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[RELEASE] Changing the graphical appearance of mobs.

Discussion on [RELEASE] Changing the graphical appearance of mobs. within the Dekaron Exploits, Hacks, Bots, Tools & Macros forum part of the Dekaron category.

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Old   #1
 
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[RELEASE] Changing the graphical appearance of mobs.

Hello! And welcome to my fist release ^^.
Well, this started when someone started a topic about this theme, asking on how to do it. I instantaly thought: this can't be possible!
But then, some other guy talked about his friend, who was able to do it, and I started to search in the csv's, editing lots of files without getting any result. This was the way since today, I managed to be able to change it, and I will share my knowledge with you, guys, for helping me to enter in the world of dekaron hacking since 0.

Introduction, initial steps for making the cheat work:
For being able to do this "cheat", you will need to use the crc bypass.
You can watch the following topics to be able to use it.





Once you got how to use the CRC bypass, you will need to extract your data and place it in your data folder. You can try this options:



Remember to give thanks to them, without them this would not have been possible.
Once you have the data unpacked, go to the data folder and search for a .txt file called shadow and change this
Code:
PackIO			1
to
Code:
PackIO			0
Now you can edit the csv's and make them working ^^.

Let's enter to the body of the release:

Changing mobs graphical appearance:

To change the mob's appearance you must do the following:
1.- Go to data\script\creature
2.- Now open the file called monster_shape (with wordpad is fine).
3.- Now you can see the list of the mobs, and which files uses for it's body and it's textures.
4.- Now you must change those files to whatever existing mob files you want (I will change Langrama Boss to make it look as a Lizardman in the exemple).
You must search (Ctrl+B in wordpad) for the name (ingame name, as you see when you are playing) of the mob you want to edit.
The original line of code looks like this:
Code:
82,langramaboss,[COLOR="DarkGreen"]Monster\langrima_boss.mesh[/COLOR],[COLOR="Red"]Monster\langrima_boss.tpack[/COLOR],[COLOR="Blue"]0[/COLOR],FALSE
Green color is the mobs "body", the size, the form, etc.
The red color is the mobs texture, the color, the decorations, etc.
The blue color is the mobs effects. If it zero it means it hasn't any effect.
So if I want to change it so it looks like a Lizardman I must do the following changes.
Code:
82,langramaboss,[COLOR="DarkGreen"]Monster\lizard.mesh[/COLOR],[COLOR="Red"]Monster\lizard.tpack[/COLOR],[COLOR="Blue"]0[/COLOR],FALSE
Ok, now the Langrama Boss will look like a smaller and less laggy Lizardman .
If you want to edit a different mob, and you want to edit it for looking let's say a spider larva, just search first for spider larva to see the name of it's .mesh and .tpack files. Copy them. Now search for the mob you want to edit and do your changes.


Note that some mobs, just like Laiden Egos, have special effects arround them. You can just set zeros to those effects and that way you can erase them.
Exemple: Laiden Ego -> Spider Larva with no effects.
Code:
226,reiden_ego,[COLOR="DarkGreen"]Monster\reiden.mesh[/COLOR],[COLOR="Red"]Monster\reiden.tpack[/COLOR],[COLOR="Blue"]176[/COLOR],FALSE
to:
Code:
226,reiden_ego,[COLOR="DarkGreen"]Monster\spider_raba.mesh[/COLOR],[COLOR="Red"]Monster\spider_raba.tpack[/COLOR],[COLOR="Blue"]000[/COLOR],FALSE
Give me thanks if I helped pls ^^.

Here you have a link to a image where I show the edit done:




How to negate animations
(by Gawron25, pls thank him here -> )
1.- Go to your data folder
2.- Open shadow.txt
3.- Search for a line of code that looks like this:
Code:
path_boneanimation Anim \
4.- Just delete it.
5.- Save your file.
6.- Now mobs (and everything with actions, such you) will look inanimated, as you can see in this photo:

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Old 02/15/2010, 15:18   #2

 
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Finaly, I was also interested in that, but I never got the time to try it out, nice share

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Old 02/15/2010, 15:27   #3
 
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It took me some hours, cose it was hard to realize that the edit was needed to be done outside of the share carpet (as the other hacks).
I'm proud that you like it, and thanks for the thanks xD.
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Old 02/15/2010, 16:49   #4
 
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THE MONSTER WHICH I EDIT CAN GIVE ME EXP??
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Old 02/15/2010, 16:52   #5

 
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You edit only the texture of the monster, you will not change exp with that.
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Old 02/15/2010, 21:41   #6
 
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hmm i would like to know how to change the mobs animation Guys... really interesting topic, but changing the mobs animations would be perfect ( like some guy posted previosly)... Mobs were running like they were Floating !
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Old 02/15/2010, 21:44   #7
 
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waoh nice release i will try it when i can man thanks for taking the time
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Old 02/16/2010, 00:10   #8
 
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sweet man finally an interesting TUT that i long wish for LOL =) thank man
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Old 02/16/2010, 02:49   #9
 
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I assume this only changes texture of the mobs you can see , not the appearance of mobs for everyone?
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Old 02/16/2010, 02:59   #10

 
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Correct, it only helps to lower the lagg for you
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Old 02/16/2010, 03:59   #11
 
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I remember about 2 years ago, I was messing around with mobs and swapped index numbers between two mobs, I think it was gomoris and spiders in nunvice. It was pretty hilarious because the appearance had attributes from both mobs and the appearance was a mix between the two.
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Old 02/16/2010, 07:04   #12
 
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aww should've taken a SS!
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Old 02/16/2010, 11:36   #13
 
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hm but i guess the sekeleton and the animations arent changed so the mobs should look a bit weird right?
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Old 02/16/2010, 14:32   #14
 
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Welcome

I'll show you how much easier working on all monsters.

1) Open shadow.txt
X: \ Program Files \ Acclaim \ 2Moons \ data
see this:
path_texture Texture \
path_mapobject Map \
path_mapeffect Map \
Property path_anidesc \ AnimDescription \
path_bone skel \
path_boneanimation Anim \ <--
path_objectpack Object \ pack \
Property path_effect \ Effect \
Property path_property \
Property path_effectpd \ Effect \
path_itemtable Etc \
path_exptable Etc \
path_preload property \ preload \
path_sound Sound \

2) Remove the red string
3) save
4) enjoy the game
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Old 02/16/2010, 15:50   #15
 
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Gawron, if you want i can add this to the tutorial, but I already knew this.
Tell me the answer pls.
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