Because of a user who asked this question I just wanna share my insight on it, I will have to say I can not assure any of this will work but with my knowledge of the mapping system in Rappelz I'm pretty sure it will.
First decide which map you're gonna use, in this example we are going to use map m006_001 e.g. Cubrick Dungeon. So if you're trying to follow this guide I will go ahead and assume that you have a dumped client ready, so now you need to go into the dump area and type m006_001 in the search and let it bring up all the map parts (you can safely filter out anything that is not .nf? -- you wont need any .dds, .nx3 etc so don't copy them)
Now place all of the files in a seperate folder and create a batch script to rename all the files in that directory from m006_001 to a map name not being used currently like m014_003
The thing about the Rappelz mapping system is the map name actually determines the in-game coordinates, so you can literally keep adding and adding if you aim to do it for a dungeon only, but in the case of a city you may have to play around with the SeamlessWorld.cfg etc..etc.. (I won't be going into that here)
Now hash all these files into your client and restart the client, you must also add these maps to your game-servers newmap folder. Restart the GS, now to test if it has worked do the following:
So using the way the map system works to enter the new map you would only have to say a coordinate between 16128 x 16128 (which is the map length in both directions)
So you'd for example make test coords of x: 1221 y: 6220 and then you do some math by saying
x-coord (1221) / map_length (16128) * map_part_x (m014 becomes just 14)
1221 / 16128 * 14 = In-Game Coordinate for your new map
you do this same thing for y accepting you replace m014 with 003 and it becomes 3 for:
6220 / 16128 * 3 = In-Game Coordinate for your new map
I can't be sure that any of that will work, but in theory it should
First decide which map you're gonna use, in this example we are going to use map m006_001 e.g. Cubrick Dungeon. So if you're trying to follow this guide I will go ahead and assume that you have a dumped client ready, so now you need to go into the dump area and type m006_001 in the search and let it bring up all the map parts (you can safely filter out anything that is not .nf? -- you wont need any .dds, .nx3 etc so don't copy them)
Now place all of the files in a seperate folder and create a batch script to rename all the files in that directory from m006_001 to a map name not being used currently like m014_003
The thing about the Rappelz mapping system is the map name actually determines the in-game coordinates, so you can literally keep adding and adding if you aim to do it for a dungeon only, but in the case of a city you may have to play around with the SeamlessWorld.cfg etc..etc.. (I won't be going into that here)
Now hash all these files into your client and restart the client, you must also add these maps to your game-servers newmap folder. Restart the GS, now to test if it has worked do the following:
So using the way the map system works to enter the new map you would only have to say a coordinate between 16128 x 16128 (which is the map length in both directions)
So you'd for example make test coords of x: 1221 y: 6220 and then you do some math by saying
x-coord (1221) / map_length (16128) * map_part_x (m014 becomes just 14)
1221 / 16128 * 14 = In-Game Coordinate for your new map
you do this same thing for y accepting you replace m014 with 003 and it becomes 3 for:
6220 / 16128 * 3 = In-Game Coordinate for your new map
I can't be sure that any of that will work, but in theory it should