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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   #1
 
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Editing monsters models in game side

Hey . How can i edit what model mobs use
I see in my client mobs like mujigi/ujigi sirene/sirenes megalopa/crabs etc use the same model no diference between.
How can i make them be diferent like in other servers like "mujigi-white ,ujigi brown"


Thx
gunneremil is offline  
Old 12/10/2019, 22:18   #2
 
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take a look at content of data.pk2
you need something which ends .ddj
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Old 12/11/2019, 06:38   #3
 
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I found that in pk 2 before but for ex:mujigi/ujigi in data pk 2 is only ujigi.ddj
And where is mujigi.ddj because this 2 mobs are diferent color...
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Old 12/16/2019, 09:54   #4
 
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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...
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Old 12/17/2019, 16:33   #5
 
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where i find theose mobs in db like in your picture? is that a software for editing?
in game champions and giants use correct model but only mobs ''crabs/sirenes/mujigi and all CLONE mobs '' didnt


i checked everywhere client side media its ok data side .ddj files are oki even opened .ddj filles to see if graphic model it is the correct one and is allright.
i dont know what to do


if someone knows please help i am without hope

its Jsro cap 100 filles by TheRock2007



gunneremil is offline  
Old 12/23/2019, 01:33   #6
 
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guys no one can help me ? why is so hard???

pls help
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Old 12/23/2019, 12:16   #7
 
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Quote:
Originally Posted by gunneremil View Post
guys no one can help me ? why is so hard???

pls help
It's not hard, but you're not providing any useful information that could help
with your problem.

Just to be clear: mujigi = Mujigi, mujigi_clone = Ujigi

1. Make sure your mujigi.ddj (mujigi) and mujigi_clon.ddj (ujigi) are not visually identical.
2. Make sure your mujigi.bmt and mujigi_clon.bmt point to the correct .ddj file (notepad or hex editor)
3. Make sure your mujigi.bsr points to mujigi.bmt, mujigi_clon.bmt and mujigi_champ.bmt in that order. (notepad or hex editor)
4. Make sure your reference lines (_RefObjCommon & characterdata.txt) have the correct TextureType. The TextureType indicates the Material (*.bmt) used. 0 = mujigi.bmt, 1 = mujigi_clon.bmt, 2 = mujigi_champ.bmt.

If you don't understand the steps at least supply adequate information to the thread.
Upload all the files and reference lines I mentioned. It's nearly impossible to guess whats wrong with your files from a screenshot with Crabs and Megalopas unless it's a well known issue.
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Old 12/23/2019, 14:22   #8
 
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All "CLON" mobs from the map use normal mob skin (CHAMP UNE CORRECT SKIN FOR ALL MOBS) Thats strange
1. checked .ddj filles with ddj viewer so ddj are correct,i checked if bmt and bsr points correctly and its ok
2._refobjcommon-LINK-_RefobjChar points correctly 0 normal mob and 1 clone mob 2 champ mob
3.i checked if CharacterData fille point correct Texturetype to so thats correct.
i checked multiple CLON mobs and teoretically is correctly...













CharacterData.txt used by Jsro Client: its strange why in this client all Chardata is in 1 fille and another clients have multiple fille.
may be because of this maybe??
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Old 12/23/2019, 20:16   #9
 
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The client would crash if it was supposed to load characterdata from multiple files.

Quote:
in game champions and giants use correct model but only mobs ''crabs/sirenes/mujigi and all CLONE mobs '' didnt
Crab and Megalopa should have the same Texture as Champion. I'm currently not sure how the game determines which PrimMtrlSet (TextureType) to use for a Champion but probably hard coded to use the last set.

At this point there are no obvious issues that I can eliminate easily. Maybe you made an issue when checking the *.bsr / *.bmt like extracting from the wrong client?

Can you check if COS_P_RABBIT and COS_P_SPOT_RABBIT look the same?

It may very well be an issue with the SRO_Client itself.
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Old 12/23/2019, 22:38   #10
 
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you right i dont even have to check....bouth models of rabbit use the same model the white one... squier use another model i dont remember . pig use a quier model fairy another model....
so for cos are wrong to...
and yes i tryed to use Silkroad revelation and Symply0Own client that supos to work with jsro and it crash....


i remember saw this bug back in the days of ECSRO in a translated media PK:
"Hi guys
This is the old Media.pk With:
- Stall network working
- TG, Isy, Uru, And lvl 80 Unique monster ( i forgot his name ) Spawn points
- New - Critical Bug at every weapon (-1) fixed
- New - this media.pk is working for ECSRO Server
Bug:
- Some mobs have the same skin and color, like Ujigi - Mujigi, etc.
I hope this tool is usefull."
this make me think the bug cant come from media pk2


I tryed sro_client from Silkroad Revelation and Simply0own client and with JSRO_Client_v0.36 original frol TheRock2007 and worknormalli but bugg itill there.
SilkroadRevelation and Simply0own client still crash and bouth use 1 fille for CharacterData.txt in media pk2

if you want download my media pk and check :
gunneremil is offline  
Old 12/24/2019, 20:59   #11
 
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Your characterdata file is using 114 columns of data, in theory it is 10 columns more than normal.
Please check:
- if [TextureType] is column 70 in RefObjChar
- Put a "1" into the 1st column after the 10 "default skill" entries in CharData
(to a clone mob ofc.) (see example picture)


Your RefChar is using 5x2 more colums between the skill 10 and texture type. Maybe the client will not handle it, if the text columns do not match. Maybe the client does not need the drop information and so on...

It is just a test.

Other option:
Change the "***" of the bsr link to the bsr of the clone mob (you could also copy the old one and link the clone textures).
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Old 12/25/2019, 00:23   #12
 
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in Characterdata.txt collumn N*47-including lvl of mob for texturetype
in refobfchar is collumn N*80 that match with texturetype

to link bsr file of CLON mobs in data/res/mob only Wchina have clone mobs.bsr other regino not and i was compared with vsro data from client and its the same.

take my shard db and take a look:




this bug seems to be more hard than i imagined.....it is 6 week i search a solution for this...
gunneremil is offline  
Old 12/25/2019, 11:17   #13
 
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CharacterData.txt's rows consist of _RefObjCommon and _RefObjChar minus the Link and Resist1-32 columns.

Clone mobs do not need to specify a bsr if they're just textually different. It is inherited from the original code name.
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Old 12/25/2019, 12:08   #14
 
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Please test the 3 variations attached...
I changed only three mobs:
MOB_CH_BIGEYEGHOST_CLON
MOB_CH_GYO_CLON
MOB_CH_WATERGHOST_CLON

It might be possible that there will be a crash or mobs will not attack. But maybe the texture will change.
Attached Files
File Type: zip chardata.zip (1.58 MB, 19 views)
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Old 12/25/2019, 12:30   #15
 
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only MOB_CH_WATERGHOST_CLON change
this can work but what about other mobs? because only china and wchina have Data\res\mob\xxx_clon.bsr all other mobs dont have that option
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