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calculating mob model id's to fill in missing nm's and mobs

Posted: Thu Dec 27, 2012 11:52 pm
by mvd1987
our team is working with me on fixing the missing nm's and other mobs.

only the hex part we dont get like it has to be so thats why im asking it here cause maybe one of you can help us along.
its again the model id that is the harderst part to fix :) haha like the 75+weapons

i need to know where and how i can calculate the hex part in mob pools:

this is a normal line in it now:

INSERT INTO `mob_pools` VALUES (1,'1st_Gold_Musketeer',149,0x01000D02DE104820483048404850B76000703B80,5,11,3,240,0,0,0,0,0,0,0);


and this is one of our lines that we are making to fill in the missing nm's and other mobs (we are testing it all in one zone for now,and will put them where they belong when we are done,:

INSERT INTO `mob_pools` VALUES (143,'Animated_Claymore',14,0x0000CB0100000000000000000000000000000000,7,7,4,240,8,1,2,0,0,7,1667);


i need to know where (wich site is the best for it) and how to calculate the right hex for the mob pools

0x0000CB0100000000000000000000000000000000 this is the part what keeps getting broken.

greetings and thanx already michael

if i know this part we will go on fixing them all
we have all lines ready for the animated weapons

same for the weapons above 75+ im finisching the weapons now on mids and stats, already fixed all 75+weapons the ahtool v1.5 loads up the ah but that players cant see or buy.
i will give the list and all stats and mids when its all tested enough and will give it here on the forum.

Re: calculating mob model id's to fill in missing nm's and m

Posted: Fri Dec 28, 2012 1:44 am
by GalkaSmash
Just to share the coordinates for each of them we're using. These are the original Zilart positions mapped out since its missing from the main table atm. Give or take the Animated Dagger which is slightly different (its infront of the cliff, on retail its waaaaay up on the cliff, as is shield originally placed above the tunnel)
Zone 135 for Dynamis Xarcabard, but all coords also fit perfectly over Zone 112 for regular Xarc.

Code: Select all

INSERT INTO `mob_spawn_points` VALUES ('17330214', 'Animated_Shield', '7176', '109.000', '-25.000', '-347.000', '85');
INSERT INTO `mob_spawn_points` VALUES ('17330199', 'Animated_Knuckles', '7171', '344.000', '-30.000', '381.000', '87');
INSERT INTO `mob_spawn_points` VALUES ('17330200', 'Animated_Dagger', '7166', '157.000', '-24.000', '-249.000', '187');
INSERT INTO `mob_spawn_points` VALUES ('17330201', 'Animated_Longsword', '7174', '580.000', '-8.000', '301.000', '32');
INSERT INTO `mob_spawn_points` VALUES ('17330202', 'Animated_Claymore', '7165', '-24.000', '-25.000', '-501.000', '204');
INSERT INTO `mob_spawn_points` VALUES ('17330203', 'Animated_Tabar', '7179', '-136.000', '-36.000', '131.000', '16');
INSERT INTO `mob_spawn_points` VALUES ('17330204', 'Animated_Great_Axe', '7167', '332.000', '-28.000', '181.000', '158');
INSERT INTO `mob_spawn_points` VALUES ('17330205', 'Animated_Spear', '7177', '147.000', '-36.000', '17.000', '218');
INSERT INTO `mob_spawn_points` VALUES ('17330206', 'Animated_Scythe', '7175', '-578.000', '0.000', '-14.000', '195');
INSERT INTO `mob_spawn_points` VALUES ('17330207', 'Animated_Kunai', '7172', '239.000', '-27.000', '58.000', '192');
INSERT INTO `mob_spawn_points` VALUES ('17330208', 'Animated_Tachi', '7180', '-107.000', '-39.000', '35.000', '148');
INSERT INTO `mob_spawn_points` VALUES ('17330209', 'Animated_Hammer', '7169', '339.000', '0.000', '-372.000', '194');
INSERT INTO `mob_spawn_points` VALUES ('17330210', 'Animated_Staff', '7178', '49.000', '-36.000', '57.000', '172');
INSERT INTO `mob_spawn_points` VALUES ('17330211', 'Animated_Longbow', '7173', '-295.000', '-25.000', '150.000', '50');
INSERT INTO `mob_spawn_points` VALUES ('17330212', 'Animated_Gun', '7168', '-255.000', '-17.000', '57.000', '172');
INSERT INTO `mob_spawn_points` VALUES ('17330213', 'Animated_Horn', '7170', '389.000', '-9.000', '24.000', '13');
We're working towards getting in missing mobs & NMs as mvd posted above right now but any help on how to retrieve model IDs easier for mobs will help significantly, no point in me posting our trial and error thinking until we finish exhausting attempts right now. We're hoping to populate any missing mobs we can. We have a lot of the time and people to do it, just no solid method yet with Vincent & xt on RL leave for the time being. I can pretty much map pulls and coordinates for a lot of these zones by memory and those working on dev fill in those values, they're just stumped with no solid method of getting the visual IDs and sticking new non-existent mobs into whats missing.

Re: calculating mob model id's to fill in missing nm's and m

Posted: Fri Dec 28, 2012 3:05 am
by GalkaSmash
1.) @costume ID
2.) Convert ID Decimal Number to Hex
3.) Flip it so 1234 becomes 3412 in the 0x line: (0x00003412) - swap octets
4.) Use the end result in the modelID in mob_pools.sql

So we've got the How on model ID down now a bit although we still need to find animated weapons through that because they're invisible if you're just in idle state when you use the costume so we're trying to find them in combat state where they become visible, but still hitting an error on trying to make these new visual IDs into new*(missing) mobs in their correct zones.

(Edit: Laughing cause I just found the guide on this forum people I was working with used for that info, so thanks for writing it guys!)

Re: calculating mob model id's to fill in missing nm's and m

Posted: Fri Dec 28, 2012 10:45 am
by mvd1987
oke i forgot about the other post i got on 75+weapons cause there was the info i needed but whta i need to know now is how to fix the missing costume, or bether yet the missing models since its the same in this case.

like the animated claymore when i turn the hex in to decimal the right way it ends up as 459

so @costume 459 should give the right model for the claymore

but it is invisible, so how can fix or get the right models to fix the midssing costumes and that way fix the missing mob models.

greetings michael

Re: calculating mob model id's to fill in missing nm's and m

Posted: Sat Dec 29, 2012 12:32 am
by mvd1987
oke i learned alot yesterday biut still need to know a couple of things,

what can be changed in the mob sql's???

im trying ot make a new respawn point to test some changes for filling in the missing nm's and other mobs.

but can get the respawnpoint to work.

is the mobid binded in some way to the mob?? or can you just add a new mobid?

just wanna know how to make a new respawn point and if you can make like lets say own mob group or mob pool id's??

can somebody please tell me how to make a new respawnpoint??

and what else you make your self in the mob sql's

the models we are working trough and we made a full list of costumes, but some are broken and show nothing so we have to see what we find and what not.

but some help on the spawnpoint would be nice,

so we can work on filling all missing things in.

greetings michael

Re: calculating mob model id's to fill in missing nm's and m

Posted: Sat Dec 29, 2012 3:15 am
by mvd1987
oke im a bit stuck on creating a new spwanpoint.

putting new model ids in is simple now i know how.

for example i changed all tread leeches to look like paramount gallu from abyssea.

thats was easy and worked fully.

only when i want to change the name from leeche to gallu it wont work,isnt changing the names in mob spawnpoint and mob group not enough?? or are those names only for us to regonize them??

then i wanted to see if i can add a new mob from scratch.

so i try to make a new spawnpoint and that needed a new mobid for it.

so i made mobid 18500000 so there is room for the new revs but then i needed to make a new mob group id and pool id and famely id etc etc.

i try that all and that wasnt working,

so now im doing it one by one.

first try to make a new spawnpoint i try tio make a new spawnpoint so we had another tread leech that looked like gallu but in another place.

changing the pos on the ones that are already there works but making a new one isnt for me :(

so what i really need to know is how to make a new spawnpoint so i can put the mobs in when we find the right model for them and want to add them to the rev.

cant i just make a new mob id?? or what are the rules on that?/ or does it need to be a follow up of the last mobid??

so the developers that are wortking on spawnpoint and the other mob sql, can you please help me out so we can help the project on this also?? we have a nice team so...

can you give me an example on how to create a new spawnpoint for exicting mob?? so i can move on??

and what are the rules on the id's?? like mob id group id pool id and famely id??

can you make them from stratch or??

and the system id?? since the animated weapons have all stystem id 18, same for god and other mob that arent working?

spo please help me on this point:

1 how to make a new spawnpoint that works and spawns a new mob?? like on a mob that already is in the game with out using the old one but make one from stratch.

2, what are the rules behind the id's in the mob sql??
just want a bether understanding so we can help.

but ig i can make a new spawnpoint from a mob it will be a beginning that i can work from.

thatnx already for the help :)

greetings michael

Re: calculating mob model id's to fill in missing nm's and m

Posted: Sat Dec 29, 2012 4:06 am
by mvd1987