I doubt this is a joke and to be honest, its quite a nice idea. The reason?
Shields are one of these items ingame which can be kept quiet big without crashing the fcking client. With Capes this wont work because of the floating effects. Zet this idea isnt flawless. As mentioned the attacking effect gives problems. So Stinkas idea to use it instead of a helm should work out very well.
Yet i still think doing this on a well populated server would give alot lagg spikes.
It's not a nice idea at all to attach the wings to a shield, you start moving and your wings go nuts. Attaching them to a helmet is a good idea, I agree on that one.
Im sure helm is best idea, but you can see your head when you using wing, i dont know @@!
And i dont have 3DOC that have 3DC convert module, so that why im quit this work. Hope someone can help.
i uploaded my shaiya 3do converter with 3dc safe functions. It will only work for helms nothing else. Incase you want it for that and you got a license for the programm send me a short pm and i will pass you the dl link.
We've had these for a month now and I think they work just fine as a shield.. the movement looks nice with some of the skills especially mage / pagan ones....
We have a lot more colors now but cbf to edit them to the pic.
We've had these for a month now and I think they work just fine as a shield.. the movement looks nice with some of the skills especially mage / pagan ones....
I added the wings as a shield. Looks good, but I would like to add wings monsters or NPC. Anybody can convert from .3do to in .3dc?
The wings move around when the toon moves his arms, and that looks ridiculous in game. It would be the same with a Helmet (when the toon turns his head).
The only way would be 'attaching' the wing mesh to a Top armor mesh. (but keeping them away from bone influence) May be attaching it close to the shoulders.
GG Sominus
it is for sure, the right (sole?) way to do: bones are useless since we ignore how to animate them, losing shield slot only brings cons, adding vertices to a top is fast & easy: the wings are already at right coords (after simple scaling from Aion file or possibly try-n-fail moves from OP).
The wings are taken as a single mesh, and attached to the armor mesh (both meshes don't share common vertex here).
The final object is a single mesh.
This is not efficient, as every mesh has it's own texture, and they both overlpap in the UVMap.
The right way, would be to merge both meshes, so it becomes a single element, but then we would have to redesign the UVMap, and make a whole new texture (the armor part will lose detail also).
Since I don't have a way to convert this mesh to 3DC format, I will attach to this post, the model in 3DS format. So anyone with a registered 3DOC, may port it to Shaiya and test 'what happens' (I asume a client DC?).
Question:
Would be possible, to define a Top gear, with 2 3DC models?
(as when we define a Mob, composed of various 3DC models)
Amor + Wing in 3DS format:
Don't worry if you get a 'missing texture' message, you could use any DDS texture, since the point here, is to see if the model works in game.
// .3DO
typedef struct _3DO {
long tag; // 0
long cntVertices;
VerticesDO* vertices;
long cntFaces;
Faces* faces;
} File3DO;
typedef struct _Vertex3DO {
float x, y, z;
float nx, ny, nz;
float u, v;
} VerticesDO;
typedef struct _Faces {
unsigned short i1, i2, i3;
} Faces;
// .3DC
typedef struct _3DC {
long tag; // 0 for format 5, 0x000001BC for format 6
long cntBones;
BoneMatrix* bones;
long cntVertices;
VerticesDC* vertices;
long cntFaces;
Faces* faces;
} File3DC;
typedef struct _BoneMatrix {
float m[4][4];
} BoneMatrix;
typedef struct _Vertex3DC {
float x, y, z;
float w;
byte bone1, bone2;
short unk0; // 0000 (padding?)
float nx, ny, nz;
float u, v;
} VerticesDC;
typedef struct _Faces {
unsigned short i1, i2, i3;
} Faces;
the 'tag' field is actually a String that may contain a texture filename; for about 99% of the .3DO and .3DC the texture name is not present and thus only the length settled to 0x000000 is stored; for the new .3DC format used by costumes of client 6+, the "magic" value 0x000001BC is used as a flag, if you read it, there is no filename with 444-chars, instead the 3DC vertices are defined according:
Code:
typedef struct _Vertex3DC6 {
float x, y, z;
float w;
float unk1, unk2;
byte bone1, bone2;
short unk0; // 0000 (padding?)
float nx, ny, nz;
float u, v;
} VerticesDC6;
Quote:
Would be possible, to define a Top gear, with 2 3DC models?
No (not without strong modifications of client, to manage some kind of 'MON' list instead of the 'ITM' records (which always contains a single .3DC + .DDS pair)).
OOH, for a full character definition (including its top, pants, gantlet and shoes) the split between these 4 parts is fully arbitrary; the "top" can so contains some elements drawn elsewhere of the (usual) "top" part.
whatever in which part, the wings vertices are stored, the UVmap must be redefined (after merging the 2 text), and you're right, it's the paintfull step.
Edit: OOH, it is (indeed) easy to add wings to a MON model, meaning to a NPC shape, and btw this will have much more sense than adding static things to a character unable to fly. (npc and mobs also don't fly but they also are less animated than characters).
How To convert any wep file to shaiya 12/19/2017 - Shaiya PServer Guides & Releases - 14 Replies Heya everyone,
today i will present u guys how to transform a wep from another game ( this time we use aion files) to shaiya.
First of all u will need a programm called 3d object converter and u definatly need to license for that program from the creator as this tool is able to safe as shaiya 3do. But its not as easy as u may think because u will need to transform the weps before.
Link to the website of the programm : http://3dconverter.clanteam.com/
First Step open the licensed program and...
Please convert .obj file to .gr2 02/03/2013 - Metin2 PServer Guides & Strategies - 6 Replies Hi, this is my first 3d weapon and not on texture image:
http://noob.hu/2012/07/03/epvp.png
Please convert this file to gr2 thanks!
anyone know how to convert this file .tex to .tga 04/01/2012 - Technical Support - 2 Replies anyone know how to convert this file .tex to .tga...
in hex it write like this...
Grigon Texture file v0.31 ext:tga.Icon\itemicon\itemicon12.tex..
i wanna look this file...and wanna change that icon..but i didnt know to convert it so it can open with tga extension...
this file >> itemicon12.tex - 4shared.com - online file sharing and storage - download