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[PK2 TOOL] BMS Model converter
Discussion on [PK2 TOOL] BMS Model converter within the SRO Coding Corner forum part of the Silkroad Online category.
08/15/2012, 19:50
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#196
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Quote:
Originally Posted by electrumm
how can i edit the location of seal glow in the weapon?
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I think that's in the .bsr file, I'm really not sure though.
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08/15/2012, 20:23
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#197
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Quote:
Originally Posted by perrytje
I think that's in the .bsr file, I'm really not sure though.
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ok thanks i will check it
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09/25/2012, 20:46
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#198
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hi i want know why when i use custom uv with more accurate in blender , the texture is good placed and after converted the texture look ugly :s , so why the converter modify my custom uv !!
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09/26/2012, 10:18
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#199
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So in blender it looks good? Are you sure you imported the right texture into the game too? If the answer to all of this is yes, try mirroring the uv coordinates on the vertical axes (press A, while your mouse is over the uv window to select them all, go to UV>Mirror> X axis (I think it's X, could be Y)). After you mirrored it will look wrong in blender, but try importing anyway. If it still doesnt work send me a screenshot of the weapon in blender (with the non-mirrored uv coordinates), and a screenshot of the weapon ingame.
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09/26/2012, 15:07
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#200
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ok i make a new model with uv and i send a lien to upload
a model i have already make it , i just use quickly modify uv project view to uv unwrap ,
look and try make texture with lol ^^ :
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09/27/2012, 12:41
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#201
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Quote:
Originally Posted by tidjana972
ok i make a new model with uv and i send a lien to upload
a model i have already make it , i just use quickly modify uv project view to uv unwrap ,
look and try make texture with lol ^^ : 
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First of all you should triangulate your faces, second, the uv map looks really wierd, it looks like it's just edges and no faces.
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09/27/2012, 19:12
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#202
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ah oki so, each face on the model i must actived triangle face , and i should actived draw face in option uv ?
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09/27/2012, 22:47
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#203
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Chat Killer In Duty
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@perrytje
do you think it is possible that, as the new avatars/mobs use a different bms, to convert it to a usable format for old vSRO client(1.188)
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09/28/2012, 08:45
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#204
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Ofcourse it is PortalDark
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10/04/2012, 16:39
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#205
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i lost track in this topic
is it already possible to create moving objects? like amory/mobs/avatars???? cuz it would be realy awesome if that function would be added
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10/04/2012, 18:49
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#206
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sro client can load any model ? Example: GR2, EIX, EPK ...?
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10/04/2012, 19:14
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#207
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Quote:
Originally Posted by TheSeaHacker
i lost track in this topic
is it already possible to create moving objects? like amory/mobs/avatars???? cuz it would be realy awesome if that function would be added

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Read the first post. It is
@jambovt05, the client can only load .bms files. You can convert any mesh to .bms though (in theory)
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10/04/2012, 20:12
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#208
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Quote:
Originally Posted by perrytje
Read the first post. It is
@jambovt05, the client can only load .bms files. You can convert any mesh to .bms though (in theory)
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@Perry: Yeap, i will converter a GR2 model ( metin2 model ) to BMS and DDJ same, then i import it's in data.pk2, When i connected the client, it's invisible ( or crash ). What Error ?
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10/05/2012, 09:39
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#209
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Quote:
Originally Posted by jambovt05
@Perry: Yeap, i will converter a GR2 model ( metin2 model ) to BMS and DDJ same, then i import it's in data.pk2, When i connected the client, it's invisible ( or crash ). What Error ?
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I'm not some sort of psychic, you think I can smell that from over here?
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10/05/2012, 14:42
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#210
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Quote:
Originally Posted by jambovt05
@Perry: Yeap, i will converter a GR2 model ( metin2 model ) to BMS and DDJ same, then i import it's in data.pk2, When i connected the client, it's invisible ( or crash ). What Error ?
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can jambovt05 is due to the large size like me
@ perrytje >>> item size 100 times larger than normal can tell me why not
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