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Crowik

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    Texture/Glow Tutorial

    ## Introductory note In this short tutorial I'll present how to change game textures. Briefly speaking, changing colours of armors/weapons and adding glovings. It is really basic one, you could use better tools/apps to adjust effects. Always make a backup of files what you are going to edite. Or use 2nd client - The reason why im saying that, is if you might screw something, and your game won't start after it, there would be no one who knows what have you done. Whole tutorial is based on my own informations what I gathered before(2012 it's just refreshed re-post). Tutorial is for newbies, maybe some informations are not exactly as they should be, will try to fix them in time, however I'll try to present it as best I can. If you have any doubts about it or if you find out something what I did not included here feel free to say. As far i know there are some ppl intrested on doing edits in game for make it more glamorous. ## What we'll need - The NVIDIA DDS plug-in which supports the DXTC texture DL - Photoshop/Gimp/Corel/or any graphic application which is supporting *dds format. DL - DDS Viewer like IrfanView + .dds plugin for IrfanView Plugin DL - RF Crypt Tools Crypt DL It is kinda important to have that crypter on root drive like 😄 or D:, so that all tools will work properly, do not try to put them in different folders becouse then it might not work. What if *dds plugin isn't works in your photoshop? Read it Using these tools, you must drag the file you want to uncompress on to the appropriate tool, it will uncompress it to its own folder (in the location you dragged it from). After making your edits, you drag and drop the folder on the appropriate tool to recompress it. ## About Textures When you're doing reskins, You're modifying the Texture of the item. That's why we are looking into the \Tex folder. In most of the case, an texture file is defined by a Mesh. That's why you will see also a mesh file in the same folder of the item. Now how to recognise every item? It depends, sometimes there is a logic in the names, allowing you to know which file correspond to which item. And sometimes no. So you will have to find by yourself the right file. The easier way is to cut the file and to paste it in another folder. Then log back in the game, and see if the texture disapeared. If the texture disapeared (Full white skeleton), then that mean you've find the right file. If nothing happend, paste the file back in the right place and do that again with another file. Main Locations of files: Below are the paths where to find the differents files - Armors : C:\RFC\Character\Player\Tex WHITET.RFS - Contains all races white armors 57-65 DARKT60.RFS - Contains level 55 all race armors - Weapons : C:\RFC\Item\Weapon\Tex ELFWPT01.RFS - Contains all Elf weapons textures GET00.RFS - Contains Granade Launcher(Acc Spec weapon) textures PVPWP.RFS - Contains all PVP Weapons textures(PointItem Npc near Portal in each HQ) NET55.RFS - Contains mostly 55 weapons textures WET12.RFS - Contain lvl 60 SK for ACC WET10.RFS - Contains lvl 50 Hora Weapons WET09.RFS - Contains lvl 45 Cora/Bellato Weapons WET08.RFS - Contains lvl 40 Cora/Bellato Weapons Etc Etc Etc... - Shields : C:\RFC\Item\Shield\Tex ELFSHT01.RFS - Contains Elf texture shields SHDACT.RFS - Contains all Accretians texture shields SHDBCT.RFS - Contains all Bellatos/Cora's texture shields - Jetpack : C:\RFC\Item\Armor\Tex AKT00.RFS - Contains all races Jetpack textures - MAUS : C:\RFC\Character\Unit\Tex CAUNT.RFS - Contains catapult textures from lvl 30 to 55 GOUNT.RFS - Contains goliath textures from lvl 30 to 55 60UNT1.RFS - Contains yellow catapult textures 60UNT2.RFS - Contains yellow goliath textures - Animus : C:\RFC\Character\Animus\Tex HEANT.RFS - Contains Hecates textures INANT.RFS - Contains Inannas textures ISANT.RFS - Contains Issis textures PAANT.RFS - Contains Paimons textures It's not really my intention to say you what rfs file contains what texture, if you are really up to find something do it. About recognizing each RFS file there is a small solution for it: Starting with the RFS, it's like CFW30.rfs [C,B,A means race] - A for ACC, B for Bell, C for Cora [F,M means sex] - M for male, F for Female, A for. . . ACC(?). [W,F,R means class] - R for Range, W for Warrior, F for Force&Launcher [number] - And there are still few numbers of packs which I won't explain now, make your own way to unpack and find out. ## Editing Textures After extracting the *rfs file you will find converted *dds texture files in the folder. When opening the files DO NOT load the mipmaps if it gives you the option to do so. After you'll open, it should look like this: The DDS is composed of 2 parts: A picture of the main frame which you can change using Application tools, IMPORTANT is that you can’t change size of image, and if you make additional effects outside sharpes they won’t be shown on your armor. You can use brushes, masks , filling it with whatever you want, also among the other effects. A channel Alpha allowing to determined the effects(Gloving) on the items (That is an upper for bellator melee warior lvl 47) Trying change colour on your own way you can use different ways ofc. If you gonna use Photoshop, it got some nice tools which can easily change basic colour, like HUE/Saturation. For more informations you can check this topic Change colour (As an example i changed armour colour a bit) ## Adding Alpha Gloving channel to texture If you want to modify how the effects are acting on the item, then you have to modify the channel Alfa. Go in the layer, activate the Alpha layer. If you want to modify armor, by adding some places when gloving will be shown on the armor, you need to edite or add active Alpha channel. Go Window-> Channels or just click channels panel if you are using default panel you should see it with layers and patchs. If your texture don’t have yet any alpha channel you need to add it. For That you’ll use small button on lower right corner.(Noticed on gif in red circle) After you’ll add new channel, click on RGB channels again, as you noticed it appears at it was before, no changes in one word (Now you see texture sharpes, easier to paint on it). For Adding effects you will need to Edite ONLY your new alpha channel. There are several ways to add it. As I said before, “you can use brushes, masks , filling it with whatever you want, also among the other effects”. You can do double click on your alpha channel for see more options with painting colour etc. After you’ll be done with all of your edites, it is time to save your file. Choose File -> Save as -> Choose *dds from list, then overwrite your file, window should be poped: Popup should give you few saving options. Select the options what you can see on my screen, to be sure that your alpha channel will be saved properly: DXT3 ARGB 8bpp | Explicit alpha 2D Texture Generate MIP maps After you save it(depends if you were overwriting original ones, being awared that you made a backup before, or editing copy) copy your file to your rfx(unpacked rfs file) drag and drop that folder on CryptTool. After it will be packed you can copy file to your main RF directory, where you found original one. Important is that you need to do relog for see changes. Here as an example I can show you what happens after you paint only edges, and whole area on alpha channel. https://youtu.be/MiGeemBDIrI # Glow Modify # Now I'll try to explain how do you can change few other things in game, like glows on weapons/armors, how to edite *eff files. ## What we need HxD (Fast Hex Editor) DL RFCrypt Tools v2 for work on files DL As I said before you need to edite or create an alpha channel on armor texture for get an gloving effect in game. That alpha channel is being controlled by *eff files. The *eff files that make the armor/weapons glow and show up in the Alpha channel as talked about above are found in: /Chef/Eff folder. The files what *eff using are in the folder : /Chef/Tex. (Here is an example of that kind of files (*dds in Tex folder), seriouly they are random ones) So all you need, is open *eff file with HxD application. After you'll do it you can see that file is written in Hexadecimal, and on the left panel you got decrypted version of it. Since I've got errors by some occasions I can say that there are few rules: File size cannot be changed If you are planning to overwrite content step by step, make your that columns and lines won't be changed. Even if you do it correctly, I'm talking about overwriting whole files, errors might be shown. ## Eff Structure Green 1 - Surface Effect The position 03 to 0C (in hex column) is the name of file which determining effect applied on the surface of the item. Surface effect is the effect that you can see when you look how the light is reflecting on your armor - shining/metal/light/point glowing etc. Green 2 - Glow Effect The position 07/0D (in hex column) name of file which will determine the glow applied on the item. This glows is the effect that is issued from the item (something like aura) Green 3 - Speed Control The position 0E/0F (in hex column) name of file which will determine how fast glowing is. 40 is the base number, don't really know if can become slower than it is. If you change it to 41, it moves at twice the speed of 40, and 42(that's really fast) moves at twice the speed of 41. Green 4 - Movement Control 00 = No movement 01 = Cycle of vertical and horizontal distortions, can look good, depends what *dds file has been used 02 = Scrolling effect (Base Effect) 03 = Cycle of vertical and horizontal distortions. 04 = Really strange metallic sheen over entire armor(Don't suggest yourself on that 04 movement at bellato armor, on different armor it can look very good) 05+ = No movement Example glowings on force bellato armor lvl 60. From Left to right 00 - 02(01 didnt worked for that *dds file) - 03 - 04 Also dont suggest yourself on that gloving speed here, website decoding increased it, in game its slower, basic speed. That's should be all about editing *eff files. As annotation I can say that version 1.7.7 of HxD making backup files whenever you oversave file with changes(You can disable it of course). Important is that It's a good idea for making backups no matter if application can do it for you. I just suggest for copy whole folder of that files, since they aren't that big. Rest of work, like working on texture colour, alpha channel glowings, eff file surface/glow effects you have to do on your own. I hope this will help you to find your own way for make new, good looking skins. Good Luck, I hope you will not get any errors while launching game ## Glowing Edite ## In this one I'll explain how to change/add glowing and how all this things works together. ## What we'll need RFCrypt Tools v2 for work on files DL Notepad(you can use windows one), im using EditPadLite, its just easier for me DL Windows Calculator Windows MsPaint or website where you can look at RGB Colours, personally im using Color Schemer Studio application for it. (CryptTools v2 contains it) Also im uploading here unpacked RPK files after you'll look at tutorial you should recognize for what is it, eventually you can use it as backup if you screw something DL Looking for Mesh Code All starts with Item.edf file, should be located in /DataTable folder. After you find it, drop on the edf-dat converter. Open decrypted *dat file with a HxD editor (Can use strs and dat editor) . MOSTLY ! each item in the game has a specific mesh code and its the same for each grade as well (normal, rareB, rareC) that's why all weapons types: A, B, C, D, no matter what kind, that got same effects/look. Only way to obtain same mesh with different texture/glowing/effects is to seperate them. As an example I'll use 55 Swords. As you see on screen I found in HxD that name (Green 1), which is using as well in game under same name. Normally mesh code is always after last letter or number depends where are you looking at(decrypted panel or Hexadecimal column/lines). So for Intense Dark Beam Sword . Mesh code is 6A01A1(Green 2). PROBLEM IS THAT, for get right item later you need to read that code in REVERSE - that is important), so our code is going to be A1016A. Searching for item in database After we get correct code we need to find in our item client database. Open your RF client location then go to Chef folder, we need to find find and open ItemEffectList file, its simple *txt file so any text editor should work.. As you see there are tons of lines with different codes, there's also 6 columns. This time we'll use first one. As you see our code for A1016A is 269 Looking for upgrade effect location After we found our right code in ItemEffectList, we need to find line in PatternList. It is also simple *txt file, so use any TextEditor to open it. That file corresponds to the upgrade items effects in game. Lets look for our 269. Here we see that on line 269 line all columns to the right using 4 different files for upgrades: 269,270,271,272. For this sword 269 would be an *eff for +0 upgrade, 270 would be for +1, +2, +3 upgrade. 271 would then be an *eff file for +4. And 272 would be an *eff file for +5, +6, +7 upgrade. Since all weps got 7 slots and there are 8 columns, I don't really get for what is that 8th one, but as far I checked its always same as 7th one. After we check that we need to look for first one EffectFile which in that case is: 269 Effect File Location Database As you see till now everything is ok. There are 4th files which we could see in PatternList. Of course that is possible to make an different effect for every upgrade, all depends on that if there are enough persons who are running with that upgraded weapons. Best option is having 4-5th *eff files. However if you want to add new files to your client, you have to edite proper file. Normally its just based on adding new lines with new numbers, according to that what I wrote here. On EffectFileList you can't forget about "0" in the end of line. But if you look carefully there are empty lines in each file, you can fill them as well. Editing EffectFile So lets look at example *eff sword file. I'll take last one which is used for +5/6/7 upgrade. As you see I underlined few lines with different colours. Green one, is a typical area for every weapon, don't know how to explain that exactly, like bottom, middle and top. In that areas you will edite red underlined things. Different files contains more or less areas. Red one, is a code for *spt file. As mesh code you have to read it in reverse. Let's look at it: There are 6 files which that *eff file contain: BF 02 C0 02 44 01 45 01 43 01 47 00 As I said we need to look at them in reverse, so lets do it: BF 02 - 2BF C0 02 - 2C0 44 01 - 144 45 01 - 145 43 01 - 143 47 00 - 47 Now what we should do with it? As I typed above we'll need to use windows calculator. Open it, then change to Scientific type. Change it to Hex and type our 2BF, and change to Dec(decimal). It should be changed to 703. After you would do it with all you should get: 703 704 324 325 323 71 After we get that far why shouldn't we get back to /Chef folder. Open your RF client location then go /Chef and look for Particle file. It is also simple *txt file, so use any TextEditor to open it. That file corresponds to all *spt files which are used for controlling different effects, on special areas on items. Lets look at our codes in Particle file. Every entry've got an specific index and patch to that file. Problem is why you can't find them in /Chef folder. They are packed in *rpk. I made a gif of our files, for show you as well that if you want to make any new *spt entries, you have to increase MAXPARTICLE number. As I said in the begining of this tutorial, I uploaded for you raw unpacked *rpk files, which contains that *spt files. Go your your main RF Client location. Open /Chef folder and there you should see ChefEntity0 to ChefEntity11. Now just copy any file and drag on RPKcrypt, after you do it, new folder should appear and after you can look inside. Its like with RFS files with unpacking and repacking. I won't write down here list of all folders where you can find each *spt file. For that you can use my unpacked *rpk pack + windows search engine. Also you can change patch for *spt files(can be packed into *rpk new packgage too), just make sure that you will do it correctly. Mostly I prefer make new folder in /Chef folder and paste all files there. ## Important Thing As you noticed that after you change *dds, *eff files, you have to restart client. If you changed patch for *spt file, you don't have to open your game again and again. Log Out/ Log In is enough in that case, for check changes. That is the best option if you want to make an good effect for your item. You can try works on files, chaning only values in Hex Editor. Just look at Particle file entries, use calculator for check up values then change them in *eff files. It is not necessary to checking every *spt file and change them, but in fact every file can be changed correctly for get specific effect for each weapon. (Here you can see 55 sword on +5 upgrade. On each gif I was deleting codes from *eff file) ## Editing *spt file ## So as you see I choosed *spt file which controlling some effect on relic/crimson spear. It is not exaclty with all of commands what we see, but I'll try describe others briefly as well. So here is the list: Entity file: .\Chef\file.R3E - the location of the particle file. Num: this is the number of different entities its going to use. in this case 15 Pos box 0 0 0: this is the position on its x, y, and z axis Live time: it would equal 1.2s, settings it, on 2 will double the speed, so the whole animation will take now 0.6s Time speed: how fast it moves while its visible Gravity 0 0 0: sets the weight of the particle, lower value makes particles fly further and spread more, heavier has opposite effect. Shortly: x, y, and z axis while it is visible Start Scale: the size of the entity Start Color: RGB color code Start Alpha: the transparency Alpha Type: type of alpha to use Z Front: Unknown Time "x.x": at time "x.x" the commands as to what to do Alpha: Changes the transparency to your value Scale: changes the scale to your value Time "x": Commands for what will happen at time "x" Alpha "x": changes the alpha to your value End: end of the commands (Every particle need it for works) Editing those for each particle group is trial and error, which needs lots of patience and testing in game, again and again. Boring or not, but that's the only way for get effect that what you would like to have, unless someone create a tool to make it in editor. As I mention before, make own patch for *spt, then just do relogs in game after changes, so you won't need restart full client. Here I'll present some of effects which I edited randomly: Original Spear Time speed changed Colour Changed Alpha Changed Gravitation Changed Live Time Changed Scale Changed Start Alpha Changed ## TBC
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