Glow effects (armors)

09/14/2012 21:39 [Admin]Snuggle#1
Now I know it would take extensive editing to add glow effects from weapons onto armors.
Yet luckily I'm not asking that because I'm not sure it's possible without an editor the developers of Shaiya used.
My question actually is how to add the shadow effects that the regnum contaminated mobs have.
It comes in red and black, but I can't find the file that adds that affect to those mobs.
Anyone have any ideas?
I'm not sure if it would be an animation file or not.
Seeing as the internet only holds stupid ass cursor programs for ANI files I can't really even view the damn things -.-
So yea >.> I doubt anyone knows because no one has clearly done it.
Yet if I find the correct file for it I'm sure I can (I'll even be "nice" and share how to do it once I find out)
Just need a bit of help first on finding it >.>
09/14/2012 22:26 TeddyBear94#2
mh i tried adding glow effects ( like the ones from weps) to gears and i only crashed my client so :o
09/16/2012 01:12 [Admin]Snuggle#3
>.> someone has to have some form of comment or addition to what I've said.
09/16/2012 02:18 x-DoeSn'TxMaTTeR-x#4
I'm nub.
But i'm gonna tell you something that may help o.o

You know..Weapons are Weapons..Armors are Armors..
If not mistake Shields Are Armors right?..
Well..If Shields are really armors..
You know Thrasherine Guard !?!? It have a face with Purple Glowing Eyes on.
So..If you study this Shield, maybe you could find your answer o.o
Or maybe not..this was just a supposition xD
Or you could try to understand why the weapons glows at +5 >.>
which script SET rgh4334f TO 48hf9384 WHEN +5
09/16/2012 10:09 TeddyBear94#5
if u look very well shields count as weps.. so dw i already gave shields glow effects :p
+ the thing is in sh studio u can find a reqrec for armors aswell if u watch all colums under "all items".
So yh i gave armors a reqrec effect but it only cursed my client to fck up so :P
05/28/2013 17:16 castor4878#6
NPC glow is defined by their *global* shape model, not by an attribute of a gear.

Some regnum contaminated mobs have a glow effect, as indicated by Snuggle.

Their definitions is as follows:

Contaminated Elf Mage is a mage w/o glow using model 518

#518 of monster.mon is:
Code:
name: Mob_elmm
Animations
	0	Mob_elmm1_Walk.ANI
	1	Mob_elmm1_Run.ANI
	2	Mob_elmm1_Att01.ANI
	3	Mob_elmm1_Att02.ANI
	4	Mob_elmm1_Att03.ANI
	5	Mob_elmm1_Die.ANI
	6	Mob_elmm1_Br.ANI
	7	Mob_elmm1_Dmge.ANI
	8	Mob_elmm1_Idle.ANI
	9	mob_elmm1_att01.wav
	10	mob_elmm1_att02.wav
	11	mob_elmm1_att03.wav
	12	mob_elmm1_die.wav
Shapes
	Mob_elmm_torso009.3DC	elmm_torso0092_2.dds
	Mob_elmm_lower009.3DC	elmm_lower0092_2.dds
	Mob_elmm_hand009.3DC	elmm_hand0092_2.dds
	Mob_elmm_boots009.3DC	elmm_boots0092_2.dds
	Mob_elmm_face001.3DC	elm_face001_3.dds
	Mob_elmm_hair001.3DC	elm_hair001_2.dds
	Mob_elmm1_wp.3DC	Mob_elmm1_wp.dds
Height: +1.763934
Contaminated Elf Wizard is a priest with white & dark glow, it uses model 551

#551 of monster.mon is:
Code:
name:	mob_elmm_cap
unk1:	255
Animations
	0	Mob_elmm1_Walk.ANI
	1	Mob_elmm1_Run.ANI
	2	Mob_elmm1_Att01.ANI
	3	Mob_elmm1_Att02.ANI
	4	Mob_elmm1_Att03.ANI
	5	Mob_elmm1_Die.ANI
	6	Mob_elmm1_Br.ANI
	7	Mob_elmm1_Dmge.ANI
	8	Mob_elmm1_Idle.ANI
	9	mob_elmm1_att01.wav
	10	mob_elmm1_att02.wav
	11	mob_elmm1_att03.wav
	12	mob_elmm1_die.wav
Shapes
	Mob_elmm_face001.3DC	elm_face001_2.dds
	elmm_helmet011.3DC	elmm_helmet011.dds
	elmm_lower010.3DC	elmm_lower010.dds
	elmm_torso010.3DC	elmm_torso010.dds
	elmm_hand010.3DC	elmm_hand010.dds
	elmm_boots010.3DC	elmm_boots010.dds
	Mob_elmm1_wp.3DC	Mob_elmm1_wp_2.dds
Height:	+1.891160
Effects
	1	169
	1	170
all animations files are identical.
shapes are different but it doesn't matter.

the difference, and so the glow definition, is the optional effects entries.

the Contaminated Human Berserker mobs uses model 526 and that model contains:
Code:
Effects
	1	169
	1	168
the Contaminated Human Berserker mobs has red glow, it uses model 526 containing:
Code:
Effects
	1	169
	1	168
the Fallen Neo Girgo semi-boss has white glow, it uses model 339 containing:
Code:
Effects
	1	170
	1	171
these figures can be index in an effects list ... but there is no npc.seff (nor monster.seff) file, so may be an index within weapons.seff may be something else.

regardless of the actual meaning of it, it is an optional parameter of a monster model, and so can only be applied to NPC, not to characters (players).
05/28/2013 19:45 mulletman#7
age doesn't really matter if new and relevant data is introduced. Besides this could help do some interesting things for servers to play with
05/29/2013 00:58 castor4878#8
Quote:
Originally Posted by castor4878 View Post
these figures can be index in an effects list ... but there is no npc.seff (nor monster.seff) file, so may be an index within weapons.seff may be something else.
the numbers are indexes of a scene within the monster/monster.eft file.

this file currently defines 260 scenes, and most of mobs effects are in 1..260.
the lapis extractor mobs/things (mobID 3725,3726,3727) use the model #738 which uses the highest effects: 14 values, from 274 up to 287.

these settings currently give no visual effect:
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OOH "all" other mobs (I've tested +/-10 of them) with effects (on their body or weapon) show good relation with data found in monster.eft (assuming I read the DDS index at right offset).

a future update of monster.eft by nexon to *finally* insert the robots & lapis extractors in the PvP maps will give a confirmation.
06/13/2013 20:22 sominus#9
Is there any way to add those effects to a "custom" mob?
I.e.: That aura Dios Exiel's guardians have around them, add them to a custom mob?

Is it related to the "# Feat." column in S.Studio when editing Monster.mon ?
06/14/2013 03:36 castor4878#10
yes, the number of these effects is displayed in the "# Feat(ure)" column.

the version 0.7.1 of shStudio does not let you edit / insert effect in a model (these fields were unknown when 0.7.1 was released).

it you want to insert some effect you can process as follows.

I will explain the required operations with the model #518 (listed here before)

- open monster.mon with shStudio (0.7.1)
- it shows you:
Edit: I confused myself with 2 versions 0.7.1 - one dated April 30th, 2011, which is an intermediate not released version, used to obtain this pict, and the correct 0.7.1 dated June 20th, 2011 that displays quite the same list and tailored editor than those of the 0.7.5 release.

shStudio 0.7.5 displays the full list of textures / vertices with a tailored dialog but this doesn't make any diff there (and the dialog is also not able (so far) to edit effects).
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- since we want to edit the monster-model #518, we use the name of the model just after, meaning the #519 whose name is so "Mob_humf"

- open the monster.mon with HeX and search for that string, we obtain that:

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(I select the length 8 (int*4, little-indian encoded) of the string together with the string itself,
(strings are length-prefixed and not null-terminated) take care to select the right string, with this sample several occurences of "Mob_humf" exist with postfix "1", "2", etc, their lengths are 09 and not 08, so check length & data. (another option is to do a hexa search (a string search first to get an occurence and copy its hexa encoding, then a hexa search with that copied data prefixed with the typed-in length (08000000 in this sample)).

- the model - record ends with the height of the monster (a float*4) then the effects array, this array contains the number of items as a int*4 followed by these items and each item is a flag as an int*4 (set to 1 to enable the effect, apparently) and the effect identifier also as an int*4, that value is the index of the effect defined in the monster.eft file (posted above).

so, if we look at bytes before the searched string we found (from end to end):
00000000: the number of effects for this model
93C8E13F: the height of model (3FE1C893h (*normal* order) = 1.763934 (float*4 IEEE))

to insert the effects 169 & 170 (same as model #551), we:
* let the height unchanged (of course)
* replace the number of effect 00000000 by 02000000
* *insert* 2 effect-records:
01000000 A9000000
01000000 AA000000

the data around our position so become:

Code:
4D 6F 62 5F 65 6C 6D 6D 31 5F 77 70 2E 64 64 73	"Mob_elmm1_wp.dds"
93 C8 E1 3F							1.763934
[COLOR="Red"]02[/COLOR] 00 00 00
[COLOR="Red"]01000000 A9000000
01000000 AA000000[/COLOR]
08 00 00 00
4D 6F 62 5F 68 75 6D 66					"Mob_humf"
of course, we can use the same logic to find out the effect of a known mob before to define (clone) them on a custom mob.
for instance if we search the model #551 (which is followed by "mob_demf"), we read:

Code:
[COLOR="Blue"]0003F750[/COLOR]  2E 33 44 43 12 00 00 00 4D 6F 62 5F 65 6C 6D 6D	.3DC....Mob_elmm
[COLOR="Blue"]0003F760[/COLOR]  31 5F 77 70 5F 32 2E 64 64 73 89 11 F2 3F [COLOR="Cyan"]02 00[/COLOR]	1_wp_2.dds‰.ò?..
[COLOR="Blue"]0003F770[/COLOR]  [COLOR="Cyan"]00 00[/COLOR] [COLOR="SeaGreen"]01 00 00 00[/COLOR] [COLOR="Lime"]A9 00 00 00[/COLOR] [COLOR="SeaGreen"]01 00 00 00[/COLOR] [COLOR="Lime"]AA 00[/COLOR]	1 / A9h; 1 / AAh
[COLOR="Blue"]0003F780[/COLOR]  [COLOR="Lime"]00 00[/COLOR] [COLOR="Purple"]08 00 00 00 6D 6F 62 5F 64 65 6D 66[/COLOR]		[COLOR="Purple"]......mob_demf[/COLOR]
.
06/16/2013 03:10 VIAT#11
Quote:
Originally Posted by [Admin]Snuggle View Post
Now I know it would take extensive editing to add glow effects from weapons onto armors.
Yet luckily I'm not asking that because I'm not sure it's possible without an editor the developers of Shaiya used.
My question actually is how to add the shadow effects that the regnum contaminated mobs have.
It comes in red and black, but I can't find the file that adds that affect to those mobs.
Anyone have any ideas?
I'm not sure if it would be an animation file or not.
Seeing as the internet only holds stupid ass cursor programs for ANI files I can't really even view the damn things -.-
So yea >.> I doubt anyone knows because no one has clearly done it.
Yet if I find the correct file for it I'm sure I can (I'll even be "nice" and share how to do it once I find out)
Just need a bit of help first on finding it >.>
yep this one can be done, I did it in spanky shaiya but man been a long time but i do know you must take one of the files from the effect folder from shaiya KR, you dont need the glow effects from weapons lol
06/17/2013 07:23 [Admin]Snuggle#12
STOP NECROING MY THREAD! D:<
My god I posted this so damn long ago.
I figured all that crap out awhile back as well >.>
On top of it all I don't even care because I deleted 100% of Shaiya from my PC a few months back.

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06/19/2013 20:07 nubness#13
Quote:
Originally Posted by [Admin]Snuggle View Post
STOP NECROING MY THREAD! D:<
My god I posted this so damn long ago.
I figured all that crap out awhile back as well >.>
On top of it all I don't even care because I deleted 100% of Shaiya from my PC a few months back.
Oh, your thread, you don't even own it, you have no extra rights for it, basically a normal poster. The guy was just giving his input for those who are interested. If you're not interested, keep your low level of education to yourself please.
06/19/2013 22:49 [Admin]Snuggle#14
Ummm I started this thread xD
Your man crush is quite strong for me isn't it?
If you noticed also this thread is extremely old so...yea...
Your insult makes absolutely no sense as well.
"If you're not interested, keep your low level of education to yourself please."
Umm what does education have to do with interest?
Damn man please work on your insults if you wish to try them against me.
Also why are you trying to attack me over the internet?
A bit childish don't you think? I mean I understand you love me and all, but please I'm not interested.
Now then I'm tired of getting notified of these posts and seeing I have much better things to do with my life I would suggest you move on from me.
Like I said I'm not interested in you and I find your insults a bit low on the education level of the art of trolling :)
Goodbye nubness you are merely another human among the billions of others out there.
Time you learned you are no greater than that.
08/27/2013 13:08 adm_anos#15
Let hope we will see GLow on gears like Official shaiya...