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Changing some visiulas

Discussion on Changing some visiulas within the 12Sky2 forum part of the MMORPGs category.

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Old   #1
 
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Changing some visiulas

If you remember in some 2.0 versions like 'aeria' after master level when u became *** ur char was taking off and its arms were soaring on the side like this
So it is not easy i know. But i need a hint to make same effect to 2.5. I know what files are about it but i dont have structres. Maybe i m completely wrong. Thnx for any help from now on T.y.
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Old 05/22/2022, 11:15   #2
 
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simple answer

ariagames or karahan online old files

I think it is enough to log in with the game files.

I did not see a detail about the arms in the source part.
game files will suffice.

basit cevap

ariagames veya karahan online eski files

oyun dosyaları ile giriş yapmanız yeterli diye düşünüyorum.

kaynak kısmında kollar ile ilgili bir detay görmedim.
oyun dosyaları yeterli olacaktır.
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Old 05/22/2022, 11:56   #3
 
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Quote:
Originally Posted by RHNbaskan View Post
simple answer

ariagames or karahan online old files

I think it is enough to log in with the game files.

I did not see a detail about the arms in the source part.
game files will suffice.

basit cevap

ariagames veya karahan online eski files

oyun dosyaları ile giriş yapmanız yeterli diye düşünüyorum.

kaynak kısmında kollar ile ilgili bir detay görmedim.
oyun dosyaları yeterli olacaktır.
Arms are included to body sobject as i see. Importance is here .motion file. 2.5 is supporting many sobject files but if u change motion files with 2.0 then client crashes. So i need 2.5 motion structure as i think and can undenstand. Like me everyone needs motion structure to change something.
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Old 05/22/2022, 14:38   #4
 
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we can look
with arms tied
to see what data

You have to look inside the img's.
not 01

Have a look at 02 and others

örnek ; 2.5 arsensky2

tüm img ları açıyorum

ondan sonra doğru nesne ile koduna bakıp

onun subject de alıyorum.

bu sayede hızlıca oyuna entegre etmiş oluruz.

2 ci aşama etki aşaması bunun üzerine çalışıyoruz.
obje resmi alsan da etkiler aktif olmuyor

burda 005/002 sunucu img leri düzenlenen kısımlardan

2002370 objesine bakıp orjinal değer ile
fonksiyonu verilecek değerleri yazıp test ediyoruz.

sonuç. etkisiz ilerde çözerim


motion on gdata 02/04
motions objects

On the source road, you change which object you want to touch from the place on 02/05/08

There are issues with effects.


Changing 1 Motion img is not solution

subgroup motion 2370/ 2002370.subject

it needs to shoot 2002370/71/72/73/74(2002370/01/02/03/04/....11/12) subject and motion

it starts there

path to see which ones connect where

sample ; 2.5 mercurysky2

open all img

then look at your code with the correct object

I'm getting its subject as well.

In this way, we can quickly integrate it into the game.

We are working on this, the 2nd stage impact stage.
Effects are not active even if you receive an object image

Here, 005/002 server img is from the parts edited.

Looking at the 2002370 object with the original value
We write the values to give the function and test it.

conclusion. ineffective i will solve it later
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Old 05/23/2022, 15:06   #5
 
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Code:
MOTION File Struct

//key quat,pos from file after mBoneNum
typedef struct KEYVALUE_FOR_GXD {
    D3DXQUATERNION mQuat;
    D3DXVECTOR3 mPos;
	//KEYVALUE_FOR_GXD() = delete;
    //KEYVALUE_FOR_GXD& operator = ( float* v ) {
    void Init( float* v ) {
		if ( v ) {
			mQuat = D3DXQUATERNION( v[0], v[1], v[2], v[3] );
			mPos = D3DXVECTOR3( v[4], v[5], v[6] );
		}
    }
} KEYVALUE_FOR_GXD;

//1.0 - 2.0
typedef struct MOTION {
  int tOriginalSize;
int tCompressSize;
BYTE* tCompressData;


         //Uncompressed Data
	//int mFrameNum;
	//int mBoneNum;
	D3DXMATRIX* mKeyMatrix;//alloc size ( mFrameNum * mBoneNum ) << 6 , iter size = ( mFrameNum * mBoneNum ), read size 28
} MOTION;

//2.5 - 2.8
typedef struct UHeaderMaks
{
public:
    char IsVisible = 0;
    char IsCompress = 0;
    char PAD0 = 0;
    char PAD1 = 0;
    bool mCheckValidState = false;
    UHeaderMaks( unsigned char* tBuffer )
    {
        if ( tBuffer == NULL )
        {
            mCheckValidState = false;
        }
        else
        {
            IsVisible = tBuffer[0] > 0;
            IsCompress = tBuffer[1] > 0;
            PAD0 = tBuffer[2];
            PAD1 = tBuffer[3];
            mCheckValidState = true;
        }
    }
} UHeaderMaks;
typedef struct MOTION2 {
  const char* VersionHeader = "MOTION3";
  UHeaderMaks maks;
  int tOriginalSize;
  int tCompressSize;
 BYTE* tCompressData;

         //Uncompressed Data
	//int mFrameNum;
	//int mBoneNum;
	//D3DXMATRIX* mKeyMatrix;//alloc size ( mFrameNum * mBoneNum ) << 6 , iter size = ( mFrameNum * mBoneNum ), read size 28
} MOTION2;

if you want to convert 2.0 motion to 2.5 motion, just insert at first offset(0)
const char* VersionHeader = "MOTION3";
UHeaderMaks maks;
1.0 2.0


2.5 2.8
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Old 05/23/2022, 15:56   #6
 
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You say you need to write a number over the 16x value with the editor and give it.

For this, it is necessary to work less on the multipliers and the 16x order.


the values you get in the color groups there

values added to the mount?

Thanks for the information and directions.
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Old 05/25/2022, 18:52   #7
 
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Quote:
Originally Posted by lnwnuyhodd View Post
Code:
MOTION File Struct

//key quat,pos from file after mBoneNum
typedef struct KEYVALUE_FOR_GXD {
    D3DXQUATERNION mQuat;
    D3DXVECTOR3 mPos;
	//KEYVALUE_FOR_GXD() = delete;
    //KEYVALUE_FOR_GXD& operator = ( float* v ) {
    void Init( float* v ) {
		if ( v ) {
			mQuat = D3DXQUATERNION( v[0], v[1], v[2], v[3] );
			mPos = D3DXVECTOR3( v[4], v[5], v[6] );
		}
    }
} KEYVALUE_FOR_GXD;

//1.0 - 2.0
typedef struct MOTION {
  int tOriginalSize;
int tCompressSize;
BYTE* tCompressData;


         //Uncompressed Data
	//int mFrameNum;
	//int mBoneNum;
	D3DXMATRIX* mKeyMatrix;//alloc size ( mFrameNum * mBoneNum ) << 6 , iter size = ( mFrameNum * mBoneNum ), read size 28
} MOTION;

//2.5 - 2.8
typedef struct UHeaderMaks
{
public:
    char IsVisible = 0;
    char IsCompress = 0;
    char PAD0 = 0;
    char PAD1 = 0;
    bool mCheckValidState = false;
    UHeaderMaks( unsigned char* tBuffer )
    {
        if ( tBuffer == NULL )
        {
            mCheckValidState = false;
        }
        else
        {
            IsVisible = tBuffer[0] > 0;
            IsCompress = tBuffer[1] > 0;
            PAD0 = tBuffer[2];
            PAD1 = tBuffer[3];
            mCheckValidState = true;
        }
    }
} UHeaderMaks;
typedef struct MOTION2 {
  const char* VersionHeader = "MOTION3";
  UHeaderMaks maks;
  int tOriginalSize;
  int tCompressSize;
 BYTE* tCompressData;

         //Uncompressed Data
	//int mFrameNum;
	//int mBoneNum;
	//D3DXMATRIX* mKeyMatrix;//alloc size ( mFrameNum * mBoneNum ) << 6 , iter size = ( mFrameNum * mBoneNum ), read size 28
} MOTION2;

if you want to convert 2.0 motion to 2.5 motion, just insert at first offset(0)
const char* VersionHeader = "MOTION3";
UHeaderMaks maks;
1.0 2.0


2.5 2.8
@ i just realised how to do and i understand that not only motion file need to change visuals i also need img of char, because when i change only motion file char looks like undulating freak now. i need aeria 2010 updated game files like motions and imgs
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Old 05/25/2022, 20:42   #8
 
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sir is the same thing true for sobject files? @
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Old 05/26/2022, 13:36   #9
 
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Old 05/26/2022, 13:51   #10
 
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Quote:
Originally Posted by lnwnuyhodd View Post

I only need to import this type of anmationof aeria to my files. 078 motion is m1 level sight. 085 is *** level sight but in aeria only arms different. In all other clients arms same with m1 level. I understand how to change 2.0 to 2.5 but dont have aeria files. Also i cant produce that animaton by myself.
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Old 05/26/2022, 15:19   #11
 
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Try to access aeriagames website via archive.org then try to download with internet download manager. Thats a way to obtain old files.
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Old 05/26/2022, 16:51   #12
 
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Quote:
Originally Posted by incisozluk10 View Post
Try to access aeriagames website via archive.org then try to download with internet download manager. Thats a way to obtain old files.
Downloading client posible for 2009 client. After that aeria using downloader...
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Old 05/30/2022, 20:40   #13
 
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There were a client released here with those files.
I have those animations where hands are on the side and works well.

Downloading 2009 aeria client doesnt have them,
thats old client and doesnt even have *** level on that client as far I know...
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Old 05/30/2022, 20:52   #14
 
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Quote:
Originally Posted by sdefref View Post
There were a client released here with those files.
I have those animations where hands are on the side and works well.

Downloading 2009 aeria client doesnt have them,
thats old client and doesnt even have *** level on that client as far I know...
I have written u on dc but u re offline.
I reaallyy want that visual
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Old 05/30/2022, 21:31   #15
 
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