Oof it's a long time ago since I did this, judging from the picture I believe you want model group drop_reinf, material drop_reinforce_recipe, and since this model is not animated as far as I know, type weapon will do.
BEFORE ANYTHING, I'M A BEGINNER!!
Alright, so I wanna learn model editing a bit. First tried to do this :
,but Im getting immediate dc when loggin in.
Then I tried to change the color of certain textures, which also ended up getting immediate dc.
Also, when I tried out the srobj plugin, I was able to import, but not to export.[I can upload screenshot about that if needed, but no matter what I try to edit I can't log in with the finished item]
Any help would be appreciated!
P.S. I quoted perry cuz the last thing he said was almost 2 years ago and Im hoping he notices it.
@, First of all if you have changed the .bms and not just edited the texture.
- Make sure you exported with the correct settings.
- Open the bms you are replacing with hex editor and as you are converting from Obj/Srobj back to bms write the material and model group. Its located at the top of the file. Model group first then the material. ( The only 2 words u will see probably )
-You will need to install both addons and activate them. If u are sure you did that correctly. Use blender2.63
@ Yes, The issue is with the tool perry gave. Sadly he has miscalculations in his tool. It miscalculates some mesh parts and vertices.
Hope that was helpful anyways, Gl
Quote:
Originally Posted by Revolutionary-Network
I think something wrong with the converter, When I convert the original weapon it shows in blender but it's size each time is different.
When I try to login I get crash.. while it's the original weapon without any edits
Export settings was
-Selection Only
- Include normals
- Include Uvs
- Triangulate face ( tried with and without ) same issue
Import settings was
deselect everything except Keep vertical order ( Poly group )
is there something wrong with those?
btw Iam using US version and blender ver 2.63
I am 100% sure the issue here is the model group and material. Make sure you copy them correctly. Also The material MIGHT have an extra character/number at the end. Do NOT write it.
@ Yes, The issue is with the tool perry gave. Sadly he has miscalculations in his tool. It miscalculates some mesh parts and vertices.
Hope that was helpful anyways, Gl
Appreciate the feedback even though it has been a while! I was porting models to play around with in Unreal Engine 4 and was sad when I ran into this issue as I was half way through rebuilding Jangan.
Are you still playing around with it in UE4?
I've just started to do the same. It'd be nice to put this game onto a much better engine/revamp/refactor some stuff.
If you are still interested, please message me on
Cheers.
Quote:
Originally Posted by EliteForce23
Appreciate the feedback even though it has been a while! I was porting models to play around with in Unreal Engine 4 and was sad when I ran into this issue as I was half way through rebuilding Jangan.
The buildings are pretty simple in structure. You can easily take the texture from the pk2 and build the buildings from scratch. I know this doesn't help you (sorry) , but maybe it gives you an idea.
The buildings are pretty simple in structure. You can easily take the texture from the pk2 and build the buildings from scratch. I know this doesn't help you (sorry) , but maybe it gives you an idea.
This is ultimately what I was doing before I remembered that there was a tool that could pull models, it was just to make the workflow easier because building assets is time consuming.
Quote:
Originally Posted by shovelend
Are you still playing around with it in UE4?
I've just started to do the same. It'd be nice to put this game onto a much better engine/revamp/refactor some stuff.
If you are still interested, please message me on
Cheers.
I began doing this with the intent of taking my passion for SRO as a child to learn level design on UE4 and eventually rigging models and using it to make cinematic videos for private servers with way better visuals.
As far as porting the entire game, it'd take a massive effort and I only know basic programming and enjoy making 3D models in my spare time but outside of that I havent done much.
I've had this for a while, and wasn't doing anything useful with it, so I decided to release it to the public.
This tool allows you to convert model files from silkroad's data.pk2 to files that can be read by blender, and can also convert these files back. That means this tool allows you to put custom weapons in the game.
(For example, I pulled this prank with it: )
You can download it here:
With US support
Blender 2.6+ needs other import/export scripts, replace the old ones with these:
I want to thank some people for helping me one way or another:
Qynchou(/lopasas), drakek(/ni), npcdoom, Klevre, Synx and Drew Benton.
Now it does go with a manual, so please READ THIS before you use it, and read it again before asking any questions.
1 - This area is used to convert files taken from the data.pk2, and convert them into object files, which can be read by blender. Just select a file, press convert and it will place the converted file in the same folder. You CAN select multiple files at once. 2 - This box is still only for viewing purposes, it splits complicated meshes like mobs/characters/armors up in several groups. THIS IS STILL WIP
3 - This area is used to convert files from the object format into silkroad .bms files. You start off by selecting a file, then you input the other fields and select the type. Once all the field are correct you can press convert and it should work. 4 - In this field you have to fill in the group the model belongs to, usually this is just the name of the file, how you can find the model group can be found in the extended manual. 5 - Here you put in the name of the material associated with the mesh, how you can find this is also in the extended manual. 6 - You can select the type of model here, which is important for the placement ingame, it's pretty self-explanatory. If you modeled a sword select 'weapon', if you modeled a hat select 'hat'.
7 - This little log area will tell you how things are going.
Step 1:
Know what you want to replace and get a model. In before making this tutorial I ate some French cheese, so I decided to make a baguette, or stick bread.
Step 2:
If you have your model in blender, you have to put a texture on. The most basic way is to first split your screen, you can do this by right clicking the black border in Blender, like so:
After this you set your second screen to UV/Image editor, like so:
Now the most basic way to set a UV map is to tap A one or two times, untill all the vertices in your model are orange (Make sure the mode in the model window is in EDIT MODE). After that you can press U, and select 'project from view'. This will put an image your model onto the UV editor. You can then save the layout to use in photoshop:
(This is the most basic way to UV map your model, you can do it way more accurate, but just look some tutorials up on that.)
After you made a texture for your model you can test it in Blender, by going to image>open Image in the UV editor. Also make sure you put the drawing mode in the model window to 'Textured'.
Step 3:
You now have to position your model. Import an original silkroad model into blender and move your weapon untill the part where you hold your weapon is the same as the part where you hold the original weapon (I put my window on wireframe mode now, to see it better. (DO THIS IN EDIT MODE, NOT IN OBJECT MODE, the pink dots of the new and the original mesh have to align)
Step 4:
Once your model is aligned, you can export it, make sure to select your model in object mode, and use the export settings as given above.
Step 5:
Before we can convert the model, we have to find the model group and the material name of the model. Take the file of the mesh you are going to replace, and open it in a Hex editor such as XVI32. You are looking for two words at the beginning of the file like this:
Use these in the converter, and convert your model, if everything went right it should say so in the log.
Step 6:
You can import your mesh into the data.pk2 now. Make sure you overwrite the right file. Also dont forget to save your texture as a .dds, and convert it to .ddj. Then replace the texture with the same name as the material name of your model with your own texture.
If you did it right it could look a bit like this:
Multibone Update:
Info:
This new version uses a couple of blender plugins to convert to and from a modified wavefront file format (blabla). What you can do with it is edit models that move ingame. Editing both parts of a multi-file mesh can be done, but is very buggy and not reccommended. I'm talking about stuff like mobs/armors/avatars etc. An important thing to remember is that the models are still influenced by the same animation-skeleton. This means you can't just change the sizes of models.
Installing and using this converter works the same as version 1, the instructions and manual for the first version are still valid, there have just been some additions. You can still put the converter anywhere you like. You will notice however, there are 2 .py files in the zip. Put those in .../Program Files/Blender Foundation/Blender/[blender version]/scripts/addons. To activate them, open up blender, go to file > user preferences. Then go to the addon tab and search for silkroad. Check both boxes that should pop up.
Using this converter isn't that different from the last one, but there are some differences:
1) If you want to edit a multibone model, check the .srobj checkbox in the convert from bms panel.
2) In blender import the file by going to file > import > Silkroad Object. There's no options to tick so that's easy!
3) Once the model is in blender, click on the 'vertices' triangle on the right (highlighted in screenshot below), and scroll down to vertex groups. When you are in edit mode, hit A to deselect everything, click a vertex group and press select, you should now see the vertices that belong to that group.
You can assign vertices to a group by having the group and the vertices selected and pressing assign. To remove them from that group again press remove.
You can do whatever you want with the vertices, you can even add new ones, as long as you keep a couple of things in mind:
1- Every vertex has to have at least one group
2- No vertex can have more than 2 groups
3- You can not add or remove any groups Interface screenshot:
4) Once you are done editing, you can export the model by going in to object mode, rightclicking it and going to file > export > silkroad object. No options again, as long as you have your mesh selected (very important).
5) Converting back to bms works the same as before, check the model group and material name in the original file, and put the checkbox on multi-bone.
6) Import and you're done, enjoy!
If you have any questions, feel free to ask, but if it's in the manual I might get mad!
PS: THIS RELEASE HAS BARELY BEEN DEBUGGED, SO ERRORS MIGHT (and probably will) OCCUR!
*RESERVED FOR FAQ*
EDIT: If you happen to make something with this, drop a screenshot, I'm curious what people are going to come up with!
The image link is dead! In addition, which Blender scripts can be used on which version of Blender?
Guess I can help with dead pictures because years ago i've saved first page as web archive.
Just open it with browser (google chrome didn't work for me tho but everything fine with internet explorer).
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After about 3 hours of looking (google didnt even show up with it lol) I found it and thought i would post it here for you guys to use.
BTW im not A leecher If i PM you I Just lost the PW to the email on my other account and the account password look it up name is Dro in member list.
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Edit
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Here is a litle tool me and hussert ware working on.
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Current Version 1.00
Screenshot:
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Functions:
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{
int charCount;
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I found a tool for converting dds files in normal grafic files and back.
But i donīt know if this here is the right forum part
How to use it?
I.install the programm
II. open the programm
Converting dds to bmp
III. press "File" and then "open" and chose the dds file that you want to convert