<font color="#008000"><B>Đệ Nhất Nhát Gái</b></fon
Thì post lại đây.Admin có gì việt hóa lại nháItem ModelingCredits: Robinette (rPT 3D Team)
I would love to see some creations people come up with to so, feel free to post yours.
(Anyone feel free to to pm me to add on the the guide with anything you've learned)
I thought I might as well include some links to the trial software to:
3D Studio Max
Optional Software (For skinning)
Photoshop CS2 (Or CS3)
Both of these are quite expensive software so you wont get the full versions for "Free"
Although theres always.....other solutions
Click below to download the guide to view on your computer at any time.
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The way 3D Studio Max saves, it can add in a .bmp texture already on the model, through use of the materials tool.
Use a simple cylinder like shown:
0.75 radius is perfect size for a handle
Now open up the materials tool, by clicking M:
Clicking the little grey square next to diffuse under the basic parameters, will bring up the maps/materials browser:
Choose bitmap at the top of the list. Now it will ask for you to find a .bmp This will be your texture. I picked a random bmp from the /dropitem folder. When your finished creating your .bmp and texture, drag and drop your texture to your model: (first, check to make sure you click "show map in viewport", this looks like a cube with blue/white checkers on it. Clicking this will show your texture. If you dont click it, the texture is still there, just not visable)
Now we have a simple cylinder with a texture:
Holding the item:
This part is a bit more advanced, and can take multiple trial and error attempts to get the item positioning just right on the character. This is very simple when using swords/axes, but may take a few attempts when skinning a bow/jav etc.
Start by click "Hiearchy", next to modify tool(marked by a red circle):
Now, under "Adjust Pivot" Dropdown, click "Affect Pivot Only". Doing so should now show the X Y Z axis around the model. The center point of these is where the item will be held, depending on character position and weapon type. Since we are using a cylinder, and going to replace a sword texture, the grip position is dead center. But since we are trying to hold like a sword, we need to adjust it some.
Your item should look like this, with the 3 axis centered at the grid and bottom of item:
Click the Z (blue) axis and drag it up slightly. Imagine the is where the character's hand is. Now it should look like this:
Time to save and export! Save as "swordtest" into your 3dmax 'Scenes' Folder (default path). Now click file, and export as an .ASE
Use following export options:
Use the following export options:
When exporting, be sure to overwrite an existing model. I used itws204 (short sword). VERY IMPORTANT: After exporting your *.ase to /dropitem, go into your dropitem folder and remove the *.smd file your trying to replace. If you do not remove it, you will get a blank model. Run the game and see your work!
Click Here to Download Guide
Tạo file item .Setting Item Stats
I know this is basic knowledge to most, but some people don't know so may as well include it.
1.) Copy the item .inf for a type of equipment you would like to make.
Then refer to this translated item .inf:
Make sure to set the the Item_ID to the item id of the file in your client folder.Code:
// Item Stats // *Japanese Name "ÇÏÀÌÆÛ »çÀÌµå" *Name "Hyper Scythe" *Item ID "WP117" ///////////////// Item Glow (RGB - Google it) /////////////// *À¯´ÏÅ© //*À¯´ÏÅ©»ö»ó B G R Åõ¸íµµ Á¡¸ê½Ã°£(¹Ýºñ·Ê) *À¯´ÏÅ©»ö»ó 176 17 204 0 9 /////////////// General Info ////////////// *Integrity 100 118 *Weight 47 *Store Price 280000 /////////////// Resists ///////////// *Organic *Nature *Flame *Frost *Lightning *Poison *Water *¹Ù¶÷ /////////////// Weapon ///////////// // Min. Max. *Attack Power 29 31 63 66 *Range *Weapon Speed 8 *Attack Rating 150 169 *Critical Rating 18 ////////////// Armor ///////////// // Defense Stats (Min/Max Optional) *Absorb Rating *Defensive Rating *Block Rating 13 13 ////////////// Walk Speed ///////////// // Boot walk speed *Run Speed ////////////// Potion Storage ///////////// // Armlet potion storage *Potion Storage Count ////////////// Accessories ///////////// // Regens and Bonuses *HP Regen *MP Regen *STM Regen *Add HP *Add MP *Add STM *¸¶¹ý±â¼ú¼÷·Ãµµ (No clue) ////////////// Requirements ///////////// // Stat Requirement. (Min/Max optional) *Level 80 *Str. 146 *Spirit *Talent 90 *Agility *HP ///////////// Potions //////////// // Min. Max *Restore HP *Restore MP *Restore Stam ////////////// Specs ///////////// //Available Specs //Primary Spec **Æ¯È* Pikeman //Secondary Specs **Æ¯È*·£´ý Atalanta // Rogue Pilgrim // // Bonuses | Min Max **Atk Spd. 0 6 **Crit. 1 3 **Attk Pow. 3 4 *Name DIR "name\WP117.zhoon"
Change the very last line refering to a zhoon file in the name folder.
Name of course being the name of the itemCode: