Cola working ?

here is what i found before i quit, just so it clears some things up;

the flyff cola bible if you will :P

cola does work how it was intended to, it will generate .chr .ani and .o3d files. it will also generate o3d files with animation loops and collision.
(collision example)
Quget - Cola working ? - RaGEZONE Forums


first of all to make a custom mob aeonsoft has a custom coded .ase exporter for 3ds max which is why the can use skin/physique modifiers when exporting the mesh and keep all the data (shown below, notice the korean in the exporter not there on the origional)

Quget - Cola working ? - RaGEZONE Forums


secondly noone i know has this custom exporter so unless someone codes an identicle one or somehow "aquires" as they do the origional then no custom mobs of any decent standard will be able to be made with cola. although it is possible to make cusotm mobs, and this is how. in 3ds max (may be similar controls in other 3d editing software but i only used max mainly) theres is a tool called "select and link" what this tool does is allow you to connect a single bone to a mesh but will then then mesh will be controlled by that one bone, the point of this is in order to make a new mob each limb (head, torso, upper leg, lower leg, upper arm and lower arm for each arm and leg) wil need to be seperate meshes controlled by individual bones making the end result look really quite poor unless you have a mob made of floating rocks like a golum etc but that limits custom mobs quite a bit.

now for the "how-to's"

1) an o3d without collision - this is simple just open the ase in cola a hit autosave it will automatically generate the o3d file.

2) an o3d with collision - in 3d editor make a new polygon (with no holes) so it encompases the object which represents the collision you want then name that mesh #coll then export as ase. cola should interpret the mesh called #coll as the collision mesh and ignore it only showing the actual model just use the option "show collision" in cola to check it.

3) an o3d with animation - can be with or without collision as the collision mesh is a seperate mesh. just animate the parts so they form a smooth loop (looks better) (no need for bones) keyframe animation will do then export as ase and import into cola autosave and it should be good.

4) a mob (method stated above) - model each limb as a seperate mesh link them to a bone with the "select an link" tool then animate the bones with keyframe animtation (each animation must be done in seperate files) so there is idle,attack 1, move etc you will have to check other mobs for full list. first thing you want to do is save the RIGGED mob as ase (with no animations) this is important when opened in cola and you press autosave it will generate a .o3d and a .chr (the chr file is a custom format for the flyff game engine with the bone list of the same mesh. remember the name must be in the format mvr_XXXXX where the XXXXX is the name of the mob you want.

after you have mvr_XXXXX.o3d and mvr_XXXXXX.chr you are ready to continue

next you take one animation (each will be a seperate .max scene for example if your working with 3ds max (this is also important for easy file keeping)) for example it the idle animation you export the scene as ase with the name format mvr_XXXXXX_idle (you can see the pattern for each animation) then in cola its a simple autosave which will generate mvr_XXXXX_idle.ani. after you have done all the animations and have all the .ani files open the origional mvr_XXXXX.o3d over the left you should see all the .ani you just made, click the and they should work if you rigged correctly with the "link" tool.

this method would be the exact same if he custom ase exporter aeonsoft made was avaialbe (or an exuivilent) only producing much better looking mobs.
 
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Thank you Heathj finaly some 1 answered my question about the collision , since no 1 else seem to either have the intel , or was just being plain rude and didnt want any 1 else knowing
 
Thank you Heathj finaly some 1 answered my question about the collision , since no 1 else seem to either have the intel , or was just being plain rude and didnt want any 1 else knowing

That's how the private server world is and always will be. The reason this section is void of life is due to the fact that most of the really good developers that know all the Flyff secrets and have all the files nobody else has are server owners or dedicated to servers and won't dare share their secrets. It's just how business works.
 
yeah i know that already , ive been in rage zone a while even though i dont got any releases i try to help somewhere if i know i can since im learning c++ , and anything else
 
here is what i found before i quit, just so it clears some things up;

the flyff cola bible if you will :P

cola does work how it was intended to, it will generate .chr .ani and .o3d files. it will also generate o3d files with animation loops and collision.
(collision example)
Quget - Cola working ? - RaGEZONE Forums


first of all to make a custom mob aeonsoft has a custom coded .ase exporter for 3ds max which is why the can use skin/physique modifiers when exporting the mesh and keep all the data (shown below, notice the korean in the exporter not there on the origional)

Quget - Cola working ? - RaGEZONE Forums


secondly noone i know has this custom exporter so unless someone codes an identicle one or somehow "aquires" as they do the origional then no custom mobs of any decent standard will be able to be made with cola. although it is possible to make cusotm mobs, and this is how. in 3ds max (may be similar controls in other 3d editing software but i only used max mainly) theres is a tool called "select and link" what this tool does is allow you to connect a single bone to a mesh but will then then mesh will be controlled by that one bone, the point of this is in order to make a new mob each limb (head, torso, upper leg, lower leg, upper arm and lower arm for each arm and leg) wil need to be seperate meshes controlled by individual bones making the end result look really quite poor unless you have a mob made of floating rocks like a golum etc but that limits custom mobs quite a bit.

now for the "how-to's"

1) an o3d without collision - this is simple just open the ase in cola a hit autosave it will automatically generate the o3d file.

2) an o3d with collision - in 3d editor make a new polygon (with no holes) so it encompases the object which represents the collision you want then name that mesh #coll then export as ase. cola should interpret the mesh called #coll as the collision mesh and ignore it only showing the actual model just use the option "show collision" in cola to check it.

3) an o3d with animation - can be with or without collision as the collision mesh is a seperate mesh. just animate the parts so they form a smooth loop (looks better) (no need for bones) keyframe animation will do then export as ase and import into cola autosave and it should be good.

4) a mob (method stated above) - model each limb as a seperate mesh link them to a bone with the "select an link" tool then animate the bones with keyframe animtation (each animation must be done in seperate files) so there is idle,attack 1, move etc you will have to check other mobs for full list. first thing you want to do is save the RIGGED mob as ase (with no animations) this is important when opened in cola and you press autosave it will generate a .o3d and a .chr (the chr file is a custom format for the flyff game engine with the bone list of the same mesh. remember the name must be in the format mvr_XXXXX where the XXXXX is the name of the mob you want.

after you have mvr_XXXXX.o3d and mvr_XXXXXX.chr you are ready to continue

next you take one animation (each will be a seperate .max scene for example if your working with 3ds max (this is also important for easy file keeping)) for example it the idle animation you export the scene as ase with the name format mvr_XXXXXX_idle (you can see the pattern for each animation) then in cola its a simple autosave which will generate mvr_XXXXX_idle.ani. after you have done all the animations and have all the .ani files open the origional mvr_XXXXX.o3d over the left you should see all the .ani you just made, click the and they should work if you rigged correctly with the "link" tool.

this method would be the exact same if he custom ase exporter aeonsoft made was avaialbe (or an exuivilent) only producing much better looking mobs.


Stop helping people q.q


 
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