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Editing monsters models in game side

Discussion on Editing monsters models in game side within the SRO Coding Corner forum part of the Silkroad Online category.

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Old 12/25/2019, 21:12   #16
 
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What about something like in the zip file attached?
Copy the original mob.bsr, open it with a hex editor and change the link for bmt file to e.g. cra2.bmt. Then copy the crab_clon.bmt and rename it to cra2.bmt.

Btw. please also tell use what chardata you are using (1, 2, or 3?).
Attached Files
File Type: zip crab2.zip (1.1 KB, 10 views)
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Old 12/26/2019, 06:00   #17
 
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I tested 1 and dont work and 2 with waterghost work
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Old 01/02/2020, 06:28   #18
 
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happy new year !!!!!!
so finnaly no other solution that work?
because to do that for all mobs manual takes much time and i dont understand why dont work normally because.bmt fille link normal mob champ and clon
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Old 01/02/2020, 18:09   #19
 
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Honestly, if this is still to much work for you, you should simply leave it as it is
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Old 01/03/2020, 16:10   #20
 
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tested your method by multiple mobs and cause client crash ....
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Old 01/04/2020, 13:15   #21
 
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You should open the dmp files with a texteditor and search for "bsr", "bmt", "ddj", "bms" and so on to search for broken links...
You can also search for "ASSERT".

For editing bsr files you should use a hex editor. To change names do not add or remove any data in a string e.g. "kidemonas.bsr" change to "kidemona2.bsr".
Also if it works for some mob and crashes for some other mob there is a high chance you did something wrong on the mobs that crashed.

Quote:
"prim\mtrl\mob\sd\spector_clon3.bmt Loading Failed."
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Old 01/05/2020, 01:41   #22
 
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[ 21.207000] ASSERT("res\mob\asiam\cra2.bsr Loading Failed."), 125, d:\project\silkroadonline\tools & plugins\simpleviewer\objengine\ResourceMgr.h



i used ur crab edit and i even edit in _refobjcommon "***" link in db and stil crash
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Old 01/19/2020, 00:38   #23
 
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FIXED close thread thx
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Old 03/31/2022, 16:00   #24
 
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Quote:
Originally Posted by guckguck View Post
The Ujigi mob is based on Mujigi mob, using texture model 1 (instead of 0):


There should be a Mujigi model and a Mujigi_clone model inside your pk2:


If it is different in your client, I would suggest to get the matching chardata.txt content from the official client or any other source, together with the data.pk2.
You can simply extract the data and import it to your own data.pk2, overwriting all files.
For txt it is maybe 5min more work...

give me a link to this program pls
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