Not right now, but I'm working on the 3D object and map files. I'm too busy playing other games, lol.
Maybe someone knows how the UV Map in 3d files works? :/
I got this as a general question about UV Mapping, this quote is okay for explaning in my oppinion(im not into this, but I understood the quote.. so it cant be completly wrong..):
Your understanding is close. Each 3D model is made out of vertexes. Each vertex usually defines the location of a point in space, a normal (used in lighting calculations) and 1 or more texture coordinates. These are generally designated as u for the horizontal part of the texture and v for the vertical.
When an object is textured, these coordinates are used to look up which texel or pixel to plot from the texture. I find it easiest to think of them as percentages or ratios between the left edge of texture (u = 0) and the right edge of the texture (u = 1.0) and from the top of the texture (v = 0) and the bottom of it (v = 1.0). They are interpolated between the vertexes and looked up for each on-screen pixel that is rendered. They can be larger or smaller than these ranges and the render state that is set when the object is rendered specifies what happens. The options for this are CLAMP and REPEAT. Clamping limits the coordinate to either 0 or 1, causing the texture to smear where it is outside of the range. Repeat causes the texture to repeat when it is outside the range; it is effectively the same as grabbing just the decimal portion of the coordinate and using that in its place.
Before the texture coordinates are applied onto an object, they are multiplied by a texture matrix to apply some transformation to them (such as scaling, translation or rotation). This effect is sometimes animated in games to make it appear as though something is moving across an object without having to move the object itself... the texture is simply scrolling across it. When the texture matrix is multiplied by the texture coordinates, it produces 2 values that are used to look up the texel to plot (lets call them s and t). These are generated automatically from u and v even when the texture matrix is not set; it is the equivalent of multiplying u and v by an identity matrix.
This is where the w coordinate comes in, though it isn't used that often. It is an extra parameter to multiply the texture matrix against and is usually used when you want to take perspective into account (such as in Shadow Mapping). It works the same as when you transform a location in object-space to screen-space via a world-view-projection matrix. By multiplying the UVW with a projection transform, you end up with 2 coordinates, the s and t which are then mapped onto a 2D texture.
Map file structure: 70% (no header + i don't fully understand objects of type 3 - with animations/effects [like moving gears])
Object file structure: 95% (no header + some files start to bug before texture list)
I won't update NosUnpack soon. I'm too lazy to write, so I'll be understanding more .NOS files and then I'll make bigger and better tool
Map file structure: 70% (no header + i don't fully understand objects of type 3 - with animations/effects [like moving gears])
Object file structure: 95% (no header + some files start to bug before texture list)
I won't update NosUnpack soon. I'm too lazy to write, so I'll be understanding more .NOS files and then I'll make bigger and better tool
Map file structure: 70% (no header + i don't fully understand objects of type 3 - with animations/effects [like moving gears])
Object file structure: 95% (no header + some files start to bug before texture list)
I won't update NosUnpack soon. I'm too lazy to write, so I'll be understanding more .NOS files and then I'll make bigger and better tool
and what is it? see the photos. What is the utility, even raw file can not be saved. If someone wants to do, he will do it without your raw utility.
If nostale was on the "Unreal" engine, I had a desire to do something for the card, but to try to do something more than nostale it does not make sense.
Quite impresive! Could you give any clue on how is UV map working? I never managed to figure that and I'm kinda curious
I'll start rewriting my tool soon(ish), and after I finish, I think I'll release all the info I know about .NOS files (and .PKG, tho it's almost the same). Text, images, maps, objects and so on.
BTW My tool is called NosUNPACK, so it won't have packing into .NOS (2lazy), but maybe in the future I could make other tool for it.
I'll start rewriting my tool soon(ish), and after I finish, I think I'll release all the info I know about .NOS files (and .PKG, tho it's almost the same). Text, images, maps, objects and so on.
BTW My tool is called NosUNPACK, so it won't have packing into .NOS (2lazy), but maybe in the future I could make other tool for it.
when you release
can you tell us how they are encrypted and decrypt
Understanding NSmnData (mob sprites) 99% done.
Still don't know what the "???" is, but I thought that I could share my progress so I don't seem dead, lol.
NosUnpack file .NOS 09/09/2017 - Nostale - 2 Replies I'm looking for a method or program to export all the images from .NOS files?
Now I'm using NosUnpack, but I can only do a .NOS file at a time.
I would also need a way to edit .NOS files, for example to change textures etc.
Thank you :)
[RELEASE] LEISLERS HACK v1.0 PUBLIC [RELEASE] 07/08/2008 - WarRock Hacks, Bots, Cheats & Exploits - 3 Replies OUTDATED/DETECTED
Hab mal nen Hack von mir Gemacht
Screen
http://www.abload.de/img/hackerhacker567.jpg
DOWNLOAD :
[Release]Quick tools v2[Release] 04/01/2008 - MapleStory - 1 Replies Newest version is out and ready for action!
Updates:
~ Completely coded in vb6!
New Pic:
http://img257.imageshack.us/img257/3329/newhr0.jpg
NOTE: You need microsoft frame network to run this, im not really positive where to get it...sorry :P. Just google it and you should be able to find the download.