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[Release] ATools v1.0 (World/Sfx/Model/GUI) (Bin/Src)
Discussion on [Release] ATools v1.0 (World/Sfx/Model/GUI) (Bin/Src) within the Flyff PServer Guides & Releases forum part of the Flyff Private Server category.
03/29/2015, 15:49
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#1
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elite*gold: 0
Join Date: Jul 2013
Posts: 19
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[Release] ATools v1.2 (World/Sfx/Model/GUI) (Bin/Src)
ATools is a little software suite that I developed in order to replace Aeonsoft's tools:
- ModelEditor -> Cola
- SfxEditor -> SfxEditor
- GUIEditor -> Daisy
- GUIEditor_v19 -> (no equivalent)
- WorldEditor-> Beast
- ResEditor -> (no equivalent)
What my tools have in addition:
- More beautiful and convenient interface
- More stable
- Less bugs
- Better rendering (antialiasing, Z-Buffer with better quality)
- Totally in french, english and german
- Custom keyboards shortcuts
- Lots of new features added
- The source code is available so you can fit all you need
ModelEditor
- Imports more than 40 different file formats
- Export your Flyff models in Collada (.dae) to modify them in 3Ds Max, Blender...
- Show additionnal textures (ATEX)
- Edit material's effects (opacity, reflect...)
- Edt motion's attributes (sound, hit and quake)
- Load multiple male and female parts in same time
List of supported file formats:
Common interchange formats - Collada ( .dae )
- Blender 3D ( .blend )
- 3ds Max 3DS ( .3ds )
- 3ds Max ASE ( .ase )
- Wavefront Object ( .obj )
- Industry Foundation Classes (IFC/Step) ( .ifc )
- XGL ( .xgl,.zgl )
- Stanford Polygon Library ( .ply )
- *AutoCAD DXF ( .dxf )
- LightWave ( .lwo )
- LightWave Scene ( .lws )
- Modo ( .lxo )
- Stereolithography ( .stl )
- DirectX X ( .x )
- AC3D ( .ac )
- Milkshape 3D ( .ms3d )
- * TrueSpace ( .cob,.scn )
Motion Capture Formats- Biovision BVH ( .bvh )
- * CharacterStudio Motion ( .csm )
Graphics Engine Formats- Ogre XML ( .xml )
- Irrlicht Mesh ( .irrmesh )
- * Irrlicht Scene ( .irr )
Game file formats- Quake I ( .mdl )
- Quake II ( .md2 )
- Quake III Mesh ( .md3 )
- Quake III Map/BSP ( .pk3 )
- * Return to Castle Wolfenstein ( .mdc )
- Doom 3 ( .md5* )
- *Valve Model ( .smd,.vta )
- *Starcraft II M3 ( .m3 )
- *Unreal ( .3d )
Other file formats- BlitzBasic 3D ( .b3d )
- Quick3D ( .q3d,.q3s )
- Neutral File Format ( .nff )
- Sense8 WorldToolKit ( .nff )
- Object File Format ( .off )
- PovRAY Raw ( .raw )
- Terragen Terrain ( .ter )
- 3D GameStudio (3DGS) ( .mdl )
- 3D GameStudio (3DGS) Terrain ( .hmp )
- Izware Nendo ( .ndo )
- Import works the same way as Cola (don't forget "mvr_" in model's filename to create monsters for example)
- Preferably, use the Collada file format with 3Ds Max (I know Blender's Collada plugin has bugs for example)
- Don't use spaces and special characters in the names of bones and meshes
- Name of the mesh ends with "coll" : collision object (only 1 per model)
- Name of the mesh ends with "light" : light (only visible at night)
- Name of the mesh starts with "LOD1" : belongs to the second level of details
- Name of the mesh starts with "LOD2" : belongs to the third level of details
- Cola imports a modified version of ASE to make motions, this tool doesn't support it. Use the Collada file format instead
SfxEditor
This tool has exactly the same features as Aeonsoft's SfxEditor.
GUIEditor
This tool has the same features as Aeonsoft's Daisy, without the bugs and crashes :laugh:
The edit menu has many useful functions.
WorldEditor
This tool replaces the famous Beast World Editor, with many improvements (show collisions, spawn simulator, favorites system, show skybox, squared brush for terrain...).
ResEditor
This tool can create and edit client's resource files (.res). It has an extractor to extract all files from a client in 2 clicks only.
Download
When you have any problem, first of all look in the Log folder.
You must go in "Affichage" > "Langage" > "English" for each tool to use the english version:
Source code
Now the source code is on github : Of course you can contribute to the improvement of my tools by sending me your commits, the community and I would be very grateful.
Please take the time to read the README.md to compile it without problems.
Credits
//////////////////////
// ATools project
// Version 1.2
// Open Source
// Made In FRANCE
//////////////////////
//////////////////////
// List of the tools
//////////////////////
- ModelEditor
- SfxEditor
- GUIEditor
- GUIEditor_v19
- WorldEditor
- ResEditor
//////////////////////
// Credits
//////////////////////
- Microsoft's Direct3D9 (D3D9)
- Qt Project
- Open Asset Import Library (Assimp)
- Icons8.com : Icons
- Aeonsoft : Parts of code and resource files
- Terrat : GUIEditor german translation
- Adler : Splashscreen and logo
- Aishiro
//////////////////////
// License
//////////////////////
ATools are released without license and without any warranty.
For Qt and Assimp, all the license files are in the "Licenses" folder.
//////////////////////
// Special thanks
//////////////////////
- Neyiox
- divinepunition
- plop
- Adler
- Terrat
- Worgan
- Britania Flyff's community
All these programs are released without license, so you can do all you want: redistribute, modify them... All I ask is to keep the original credits if you understand all the work it represents.
If you use my tools, I think a like/thanks on this post and on your server's post will not kill you
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03/29/2015, 16:52
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#2
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elite*gold: 20
Join Date: Jun 2013
Posts: 445
Received Thanks: 76
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With Pictures
Quote:
ATools is a little software suite that I developed in order to replace Aeonsoft's tools:
- ModelEditor -> Cola
- SfxEditor -> SfxEditor
- GUIEditor -> Daisy
- GUIEditor_v19 -> (no equivalent)
- WorldEditor-> Beast
What is missing compared to Aeonsoft's programs:- Ctrl+Z and Ctrl+Y (undo/redo) in the WorldEditor
- That's all :P:
What my tools have in addition:
- More beautiful, convenient and customizable interface
- More stable
- Less bugs
- Better rendering (antialiasing, Z-Buffer with better quality)
- Totally in french and in english
- Lots of new features added
- The source code is available so you can fit all you need
ModelEditor
- Imports more than 40 different file formats
- Export your Flyff models in Collada (.dae) to modify them in 3Ds Max, Blender...
- Show additionnal textures (ATEX)
- Edit material's effects (opacity, reflect...)
- Edt motion's attributes (sound, hit and quake)
- Load multiple male and female parts in same time
List of supported file formats:
Common interchange formats - Collada ( .dae )
- Blender 3D ( .blend )
- 3ds Max 3DS ( .3ds )
- 3ds Max ASE ( .ase )
- Wavefront Object ( .obj )
- Industry Foundation Classes (IFC/Step) ( .ifc )
- XGL ( .xgl,.zgl )
- Stanford Polygon Library ( .ply )
- *AutoCAD DXF ( .dxf )
- LightWave ( .lwo )
- LightWave Scene ( .lws )
- Modo ( .lxo )
- Stereolithography ( .stl )
- DirectX X ( .x )
- AC3D ( .ac )
- Milkshape 3D ( .ms3d )
- * TrueSpace ( .cob,.scn )
Motion Capture Formats- Biovision BVH ( .bvh )
- * CharacterStudio Motion ( .csm )
Graphics Engine Formats- Ogre XML ( .xml )
- Irrlicht Mesh ( .irrmesh )
- * Irrlicht Scene ( .irr )
Game file formats- Quake I ( .mdl )
- Quake II ( .md2 )
- Quake III Mesh ( .md3 )
- Quake III Map/BSP ( .pk3 )
- * Return to Castle Wolfenstein ( .mdc )
- Doom 3 ( .md5* )
- *Valve Model ( .smd,.vta )
- *Starcraft II M3 ( .m3 )
- *Unreal ( .3d )
Other file formats- BlitzBasic 3D ( .b3d )
- Quick3D ( .q3d,.q3s )
- Neutral File Format ( .nff )
- Sense8 WorldToolKit ( .nff )
- Object File Format ( .off )
- PovRAY Raw ( .raw )
- Terragen Terrain ( .ter )
- 3D GameStudio (3DGS) ( .mdl )
- 3D GameStudio (3DGS) Terrain ( .hmp )
- Izware Nendo ( .ndo )
- Import works the same way as Cola (don't forget "mvr_" in model's filename to create monsters for example).
- Be careful to the settings when you import your model, espacially the units. Here are the settings I use:
- Preferably, use the Collada file format with 3Ds Max (I know Blender's Collada plugin has bugs for example)
- Don't use spaces and special characters in the names of bones and meshes
- Name of the mesh ends with "coll" : collision object (only 1 per model)
- Name of the mesh ends with "light" : light (only visible at night)
- Name of the mesh starts with "LOD1" : belongs to the second level of details
- Name of the mesh starts with "LOD2" : belongs to the third level of details
- Cola imports a modified version of ASE to make motions, this tool doesn't support it. Use the Collada file format instead
SfxEditor
This tool has exactly the same features as Aeonsoft's SfxEditor.
GUIEditor
This tool has the same features as Aeonsoft's Daisy, without the bugs and crashes :laugh:
The edit menu has many useful functions.
GUIEditor_v19
It's the same as GUIEditor but to use with v19 datas.
WorldEditor
This tool replaces the famous Beast World Editor, with many improvements (show collisions, spawn simulator, favorites system, show skybox, squared brush for terrain...).
Download
The whole is released with a light v15 client, but of course you can use my tools with your own client.
When you have any problem, first of all look in the Log folder.
You must go in "Affichage" > "Langage" > "English" for each tool to use the english version:
Source code
To compile it you will need:
- Visual Studio 2013 (not the express edition)
- DirectX SDK :
- Visual Studio Add-in 1.2.4 for Qt5 :
- Qt 4.5.1 for Windows 32 bits - VS 2013 :
You must copy all Qt's DLLs and your resources to the "Binary" folder.
You must also install and configure Qt and his Add-in in order to have this in Visual Studio:
Credits
//////////////////////
// ATools project
// Version 1.0
// Open Source
// Made In FRANCE
//////////////////////
//////////////////////
// List of the tools
//////////////////////
- ModelEditor
- SfxEditor
- GUIEditor
- GUIEditor_v19
- WorldEditor
//////////////////////
// Credits
//////////////////////
- Microsoft's Direct3D9 (D3D9)
- Qt Project
- Open Asset Import Library (Assimp)
- Aeonsoft : Parts of code and resource files
- Neyiox : Splashscreen and logo
- Aishiro
//////////////////////
// License
//////////////////////
ATools are released without license and without any warranty.
For Qt and Assimp, all the license files are in the "Licenses" folder.
//////////////////////
// Special thanks
//////////////////////
- Neyiox
- divinepunition
- plop
- Britania Flyff's community
All these programs are released without license, so you can do all you want: redistribute, modify them... All I ask is to keep the original credits if you understand all the work it represents.
If you use my tools, I think a like/thanks on this post and on your server's post will not kill you
|
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03/30/2015, 00:28
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#3
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elite*gold: 0
Join Date: Apr 2011
Posts: 319
Received Thanks: 20
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i just took a look at the WorldEditor since i have been working allot with Atlas Beast... and i like it at first look. moving around, copy/paste items goes faster... big thanks!
i have a question, does the worldeditor support .dyo?
since i lose all my NPC when using you're editor.
i realy like it and find it much easyer to work with but i want NPC to work to
take a look:
as you can see, NPC are thare:
i safe the map:
i copy from resource to client:
and than, this happens ING:
how can i fix it?
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03/30/2015, 18:30
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#4
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elite*gold: 0
Join Date: Jul 2013
Posts: 19
Received Thanks: 84
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You're welcome
Sure the NPC are working, look in your navigator :P Did you see them (with the right properties) when you open your map with Beast ?
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03/30/2015, 21:00
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#5
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elite*gold: 1825
Join Date: Apr 2014
Posts: 1,059
Received Thanks: 1,334
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Just to make sure it stay´s online:
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03/30/2015, 21:59
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#6
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elite*gold: 3
Join Date: Dec 2010
Posts: 1,321
Received Thanks: 243
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When i create a monster and animate it and open it in the modeleditor, then everything works fine, so the mvr_xxxx_walk etc. is working fine (y)
BUT when i save it and put it ingame then the monster is getting very very very large when it's trying to run the WALK Animation. All other animations work fine.
Any solution?
Thx for tool
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04/01/2015, 19:46
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#7
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elite*gold: 0
Join Date: Apr 2013
Posts: 12
Received Thanks: 2
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Using Beast, can I make some place PK or not PK? or at least, "duelable" ?
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04/01/2015, 20:06
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#8
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elite*gold: 7
Join Date: Sep 2012
Posts: 4,462
Received Thanks: 3,213
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Quote:
Originally Posted by andreitajai
Using Beast, can I make some place PK or not PK? or at least, "duelable" ?
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You must fix this in your Source -> not with beast.
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04/02/2015, 18:56
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#9
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elite*gold: 0
Join Date: Jul 2013
Posts: 19
Received Thanks: 84
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Here is an update to fix all bugs :
For people using the source code you can download the update :
Have fun
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04/03/2015, 02:04
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#10
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elite*gold: 0
Join Date: Apr 2011
Posts: 319
Received Thanks: 20
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Quote:
thanks, do you have a changelog?
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04/03/2015, 18:09
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#11
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elite*gold: 0
Join Date: Jan 2008
Posts: 130
Received Thanks: 78
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Thanks for the updates.
Quote:
Originally Posted by arnootie
thanks, do you have a changelog?
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Use Winmerge and do a simple compare.
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04/05/2015, 16:06
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#12
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elite*gold: 130
Join Date: Sep 2010
Posts: 62
Received Thanks: 117
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The first really good release since the last few years, good job guys.
Everything works just how it should!
Sincerely, Dardan
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04/06/2015, 21:50
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#13
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elite*gold: 0
Join Date: Oct 2011
Posts: 101
Received Thanks: 108
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Quote:
Originally Posted by Ahoru
What is missing compared to Aeonsoft's programs:- Ctrl+Z and Ctrl+Y (undo/redo) in the WorldEditor
- That's all :P:
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Sorry, but there is much more missing then that.
- Object List
- translate Object (Strg+T)
- rotate Object (Strg+R)
Thats what i missed so far...
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04/09/2015, 04:11
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#14
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elite*gold: 0
Join Date: Jan 2008
Posts: 130
Received Thanks: 78
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Quote:
Originally Posted by europiOmg
Sorry, but there is much more missing then that.
- Object List
- translate Object (Strg+T)
- rotate Object (Strg+R)
Thats what i missed so far...
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Yes the translations don't work at all and it's stuck in french. Simply open the QT resources per each project to change the interface language.
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04/10/2015, 16:53
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#15
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elite*gold: 0
Join Date: Oct 2011
Posts: 101
Received Thanks: 108
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Quote:
Originally Posted by Sammyz
Yes the translations don't work at all and it's stuck in french. Simply open the QT resources per each project to change the interface language.
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that's not what i mean... strg+t you can set the coordiantes for the objects
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