaddoptions.bmd-> txt no react ItemAddOption_bmd.exe, no error and no conversion, tested on you last git sources
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Quote:
Originally Posted by
VadimashRS
itemsetoptions fixed, itemaddoptions.bmd-> txt no react ItemAddOption_bmd.exe, no error and no conversion, tested on you last git sources
I test with the given sample in _bin_, all is ok.
Only season 16 ep1 is guaranteed and tested. itemaddoption.bmd (no 's' after option)
Check the file size:
https://i.imgur.com/TMR5QCR.png
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Quote:
Originally Posted by
solarismu
I test with the given sample in _bin_, all is ok.
Only season 16 ep1 is guaranteed and tested. itemaddoption.bmd (no 's' after option)
Check the file size:
https://i.imgur.com/TMR5QCR.png
work ok, after replace bmd from original client, i beat itemaddoptions from you github have bug :)
Error on formuladata
is the ID more 256 he insert Group -1
Group 3 in S16 1-1 have more 256....
https://i.ibb.co/1RnwHXt/Screenshot-...-16-191319.png
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Quote:
Originally Posted by
VadimashRS
=
Error on formuladata
is the ID more 256 he insert Group -1
Group 3 in S16 1-1 have more 256....
Thank you, I changed it to 16bit. It should okay now.
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thank you! can u share the complete folder with all models from s16? is for a project in unity, the truth is that I can't found this application that is seen in the video, Bmd2Fbx, I can't found it anywhere and the unique I see is version 0.97d
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Hi guys,
I have a unity project too and this tool help me a lot but, I can convert items, weapons, map objects to fbx and import them to unity but I can’t convert terrain height, terrain light and most important terrain object files.
From older versions I convert map objects file with pentium tool and then export to txt so I create a script to read it and place automatically objects. So my question, is there a way someone make or help to create a conversion tool at least for terrain object files?
And if anyone want to help or make a tool to convert all client files like interface, skills or what ever.
Here some pics of my project,
https://cdn.discordapp.com/attachmen...2963577/03.png
https://cdn.discordapp.com/attachmen...1176282/01.png
https://cdn.discordapp.com/attachmen...2729710/02.png
https://cdn.discordapp.com/attachmen...7126640/04.png
https://cdn.discordapp.com/attachmen...4809191/05.png
In this project the only problem i deal with is terrain height. I convert using pentium tool from season 6 but holes are wrong.
Then I try to save .map using again pentium tool so I can use terrain texture tiles but was wrong.
Terrain textures are better by hand and from start but holes are important to be the map as much possible as original.
This have to be for objects too. Here in these pictures I convert from s6 again the terrainobject.obj from client using pentium tool and works, but for low seasons. I need for higher up to s18.
Any way, I will continue projects until someone help.
After a satisfying version I will release it free for anyone who want to try or continue with me.
-
-
-
Quote:
Originally Posted by
or30n
Hi guys,
I have a unity project too and this tool help me a lot but, I can convert items, weapons, map objects to fbx and import them to unity but I can’t convert terrain height, terrain light and most important terrain object files.
From older versions I convert map objects file with pentium tool and then export to txt so I create a script to read it and place automatically objects. So my question, is there a way someone make or help to create a conversion tool at least for terrain object files?
And if anyone want to help or make a tool to convert all client files like interface, skills or what ever.
Here some pics of my project,
https://cdn.discordapp.com/attachmen...2963577/03.png
https://cdn.discordapp.com/attachmen...1176282/01.png
https://cdn.discordapp.com/attachmen...2729710/02.png
https://cdn.discordapp.com/attachmen...7126640/04.png
https://cdn.discordapp.com/attachmen...4809191/05.png
In this project the only problem i deal with is terrain height. I convert using pentium tool from season 6 but holes are wrong.
Then I try to save .map using again pentium tool so I can use terrain texture tiles but was wrong.
Terrain textures are better by hand and from start but holes are important to be the map as much possible as original.
This have to be for objects too. Here in these pictures I convert from s6 again the terrainobject.obj from client using pentium tool and works, but for low seasons. I need for higher up to s18.
Any way, I will continue projects until someone help.
After a satisfying version I will release it free for anyone who want to try or continue with me.
Why don't you use https://github.com/VDraven/MuOnline-WorldEditor
You can save .obj files in s6 version. S6 maybe use V0 / V1 (Im not sure, just try by your self)
Btw, the .obj files format is also just in the source. Take your time and read if needed.
https://i.imgur.com/IPLkcp1.png
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@solarismu
Hey! Testing some animations form Player, I got some issues.
https://gifyu.com/image/SkEnD
-
Quote:
Originally Posted by
Viserion
How you import into unity? I mean you convert to fbx or smd?
I always convert to smd, import into blender and export as fbx.
https://files.fm/u/8af7nrvbm
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Any Help with opening .gfx / .dds Files ???
-
Quote:
Originally Posted by
RealCoderZ
Any Help with opening .gfx / .dds Files ???
.dds you can open with Nvidia texture tools exporter plugin for photoshop
.gfx you can open with JPEXS Free Flash Decompiler
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https://mega.nz/file/iA1WhCzZ#xee60U...i9L1pm8XcbjWcA
This file contain worlds folders and local folder from client season 18 episode 3.
Can any one help me to decrypt the *.obj files that include map objects location and position and local folder.