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About Me

Found 14 results

  1. TriRozhka released his work for free. You can edit things much more faster than structorian His statement : http://dev.trirozhka.ru/showpost.php?p=54&postcount=3 New download links from TriRozhka Tutorial : https://www.youtube.com/watch?v=1BFVx4QsQNI Old Links Download : https://mega.nz/#!TXI2iAbZ!ap_j0G_SMtdEl4A09O6dHFASc9eg9d-DRIbRhuiAB_M ( original work russian language ) English language pack : https://mega.nz/#!rfo1laTC!VQpVKkfmuJFbnqTsRac-H_dNOwKZK6K--1LY_6vYBw4 ( english version made by Killerwoody and Freedom )
  2. 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
  3. Development on Model, Animation and Bone Viewer With Covid19 in full swing been working on a Model, Bone, Animation viewer and Export/Import tool. Posted frequent progress over on the discord but it is at a stage that making post is warranted. So far the bones and animation files for all assets can be loaded along with the placeholder meshes used by the CCR art team. This includes... Player models [all anims] (base movement, skills, emotes, class skills, anything that wasn't used in game) Animus [all anims] Monsters [all anims] (also loads a number of models not used in game) Traps and Towers [all anims] MAU units [all anims] Bones, Mesh and Animation data is all loaded directly from the game files so no prior extraction is required. There is a in app tool to unpack .RFS files [RFS Viewer]. Main tasks left to complete Load armor and non placeholder meshes Load Textures with correct UVs Develop a system to swap armor pieces onto loaded characters. Export support for .FBX or similar packaged format. (FBX is closed source by Autodesk so exporting to FBX is complicated) Export support for Native game formats. (.bn, .ani, .msh) The goal is to create a seemless workflow for extracting, editing, testing and finally importing of all game assets. To see previous and up-to date progress on the project visit the RF-Dev Discord #Development. Major updates will still be posted here.
  4. 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
  5. Ron

    RF Map Tool

    Version 1.0.9


    RF Map Tool by RF-Dev Map Tool allows you to edit maps for RF Online. The original code has been fixed and improved by our team. Features Collision Editor Dummy Editor Entity Editor Particle Editor Sound Editor Compatible with all RF BSP versions Import / Export entities between maps with .mel files generated by Map Tool. About Map Tool Map Tool is built from the source code that has been around for some time. Extensive time has been spent repairing the original source, debugging various issues, and implementing our own code fixes and improvements. We are now happy enough with the current state of Map Tool to justify a public release. Various map editing features are available. The collision editor allows you to adjust barriers that prevent players from accessing certain locations. The dummy editor is for adding and adjusting monster spawn locations. The Dummy Editor can also modify NPC, portal, and mining locations. The Entity Editor enables customization of objects within maps. This allows you to move trees and other entities around, adjust their view range limits, and modify entity size through the scaling option. Map entities can be exported as .mel files to import into other maps. Sounds across maps can also be adjusted and are played in real-time within the editor. We are releasing Map Tool so the community can assist with testing, documentation, and expanding features over time. We will release occasional updates as we receive feedback from the community. Startup Guide Copy all files to your client folder (same folder as RF_Online.bin) Run RFMapTool.exe Note: Unpack the client RPK files for later RF versions. R3Engine.ini Settings [RenderState] RenderBits=32 //RF-Dev Map Tool has resolution improvements. This value works best for proper display of particles. [RFDevMapTool] PopupErrors=false // Change to 'true' to enable pop-up error dialoags. Monster / NPC / Portal / Mining Location Editing Load the map you want to adjust. Go to File > Dummy Open, then open the server side SPT file for this map. Click the Dummy Icon on the right sidebar to open the Dummy Editor. The Dummy Icon looks like a 2D Plane. Known Issues Newer maps such as OC may have problems loading textures. Packed RPK is currently not supported. Extract the RPK's to your client folder to work with entities. Packed RPK support will be added in a future version. If the options sidebar has overlap and formatting issues, try to enable High DPI Scaling Override. To do this, right click RFMapTool.exe, select Properties, select the Compatibility tab, click the Change high DPI settings button, enable the checkbox for High DPI scaling override, and set the drop-down to System. Save your changes and try Map Tool again. BM, OC, and some 1.5 maps with similar logic are not loading ground textures. Editor positioning on BM is off. You must fly straight down around -Y500 to reach the map. Common Errors D3DERR_INVALIDCALL Cause: MapTool does not currently work on systems running integrated graphics (no dedicated graphics card) Solution: If your system has a dedicated graphics card, make sure integrated graphics is disabled. Collision Vulnerability - Hacking Potential with Map Tool Map Tool can modify barriers in any map. This allows you to create your own barriers and block locations you don't want players accessing. This also allows you to remove all barriers and access locations players shouldn't normally be able to. Some versions of RF do not have proper server-side collision checking. It has already been possible to utilize hack tools to move through barriers. With Map Tool, players can more easily bypass barriers in maps simply by modifying client-side map files directly. We decided to not filter the tool and release including all features available in the original source. You should keep this vulnerability in mind if you are running a public server. Credits This release is proudly presented by the RF-Dev Team. @Agony - Developer @PC_Bro - Developer @Ron - Developer @leethobbit - QA Testing
  6. just some release from my archive. Tools: Tmp files maker PatchInfo.z generator Video guide: Click here (sorry for my bad english :))
  7. CheezyDibbIes

    I want to learn!

    Hello all!. I am a rf player for a very long time now(since the beginning of rf) and im planning to make my own game based on rf which i wanna put it on mobile. but as of now i wanna learn how to edit 3d model, change texture, change effects, map editing, tools to use for 3d model editing, texture,effects. what file type does the 3d model,texture and effects are. can it be use to convert to blender/unity or other platform. and where do i start? i really wanna learn this i hope anyone can help me. (sorry i make mistake on my grammars ?) so short questions: : What tools to use for 3d modeling, texture editing, effects manipulation, and file conversion? : Can the files be imported from other platform/program like Blender or Unity? : Where do i start to learn? Thanks a lot for replies. I've been a fan of this game and i want to expand its concept to mobile or even the game itself.
  8. Hello community! ? I want to create the most complete online database of RF Online. With all the information and links from any item or mob to everything connected with it. Also on this resource, server administrators will be able to register and post guides of their server and set the rates of their server, which at the output will give the correct data for all items and mobs. (It’s possible except drop, but this is not certain). In this regard, I have questions: Is there any tool that allows you to translate .dat files directly to sql or, as a last resort, to excel. (Yes, I know that through "010 Editor" you can convert to excel, but for him to do it correctly, you need to do a lot of actions before that, but unfortunately I do not have much free time) Maybe there are already merged bases of the type as on this site: https://info.cerberus-games.com/main/mob/00001
  9. Is there a way to open and edit these files? like with the .ani files, I can see each keyframes, which particular bone was moved and so on then edit those, same goes for bbx and bn files. Preferably with 3ds MAX or Blender, if not then how else can I edit these, I want to try editing some of the animations and bones to what I need, and probably to smoothen some of the animations.
  10. Hi, just wanna ask for help if its possible to import RF Online maps to either Blender or 3DS Max, I wanted to improve various maps textures and so on. I've seen the RF Map Tool, and I think I'll be able to work better with Blender or 3DS Max, any clue would be appreciated even if you say it's not possible, atleast I can stop on wanting to use Blender or 3DS max for editing textures and such for the Maps and try to work with the RF Map Tool.
  11. Looking at existing programs, I saw that existing distributors do not understand encrypted r3t files. For the script to work, you need to install the NODEJS. Just transfer the necessary r3t files to app.cmd >>> DONWLOAD <<<
  12. Dummo


    I was hoping that someone could set-up the step by step process of corfokit it would be help and would be great for development i try to check but they are field i'm still new trying to work hard for server http://blob:https://imgur.com/5f193eaa-df37-49f5-92a5-a9e7d229fb9d
  13. 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
  14. H4TE


    Seen a few of you where looking for this! And RF-Dev has helped me out so much. Glad I found a way to give back! RF_FUCKING_TOOLS_V1.5 aka RF Editor v1.4 Customize USE AT OWN RISK: Virus Total Scan Mirror 1: https://ufile.io/t5d0k Mirror 2: http://s000.tinyupload.com/?file_id=58583121764958092341 Mirror 3: https://nofile.io/f/TRUk0FwyB0d/RF_FUCKING_TOOLS_1.5.zip Mirror 4: http://www.filehosting.org/file/details/741100/RF_FUCKING_TOOLS_1.5.zip -ALL CREDIT TO PrinceRay
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