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RYL Christmas Pack

FFA

Newbie Spellweaver
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Hello! Here is pack of some Christmas assets I put together. Some is custom by me and some are assets that I customized and implemented into the game. Enjoy and Merry Christmas Developers!

-New Rudolf Helmet for all (4) genders.

-Rudolf NPC
*(2)Animations
*Custom Glowing nose

-Ramir NPC
*Dual Wielding candy canes! :lol:
*Same Rudolf theme'd hat.

-Three Colored Ornaments
*Red and Blue are same size.
*Gold is slightly bigger.
*Can be retextured fairly easy for custom ornaments.
**Note**- The Collision is slighty odd when jumping on the ornaments due to the angles of the geometry, so you slide off easy.


Mega Link -

Message me if you run into any questions, issues or problems.
 

Attachments

  • Client.exe Screenshot 2022.12.02 - 22.49.51.40 - RYL Christmas Pack - RaGEZONE Forums
    Client.exe Screenshot 2022.12.02 - 22.49.51.40.webp
    196.9 KB · Views: 222
nice model for z3m and texture!
can you have apack motion and effect skill (such as absorb hp and posion)
 
nice model for z3m and texture!
can you have apack motion and effect skill (such as absorb hp and posion)

Thanks! Unfortantly I haven't found a way to decode/write new script ( .ESF ) files where the effect information data is stored. I have found this information in the source, but I am not skilled enough in C++ to write proper syntax to convert it. However, I understand that the Statue_n_effect in the GCMDS places the light aura on bone "7" for the statue, so i named the bone on the reindeer's nose "7" and linked it properly at the top of the gcmds in body part. so it plays the light aura from the neutral statues ball for the nose bone. All chants, auras use skeleton bones or the Bip01 Scene Root bone for their default location.

*Edit* I just realized you meant to make it like a mob? Yeah its possible to make some movement and attack animations, i just havent had the freetime to do that.
 
Thanks! Unfortantly I haven't found a way to decode/write new script ( .ESF ) files where the effect information data is stored. I have found this information in the source, but I am not skilled enough in C++ to write proper syntax to convert it. However, I understand that the Statue_n_effect in the GCMDS places the light aura on bone "7" for the statue, so i named the bone on the reindeer's nose "7" and linked it properly at the top of the gcmds in body part. so it plays the light aura from the neutral statues ball for the nose bone. All chants, auras use skeleton bones or the Bip01 Scene Root bone for their default location.

*Edit* I just realized you meant to make it like a mob? Yeah its possible to make some movement and attack animations, i just havent had the freetime to do that.

yeah...i make the dance action by using the command /dance add in gm command and the apack movement!
 
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