Lets make this game alive by using GR2 animation in 3D!
An awesome world. Full of pandas and free brownies allday.
So.on my first blog entry I'm willing to show an interest feature that its only a concept now. To make it real, I need the help of anybody with enough skills at source modding. Perhaps a core or/and script developer if possible .
This invitation, is open to all emulators projects (eA, rA, Hercules...) reason why this blog entry is going to be public on each respective forum. The idea is that, any of the respective devs can consider to make this possible as an official implementation on their own emulators, or maybe, as a custom mod on their forums. So if anyone is interested please contact me by PM!
Well, what is this all about? You might remember a project we had before, that was about custom GR2 granny animation. It was this project that was completed sucessfully thanks by the contribution of plenty of awesome developers and the community support of course. Exporting a custom GR2 animated model, was a dream years before. Now its possible.
But how about if we can go far than just adding 3d mobs with this tool? if we have the appropiate commands to control a mob or a NPC, we could make the game more dynamic... to a level we never had before.
I did a video to explain what I mean, please take a look:
Its awesome! but its impossible for now, since (as far as I know) we don't have some specific commands. After sometime I have realized that these script commands would be something like these ones:
- npcmove (x,y): One command to make a NPC move from a cell to another cell in the same map. However, this NPC should not be teleported, just moved, and showing, its -walk- animation on the process. Once he reaches its destination spot, it should continue showing the walk animation but static on its standing spot. With this command you could call a boat, make an helicopter/airplane move to your spot, and so on.
- npcstand (0 / ms) : This would call the stand animation instruction to the NPC on its standing cell. 0 or null for an endless animation, or ms to specific a time frame to show it.
- npckill : Shows the death animation of the npc, but doesn't respawns it, the npc is killed or not accessible/visible to the caller at this point. This would be useful to make animated barricades, or, make systems/quests where you can destroy structures as buildings, doors
- npcdie (0/ms) : Shows the death animation but with looping, reason why an endless loop or a time frame can be specificied here.
- npcattack: Shows the attack animation again on its standing spot, as endless loop or with a time frame... thats all. Although if you would like to make it even more fun and dynamic, you could add the option (yes or no) to hit players once they are near of this npc. Useful to recreate ideas like towers, guardians, defense related things.
Thats all I consider that it would be enough to control those kind of systems I mentioned in my video. I must add, that there was a mod in eathena years ago that somehow recreated this, perhaps it could be possible to take it as a base. It was the mob control system that we can find it here.
If anyone is interested to make this real please contact me. In rA I've shared all the documentation of 3D development that I've been involved, including of course, how to import a GR2 animation in Ragnarok Online (soon I'll add these tutorials on hercules aswell). I believe some people have tried it and they are using 3D mobs on their servers already. But thats all we can do for now, since we have limitations of mob based systems.
I invite you to express your inquiries/ideas or even more: limitations of this. Please post everything here on this blog. Also if you support the idea, please express yourself.
Thank you.
Pretty awesome stuff you got there!