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How to Add a New Item, Image, and Effect

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@Aksel000 Aksel000 released this 18 Feb 04:35
· 54 commits to main since this release

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.

  • 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.

  • Save the changes and use a parser (e.g., Google, XENOTOP) for further use.

Useful Tools: