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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.
07/09/2014, 05:06
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#421
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Thanks to you perry
He's fully functional, with skills and everything
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08/14/2014, 19:54
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#422
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I have not read everything. Would now ask whether animations can now be imported.
Sorry for my bad English.
________
greeting
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08/14/2014, 20:19
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#423
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Never finished that
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08/14/2014, 20:48
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#424
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i want to know how u made the weapon that mang mob lv 1 have with another texture
meaning i want to make it like a _part2 with a different ddj and bmt
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08/14/2014, 21:33
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#425
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Quote:
Originally Posted by D1nt3
i want to know how u made the weapon that mang mob lv 1 have with another texture
meaning i want to make it like a _part2 with a different ddj and bmt
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I'd do it by making a separate bms, bmt and ddj and adding it to the bsr. The way I did the mangnyang was just add the texture to the existing texture (I was noob back than, that's YEARS ago)
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08/15/2014, 06:21
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#426
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Quote:
Originally Posted by perrytje
I'd do it by making a separate bms, bmt and ddj and adding it to the bsr. The way I did the mangnyang was just add the texture to the existing texture (I was noob back than, that's YEARS ago)
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yes i know seprate bms , bmt and ddj and add it to bsr but when i add it with hex i get crash from bsr from adding new ...
even when i delete same thing
but when i edit the bsr same letters it works
so how to add a new bms line or bmt in the bsr file
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08/15/2014, 11:32
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#427
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Quote:
Originally Posted by D1nt3
yes i know seprate bms , bmt and ddj and add it to bsr but when i add it with hex i get crash from bsr from adding new ...
even when i delete same thing
but when i edit the bsr same letters it works
so how to add a new bms line or bmt in the bsr file
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You need to make sure the offsets in the header of the file are correct, if you add something you will have to change some.
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08/15/2014, 19:42
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#428
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u mean the bsr struct?
PHP Code:
12 byte Header 52 byte unknown. Havnt look into those int bsrType; ranges from 0x20000 to 0x20006 (could be more) string bsrTitle; From here on out they seem to differ depending on their bsrType 28 byte unknown string meshReference Not in every .bsr. References a .bms file. Although the .bms file referenfces come later. float[2,6] boundingBox; outlines the mesh int unknown;
int bmtFileCount; int unknown; string[btmFileCount] paths to the different materials used on the model
int bmsFileCount; string[bmsFileCount] paths to the different meshes used
int unknown int unknown
int banFileCount; string[banFileCount] paths to the different animation files
int bskFileCount; should be 1 for most models string[bskFileCount] path to the skeleton files.
PHP Code:
[12 byte] header [04 byte] bmtIndex [04 byte] bmsIndex [04 byte] sklIndex [04 byte] banIndex [04 byte] defaultIndex [04 byte] defaultIndex [04 byte] ambientIndex [04 byte] bmsIndex
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09/24/2014, 06:55
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#429
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Help me please.
Sir perry i got this error.
I read all the posts from Page.1 - 44 and still didnt got any solution
and everyone please help me.
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09/24/2014, 10:59
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#430
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Quote:
Originally Posted by epvpalekuzu
Sir perry i got this error.
I read all the posts from Page.1 - 44 and still didnt got any solution
and everyone please help me.
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The path that is so secret you had to black it out is wrong, or the file is in use by another program.
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09/24/2014, 16:55
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#431
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I have found the solution, Thanks but I got another problem it is in converting from OBJ to BMS , same error occurs.
" Index was outside bounds of array "
Also I got this problem but i made a texture, anybody can help me with this ??
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09/25/2014, 08:54
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#432
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Quote:
Originally Posted by epvpalekuzu
I have found the solution, Thanks but I got another problem it is in converting from OBJ to BMS , same error occurs.
" Index was outside bounds of array "
Also I got this problem but i made a texture, anybody can help me with this ??

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triangulate the model.
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09/25/2014, 09:56
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#433
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Okay sir , let me try.. i'll find the things in google how to triangulate it.
What would be the export setting for the new version of blender ? sorry for many questions
finally, but . another problem , why is it that the texture is still from the ingame texture ?
okay i get it so my problem now is the texture or the .dds file
how could i make an dds file of the model i've made to make it .ddj
Thanks Perry
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09/26/2014, 10:14
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#434
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Hi another question,
I noticed in costumizing avatars,
if the character walks the avatar doesnt follow how to fix that ?
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09/26/2014, 11:00
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#435
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Join Date: Feb 2008
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Quote:
Originally Posted by epvpalekuzu
Hi another question,
I noticed in costumizing avatars,
if the character walks the avatar doesnt follow how to fix that ?
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Read the first post, multibone section.
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