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Showing content with the highest reputation since 01/15/2025 in all areas

  1. 9 points
    Hey folks, As a follow-up to my previous lab parser tool, I am working on a general-purpose client assets tool for all of TOP/PKO assets so that you can convert game client assets to standard formats (like glTF) and then convert those back into client assets and be able to import or edit all of the game's assets. As part of my initial *alpha* release, the tool is capable of converting *CHARACTER* models to .glTF, and convert .glTF files back to character models (.lab + .lgo + texture .bmp) files. There are many edge cases for me to still work out, and the tool should be able to export ANY monster to glTF, but importing only works for basic monsters at the moment (basic - single mesh file, for eg. it does not work for black dragon as it has multiple mesh files). I am working on supporting this and expect to have it working within a week or two. I'd appreciate help testing the tool, as I cannot go through every single character model and figure out if there are issues while rendering the model in the game, especially with certain unique parts of the mesh like bounding models (which decide what part of the monster you can "click" on) etc. I'm attaching the setup for the tool, the directions on how to use it, the limitations and the roadmap as I see it. Feel free to post any bugs or questions you have here, and I'll respond to them and fix them as quickly as I can. Usage Guide On opening the application, it will ask you for a client folder. This is the folder where your game client is, so that it can look through all the asset files and show you a list of the data it can access. You will need a decompiled CharacterInfo.txt file in your scripts/table folder. I have NOT added the capability to parse .bin files into this, and will likely not do that in the future. Once done, you should see a UI as follows - On the right side, you should be able to search for any character present in your CharacterInfo.txt, look at its model and play it's animations. Exporting to glTF The "export to glTF" button will create a .glTF file containing the character's mesh, animations and texture data. This file can be imported into common 3d art tools like Blender, and edited there. This will be present in the exports/gltf folder next to where you've installed the app. Once you've made your changes, you can export this data from Blender as a .glTF or .glb file. IMPORTANT While exporting from Blender, make sure to change these settings in the export window - 1. Turn "Sampling animations" OFF in the "Animation" dropdown 2. Turn "Remove Armature Object" ON in Data > Armature 3. Turn "Custom Properties" ON in Include > Data This will give you a .glTF/.glb file with all the character data. Importing from glTF Once you have a glTF file, you can import it to create all the required character assets to render it in the game (.lgo for the mesh, .lab for the animations and a .bmp file with the texture). Click the "import from glTF" button, pick the glTF file, and a "model" ID. This will be the ID that you put in your CharacterInfo, for the character to pick up the model files that you've just exported. Once done, this data will be available in the imports/character/ folder next to your app installation. You can take it, and put it in your client, and boot it up, and the character should render in the game. Limitations - Importing complex models does not currently work (models with multiple mesh files, models with multiple "subsequences" (different parts of the mesh having different texture mapping etc.). Exporting them DOES work. - There might be some alignment issues in complex models like the Black Dragon (there is a wing scaling issue in that one specifically that I've yet to invest time into figuring out). - "Clickable" areas on the characters MIGHT be slightly off. I've made them configurable by adding bones like "Bounding Spheres" and custom properties in those bones which allow you to specify the radius for these spheres, and these will reflect in the game. But default values might be a little off. - There might be monsters that this does not work for. I have not tested every single one in the game. Please send in a bug report if you find specific mobs that this does not work for, and I will figure out why and fix it. Roadmap - I intend to make importing characters (even non-TOP/PKO characters) possible. There might be some edge cases that I cannot map at all, but I will try my best to make it work. - After characters, I will work on items/apparels so that we are able to introduce new weapon models etc. in the game - After that, I will work on buildings (.lmo) - And finally, I intend to at least check out how "effect" files (.par/.eff) work and see if it is possible to export them into a standard format as with all these other things I cannot guarantee any timeline on the above, but I am actively working on this and intend to make this tool capable of dealing with all asset-related work that we need to do in the game client. Open to feedback and bug reports. PS: I also plan to link the repository and make the code open-source, but am holding off on that until I tidy it up a little bit, it is very messy right now as I was figuring out how to decode all this data. PPS: You might see an "untrusted" screen when trying to install this application, this is only because I have not gotten it signed by Windows, and nothing else. I will do that in due course. Thanks! Download Link - https://www.mediafire.com/file/zn2xb4ketpxalx6/pko-tools_0.1.0_x64-setup.exe/file
  2. 1 point
    Thanks for the reports, I'll go through these. The *Death Knight* crash seems to be an issue with the renderer state if you've picked a previous model and then pick Death Knight. Try reloading the app and then picking death knight as the first model
  3. 1 point
  4. 1 point
    That just means the map containing that area is not enabled on any of your opened GameServers. Chaos Argent is called "garner2", while other small maps like Abandoned Mine are within "eastgoaf". So just enable those maps in your GameServer by adding the line "map = garner2" (for example) in the configuration file.
  5. 1 point
    Я сейчас пишу программу с ллмкой для обратки одежды персонажа, потом расскажу о результатах, но занеяло это дело достаточно много времени.
  6. 1 point
    A returning MMORPG is coming, to be re-released. It was a fun MMORPG game with beautiful graphics and amazing combat pvp and open world pve. I'm excited and looking forward to playing it again, if you are interested it is available for pre-register. Released date is unknown but you can follow along. https://discord.com/invite/QQgpDm6vPj https://www.bladeandsoul.com/en-us/neo/trailer
  7. 1 point
    Разработка по-немногу движется. Сверстали дизайн сайта под стиль клиента.
  8. 1 point
    Hi, I made a kind of guide to configure Patrick13's launcher, I don't know if there are new people but I'm going to post it :p IMPORTANT I don't know how this works so this is just one way to make it work but it is not the best way. API: Download Launcher: 1-Configure API 2.-Create TABLE for version 3.-Configure PKO-Launcher Done!! *Use ZIP for patchs NOTE: Credits patrick13 Launcher Icruz API Google Translate PD: StatHashSumDelimeter must finish this, you can add a new column in the table of Launcher with this parameter.
  9. 1 point
    you have to use the texture converter tab, then u have to choose the source folder and destination, then just clic on encode and will encrypt the full folder, or use decode to decrypt all the folder
  10. 1 point
    Привет, @small666! Обновил скрипт системы: добавил синхронизацию списка промокодов между всеми GameServer.exe. Теперь должно работать как было задумано.
  11. 1 point
    Выложил GM панель, может кому пригодится.
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