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Archlord custom files guide

Discussion on Archlord custom files guide within the Archlord forum part of the MMORPGs category.

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Old 06/22/2011, 22:52   #16
 
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It seems like the item .tx1 files do not contain some realm & heroic Dragonscion item icons (kenselnime, felk, joakis, etc) or at least not in a name based on their TIDs.

E.g. the Coronet of Felk should be in l00024c1.tx1 but there is no l00024c1.tx1 at all.

Wtf? Where are they?
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Old 06/23/2011, 12:40   #17
 
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The model Files contain material information with texture names. I am going to update my model importer to support this so you can see what textures models should use.
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Old 06/24/2011, 01:16   #18
 
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Nice going chrrox,

This thread looks to be way more useful than most others active atm..
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Old 06/24/2011, 22:38   #19
 
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does anyone knows why PS doesnt use the right color management like ingame ?

i have the same result like this



but its not the right color, why?

i got a convert with the right color but its not a very nice result

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Old 06/25/2011, 05:51   #20
 
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Quote:
Originally Posted by Havocker View Post
i got a convert with the right color but its not a very nice result

The header causes this result. Which program did u use?
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Old 06/25/2011, 14:17   #21
 
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Quote:
Originally Posted by drwx View Post
The header causes this result. Which program did u use?
that is the result from XNView

NEW:::::

i got it to use massconvert in PS to open and convert all raw files

YEEEEEAAAAHHHHHHAAAAAHHHH =D
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Old 06/25/2011, 17:51   #22
 
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my next problem is now, where can i find the item ids with the information which texture it use ?

someone an idea?
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Old 06/25/2011, 19:07   #23
 
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Quote:
Originally Posted by Havocker View Post
i got it to use massconvert in PS to open and convert all raw files
You can open and save them all together and not one by one? If so, how?

Quote:
Originally Posted by Havocker View Post
my next problem is now, where can i find the item ids with the information which texture it use ?

someone an idea?
The TIDs are in the .ini files. For example:
* in itemtemplateentry, the TID is the number in the []
* in itemdatatable is the number just before the name.
etc

In order to find which texture is the one you need, you just have to use a Decimal to Hex converter. The decimal number is the number of the TID and the hex number is the one that is used in the .tx1.

E.g. Soulcontrol Boots => TID: 395 => Hex: 18b => File: l000018b.tx1

I use my own PHP code to make the conversions, but you can easily find an online converter by Google search. Or you can just use the Windows Calculator, but in Programmer mode (go View > Programmer).

And as I said in a previous post, it seems like the .tx1 files do not contain some realm & heroic Dragonscion item icons (kenselnime, felk, joakis, etc) or at least not in a name based on their TIDs. E.g. the Coronet of Felk should be in l00024c1.tx1 but there is no l00024c1.tx1 at all. So, if you find them somewhere, please tell us their .tx1 names or whatever, because I need them, too.


P.S. How did you open the .raw files with XnView? My XnView doesn't support this kind of files, not even when i check the box "Display all image file types" in options.
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Old 06/25/2011, 19:42   #24
 
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how to open item RAW files with XNVIEW !

go in explorer view, then click the preference there u can set the option for read/write files.
there u can set up the options but u cant set the Headersize. that was my problem for so long.


Yes i can convert all raw files into png togehter and not 1 by 1
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Old 06/25/2011, 20:12   #25
 
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Quote:
Originally Posted by drwx View Post
The TIDs are in the .ini files. For example:
* in itemtemplateentry, the TID is the number in the []
* in itemdatatable is the number just before the name.
etc

In order to find which texture is the one you need, you just have to use a Decimal to Hex converter. The decimal number is the number of the TID and the hex number is the one that is used in the .tx1.

E.g. Soulcontrol Boots => TID: 395 => Hex: 18b => File: l000018b.tx1
Not really exactly ! Look into intenmtemplateentry there is an entry of TEXTURE there is an ID that controls the tx1 files if u r right with HEX Code then i found it !

So u would found ur missing Armory =D try it


example:

0=ModuleData1
1=Name
2=Type
3=SizeW
4=SizeH
5=FactorStart
6=CharStatusStart
7=Con
8=Str
9=Int
10=Dex
11=Cha
12=Luk
13=Wis
14=Level
15=Movement
16=MovementFast
17=CharStatusEnd
18=CharPointMaxStart
19=Hp
20=Mp
21=Sp
22=Exp
23=ExpHigh
24=AttackPoint
25=MagicAttackPoint
26=MagicIntensity
27=AR
28=DR
29=BaseEXP
30=CharPointMaxEnd
31=DamageStart
32=MinDamage
33=Physical
34=Magic
35=Water
36=Fire
37=Earth
38=AIR
39=Poison
40=Lightening
41=Ice
42=PhysicalBlock
43=Skill
44=Heroic
45=Heroic_Melee
46=Heroic_Ranged
47=Heroic_Magic
48=MaxDamage
49=DamageEnd
50=DefenseStart
51=DefensePoint
52=DefenseRate
53=DefenseEnd
54=AttackStart
55=AttackRange
56=HitRange
57=Speed
58=SkillCast
59=SkillDelay
60=HitRate
61=EvadeRate
62=DodgeRate
63=AttackEnd
64=ItemStart
65=Durability
66=Hand
67=Rank
68=PhysicalRank
69=MaxDurability
70=ItemEnd
71=PriceStart
72=Price
73=PCPrice
74=PriceEnd
75=FactorEnd
76=RestrictFactor
77=CharTypeStart
78=Race
79=Gender
80=Class
81=CharTypeEnd
82=Part
83=Kind
84=WeaponType
85=ModuleData2
86=ModuleData3
87=BASE_DFF
88=FIELD_DFF
89=TEXTURE
90=ATOMIC_COUNT
91=TRANSFORM
92=TRANSFORM_DATA
93=OBJECT_TYPE
94=EQUIP_TWOHANDS
95=BSPHERE
96=OCTREE_DATA
97=DID_NOT_FINISH_KOREA
98=DID_NOT_FINISH_CHINA
99=DID_NOT_FINISH_WESTERN
100=DID_NOT_FINISH_JAPAN
101=ModuleData4
102=AGCMEVENTEFFECT_CUSTOM_FLAGS
103=AGCMEVENTEFFECT_CONDITION_FLAGS0
104=AGCMEVENTEFFECT_EFFECT_DATA0
105=AGCMEVENTEFFECT_SOUND_DATA0
106=AGCMEVENTEFFECT_CONDITION_FLAGS1
107=AGCMEVENTEFFECT_EFFECT_DATA1
108=AGCMEVENTEFFECT_SOUND_DATA1
109=AGCMEVENTEFFECT_CONDITION_FLAGS3
110=AGCMEVENTEFFECT_EFFECT_DATA3
111=AGCMEVENTEFFECT_CUST_DATA3
112=AGCMEVENTEFFECT_CONDITION_FLAGS2
113=AGCMEVENTEFFECT_EFFECT_DATA2
114=AGCMEVENTEFFECT_CUST_DATA2
115=EnumEnd
116=IsStackable
117=MaxStackableCount
118=UsableType
119=UseInterval
120=SPIRIT_STONE_TYPE
121=EffectFactor
122=EffectActivityTime
123=EffectApplyCount
124=AGCMEVENTEFFECT_CONDITION_FLAGS4
125=AGCMEVENTEFFECT_EFFECT_DATA4
126=AGCMEVENTEFFECT_CUST_DATA4
127=AGCMEVENTEFFECT_CONDITION_FLAGS5
128=AGCMEVENTEFFECT_EFFECT_DATA5
129=AGCMEVENTEFFECT_CUST_DATA5
130=AGCMEVENTEFFECT_CONDITION_FLAGS6
131=AGCMEVENTEFFECT_EFFECT_DATA6
132=LOD_LEVEL
133=LOD_BOUNDARY
134=LOD_MAX_DISTANCE
135=WITH_HAIR
136=WITH_FACE
137=CRT_CLUMP_RENDER_TYPE_NUM
138=CRT_CLUMP_RENDER_TYPE0
139=CRT_CLUMP_RENDER_TYPE1
140=OtherType
141=SMALLTEXTURE
142=TransformDuration
143=CharPointStart
144=Agro
145=CharPointEnd
146=AGCMEVENTEFFECT_CUST_DATA1
147=AGCMEVENTEFFECT_CUST_DATA0
148=AGCMEVENTEFFECT_SOUND_DATA2
149=CRT_CLUMP_RENDER_TYPE2
150=SECOND_DFF
151=CRT_CLUMP_RENDER_TYPE3
152=CRT_CLUMP_RENDER_TYPE4
153=LightInfo
154=AGCMEVENTEFFECT_SOUND_DATA3
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Old 06/25/2011, 20:54   #26
 
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[9409]
0=Coronet of Felk
1=INI\ItemTemplate\00009409.ini


89=TEXTURE
89=9400

HEX: 24b8

file: l00024b8.tx1

Pic:

Uploaded with
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Old 06/25/2011, 21:09   #27
 
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Yeap, that's the way. The images that are used more than one once in the game, they share the same texture, which is based on the the first item's TID. So we need to convert the 89=TEXTURE number to hex for the items that has no .tx1 for their TIDs.
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Old 06/25/2011, 21:59   #28
 
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next problem is in INI files

not every INI file has the LINE 89=TEXTURE some are higher or lower

does any1 knows how we can read thes lines out and write it 1 hole file?
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Old 06/26/2011, 00:46   #29
 
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Hi,
nice work so far ... but one thing u need to fix is the color values of the images that are not DXT3 ... just change the red<>blue channels so the colors will match.

You can also take a look at my Data editor .

Greez ACE
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Old 06/26/2011, 11:33   #30
 
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i will try this , thx
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