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@rafaelvieiras
Last active August 19, 2025 14:22
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  1. 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.

  2. 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.

  3. 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.

  4. 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.

  5. 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.

  1. 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

  2. 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.

  3. 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

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