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Teaching people is not a bad thing. I just think its not efficient to teach everyone personally, especially if people are retiring after few months.Quote:
But I already gave some ppl explanations (in text or via teamviewer) how to do several things with models like modifying or import of non-rappelz-models - or for example the WoW-Lich-King...I showed its import-dev the basics how to do that, and then he was able to get the missing informations by himself.
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It's good to hear that there are still some devs out there who want to share their knowledge.
Teaching people is not a bad thing. I just think its not efficient to teach everyone personally, especially if people are retiring after few months.
Helping people to help themselves is the way to go and it's a better time investment too.
This is not a personal appeal to you because you did pretty good job in terms of education (i looked up your threads). I hope some of the other devs who are hiding in the shadow of silence are reading and thinking about this.
"someone" has made some really nice tools for the new epics and will be releasing them eventuallyQuote:
First, thanks :)
To the other part:
That's not exactly true. (but it's sadly true in some facts)
It may be some DEVs don't teach their know-how to others.
But I already gave some ppl explanations (in text or via teamviewer) how to do several things with models like modifying or import of non-rappelz-models - or for example the WoW-Lich-King...I showed its import-dev the basics how to do that, and then he was able to get the missing informations by himself.
Some of them learned fast, some others still need time.
Ofc, in some sections of rappelz-developing the transmission of knowledge lacks a lot (I have for example not that much knowledge about writing tools)...but in section "map,models&textures" I wouldn't say there couldn't be more.
In fact, you're right with the bad echo on questions asked here...
And you're right that it would be needed to get more newcoming devs.
Even if I didn't complain about the dying community of devs,
I complained about the fact, that the playerbase of rappelz dies out
because of lazyness to install things with more interesting environmental content.
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I just can talk about that dev-section, because that's the one I have my knowledge in.
In other ones, don't know how it is going there with newbies.
Even with your guide, I'm ashamed to say I couldn't know how to do that (as I'm a total noob when it comes to this, I just started learning about rappelz modding days ago, although I created my own P-Server after a lot of struggles, I'm still a noob... so can you give me a step-by-step detailed guide? And which software to use other than SQL Server editing DB?! I imported a modded Wolf monster with nx3 (+dds) file to the game after encrypting it to .xxx resource file and putting it on resource folder and it works fine (it replaces default wolf skin on the game) I was able to do that following a video guide, but I can't apply that guide on your files since your files are different, I need to import your new Lilitas texture on game and make it works, I want really appreciate a full in-depth guide for that! :)Quote:
Always depends on your server-epic.
In general you need to know two ways:
1. Imported model with existing Emotion.
->look for an entry with original model, Copyright & edit it to your new model with new ID
->in general this works already if you Patch monsterresource and monsterfiles.
2. Imported ones with own motions
-> you need to insert NEW monstermotion_id with fitting CharacterMotions, which also need to be added
-> Copy any entry and change model & motion_id to new one.
-> Patch Monsterresource,MonsterMotion and charactermotion together wird monsterfiles and it should work.
Then you can do quality tuning like Race, species, Drops,etc