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Login Screen Background
Discussion on Login Screen Background within the Shaiya PServer Development forum part of the Shaiya Private Server category.
03/02/2014, 19:10
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#1
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Login Screen Background
Hello Epvpers, I have been sitting for Hrs trying everything i could figure of to fix this. and i have been looking around everywhere for some help.
I have a configed Game.exe which have been working for a changed login screen before.
I changed the Picture named (Login_Sky.dds) to my picture with same size
and imported it into my client but this is how my login screen looks now
Those Clouds arent supposed to be there.. Its supposed to have this as a background
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04/13/2014, 12:09
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#2
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It's good keep workin !
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04/17/2014, 00:42
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#3
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those clouds are also effects
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07/30/2014, 16:21
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#4
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anyone know how to delete clouds ? i delete all files with name Cloud and again exist in login screen ...
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07/30/2014, 23:21
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#5
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Quote:
Originally Posted by [DEV]MasterMind
anyone know how to delete clouds ? i delete all files with name Cloud and again exist in login screen ...
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yes, its not that hard, just delete them from your client and if that doesnt work modify the game.exe to not have them.
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07/31/2014, 04:51
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#6
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The login scene (login3.wld) is a DUN map type, and is composed by several SMOD files, including VANI files (which are like SMOD but include animations), and MANI files. MANI contain just animation parameters and are 'linked' to SMODs in the scene, to animate them.
Some Clouds are effects from world_a1.EFT
The enviroment comes from a .DG file.
The login scene is also composed by some files hardocoded in game.exe.
These are some of the files involved:
-Login_eternity_territory_01.dg
Code:
-SMOD Block (index, filename)
0,Login_hugerock01a.SMOD
1,login_outsideframe01a.SMOD
2,Login_flow_stone01.SMOD
3,Login_flow_stone02.SMOD
4,Login_flow_stone03.SMOD
5,Login_stonedapple01.SMOD
6,Login_stonedapple02.SMOD
7,Login_stonedapple03.SMOD
8,Login_stonedapple04.SMOD
9,Login_stonedapple05.SMOD
10,Login_stonedapple06.SMOD
Code:
0,Login_floatrock01c_front.VANI
1,Login_effect_water01a.VANI
2,login_flatwater01a.VANI
Code:
0,Login_hugerock01a.mani
1,login_outsideframe01a.mani
2,Login_flow_stone01.mani
3,Login_flow_stone03.mani
4,Login_flow_stonedappleslow.mani
These files can be removed, change position, add new ones. (With an Hex editor for example).
Keep in mind that to replace a SMOD from the 1st block, you need to use another SMOD from de \Entity\Building folder, or you'll get a map error.
After the SMOD list, there are some coordinates for each SMOD. THey are Floats (you need a tool to convert binary data to float, and the other way around. (example: 00 00 80 3F translates to 1.00000000f).
You can read really useful info about map structure in this post by Castor:
In resume: you can edit almost every object/effect from a map, remove some, adding some others, etc. And create an original map. Sadly, doing it 'by hand', take a lot of time.
Also, the new Data Tool v2 by nubness, speed up the process of editing/importing back to client, and testing.
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08/08/2014, 20:40
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#7
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how can i delete the church from this?
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08/09/2014, 21:31
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#8
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The church is just a piece of it (Login_mainstructure.SMOD), but there's also the big rock, a few water effects (from the .eft file) and other stuff.
I sugest you to edit login3.wld, and replace Login_eternity_territory_01.dg and put DUN_LOGIN.dg instead. That way you will remove part of those objects.
Using HyD to edit the file:
The string starts at 0x04h (position 4) and after that string there's a 00 byte and then two bytes 70 76 (the word pv in ascii).
From 0x00000 to 0x00020 should look like this when you finished:
Code:
DUN.DUN_LOGIN.dg.pv.............................
Code:
44 55 4E 00 44 55 4E 5F 4C 4F 47 49 4E 2E 64 67 00 70 76 00 00 00 00 00 00 00 00 00 00 00 00 00
Remember this is not a "text file" so you should not insert or delete bytes, you just replace existing ones.
THe .dg filename record, is a string256.
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08/10/2014, 11:11
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#9
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Or even, no dongeon at all ...
The first entry (from offset 4 of .wld, and coded on 256 char) is indeed the name of the dongeon; "Login_eternity_territory_01.dg" for this map, it contains the central island plus the rocks floating around it.
As indicated by Sominus, the handling of login world is a bit special, because the game contains some hard-coded actions (including the camera movements when the world appears), these may rely on on specific object in the field or not (meaning, may be effects applied on one object are simply ignored if the object is not present, another possibility is a crash (0xC0000005 access violation)).
It will be interesting to know, so you should try to simply erase (fill-in with 00s the dongeon name).
Another remark regarding the dg.pv file; some are present in the saf, I'm not sure they all still/actually in use (may be they are meta-files from which the .dg are generated).
In your suggest, you indicate:
Code:
44 55 4E 00 44 55 4E 5F 4C 4F 47 49 4E 2E 64 67 *00* 70 76 00 00 00
the 00 within the "dg" and the "pv" indicates that the pv is not part of the actual filename, maybe the master file (used to generate the .wld) was "Login_eternity_territory_01.dg.pv", may be the "pv" is some garbage (weak hypothesis since it appears quite often).
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08/10/2014, 21:08
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#10
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Just made a test and your suggestion was correct, the 'pv' is not needed, may be was just info indicating the source for the .dg
Also tried:
-Deleting the full .dg record (256string)
-Replacing the full record with 00 (leaving 256 zero bytes)
-Leaving just 4 zero bytes (as indicator for an 'empty record').
But all cases caused the client to crash.
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08/10/2014, 22:14
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#11
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Thanks for these tests sominus.
It's good to be sure (even if it was nearly obvious).
Most of (all...) the field of a DUN map is the dungeon, so the client doesn't manage the case where is is not present, it shall never happen.
So OP's request do require to widely edit the map file (starting with the simpler possible dg, as you suggested) ... one day more spent on the editor, and it is still not finished, but still in progress.
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08/10/2014, 23:08
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#12
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May be we could insert the smallest (small in terms of 3D object size) DG available.
Then, start inserting SMODs (base, walls, etc) with coordinates above that DG (in the Y axis), so for example, if the DG is at 0,0,0, we insert the base (floor) smods at x, y+50, z
That way the player will never see the DG model, because it will be below the other structures.
And using square bases, walls, buildings, some rocks, one could create a new dungeon.
A problem a found, is a could NOT rotate objects 180º on the horizontal axis (upside down), as you know they are single sided, so if you use a square object as a Roof, you will see through it. Unless you rotate so the texture faces the player.
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08/10/2014, 23:31
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#13
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I suggest you guys consider another approach which worked for me when I needed to do something similar.
Before that though, I think writing null bytes over the reference of the .dg file inside the game.exe is a pretty good solution, but anyway...
Attach the game to Cheat Engine and find the several offsets which point to your current location, or the camera's (one axis is enough, X for example). Once you've found those, reopen the game and check them at the login screen. One of those offsets points to the camera's location, which you can change in real time. Start the game again from a debugger (OllyDBG) and set a breakpoint on that offset, that's how you'll find what sets the camera there. You should be able to change the way the game positions it.
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