- Joined
- Jan 18, 2008
- Messages
- 92
- Reaction score
- 1
Hey guys this guide is not made by me! its made by BlueEyes from dev-osrose.com
lol anyways here you go.
All download links are under 2d or 3d post
basically the overview of this guid is to teach people an in-depth guide on how to add an item to your client from scratch (im using osrose as the guide might be different from osprose and osirose but might not. not sure.)
firstly. i'm sure there's like a million threads and guides about file types and associations but im just gonna tell you again for the people who cant use the SEARCH button. (like me
)
basically you have the .STL which is the file description and Name
the you have the .STB which is basically the client sided look and doesn't really do anything except fix some bugs and make it look pretty. the only really major thing about the stb is that it directs the client to the Model you are using in the 3ddata directory.
then you have the .ZSC which is sort of a bridge. imagine that the .STB/Model you are using is on one side of a cliff and the client is on the other side. the .ZSC is a bridge that lets them all meet in the middle and be friends.
.CSV this is the server sided values and makes all of the stuff acctually work on the server side. for example if you changed the appearance of the movement speed on some wings in the .STB file on your screen you would be moving fast but on everyone elses screen you are moving at normal speed. the .CSV changes this so that everyone sees what you see. and there are no problems with npc's loading and stuff. like with the speed glitch (you know the one where you sit and then click somewhere then press tab tab and ta-da glitch cakes but nothing loads for ages.) well the .csv changes all this so every thing loads and fixes most glitches.
.ZMS this is the model its self explanatory
.DDS this is the texture for the model (basically its the colours and stuff that make the model more than a big gray boring thing.)
ok now thats all the file types down onto the guide.
firstly you take your (hopefully edited and not stolen. not that i care its your client.) model and texture (.ZMS and .DDS)
Then you take a .VFS editor (i use .VFS next gen) and add them both to your 3ddata directory for future reference.
now down to the fun part. or not.
this is the confusing part so if your new to this please please please make a copy of your client just in case. i know i stuffed up like 3 clients or so trying to do this.
firstly i recomend you make a file somewhere called modding or something to keep all the files you need in.
now you need to extract all the .STB, .STL and .ZSC files for the item type your using. as you've probably noticed i'm using wings as an example here so you need to extract list_back.stb and list_back_s.stl these can both be found in 3ddata/STB in your 3ddata directory.
then you need to extract the .ZSC (list_back.ZSC) which can be found in 3ddata/AVATAR
now down to editing these thingsto make it all come together.
lets start with the .STB hurray!
open up your .STB editor (ill attach one if you really want.) then open up list_back.STB in where ever you extracted it.
the stb editor i use shows korean characters. i recomend google translator and common sense.
now find an empty line (preferably near items of a similar type so you can compare things if you get stuck.)
as you can see line 2 is the name of the item (not really important at the moment.)
and line 3 is the directory path (in your 3ddata directory) this is where you first direct the client to you model and texture. so say i added a model of wings to 3ddata/AVATAR/BACK/Example Item.zms and 3ddata/AVATAR/BACK/Example Item.dds i would type into this line 3ddata/AVATAR/BACK/Example Item.txt
im not sure if this is necessary. someone please tell me if it isn't but it might be.
also note the number of the line (235) as you will need this a lot later
now you can compare it to something near it with similar stats but change them to your own made up stats.
now onto the .STL
first you will need a .STL editor (will attach/give link.)
now open up your .STL and click "create new entry"
now go back to your .STB and go to line 52 on the item info you have just added and copy that random gibberish.
now back to your .STL
on your new entry paste the random gibberish into the line that is labeled "String Id" and then in this case in the line that is labeled "ID" add the number in your .STB you added you item onto (235 in this case)
then add your name and description. dont worry about the chinese and stuff just copy and paste the english one into it and it will still work.
and now your done with the .STL, was that so hard?
now onto the .ZSC i use Sethanye and Maxxon's ZSC editor because it is easiest to use imo.
now open up that .ZSC you extracted so long ago and in the box that says entry type in the string of your item. (235 in this case) then click "jump to".
Next post
All download links are under 2d or 3d post
basically the overview of this guid is to teach people an in-depth guide on how to add an item to your client from scratch (im using osrose as the guide might be different from osprose and osirose but might not. not sure.)
firstly. i'm sure there's like a million threads and guides about file types and associations but im just gonna tell you again for the people who cant use the SEARCH button. (like me
basically you have the .STL which is the file description and Name
the you have the .STB which is basically the client sided look and doesn't really do anything except fix some bugs and make it look pretty. the only really major thing about the stb is that it directs the client to the Model you are using in the 3ddata directory.
then you have the .ZSC which is sort of a bridge. imagine that the .STB/Model you are using is on one side of a cliff and the client is on the other side. the .ZSC is a bridge that lets them all meet in the middle and be friends.
.CSV this is the server sided values and makes all of the stuff acctually work on the server side. for example if you changed the appearance of the movement speed on some wings in the .STB file on your screen you would be moving fast but on everyone elses screen you are moving at normal speed. the .CSV changes this so that everyone sees what you see. and there are no problems with npc's loading and stuff. like with the speed glitch (you know the one where you sit and then click somewhere then press tab tab and ta-da glitch cakes but nothing loads for ages.) well the .csv changes all this so every thing loads and fixes most glitches.
.ZMS this is the model its self explanatory
.DDS this is the texture for the model (basically its the colours and stuff that make the model more than a big gray boring thing.)
ok now thats all the file types down onto the guide.
firstly you take your (hopefully edited and not stolen. not that i care its your client.) model and texture (.ZMS and .DDS)
Then you take a .VFS editor (i use .VFS next gen) and add them both to your 3ddata directory for future reference.
now down to the fun part. or not.
this is the confusing part so if your new to this please please please make a copy of your client just in case. i know i stuffed up like 3 clients or so trying to do this.
firstly i recomend you make a file somewhere called modding or something to keep all the files you need in.
now you need to extract all the .STB, .STL and .ZSC files for the item type your using. as you've probably noticed i'm using wings as an example here so you need to extract list_back.stb and list_back_s.stl these can both be found in 3ddata/STB in your 3ddata directory.
then you need to extract the .ZSC (list_back.ZSC) which can be found in 3ddata/AVATAR
now down to editing these thingsto make it all come together.
lets start with the .STB hurray!
open up your .STB editor (ill attach one if you really want.) then open up list_back.STB in where ever you extracted it.
the stb editor i use shows korean characters. i recomend google translator and common sense.
now find an empty line (preferably near items of a similar type so you can compare things if you get stuck.)
as you can see line 2 is the name of the item (not really important at the moment.)
and line 3 is the directory path (in your 3ddata directory) this is where you first direct the client to you model and texture. so say i added a model of wings to 3ddata/AVATAR/BACK/Example Item.zms and 3ddata/AVATAR/BACK/Example Item.dds i would type into this line 3ddata/AVATAR/BACK/Example Item.txt
im not sure if this is necessary. someone please tell me if it isn't but it might be.
also note the number of the line (235) as you will need this a lot later
now you can compare it to something near it with similar stats but change them to your own made up stats.
now onto the .STL
first you will need a .STL editor (will attach/give link.)
now open up your .STL and click "create new entry"
now go back to your .STB and go to line 52 on the item info you have just added and copy that random gibberish.
now back to your .STL
on your new entry paste the random gibberish into the line that is labeled "String Id" and then in this case in the line that is labeled "ID" add the number in your .STB you added you item onto (235 in this case)
then add your name and description. dont worry about the chinese and stuff just copy and paste the english one into it and it will still work.
and now your done with the .STL, was that so hard?
now onto the .ZSC i use Sethanye and Maxxon's ZSC editor because it is easiest to use imo.
now open up that .ZSC you extracted so long ago and in the box that says entry type in the string of your item. (235 in this case) then click "jump to".
Next post
Last edited: