You last visited: Today at 11:18
[Collection] Models/Animations
08/13/2016, 17:45
#31
elite*gold: 0
Join Date: Jan 2012
Posts: 12,519
Received Thanks: 2,948
Quote:
Originally Posted by
ImpreZz1994
Mich würden freuen wenn du so Drop bare Sachen machst z.B Neue Kisten oder so
Hab mal das Quest Item von den Mushpangs aufgepeppt. *-* Passt sogar fast zum Quest Item Icon.
Attached Files
Mushroom Powder.rar
(55.8 KB, 14 views)
08/13/2016, 18:08
#32
elite*gold: 4
Join Date: Jul 2010
Posts: 1,272
Received Thanks: 1,390
#Added Weapons
• Added Mini LoL Weapon Pack
#Added Living Environment
• Added Rabbit
15.08.2016:
#Living Environment
• Added Chicken
• Added Frog
• Added Pig
• Added Horse
08/18/2016, 17:05
#33
elite*gold: 0
Join Date: Jun 2012
Posts: 93
Received Thanks: 26
Richtig schöner Release.
Danke, dass du sowas mit der Community teilst.
08/20/2016, 12:17
#34
elite*gold: 0
Join Date: Feb 2012
Posts: 75
Received Thanks: 48
Awesome relase, thank you so much. Keep doing that
08/20/2016, 12:46
#35
elite*gold: 0
Join Date: Jul 2016
Posts: 29
Received Thanks: 5
Echt Nice das du so etwas machst hoffe auf mehr schöne Release von dir daraus kann man vieles machen
08/21/2016, 13:31
#36
elite*gold: 0
Join Date: Apr 2010
Posts: 75
Received Thanks: 19
I have add Scylla, but ingame the mob haven't hitbox :/ i can't select this, you have an idea ?+
08/25/2016, 09:20
#37
elite*gold: 0
Join Date: Dec 2009
Posts: 177
Received Thanks: 56
Quote:
Originally Posted by
Meutledaron
I have add Scylla, but ingame the mob haven't hitbox :/ i can't select this, you have an idea ?+
Try selecting the name of the mob, but indeed it is weird and likely a hitbox (bound box) problem, which if you have ATools downloaded it is a simple fix.
08/25/2016, 10:26
#38
elite*gold: 0
Join Date: Apr 2010
Posts: 75
Received Thanks: 19
Hi,
I have downloaded Atool, and hitbox is present :/ but don't work.
01/23/2017, 12:14
#39
elite*gold: 0
Join Date: Sep 2010
Posts: 47
Received Thanks: 2
Quote:
Originally Posted by
Professor Linebeck
Alle Models & Animationen die hier zu finden sind und auch sein werden, sind entweder von mir selbst erstellt wurden, oder stammen ursprünglich aus anderen Quellen. Sie sind jedoch alle von mir Flyff-Kompatibel erstellt und wurden auch getestet. Die Credits für die O3D's und .ANI's gehen deshalb an mich, außer sie stammen nicht von mir. In dem Fall sind die Credits noch mal separat angegeben.
Bevor ihr allerdings eines dieser Models/Animationen verwenden könnt, müssen folgende Änderungen in der Source übernommen werden:
_CommonObject3D.cpp
Code:
if( pObject->m_nMaxMtrlBlk >= 32 )
ändern zu
Code:
if( pObject->m_nMaxMtrlBlk >= 999999 )
_CommonObject3D.cpp
Suchen nach:
_vPool[
*Zeile: line 2123
Ersetzen mit:
_vPool[10696]
_CommonModelObject.h
Suchen nach:
#define MAX_SF_SPLINE
*Zeile: line 15
Den Wert ersetzen mit:
10696
Vergesst bitte nicht neben der MdlDyna, die jeweils dabei liegt, eure Einträge in folgenden Dateien hinzuzufügen:
propmover.txt, propMover.txt.txt, propMoverEx.inc(nur Mobs) & defineObj.h.
[You want us to create your own Models depending on your wishes? Click here! ]
Monster:
Scylla - Horror of the Deep
Thanatos - Hand of Death
Awilix - Goddess of the Moon
Chogath(Jurassic Skin)
Quelle: League of Legends (Spiel)
Info: Für die atk1 benutzt ihr am besten SFX, sonst sieht es mies aus Ingame. Am einfachsten wäre es einen hübschen Skill in der monsterskill.lua in 100% rate zu benutzen.
Code:
chogath MI_CHOGATH MODELTYPE_ANIMATED_MESH "" 0 MD_MID 0 5.3f 0 1 ATEX_NONE 1
{
"stand" MTI_STAND
"walk" MTI_WALK
"idle1" MTI_IDLE1
"idle1" MTI_IDLE2
"stand" MTI_DMG1
"stand" MTI_DMG2
"stand" MTI_DMGFLY
"die1" MTI_DMGDIE
"stand" MTI_DMGLIVE
"die1" MTI_DIE1
"atk1" MTI_ATK1
"stand" MTI_ATK2
"stand" MTI_ATK3
"stand" MTI_GROGGY
// extra
"stand" MTI_JUMP1
"stand" MTI_JUMP2
"stand" MTI_JUMP3
"walk" MTI_JUMP4
"walk" MTI_RUN
}
> <
CS-Pets/NPC's:
Sad Minion
Quelle: models-resource/Mixamo
Wunsch/Idee:
kevinkraus
Code:
minion MI_PET_MINION MODELTYPE_ANIMATED_MESH "" 0 MD_MID 0 1.0f 0 1 ATEX_NONE 1
{
"stand" MTI_STAND
"walk" MTI_WALK
"idle1" MTI_IDLE1
"idle1" MTI_IDLE2
"stand" MTI_DMG1
"stand" MTI_DMG2
"stand" MTI_DMGFLY
"stand" MTI_DMGDIE
"stand" MTI_DMGLIVE
"stand" MTI_DIE1
"stand" MTI_ATK1
"stand" MTI_ATK2
"stand" MTI_ATK3
"stand" MTI_GROGGY
// extra
"stand" MTI_JUMP1
"stand" MTI_JUMP2
"stand" MTI_JUMP3
"stand" MTI_JUMP4
"walk" MTI_RUN
}
> <
Chang'es Bunny
Anger
Quelle: models-resource/Mixamo
Credits: →
Lumi ←
Code:
anger MI_PET_ANGER MODELTYPE_ANIMATED_MESH "" 0 MD_MID 0 1.0f 0 1 ATEX_NONE 1
{
"stand" MTI_STAND
"walk" MTI_WALK
"idle1" MTI_IDLE1
"idle1" MTI_IDLE2
"stand" MTI_DMG1
"stand" MTI_DMG2
"stand" MTI_DMGFLY
"stand" MTI_DMGDIE
"stand" MTI_DMGLIVE
"stand" MTI_DIE1
"stand" MTI_ATK1
"stand" MTI_ATK2
"stand" MTI_ATK3
"stand" MTI_GROGGY
// extra
"stand" MTI_JUMP1
"stand" MTI_JUMP2
"stand" MTI_JUMP3
"stand" MTI_JUMP4
"walk" MTI_RUN
}
> <
Ymir
Weapons:
Mini LoL Weapon Pack
Quelle: League of Legends (Spiel)
Code:
"2hSwordAatrox1" II_WEA_SWT_AATROX1 MODELTYPE_MESH "" 0 MD_NEAR 0 1.0f 0 1 ATEX_NONE 1
"2hSwordAatrox2" II_WEA_SWT_AATROX2 MODELTYPE_MESH "" 0 MD_NEAR 0 1.0f 0 1 ATEX_NONE 1
"2hSwordAatrox3" II_WEA_SWT_AATROX3 MODELTYPE_MESH "" 0 MD_NEAR 0 1.0f 0 1 ATEX_NONE 1
"2hSwordAatrox4" II_WEA_SWT_AATROX4 MODELTYPE_MESH "" 0 MD_NEAR 0 1.0f 0 1 ATEX_NONE 1
"ShieldBraum1" II_WEA_SHI_BRAUM1 MODELTYPE_MESH "" 0 MD_NEAR 0 1.0f 0 1 ATEX_NONE 1
"ShieldBraum2" II_WEA_SHI_BRAUM2 MODELTYPE_MESH "" 0 MD_NEAR 0 1.0f 0 1 ATEX_NONE 1
"ShieldBraum3" II_WEA_SHI_BRAUM3 MODELTYPE_MESH "" 0 MD_NEAR 0 1.0f 0 1 ATEX_NONE 1
"ShieldBraum4" II_WEA_SHI_BRAUM4 MODELTYPE_MESH "" 0 MD_NEAR 0 1.0f 0 1 ATEX_NONE 1
"AxeDraven1" II_WEA_SWO_DRAVEN1 MODELTYPE_MESH "" 0 MD_NEAR 0 1.0f 0 1 ATEX_NONE 1
"AxeDraven2" II_WEA_SWO_DRAVEN2 MODELTYPE_MESH "" 0 MD_NEAR 0 1.0f 0 1 ATEX_NONE 1
"SwordFiora1" II_WEA_SWO_FIORA1 MODELTYPE_MESH "" 0 MD_NEAR 0 1.0f 0 1 ATEX_NONE 1
"SwordFiora2" II_WEA_SWO_FIORA2 MODELTYPE_MESH "" 0 MD_NEAR 0 1.0f 0 1 ATEX_NONE 1
"SwordFiora3" II_WEA_SWO_FIORA3 MODELTYPE_MESH "" 0 MD_NEAR 0 1.0f 0 1 ATEX_NONE 1
"StaffJanna1" II_WEA_STA_JANNA1 MODELTYPE_MESH "" 0 MD_NEAR 0 1.0f 0 1 ATEX_NONE 1
"StaffJanna2" II_WEA_STA_JANNA2 MODELTYPE_MESH "" 0 MD_NEAR 0 1.0f 0 1 ATEX_NONE 1
"StaffJanna3" II_WEA_STA_JANNA3 MODELTYPE_MESH "" 0 MD_NEAR 0 1.0f 0 1 ATEX_NONE 1
"StaffJanna4" II_WEA_STA_JANNA4 MODELTYPE_MESH "" 0 MD_NEAR 0 1.0f 0 1 ATEX_NONE 1
> <
Living Environment
Anmerkung: Mit "Living Environment" sind Models mit Animationen gemeint, welche keinen Namen in der propMover.txt.txt haben sollten. Dadurch laufen sie als "Mob ohne Namen" durch die Welt und können so die Umgebung lebendiger machen.
Rabbit
Quelle: Selfmade
Code:
stadthase MI_STADTHASE MODELTYPE_ANIMATED_MESH "" 0 MD_MID 0 2.5f 0 1 ATEX_NONE 1
{
"stand" MTI_STAND
"walk" MTI_WALK
"idle1" MTI_IDLE1
"idle1" MTI_IDLE2
"stand" MTI_DMG1
"stand" MTI_DMG2
"stand" MTI_DMGFLY
"stand" MTI_DMGDIE
"stand" MTI_DMGLIVE
"stand" MTI_DIE1
"stand" MTI_ATK1
"stand" MTI_ATK2
"stand" MTI_ATK3
"stand" MTI_GROGGY
// extra
"walk" MTI_JUMP1
"walk" MTI_JUMP2
"walk" MTI_JUMP3
"walk" MTI_JUMP4
"walk" MTI_RUN
}
> <
Chicken
Quelle: Selfmade
Code:
stadthuhn MI_STADTHUHN MODELTYPE_ANIMATED_MESH "" 0 MD_MID 0 1.4f 0 1 ATEX_NONE 1
{
"stand" MTI_STAND
"walk" MTI_WALK
"idle1" MTI_IDLE1
"idle2" MTI_IDLE2
"stand" MTI_DMG1
"stand" MTI_DMG2
"stand" MTI_DMGFLY
"stand" MTI_DMGDIE
"stand" MTI_DMGLIVE
"stand" MTI_DIE1
"stand" MTI_ATK1
"stand" MTI_ATK2
"stand" MTI_ATK3
"stand" MTI_GROGGY
// extra
"walk" MTI_JUMP1
"walk" MTI_JUMP2
"walk" MTI_JUMP3
"walk" MTI_JUMP4
"walk" MTI_RUN
}
> <
Frog
Quelle: Selfmade
Code:
stadtfrosch MI_STADTFROSCH MODELTYPE_ANIMATED_MESH "" 0 MD_MID 0 1.6f 0 1 ATEX_NONE 1
{
"stand" MTI_STAND
"walk" MTI_WALK
"stand" MTI_IDLE1
"stand" MTI_IDLE2
"stand" MTI_DMG1
"stand" MTI_DMG2
"stand" MTI_DMGFLY
"stand" MTI_DMGDIE
"stand" MTI_DMGLIVE
"stand" MTI_DIE1
"stand" MTI_ATK1
"stand" MTI_ATK2
"stand" MTI_ATK3
"stand" MTI_GROGGY
// extra
"walk" MTI_JUMP1
"walk" MTI_JUMP2
"walk" MTI_JUMP3
"walk" MTI_JUMP4
"walk" MTI_RUN
}
> <
Pig
Hinweis: Keine Walk-Animation vorhanden. Beim spawnen des "Monsters" via Beast/Worldeditor einfach stand als State setzen:
Quelle: Selfmade
Code:
stadtschwein MI_STADTSCHWEIN MODELTYPE_ANIMATED_MESH "" 0 MD_MID 0 1.5f 0 1 ATEX_NONE 1
{
"stand" MTI_STAND
"stand" MTI_WALK
"idle1" MTI_IDLE1
"idle1" MTI_IDLE2
"stand" MTI_DMG1
"stand" MTI_DMG2
"stand" MTI_DMGFLY
"stand" MTI_DMGDIE
"stand" MTI_DMGLIVE
"stand" MTI_DIE1
"stand" MTI_ATK1
"stand" MTI_ATK2
"stand" MTI_ATK3
"stand" MTI_GROGGY
// extra
"stand" MTI_JUMP1
"stand" MTI_JUMP2
"stand" MTI_JUMP3
"stand" MTI_JUMP4
"stand" MTI_RUN
}
> <
Horse
Hinweis: Keine Walk-Animation vorhanden. Beim spawnen des "Monsters" via Beast/Worldeditor einfach stand als State setzen:
Quelle: Tera(Spiel)
Code:
stadtpferd MI_STADTPFERD MODELTYPE_ANIMATED_MESH "" 0 MD_MID 0 4.5f 0 1 ATEX_NONE 1
{
"stand" MTI_STAND
"stand" MTI_WALK
"idle1" MTI_IDLE1
"idle1" MTI_IDLE2
"stand" MTI_DMG1
"stand" MTI_DMG2
"stand" MTI_DMGFLY
"stand" MTI_DMGDIE
"stand" MTI_DMGLIVE
"stand" MTI_DIE1
"stand" MTI_ATK1
"stand" MTI_ATK2
"stand" MTI_ATK3
"stand" MTI_GROGGY
// extra
"stand" MTI_JUMP1
"stand" MTI_JUMP2
"stand" MTI_JUMP3
"stand" MTI_JUMP4
"stand" MTI_RUN
}
> <
|
|
|
|
|
Tipp:
Wenn die Walk-Animation bei den CS-Pets "abgehackt" aussieht, ändert via Source die Geschwindigkeit der CS-Pets etwas ab. Mehr dazu hier:
[Source] Alle Pets schneller machen
Es folgen nach und nach weitere. Schaut einfach mal ab und zu hier rein bei Interesse.
newbie question
where can i put the pet and monster codes in source?
please help me im new about developing thank you very much
Quote:
Originally Posted by
Professor Linebeck
Alle Models & Animationen die hier zu finden sind und auch sein werden, sind entweder von mir selbst erstellt wurden, oder stammen ursprünglich aus anderen Quellen. Sie sind jedoch alle von mir Flyff-Kompatibel erstellt und wurden auch getestet. Die Credits für die O3D's und .ANI's gehen deshalb an mich, außer sie stammen nicht von mir. In dem Fall sind die Credits noch mal separat angegeben.
Bevor ihr allerdings eines dieser Models/Animationen verwenden könnt, müssen folgende Änderungen in der Source übernommen werden:
_CommonObject3D.cpp
Code:
if( pObject->m_nMaxMtrlBlk >= 32 )
ändern zu
Code:
if( pObject->m_nMaxMtrlBlk >= 999999 )
_CommonObject3D.cpp
Suchen nach:
_vPool[
*Zeile: line 2123
Ersetzen mit:
_vPool[10696]
_CommonModelObject.h
Suchen nach:
#define MAX_SF_SPLINE
*Zeile: line 15
Den Wert ersetzen mit:
10696
Vergesst bitte nicht neben der MdlDyna, die jeweils dabei liegt, eure Einträge in folgenden Dateien hinzuzufügen:
propmover.txt, propMover.txt.txt, propMoverEx.inc(nur Mobs) & defineObj.h.
[You want us to create your own Models depending on your wishes? Click here! ]
Monster:
Scylla - Horror of the Deep
Thanatos - Hand of Death
Awilix - Goddess of the Moon
Chogath(Jurassic Skin)
Quelle: League of Legends (Spiel)
Info: Für die atk1 benutzt ihr am besten SFX, sonst sieht es mies aus Ingame. Am einfachsten wäre es einen hübschen Skill in der monsterskill.lua in 100% rate zu benutzen.
Code:
chogath MI_CHOGATH MODELTYPE_ANIMATED_MESH "" 0 MD_MID 0 5.3f 0 1 ATEX_NONE 1
{
"stand" MTI_STAND
"walk" MTI_WALK
"idle1" MTI_IDLE1
"idle1" MTI_IDLE2
"stand" MTI_DMG1
"stand" MTI_DMG2
"stand" MTI_DMGFLY
"die1" MTI_DMGDIE
"stand" MTI_DMGLIVE
"die1" MTI_DIE1
"atk1" MTI_ATK1
"stand" MTI_ATK2
"stand" MTI_ATK3
"stand" MTI_GROGGY
// extra
"stand" MTI_JUMP1
"stand" MTI_JUMP2
"stand" MTI_JUMP3
"walk" MTI_JUMP4
"walk" MTI_RUN
}
> <
CS-Pets/NPC's:
Sad Minion
Quelle: models-resource/Mixamo
Wunsch/Idee:
kevinkraus
Code:
minion MI_PET_MINION MODELTYPE_ANIMATED_MESH "" 0 MD_MID 0 1.0f 0 1 ATEX_NONE 1
{
"stand" MTI_STAND
"walk" MTI_WALK
"idle1" MTI_IDLE1
"idle1" MTI_IDLE2
"stand" MTI_DMG1
"stand" MTI_DMG2
"stand" MTI_DMGFLY
"stand" MTI_DMGDIE
"stand" MTI_DMGLIVE
"stand" MTI_DIE1
"stand" MTI_ATK1
"stand" MTI_ATK2
"stand" MTI_ATK3
"stand" MTI_GROGGY
// extra
"stand" MTI_JUMP1
"stand" MTI_JUMP2
"stand" MTI_JUMP3
"stand" MTI_JUMP4
"walk" MTI_RUN
}
> <
Chang'es Bunny
Anger
Quelle: models-resource/Mixamo
Credits: →
Lumi ←
Code:
anger MI_PET_ANGER MODELTYPE_ANIMATED_MESH "" 0 MD_MID 0 1.0f 0 1 ATEX_NONE 1
{
"stand" MTI_STAND
"walk" MTI_WALK
"idle1" MTI_IDLE1
"idle1" MTI_IDLE2
"stand" MTI_DMG1
"stand" MTI_DMG2
"stand" MTI_DMGFLY
"stand" MTI_DMGDIE
"stand" MTI_DMGLIVE
"stand" MTI_DIE1
"stand" MTI_ATK1
"stand" MTI_ATK2
"stand" MTI_ATK3
"stand" MTI_GROGGY
// extra
"stand" MTI_JUMP1
"stand" MTI_JUMP2
"stand" MTI_JUMP3
"stand" MTI_JUMP4
"walk" MTI_RUN
}
> <
Ymir
Weapons:
Mini LoL Weapon Pack
Quelle: League of Legends (Spiel)
Code:
"2hSwordAatrox1" II_WEA_SWT_AATROX1 MODELTYPE_MESH "" 0 MD_NEAR 0 1.0f 0 1 ATEX_NONE 1
"2hSwordAatrox2" II_WEA_SWT_AATROX2 MODELTYPE_MESH "" 0 MD_NEAR 0 1.0f 0 1 ATEX_NONE 1
"2hSwordAatrox3" II_WEA_SWT_AATROX3 MODELTYPE_MESH "" 0 MD_NEAR 0 1.0f 0 1 ATEX_NONE 1
"2hSwordAatrox4" II_WEA_SWT_AATROX4 MODELTYPE_MESH "" 0 MD_NEAR 0 1.0f 0 1 ATEX_NONE 1
"ShieldBraum1" II_WEA_SHI_BRAUM1 MODELTYPE_MESH "" 0 MD_NEAR 0 1.0f 0 1 ATEX_NONE 1
"ShieldBraum2" II_WEA_SHI_BRAUM2 MODELTYPE_MESH "" 0 MD_NEAR 0 1.0f 0 1 ATEX_NONE 1
"ShieldBraum3" II_WEA_SHI_BRAUM3 MODELTYPE_MESH "" 0 MD_NEAR 0 1.0f 0 1 ATEX_NONE 1
"ShieldBraum4" II_WEA_SHI_BRAUM4 MODELTYPE_MESH "" 0 MD_NEAR 0 1.0f 0 1 ATEX_NONE 1
"AxeDraven1" II_WEA_SWO_DRAVEN1 MODELTYPE_MESH "" 0 MD_NEAR 0 1.0f 0 1 ATEX_NONE 1
"AxeDraven2" II_WEA_SWO_DRAVEN2 MODELTYPE_MESH "" 0 MD_NEAR 0 1.0f 0 1 ATEX_NONE 1
"SwordFiora1" II_WEA_SWO_FIORA1 MODELTYPE_MESH "" 0 MD_NEAR 0 1.0f 0 1 ATEX_NONE 1
"SwordFiora2" II_WEA_SWO_FIORA2 MODELTYPE_MESH "" 0 MD_NEAR 0 1.0f 0 1 ATEX_NONE 1
"SwordFiora3" II_WEA_SWO_FIORA3 MODELTYPE_MESH "" 0 MD_NEAR 0 1.0f 0 1 ATEX_NONE 1
"StaffJanna1" II_WEA_STA_JANNA1 MODELTYPE_MESH "" 0 MD_NEAR 0 1.0f 0 1 ATEX_NONE 1
"StaffJanna2" II_WEA_STA_JANNA2 MODELTYPE_MESH "" 0 MD_NEAR 0 1.0f 0 1 ATEX_NONE 1
"StaffJanna3" II_WEA_STA_JANNA3 MODELTYPE_MESH "" 0 MD_NEAR 0 1.0f 0 1 ATEX_NONE 1
"StaffJanna4" II_WEA_STA_JANNA4 MODELTYPE_MESH "" 0 MD_NEAR 0 1.0f 0 1 ATEX_NONE 1
> <
Living Environment
Anmerkung: Mit "Living Environment" sind Models mit Animationen gemeint, welche keinen Namen in der propMover.txt.txt haben sollten. Dadurch laufen sie als "Mob ohne Namen" durch die Welt und können so die Umgebung lebendiger machen.
Rabbit
Quelle: Selfmade
Code:
stadthase MI_STADTHASE MODELTYPE_ANIMATED_MESH "" 0 MD_MID 0 2.5f 0 1 ATEX_NONE 1
{
"stand" MTI_STAND
"walk" MTI_WALK
"idle1" MTI_IDLE1
"idle1" MTI_IDLE2
"stand" MTI_DMG1
"stand" MTI_DMG2
"stand" MTI_DMGFLY
"stand" MTI_DMGDIE
"stand" MTI_DMGLIVE
"stand" MTI_DIE1
"stand" MTI_ATK1
"stand" MTI_ATK2
"stand" MTI_ATK3
"stand" MTI_GROGGY
// extra
"walk" MTI_JUMP1
"walk" MTI_JUMP2
"walk" MTI_JUMP3
"walk" MTI_JUMP4
"walk" MTI_RUN
}
> <
Chicken
Quelle: Selfmade
Code:
stadthuhn MI_STADTHUHN MODELTYPE_ANIMATED_MESH "" 0 MD_MID 0 1.4f 0 1 ATEX_NONE 1
{
"stand" MTI_STAND
"walk" MTI_WALK
"idle1" MTI_IDLE1
"idle2" MTI_IDLE2
"stand" MTI_DMG1
"stand" MTI_DMG2
"stand" MTI_DMGFLY
"stand" MTI_DMGDIE
"stand" MTI_DMGLIVE
"stand" MTI_DIE1
"stand" MTI_ATK1
"stand" MTI_ATK2
"stand" MTI_ATK3
"stand" MTI_GROGGY
// extra
"walk" MTI_JUMP1
"walk" MTI_JUMP2
"walk" MTI_JUMP3
"walk" MTI_JUMP4
"walk" MTI_RUN
}
> <
Frog
Quelle: Selfmade
Code:
stadtfrosch MI_STADTFROSCH MODELTYPE_ANIMATED_MESH "" 0 MD_MID 0 1.6f 0 1 ATEX_NONE 1
{
"stand" MTI_STAND
"walk" MTI_WALK
"stand" MTI_IDLE1
"stand" MTI_IDLE2
"stand" MTI_DMG1
"stand" MTI_DMG2
"stand" MTI_DMGFLY
"stand" MTI_DMGDIE
"stand" MTI_DMGLIVE
"stand" MTI_DIE1
"stand" MTI_ATK1
"stand" MTI_ATK2
"stand" MTI_ATK3
"stand" MTI_GROGGY
// extra
"walk" MTI_JUMP1
"walk" MTI_JUMP2
"walk" MTI_JUMP3
"walk" MTI_JUMP4
"walk" MTI_RUN
}
> <
Pig
Hinweis: Keine Walk-Animation vorhanden. Beim spawnen des "Monsters" via Beast/Worldeditor einfach stand als State setzen:
Quelle: Selfmade
Code:
stadtschwein MI_STADTSCHWEIN MODELTYPE_ANIMATED_MESH "" 0 MD_MID 0 1.5f 0 1 ATEX_NONE 1
{
"stand" MTI_STAND
"stand" MTI_WALK
"idle1" MTI_IDLE1
"idle1" MTI_IDLE2
"stand" MTI_DMG1
"stand" MTI_DMG2
"stand" MTI_DMGFLY
"stand" MTI_DMGDIE
"stand" MTI_DMGLIVE
"stand" MTI_DIE1
"stand" MTI_ATK1
"stand" MTI_ATK2
"stand" MTI_ATK3
"stand" MTI_GROGGY
// extra
"stand" MTI_JUMP1
"stand" MTI_JUMP2
"stand" MTI_JUMP3
"stand" MTI_JUMP4
"stand" MTI_RUN
}
> <
Horse
Hinweis: Keine Walk-Animation vorhanden. Beim spawnen des "Monsters" via Beast/Worldeditor einfach stand als State setzen:
Quelle: Tera(Spiel)
Code:
stadtpferd MI_STADTPFERD MODELTYPE_ANIMATED_MESH "" 0 MD_MID 0 4.5f 0 1 ATEX_NONE 1
{
"stand" MTI_STAND
"stand" MTI_WALK
"idle1" MTI_IDLE1
"idle1" MTI_IDLE2
"stand" MTI_DMG1
"stand" MTI_DMG2
"stand" MTI_DMGFLY
"stand" MTI_DMGDIE
"stand" MTI_DMGLIVE
"stand" MTI_DIE1
"stand" MTI_ATK1
"stand" MTI_ATK2
"stand" MTI_ATK3
"stand" MTI_GROGGY
// extra
"stand" MTI_JUMP1
"stand" MTI_JUMP2
"stand" MTI_JUMP3
"stand" MTI_JUMP4
"stand" MTI_RUN
}
> <
|
|
|
|
|
Tipp:
Wenn die Walk-Animation bei den CS-Pets "abgehackt" aussieht, ändert via Source die Geschwindigkeit der CS-Pets etwas ab. Mehr dazu hier:
[Source] Alle Pets schneller machen
Es folgen nach und nach weitere. Schaut einfach mal ab und zu hier rein bei Interesse.
newbie question
where can i put the pet and monster codes in source?
please help me im new about developing thank you very much
can anyone help me how to add that pets and monsters in game please ? im newbie about flyff developing thank you.
01/30/2017, 11:54
#40
elite*gold: 0
Join Date: Nov 2015
Posts: 124
Received Thanks: 129
When i added Scylla horror of the deep and try to spawn it ingame, the client crashes. this is my error log
Neuz.exe caused an EXCEPTION_ACCESS_VIOLATION in module Neuz.exe at 0023:0078BBC1, std::_Tree<std::_Tmap_traits<unsigned long,CGuild *,std::less<unsigned long>,std::allocator<std:
air<unsigned long const ,CGuild *> >,0> >::_Lbound()+0017 byte(s), c:\program files (x86)\microsoft visual studio .net 2003\vc7\include\xtree, line 0988+0008 byte(s)
- Registers
EAX=3EFB4F59 EBX=7EFDE000 ECX=3EFB4F55 EDX=00000000 ESI=00CA05E8
EDI=00AB9F3C EBP=0018F4A8 ESP=0018F49C EIP=0078BBC1 FLG=00010216
CS=0023 DS=002B SS=002B ES=002B FS=0053 GS=002B
0023:0078BBC1 Neuz.exe, std::_Tree<std::_Tmap_traits<unsigned long,CGuild *,std::less<unsigned long>,std::allocator<std:
air<unsigned long const ,CGuild *> >,0> >::_Lbound()+0017 byte(s)
0023:00789443 Neuz.exe, std::_Tree<std::_Tmap_traits<unsigned long,CGuild *,std::less<unsigned long>,std::allocator<std:
air<unsigned long const ,CGuild *> >,0> >::lower_bound()+0019 byte(s)
0023:00788459 Neuz.exe, std::_Tree<std::_Tmap_traits<unsigned long,CGuild *,std::less<unsigned long>,std::allocator<std:
air<unsigned long const ,CGuild *> >,0> >::find()+0025 byte(s)
0023:0078744C Neuz.exe, CGuildMng::GetGuild()+0028 byte(s)
0023:0070A604 Neuz.exe, CMover::GetGuild()+0132 byte(s)
0023:004EBB8C Neuz.exe, CWndWorld::OnEraseBkgnd()+6492 byte(s)
0023:005189BC Neuz.exe, CWndBase::Paint()+0284 byte(s)
0023:0051879E Neuz.exe, CWndBase::PaintRoot()+0574 byte(s)
0023:0046EE00 Neuz.exe, CNeuzApp::Render()+0544 byte(s)
0023:00497F6A Neuz.exe, CD3DApplication::Render3DEnvironment()+0442 byte(s)
0023:00497D71 Neuz.exe, CD3DApplication::Run()+0305 byte(s)
0023:00477F9C Neuz.exe, WinMain()+0332 byte(s)
0023:0092A0FC Neuz.exe, WinMainCRTStartup()+0388 byte(s)
0023:7615336A kernel32.dll, BaseThreadInitThunk()+0018 byte(s)
0023:76F79902 ntdll.dll, RtlInitializeExceptionChain()+0099 byte(s)
0023:76F798D5 ntdll.dll, RtlInitializeExceptionChain()+0054 byte(s)
2017/ 1/30 22:42:44 line(0) ÆÄÀÏ ¿¡¼* "[Horror of the Deep] Scylla
ôNj
" ½ºÆ®¸µÀÌ µû¿ÈÇ¥·Î ³¡³ªÁö ¾ÊÀ½.
2017/ 1/30 22:42:44 mvr_god.chr : ãÀ» ¼ö ¾øÀ½
2017/ 1/30 22:42:44 LoadObject : mvr_god.o3d ÀÐ±â ½ÇÆÐ
2017/ 1/30 22:42:44 Model\mvr_god.o3d : ãÀ» ¼ö ¾øÀ½
2017/ 1/30 22:42:44 mvr_god_stand.ani : º»À» ·ÎµùÇÏÁö ¾Ê°í ¸ð¼ÇÀ» ÀÐÀ½
2017/ 1/30 22:42:44 mvr_god_stand.ani : º»À» ·ÎµùÇÏÁö ¾Ê°í ¸ð¼ÇÀ» ÀÐÀ½
2017/ 1/30 22:42:44 mvr_god_walk.ani : º»À» ·ÎµùÇÏÁö ¾Ê°í ¸ð¼ÇÀ» ÀÐÀ½[/SPOILER]
01/30/2017, 16:52
#41
elite*gold: 0
Join Date: Jan 2012
Posts: 12,519
Received Thanks: 2,948
Quote:
Originally Posted by
justcallmeidol09
When i added Scylla horror of the deep and try to spawn it ingame, the client crashes. this is my error log
Neuz.exe caused an EXCEPTION_ACCESS_VIOLATION in module Neuz.exe at 0023:0078BBC1, std::_Tree<std::_Tmap_traits<unsigned long,CGuild *,std::less<unsigned long>,std::allocator<std:
air<unsigned long const ,CGuild *> >,0> >::_Lbound()+0017 byte(s), c:\program files (x86)\microsoft visual studio .net 2003\vc7\include\xtree, line 0988+0008 byte(s)
- Registers
EAX=3EFB4F59 EBX=7EFDE000 ECX=3EFB4F55 EDX=00000000 ESI=00CA05E8
EDI=00AB9F3C EBP=0018F4A8 ESP=0018F49C EIP=0078BBC1 FLG=00010216
CS=0023 DS=002B SS=002B ES=002B FS=0053 GS=002B
0023:0078BBC1 Neuz.exe, std::_Tree<std::_Tmap_traits<unsigned long,CGuild *,std::less<unsigned long>,std::allocator<std:
air<unsigned long const ,CGuild *> >,0> >::_Lbound()+0017 byte(s)
0023:00789443 Neuz.exe, std::_Tree<std::_Tmap_traits<unsigned long,CGuild *,std::less<unsigned long>,std::allocator<std:
air<unsigned long const ,CGuild *> >,0> >::lower_bound()+0019 byte(s)
0023:00788459 Neuz.exe, std::_Tree<std::_Tmap_traits<unsigned long,CGuild *,std::less<unsigned long>,std::allocator<std:
air<unsigned long const ,CGuild *> >,0> >::find()+0025 byte(s)
0023:0078744C Neuz.exe, CGuildMng::GetGuild()+0028 byte(s)
0023:0070A604 Neuz.exe, CMover::GetGuild()+0132 byte(s)
0023:004EBB8C Neuz.exe, CWndWorld::OnEraseBkgnd()+6492 byte(s)
0023:005189BC Neuz.exe, CWndBase::Paint()+0284 byte(s)
0023:0051879E Neuz.exe, CWndBase::PaintRoot()+0574 byte(s)
0023:0046EE00 Neuz.exe, CNeuzApp::Render()+0544 byte(s)
0023:00497F6A Neuz.exe, CD3DApplication::Render3DEnvironment()+0442 byte(s)
0023:00497D71 Neuz.exe, CD3DApplication::Run()+0305 byte(s)
0023:00477F9C Neuz.exe, WinMain()+0332 byte(s)
0023:0092A0FC Neuz.exe, WinMainCRTStartup()+0388 byte(s)
0023:7615336A kernel32.dll, BaseThreadInitThunk()+0018 byte(s)
0023:76F79902 ntdll.dll, RtlInitializeExceptionChain()+0099 byte(s)
0023:76F798D5 ntdll.dll, RtlInitializeExceptionChain()+0054 byte(s)
2017/ 1/30 22:42:44 line(0) ÆÄÀÏ ¿¡¼* "[Horror of the Deep] Scylla
ôNj
" ½ºÆ®¸µÀÌ µû¿ÈÇ¥·Î ³¡³ªÁö ¾ÊÀ½.
2017/ 1/30 22:42:44 mvr_god.chr : ãÀ» ¼ö ¾øÀ½
2017/ 1/30 22:42:44 LoadObject : mvr_god.o3d ÀÐ±â ½ÇÆÐ
2017/ 1/30 22:42:44 Model\mvr_god.o3d : ãÀ» ¼ö ¾øÀ½
2017/ 1/30 22:42:44 mvr_god_stand.ani : º»À» ·ÎµùÇÏÁö ¾Ê°í ¸ð¼ÇÀ» ÀÐÀ½
2017/ 1/30 22:42:44 mvr_god_stand.ani : º»À» ·ÎµùÇÏÁö ¾Ê°í ¸ð¼ÇÀ» ÀÐÀ½
2017/ 1/30 22:42:44 mvr_god_walk.ani : º»À» ·ÎµùÇÏÁö ¾Ê°í ¸ð¼ÇÀ» ÀÐÀ½[/SPOILER]
It seems that your stand and walk animation couldn't be found. Please check if you have those anis in your Model folder.
01/30/2017, 21:03
#42
elite*gold: 0
Join Date: Dec 2014
Posts: 89
Received Thanks: 4
Quote:
Originally Posted by
justcallmeidol09
When i added Scylla horror of the deep and try to spawn it ingame, the client crashes. this is my error log
Neuz.exe caused an EXCEPTION_ACCESS_VIOLATION in module Neuz.exe at 0023:0078BBC1, std::_Tree<std::_Tmap_traits<unsigned long,CGuild *,std::less<unsigned long>,std::allocator<std:
air<unsigned long const ,CGuild *> >,0> >::_Lbound()+0017 byte(s), c:\program files (x86)\microsoft visual studio .net 2003\vc7\include\xtree, line 0988+0008 byte(s)
- Registers
EAX=3EFB4F59 EBX=7EFDE000 ECX=3EFB4F55 EDX=00000000 ESI=00CA05E8
EDI=00AB9F3C EBP=0018F4A8 ESP=0018F49C EIP=0078BBC1 FLG=00010216
CS=0023 DS=002B SS=002B ES=002B FS=0053 GS=002B
0023:0078BBC1 Neuz.exe, std::_Tree<std::_Tmap_traits<unsigned long,CGuild *,std::less<unsigned long>,std::allocator<std:
air<unsigned long const ,CGuild *> >,0> >::_Lbound()+0017 byte(s)
0023:00789443 Neuz.exe, std::_Tree<std::_Tmap_traits<unsigned long,CGuild *,std::less<unsigned long>,std::allocator<std:
air<unsigned long const ,CGuild *> >,0> >::lower_bound()+0019 byte(s)
0023:00788459 Neuz.exe, std::_Tree<std::_Tmap_traits<unsigned long,CGuild *,std::less<unsigned long>,std::allocator<std:
air<unsigned long const ,CGuild *> >,0> >::find()+0025 byte(s)
0023:0078744C Neuz.exe, CGuildMng::GetGuild()+0028 byte(s)
0023:0070A604 Neuz.exe, CMover::GetGuild()+0132 byte(s)
0023:004EBB8C Neuz.exe, CWndWorld::OnEraseBkgnd()+6492 byte(s)
0023:005189BC Neuz.exe, CWndBase::Paint()+0284 byte(s)
0023:0051879E Neuz.exe, CWndBase::PaintRoot()+0574 byte(s)
0023:0046EE00 Neuz.exe, CNeuzApp::Render()+0544 byte(s)
0023:00497F6A Neuz.exe, CD3DApplication::Render3DEnvironment()+0442 byte(s)
0023:00497D71 Neuz.exe, CD3DApplication::Run()+0305 byte(s)
0023:00477F9C Neuz.exe, WinMain()+0332 byte(s)
0023:0092A0FC Neuz.exe, WinMainCRTStartup()+0388 byte(s)
0023:7615336A kernel32.dll, BaseThreadInitThunk()+0018 byte(s)
0023:76F79902 ntdll.dll, RtlInitializeExceptionChain()+0099 byte(s)
0023:76F798D5 ntdll.dll, RtlInitializeExceptionChain()+0054 byte(s)
2017/ 1/30 22:42:44 line(0) ÆÄÀÏ ¿¡¼* "[Horror of the Deep] Scylla
ôNj
" ½ºÆ®¸µÀÌ µû¿ÈÇ¥·Î ³¡³ªÁö ¾ÊÀ½.
2017/ 1/30 22:42:44 mvr_god.chr : ãÀ» ¼ö ¾øÀ½
2017/ 1/30 22:42:44 LoadObject : mvr_god.o3d ÀÐ±â ½ÇÆÐ
2017/ 1/30 22:42:44 Model\mvr_god.o3d : ãÀ» ¼ö ¾øÀ½
2017/ 1/30 22:42:44 mvr_god_stand.ani : º»À» ·ÎµùÇÏÁö ¾Ê°í ¸ð¼ÇÀ» ÀÐÀ½
2017/ 1/30 22:42:44 mvr_god_stand.ani : º»À» ·ÎµùÇÏÁö ¾Ê°í ¸ð¼ÇÀ» ÀÐÀ½
2017/ 1/30 22:42:44 mvr_god_walk.ani : º»À» ·ÎµùÇÏÁö ¾Ê°í ¸ð¼ÇÀ» ÀÐÀ½[/SPOILER]
Check ur mdldyna, example:
actual:
"stand" MTI_STAND
"walk" MTI_WALK
to:
"god_stand" MTI_STAND
"god_walk" MTI_WALK
01/30/2017, 21:08
#43
elite*gold: 0
Join Date: Jan 2012
Posts: 12,519
Received Thanks: 2,948
Quote:
Originally Posted by
pedala1
Check ur mdldyna, example:
actual:
"stand" MTI_STAND
"walk" MTI_WALK
to:
"god_stand" MTI_STAND
"god_walk" MTI_WALK
Sorry for correcting you, but god_stand or god_walk is absolutely wrong.
You only need to write "stand" and "walk" etc.
The name above is already defined for this model including animations.
01/31/2017, 03:34
#44
elite*gold: 0
Join Date: Nov 2015
Posts: 124
Received Thanks: 129
Quote:
Originally Posted by
Lumi
It seems that your stand and walk animation couldn't be found. Please check if you have those anis in your Model folder.
yes i have those files in my model folder.
11/09/2017, 18:14
#45
elite*gold: 0
Join Date: Mar 2017
Posts: 305
Received Thanks: 14
All times are GMT +2. The time now is 11:18 .