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No Image available
I am using the KPT-Endless Tower version as my server and the KPT client 1871. While I was exploring and doing battle I encountered an issue that I dont know how to solve. A drop from one of the mobs produced an item with no image It ended up in my inventory its Griffin Claw and i cannot remove it. I need some help in fixing this problem.
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You don't have the Griffin Claw image in your Weapon folder or it is with the wrong name, i think the right one should be wc101. If none of these work, open your game.exe in hex and search for Griffin Claw. Some game.exe comes with wcXXX instead of wc101 causing it to not have the image...
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It should be one of the Wcxxx images, I was able to remove it by equiping it..but I would like to fix it.
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So try looking at your client/image/sinimage/items/weapon or then try opening your game.exe and server.exe in hex and search for the Griffinf Claw. You will get something like this
http://img32.imageshack.us/img32/745...awproblema.jpg
Change the two wc values in the case of the Griffin Claw to wc103.
Hope this can help ya
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Server had wc103 client wc302 client noe wc103
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The process given above works to a point, I was able to solve the missing images in that manner, however another demon has risen, I have one that destroys the game exe file if I change it.
Its the War Axe WA104
On the client its WA303 which is one of the high level axes.
All the proper images are in the client. Any suggestions on how to fix this??
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Image bugs is a silly big issue... I guess it's another thing we could do with a tutorial on.
Here's a run down.
Image list in Server exe and Client exe should be *identical*.
Items are dropped from monster .inf files in GameServer\Monster folder, or bought from NPCs, where they are stored in .npc files in GameServe\NPC folder.
They are always referred to by their code number... WA101 Stone Axe is almost universally the first on the list.
When a monster dies, the server "rolls the dice" for it's drop, checking against the drops listed in the inf file for that monster. It looks up the item code, and transmits index code for that code to the client. That's the first 4 bytes of the record in the table. The client looks that up in it's table, and finds the code to match it. That's the first WA101 or WHY. The mesh that falls to the ground is the "image\sinimage\items\dropitem\%s.smd" of the code from that code. (where %s is the code, fe. WA101 = "image\sinimage\items\dropitem\WA101.smd")
The object is usually a fairly simple square surface that always faces the player... such surfaces are technically called a voxel. In the .smd file there is a reference to a .tga file which is the texture for that dropped item.
When the player goes to pick the item up, the image is different. This time it looks for a .bmp with the name of the second code in the table, in the folder specified "Weapon", "Accessory", "Defence" etc, that you see in the table record for that item, in the folder "image\sinimage\items\%s\it%s.bmp", where the first %s is the folder, and the second %s is the second item code in the clients item table record for that item.
Items in shops work the same, but from the point I describe as the player picking up the item.
I hope I got that all right doing it from memory. :s
Good luck. ^_^
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You seem to have it all covered, as to how the game resolves the dropped item.image etc. My son worked for Sandurr making new items using 3DS Max, he is referenced in one of the stickies,
his nick is Robinette, I learned some stuff from him about the smd file extensions etc. however using Madedit and Hex worksop
to change the item labels proved to be a disaster, i was able to use the PE editor and was successful in making the changes. I expect to run into an issue when Shadow Shard and the other high level axes show up, but I will cross that bridge when I get to it. Thanks for the info
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I remember Robinette. smd files are ASE files converted into a binary table. It would make more sense (if you have them) to change the ASE before turning it into an smd.
But about the "labels", if you mean the tooltip name when you hover your mouse over a dropped item, that comes from the .inf file on the server. Or often from the .zhoon file associated with (included in) it.
What usually causes most difficulty, is adding new items. Because there isn't enough room in the exe for them, and shifting the table leaves you holding all weapons wrong... So there is some information we need to update which we (in the community) do not yet know.
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What I meant abt "labels" were the WAxxx in both the server and client exe's. Everything seems to be working ok for me. Do you know of a tool that can tell you what accounts have which chars associated with them. Sandurrs admin tool seems not to work atm
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Oh... the item codes... Hmm. Okay, Label.
Well, in the executable, it's pretty easy to change with your hex editor of choice, but you must be sure that there are .inf files to relate to the code you include in the files, and you have to place them at the same place in the both tables... of course the entire record needs to be the same.
My advise is to work on the table in your client with your hex editor, then to select the entire table, open the server in the same editor, and copy and paste the whole table over. Make sure it over-types the hex rather than inserts it though.
Also watch out for the end of table exits in the server code loops... if the new table is bigger or smaller, you need to adjust that code.