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MuOnline 3d models uses only JPG and TGA image formats
Way to fix if you have model with other formats:
a. Open images in Photoshop, save to JPG if it doesn't have transparency or TGA if it has transparency
b. Open smd model in text editor and replace all old images names to new images names. -
Images names and Bone(Joint) names length must be not more than 31 character
Way to fix if some of names are longer than 31 character:
* If image name is longer than 31 character then:
a. Rename the image name
b. Open smd model in text editor and replace all image name to new image name
* If Bones(Joints) names length longer than 31 character then:
a. Open smd model and smd animation models in text editor, then find that bone name and change it to shorter one. -
Images names and Bone(Joint) names must start with a character and not start with a digit or any other sign
Way to fix if some of names start with digit or any other sign than character:
a. Make changing of the name in same way like in restriction 2. -
Images height and width for 3d modeling must be power of 2 (2,4,8,16,32,64,128,256,512,1024...) and can be different, for example good size: 16X128 , bad size: 15:64.
Way to fix if width or height or both are not power of 2:
a. Open the image in Photoshop and resize the width or the height or both to the sizes that are power of 2 that you decide(you may choose the nearest number that is power of 2). You don't need to change the model after image resize, it will work. -
When you convert smd models with animations, then skeleton structure(Bones/Joints) must be same both in reference smd and animation smd files.
Way to fix if skeleton structure in reference smd and animation smd is different:
a. It is very hard and most chances animation will not work properly, I am not a 3d designer so can't help in this problem for now.
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Save rafaelvieiras/5cf243ec9247cb86f01ee2963f1a5d7c to your computer and use it in GitHub Desktop.
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In order to get X,Y coordinates in game of an object - you should devide X and Y that in the file by 100.
Example: In obj file X is 6,200 then the X in game will be 62
Y is 13,344.909 the Y in game will be 133 -
In each map except world1(lorencia) - objects are loaded from 0 until 159 and names of bmd models can be from Object01.bmd until Object160.bmd and you can add new object that has name in range
But in Lorencia(world1) there is specified objects listed in table below and you can't add new objects to Lorencia(world1) without modify main.exe. -
In order to find the bmd model of the object by Id column:
a. In all maps except world1 - you just add to ID 1 and model will be ObjectXX.bmd where XX is the number
Example: Id is 11, we add to it 1 and get 12 then model file will be Object12.bmd
b. In world1 there is list of ID to model names:
** ID ** | ** Object Name ** |
---|---|
0 | Tree01 |
1 | Tree02 |
2 | Tree03 |
3 | Tree04 |
4 | Tree05 |
5 | Tree06 |
6 | Tree07 |
7 | Tree08 |
8 | Tree09 |
9 | Tree10 |
10 | Tree11 |
11 | Tree12 |
12 | Tree13 |
20 | Grass01 |
21 | Grass02 |
22 | Grass03 |
23 | Grass04 |
24 | Grass05 |
25 | Grass06 |
26 | Grass07 |
27 | Grass08 |
30 | Stone01 |
31 | Stone02 |
32 | Stone03 |
33 | Stone04 |
34 | Stone05 |
40 | StoneStatue01 |
41 | StoneStatue02 |
42 | StoneStatue03 |
43 | SteelStatue01 |
44 | Tomb01 |
45 | Tomb02 |
46 | Tomb03 |
50 | FireLight01 |
51 | FireLight02 |
52 | BonFire01 |
55 | DoungeonGate01 |
56 | MerchantAnimal01 |
57 | MerchantAnimal02 |
58 | TreasureDrum01 |
59 | TreasureChest01 |
60 | Shop01 |
65 | SteelWall01 |
66 | SteelWall02 |
67 | SteelWall03 |
68 | SteelDoor01 |
69 | StoneWall01 |
70 | StoneWall02 |
71 | StoneWall03 |
72 | StoneWall04 |
73 | StoneWall05 |
74 | StoneWall06 |
75 | StoneMuWall01 |
76 | StoneMuWall02 |
77 | StoneMuWall03 |
78 | StoneMuWall04 |
80 | Bridge01 |
81 | Fence01 |
82 | Fence02 |
83 | Fence03 |
84 | Fence04 |
85 | BridgeStone01 |
90 | StreetLight01 |
91 | Cannon01 |
92 | Cannon02 |
93 | Cannon03 |
95 | Curtain01 |
96 | Sign01 |
97 | Sign02 |
98 | Carriage01 |
99 | Carriage02 |
100 | Carriage03 |
101 | Carriage04 |
102 | Straw01 |
103 | Straw02 |
104 | |
105 | Waterspout01 |
106 | Well01 |
107 | Well02 |
108 | Well03 |
109 | Well04 |
110 | Hanging01 |
111 | Stair01 |
115 | House01 |
116 | House02 |
117 | House03 |
118 | House04 |
119 | House05 |
120 | Tent01 |
121 | HouseWall01 |
122 | HouseWall02 |
123 | HouseWall03 |
124 | HouseWall04 |
125 | HouseWall05 |
126 | HouseWall06 |
127 | HouseEtc01 |
128 | HouseEtc02 |
129 | HouseEtc03 |
130 | Light01 |
131 | Light02 |
132 | Light03 |
133 | PoseBox01 |
140 | Forniture01 |
141 | Forniture02 |
142 | Forniture03 |
143 | Forniture04 |
144 | Forniture05 |
145 | Forniture06 |
146 | Forniture07 |
150 | Candle01 |
151 | Beer01 |
152 | Beer02 |
153 | Beer03 |
File Location | File Name | Description | Why to edit? |
---|---|---|---|
\Data\Local\ | BuffEffect.bmd | Effects that are done by some Item or during some event | Translation(Name and Description columns) |
\Data\Local\ | Credit.bmd | Names of jobs and people that are created the game (In game if you click on credits you will see them) | If you want your name also appear there :D |
\Data\Local\ | Dialog.bmd | All Texts that NPC says to player(Like when talking about quests) | Translation(Message and Event Messages columns)Also in 9 row there is Home Page name. |
\Data\Local\ | Filter.bmd | All Words that client will not display in Game(like bad words) | If you want to add more words that players will not see if someone write them |
\Data\Local\ | FilterName.bmd | All not allowed character names to be created | Add names that same as admins names - that players will not try to look like admin |
\Data\ | Gate.bmd | The gates that move player from one map to another map | If you want to add new gates. After editing you should export it to server side gate.txt(usually in server data folder) that it will match. |
\Data\Local\ | Help.bmd | Not relevant, not exists in new clients. | |
\Data\Local\ | Item.bmd | Names and configuration of items in the game. | Translation or adding new items.You also can edit item.txt in your server(usually in server data folder) and then import it to your clients item.bmd - that both server and client files will match.If you decide to edit item.bmd and export to server side item.txt - then you should follow guide of special export using missing values editors - because in item.bmd is not enough information for creating server side item.txt |
\Data\Local\ | ItemAddOption.bmd | Stored configuration of Options for 380lvl Items, or Halloween and Cherry Blossoms event option or Partial charge option | If you want to add more items options, I suggest to edit in server side ItemAddOption.txt file, and then to import to clients bmd file. |
\Data\Local\ | ItemSetOption.bmd | Configuration of Ancient Sets that in the game(For each set what options available with what value) | If you want to add more ancient sets or rename sets names.You need that server side itemsetoption.txt will be same(after editing you can exports for server side file) |
\Data\Local\ | ItemSetType.bmd | Configuration of items that belong to ancient sets | If you want to add\remove some items from ancient sets. The row number in that file matches to items row number in item.bmd. Set type number matches to ancitent set number in ItemSetOption file.You need that server side itemsettype.txt will be same(after editing you can export for server side file) |
\Data\Local\ | JewelOfHarmonyOption.bmd | Configuration of option that are added with jewel of harmony | Translation or configuation change(like price that needed to pay for level up)You need that server side JewelOfHarmonyOption.txt will be same(after editing you can export for server side file) |
\Data\Local\ | JewelOfHarmonySmelt.bmd | Configuration of items that can have options of jewel of harmony. | Adding items to have jewel of harmony options . The row number in that file matches to items row number in item.bmd.You need that server side JewelOfHarmonySmelt.txt will be same(after editing you can export for server side file) |
\Data\Local\ | MasterSkillTree.bmd | Configuration of skills tree | |
\Data\Local\ | Mix.bmd | Configuration of Mixes | Very complicated to edit. |
\Data\Local\ | MonsterSkill.bmd | Skills that monsters cast | |
\Data\Local\ | MoveReq.bmd | Movements of player by the M menu | Change names, add new movements.You need that server side movereq.txt will be same(after editing you can export for server side file) |
\Data\Local\ | NPCDialogue.bmd | Texts that NPC says | Translation |
\Data\Local\ | NpcScript.bmd | Not relevant, not exists in new clients. | |
\Data\Local\ | Pet.bmd | Configuration of pets | |
\Data\Local\ | Quest.bmd | Configuration of quests | Translate quest names. Quest configuration complicated to edit. but theoretical it is possible to add new quests like find item\kill monsters |
\Data\Local\ | QuestProgress.bmd | What texts will be on different stages of quest. | |
\Data\Local\ | QuestWords.bmd | Texts from quests | Translation |
\Data\Local\ | ServerList.bmd | List with server names | Changing displayed server names |
\Data\Local\ | ShopCategoryItems.bmd | Configuation of items that are in the clients shop(In new clients there is shop for some cash points) | |
\Data\Local\ | ShopUI.bmd | Configuation of interface of the shop | Translation |
\Data\Local\ | Skill.bmd | Configuation of skills | Translation or changing configuration of skills |
\Data\Local\ | Slide.bmd | Text that a running as slides in button of the screen(have some tips to new players) | Translation or adding your own text |
\Data\Local\ | SocketItem.bmd | Socket Item configuration | Translation of socket items names exts |
\Data\Local\ | Text.bmd | Have the most of the texts that are in the game, including server names that displayed to player in main screen or servers home page addresses | Translation or change of some texts |
message.wtf | Have text that used by webzen mu.exe launcher | If you use webzen mu.exe launcher that you can translate or change addresses of pages to yours. | |
\Data\World##\ | minimap.bmd | Texts that shown on minimap | Translation |
\Data\World##\ | *.obj | In that file are location and rotation of objects in the map | Adding objects of your own to map |
\Data\World##\ | *.map | In that file are the look of the ground of each map(like grass,rocks,road, water) | Changing the ground of the map |
\Data\World##\ | *.att | In that file are where player allowed to walk, where it is a safe zone, or where player will see just nothing(black ground) | Changing where player allowed to go or where is safe zone. |
All Folders Except local folder | *.bmd | In that files are stored 3d models that game uses, for example in item folder will be items 3d models, in monsters folder will be monsters 3d models - you can preview that in 3d bmd -> smd preview and convert utility |