Cola

Nope, nobody knows if it's actually usable or not. It could require more than the files found in the folder, who knows until we get it ourselves. The fact that he refused to show a public screenshot of the stuff is clues enough he was hiding something.

the exe is usuale,for the source you need the directx sdk and the MFC library to be able to compile it
 
I must have a cruddy older version of cola then 0_o....
cos it doesnt do much other than let you view models/animations
Set sound/attack/earthquake triggers...
Thats all ive figured out on it so far but it seems pretty useless...
again i probably have a crappy old version tho
 
I must have a cruddy older version of cola then 0_o....
cos it doesnt do much other than let you view models/animations
Set sound/attack/earthquake triggers...
Thats all ive figured out on it so far but it seems pretty useless...
again i probably have a crappy old version tho

Necropost + I think all versions can do the same things, although newer version might have more options. Are you sure you're not talking about the SFX-Editor, or Beast?
 
apologies for the necro post....
no i have the sfx editor and beast, this is straight up cola...
look....
chanaz - Cola - RaGEZONE Forums


I do wanna release it but i dont want the abuse off others who have it 0_o
 
Well that's the version I have also, and the version i've seen from others. I wouldn't worry 'bout it.

it doesnt seem to have any good use (compared to the hype about it) 0_o.....or is that just me not knowing how to use it? lol
 
Cola is pretty pointless without .ase files. /sadface
 
It's a converter. Not much else to do with it.

not only a converter it also sets when the monster damage is initiated within the animation ie at the climax of the attack you set the damage to happen there, also where the sound effect should play other than that its basically an extension of 3ds max in my opinon as it was build as a middleware converter between 3ds max and the flyff game engine
 
Needs moar .o3d/.ani to .ase converter.
 
Needs moar .o3d/.ani to .ase converter.

cola is a 1 way converter from ase to o3d, if the mesh has bones it also generates a .chr it also appears to read the headers of the ase and goes on filename so if you have static mvr_test (has bones in) it makes mvr_test.o3d and mvr_test.chr then you animate it in max save the ase as mvr_test_walk then open it with cola it will make mvr_test_walk.ani then if you open the mvr_test.o3d in cola the walk animation will load over the left for you to click to play
 
cola is a 1 way converter from ase to o3d, if the mesh has bones it also generates a .chr it also appears to read the headers of the ase and goes on filename so if you have static mvr_test (has bones in) it makes mvr_test.o3d and mvr_test.chr then you animate it in max save the ase as mvr_test_walk then open it with cola it will make mvr_test_walk.ani then if you open the mvr_test.o3d in cola the walk animation will load over the left for you to click to play

I know? That's why I said it'd be useful for something to convert .o3d/.ani's back for editing.
 
it's not hard to convert to obj, covert to .max, imitate the bones by looking at the .chr file for bone names to create new animations with

it takes some work but it's worth it

anything worth doing is worth fighting for
 
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