Jump to content
RF-Dev | RF Online Development


  • Content Count

  • Joined

  • Last visited

  • Days Won


Everything posted by Agony

  1. Agony

    RF Camera exporter

    Version 1.0.0


    Uses .ASE as input (requires Scene, Camera and Helpers in export). No guide as for how to use or implement for ingame use at this point.
  2. Version 1.0.0


    This uses .ASE (ASCII SCENE EXPORT) format. There are some limitations - high poly counts are not supported. Maps too large may crash the converter. Polygons too tightly together may fail on conversion. It supports multiple separate objects with standard material for each or multi/sub material using material id-s. Light/shadow export exists if you export lights - however they are mostly ugly and incorrect. Export without lights and use prebaked lightmap (using r3t crypt tools) or simply bake lights and shadows into the main texture. Before running R3Bsp.exe, run PreScript. In there you can specify flags to enable animations etc for objects (flag info is in the .pst file that is in the ./map/ folder). [GeoObjectBegin] *Box002 *Hedra001 -ani 100 [GeoObjectEnd] The R3Bsp.ini can be used to set various lightmap related conf(if you dare to experiment with it). To generate the r3t, r3m files, use:
  3. Version 1.0.2


    These exporters use .ASE (ASCII SCENE EXPORT) format. May work with other tools that export as .ASE but not guaranteed if materials are too different or use different names (Standard, Compound etc). In 3dsmax you can do that under File->Export. Various options there require some experimenting (like animations if animated, lights if it has lights etc) https://knowledge.autodesk.com/support/3ds-max/learn-explore/caas/CloudHelp/cloudhelp/2016/ENU/3DSMax/files/GUID-98B2388D-A3A7-4096-8E81-888A3F9D6069-htm.html It does not generate r3m or r3t - but rather raw DDS and mst materials. For this use: Skybox exporter expects a light source in the 3d sphere , and the .ASE name must end with sky (Settesky.ase). Skybox is generally a spherical object with texture on the inside. Google for more info. It uses nvcompress to convert BMP into DDS. Right now only BMP is supported. Edit .ASE if required (BITMAP field). If texture file is not found, you can simply include one yourself ( Look at Material% files - "map_name skybox.dds" etc). There are some untranslated errors and not every fancy model may work - and certainly not look like it does in your 3d tool. These are advanced tools - be prepared for some development on your end.
  4. Version 1.0.2


    This tool is used to convert the mst files entity/skybox tool generates int o .r3m, .r3t and .r3x files RF uses. All you need to do is place it in the folder where MainMaterial.mst and the .r3e is and run it.
  5. This is the tool i mentioned under Development forum. It's now converted to work with 2232 files. You will need StoreList.dat, Store.dat and NDStore.dat (not edf). It saves both server and client files. Updates the item count. Can drag/drop reorder items. Marks incorrect if potentially wrong id was used. Fills client id if correct item ID is entered. To copy converted id (what the script thinks it should be) you can select the cell and use CRTL+C You can use enter to move to the next cell under the last one you edited and use CRTL+A and CRTL+V to quickly replace the contents. Missing/not working: The automatic code check is not optimized for 2232 (there are possible false positives for some item types). It does not currently clear "edited" status on save. It now groups by store type (no race marker/icon on npc-s yet, identify them by their name). There is no support currently to edit other values (temp items, npc name, angle etc). Item type is not set automatically. It's a in progress tool and you may get errors/crashes if you do something unusual. UPDATE RF Editor Fixed save logic - drag and drop reorder now properly saves. Cleared grid view UI for empty entries. Fixed setting automatic Client ID when valid item ID is entered. Sourcecode: You can also visit our Discord for questions: https://discord.gg/KNqWYJNAnd feel free to donate bitcoins if you find this useful:https://www.blockchain.com/en/btc/address/1G9xF4Vfzz51GeSU8Q7m7PyuyEtweaJzeG
  6. Agony

    RF Editor project *store edit* 2232

    Install the latest .net runtime (4.5) if it's missing.
  7. Agony

    Client automatically shuts down

    If you use any gamecp, try moving the character to a different location. Else do it in the db directly (tbl general got map + coordinates).
  8. Agony

    Ask two questions.

    My question is... what are you talking about? Which team and sharing what? And i have no clue what your 2nd question is about.
  9. Agony

    login waiting server

    Another issue was registry related - some registry key that conflicted. Ah, well @Ron http://forum.ragezone.com/f972/2-1-6-hs-err-887038/ found this.
  10. Agony

    login waiting server

    I vaguely remember this being a issue in 216 for some people - something to do with data execution prevention on windows.
  11. Agony

    login waiting server

    The launcher does need emulation (there were cracked launchers i recall, i think, if anyone has it). The new emulators may not be compatible with the older launcher - look at the net log to see where it fails (rename launcher to log_rf. exe - or was it log.exe). You can try the launcher from https://mega.nz/#!zIJGVSyA!EQkOrP-aXo96c9VjjjOQXaodeuCcd4siRHIZ_p-hXrY It was one of my old servers so i know the launcher worked.
  12. Agony

    Map Tool for Mobs

    You can get the maptool from the download section. Do you people even look around the site before you ask questions? The download page for it even has a GUIDE with PICTURES.
  13. Agony

    RF Editor project *store edit* 2232

    I made this project to try out C# UI design with XAML /MVVM but it's horrible - i don't like it. Too much work for tiny features. And i personally have no use for these tools - i do not run any servers anymore. I just make them to learn new stuff.
  14. Agony

    RF Editor project *store edit* 2232

    No, there is no support for multiple row copy and paste. You are free however to add it, the source code is public. I no longer work on this project.
  15. Agony

    Itemloots Problem

    No, it will disable the level range check for that mob. i32 UpLooting; i32 DnLooting;
  16. Agony

    Itemloots Problem

    It can be turned off in the monstercharacter aswell - like it's done with the PB-s. If you do not want to do it globally.
  17. Agony

    Itemloots Problem

    Level difference? If they are too low level ,the drops pretty much become zero.
  18. Agony

    RF Editor project *store edit* 2232

    Try run as admin if it has no rights to save. I cannot replicate this - it always saves for me.
  19. Version 1.0.0


    This is the one i used on bot of my servers (RF Battlefront) - some of you may have used it. It is built for 223 - so you need to upgrade it's queries etc to work with 2232. It uses parameterised queries, so no injections. It was developed on PHP 5.6. Requires php_sqlsrv php module - and you likely may need to install SQL driver on windows. All the sql queries are included - also the BILLING db backup used with the gamecp on 223. The conf file is in the conf folder (superadmin user, db names, login info). I do not have full 223 db setup at this point to make any more screenshots. However some of the features you can roughly see on the screenshot of the modules folder. It has a ticket system, dual currency dual cash shop (like normal and guild cash shop) with a checkout basket. Various search and edit features, premium service support (db must support it), logs etc. PS!!! This is not a "guide" or a beginner friendly release - it requires some skills to get it properly running - i will not be fixing any bugs or adding any features to this. This was originally based off some aaron gamecp leak (few pieces still remain), built by me and GMoney - i have since further developed it with a number of extra features as i used it for my servers. More screenshots: https://imgur.com/a/RvuaTCZ
  20. Agony

    RF Loot Editor - All Versions

    A project i was working on for some time - got the first version finally finished. It's built on Angular 6+ & Electron with VMWare Clarity as the UI design guideline. It works with all versions. It saves a timestamped backup on each save. Some additional screenshots: https://imgur.com/a/9uiti2T It features various ways to clone, duplicate and insert data. IT is still open to additional features as i find time. You can right click on the left list or in grids for context menu for extra features. Bulk edit if you use checkbox in the grid to select multiple. Quick Start Guide: * Run RF Loot Editor * Click "Open File" at the top * Browse to your ItemLooting.dat and click Open Use the search box at the left to search by monster code. Each monster code displays a list of rows. Each row is a separate set of items with their own drop rate percentage, repeat count (operation count), and amount of total items. Right click a row and select "Edit loot" to edit each row's item list. The item list works similarly to Excel. You can drag to select an area and copy/paste from Excel and back to the Loot Editor. Right clicking a row also allows you to perform other tasks such as cloning a row or copying rows to other monsters. You can also visit our Discord for questions: https://discord.gg/KNqWYJNAnd feel free to donate bitcoins if you find this useful:https://www.blockchain.com/en/btc/address/1G9xF4Vfzz51GeSU8Q7m7PyuyEtweaJzeG DOWNLOAD V 1.0.0
  21. Agony

    RF Loot Editor - All Versions

    Storelist one exists - including source, it's in the sticky.
  22. http://www.mediafire.com/file/izztppzrs6fny4c/UDKInstall-ACC_DM.exe I did this around 6-7 years ago for no real reason. I ripped the model from the game, rigged it to ue3 skeletons and.. made a basic game.
  23. Agony

    UE3 deathmatch wit hACC model

    download, run and play. It was a short basic game i made with acc model.
  24. Agony

    Yorozuya - Open Source Zone Guard []

    He stopped because people don't contribute - everyone wants to be spoonfed and demand fixes. The few that might "fix" stuff won't release because it's their work/effort or some other selfish reason.
  25. This is a separate project i split up from a separate editor project i was working on for Alpha version. It has no UI. It builds a DLL you can use in other projects/tools. You need to write structures for each file/for the version of the files it will be used with. You may need to add support for ND file headers. Common usage would be: Create a new instance of the "Loader" class. Call "Loader" class method "Load" with file name and path ("C:/stuff/itemLooting.dat" etc). You can load multiple files this way. You can access them from the "Loader" class ("myLoaderInstance.helmetItem") modify/display etc. You can save the files by calling "Loader" class method "Save" with file name and path. The structures are classes in the Structs folder Common/Definitions.cs contains various lists/maps for types to get human readable text for display. And if you do - please share or make a merge request at gitlab. You can find this from gitlab:https://gitlab.com/Tamm/rf-parser-coreOr from the RF-dev gitlab group:https://gitlab.com/rf-devYou can also visit our Discord for questions: https://discord.gg/KNqWYJNAnd feel free to donate bitcoins if you find this useful:https://www.blockchain.com/en/btc/address/1G9xF4Vfzz51GeSU8Q7m7PyuyEtweaJzeG DatFileViewModel.txt