GitHub Guide: How to Add a New Item, Image, and Effect
This guide will walk you through the process of adding a new item, image (texture), and effect to your project. Please note that this guide assumes you are working with a specific game or project (R2 Online) and have access to relevant tools like a parser, Photoshop, Paint.NET, and HexNeo Editor.
Part 1: Adding a New Image (Texture) to an Item
-
Open the DT_ItemResource table in your parser to manage item resources.
-
Extract the contents of the archive files in the following folders in your client: "
character
" "effect
" and "gui
"
Password for the folders:4a3408a275b0343719ae2ab7250a8cab0c03b2178a58f2de
Note: You can skip extracting the "effect
" folder if you only want to change settings in the txt files. -
Inside the "
gui
" folder, you'll find images of the items. Inside the "effect
" folder, you'll find the effects. And inside the "character
" folder, you'll find two subfolders, "model
" and "texture
." The "model
" folder contains configuration files for textures, and the "texture
" folder contains the actual textures. -
To add a new image to an item, open a .dds file that has available slots (e.g., item777 or item555) using Photoshop. Make your changes and save the file.
Note: Photoshop saves .dds files in the wrong format for R2 Online. Open the recently saved file in Paint.NET to fix the format. -
In Paint.NET, find the coordinates for your new image by zooming in (Ctrl + mouse wheel) to the item. Check the X and Y coordinates by referring to the top-left corner (black square). Remember these coordinates.
-
Save the modified .dds file with the same name.
-
Place the new .dds file in the "
gui
" folder. -
Go back to the DT_ItemResource in the parser and create a new row:
RID: Increment by 1 from the previous row's RID.
ROwnerID: ID of the item from DT_Item.
RType: Set to 2 for images (textures) and 0 for other textures.
RFileName: Set to the name of your .dds file for images or 0 for textures.
RPosX: X coordinate (e.g., 912 in my case) for images or the filename for textures.
RPosY: Y coordinate (e.g., 478 in my case) for images or the filename for textures.
Example: (Top row - image. Bottom row - texture)
(Note: If you add one item, you need to add rows with images and textures for each enchantment (+1, +2, ..., +18).)
- Save the changes.
Part 2: Adding a New Texture to a Model
-
To add a new texture to a new model, you need to find a "donor" from the original files. For example, if you want to add a texture to a sword, find the ID of the +0 Sword (e.g., 261) and locate it in DT_ItemResource.
-
Look for numbers like 3 and 1 in the entry, which indicate the file names. Different item types have different initials for filenames:
c = Birds
d12, d13 = Chests
dropitem = Items dropped on the ground
item, i = Weapons
m = Monsters, NPCs, Morphs
o = Stones
p = Armor, character appearance
t = Riding dragons
Since you're adding a weapon, look for "item
" in "model
" or "i
" in "texture
." -
Copy the two corresponding files to a separate folder and open the .rmb file using HexNeo Editor to find the name of the .dds texture file.
-
Locate and copy the file with that name from the "texture" folder.
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Edit the .dds texture as desired and rename the files (e.g., 77).
-
Open the .rmb file and modify the numbers:
Top: The .dds texture name
Bottom: The .txt file name -
Add a new row in the parser for the new texture, using the appropriate X and Y coordinates (without leading zeros).
-
Save the changes and put everything back into the archives.
Part 3: Adding an Effect to the Model's Texture
-
To add a new effect to a new or existing item, open the .txt file of the model to which you want to add the effect. These files are in the "
character
" -> "model
" folder. -
Between the tags, write:
<AttachEffect>EffectNumber.txt</AttachEffect>
The effect files are located in the "effect
" folder.
Note: Not all files in the "effect
" folder can be extracted. Password:4a3408a275b0343719ae2ab7250a8cab0c03b2178a58f2de
-
To understand what each effect is, find its corresponding .reb file and open it in HexNeo Editor.
-
Modify the settings of the effect in the .txt files, such as coordinates, sound, etc.
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Save the changes and use a parser (e.g., Google, XENOTOP) for further use.
Useful Tools:
-
Parser (Google, XENOTOP)
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DDS Plugin for Photoshop: https://pixelbox.ru/plagin-dds-nvidia-texture-tools-dlya-photoshop
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Paint.NET: https://www.getpaint.net/
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3D Object Converter: http://3doc.i3dconverter.com/index.html
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HexNeoEditor
-
Any text editor