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Programmer Bounty added to grant Object Builder 10.76 Support.

It is super clear in my first post and in the readme that:


-- -- --
The problem with Mackan is that he was trying to use the "Replace" function which is not updated, import and export function works perfectly with the compatible versions.


Is there any chance of using the "replace" soon ?
 
Is there any chance of using the "replace" soon ?

Did you even read the thread or did you just post? I cannot be clearer when I say PLEASE READ THE THREAD BEFORE YOU POST If you are not willing to read the thread we are not willing to answer your questions.


New version avaliable
- Fix 0.3
-> Fixed "replace" function.
-> Fixed "export" function for image formats.
-> IMPORT OBD function is now backwards compatible with OBD files created with OFFICIAL ObjectBuilder versions.
---> OBDv2 files NOT supported
---> OBD files created with Athenuz ObjectBuilder version NOT supported.
-> Updated and improved the animator editor:
---> You can create a full working outfit with frame groups from a image sheet with this tool!
---> It will split the image and auto calculate the frame groups for you, then you can export it to a compatible OBD file
---> and import into your files!
---> Please read thread at otland for more information about this tool and it's limits.
-> Added every missing Tibia versions to versions.xml
 
Did you even read the thread or did you just post? I cannot be clearer when I say PLEASE READ THE THREAD BEFORE YOU POST If you are not willing to read the thread we are not willing to answer your questions.

I'm sorry but I read and do not understand fully.
do not be a asshole.
 
I'm sorry but I read and do not understand fully.
do not be a asshole.
You got to understand that we are forever answering the same questions. The post before your post was "Please read" and you still didn't... It gets so frustrating..

How can you not understand "Fixed "replace" function." It litterally is what you are asking for lol.
 
You got to understand that we are forever answering the same questions. The post before your post was "Please read" and you still didn't... It gets so frustrating..

How can you not understand "Fixed "replace" function." It litterally is what you are asking for lol.
replace don't work

@Jano

I take replace and replace the right I click and nothing happens

slicer too don't work cant export
 
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You got to understand that we are forever answering the same questions. The post before your post was "Please read" and you still didn't... It gets so frustrating..

How can you not understand "Fixed "replace" function." It litterally is what you are asking for lol.

Help me understand ...
Here the program does not accept OBD client 7.4 . Why not?
Have some form of import / subsitituir of 7.4 sprites to 10.77 ?

Thanks
 
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its the new version only 10.55 there are no for client 10.77 ?
Thats correct the Alpha 0.4 version supports 10.50 to 10.56.

Currently no support for 10.76 and above exists.
https://github.com/ottools/ObjectBuilder/releases/tag/v0.4
New version avaliable

- Fix 0.3
-> Fixed "replace" function.
-> Fixed "export" function for image formats.
-> IMPORT OBD function is now backwards compatible with OBD files created with OFFICIAL ObjectBuilder versions.
---> OBDv2 files NOT supported
---> OBD files created with Athenuz ObjectBuilder version NOT supported.
-> Updated and improved the animator editor:
---> You can create a full working outfit with frame groups from a image sheet with this tool!
---> It will split the image and auto calculate the frame groups for you, then you can export it to a compatible OBD file
---> and import into your files!
---> Please read thread at otland for more information about this tool and it's limits.
-> Added every missing Tibia versions to versions.xml


You can download sources at:
http://www.padventures.org/jano/sources obj 1076+ fix 0.3.rar

You can download an already compiled version at:
http://www.padventures.org/jano/ObjectBuilderJano FIX3.air

-- -- --
Additionally I have created a changelog file to keep track of changes
http://www.padventures.org/jano/CHANGELOG.txt
-- -- --

Explanation how to use "Animator editor" to create OUTFITS* from image sheets

- Load your files normally
- Open the animator editor window
- Open a compatible image sheet**
http://prntscr.com/aa9qz9

- Make yourself sure to select the right category "outfit"
- Make yourself sure to set the right options
http://prntscr.com/aa9ry8

- Now set the options about groups, in this example we know the outfits has 2 groups and 8 animations in the "idle group" ***
http://prntscr.com/aa9sv3

- Now click "Crop"
- Click the "File" menu and then click "Export"
- Select the output folder, file format (OBD) and Tibia version then click confirm
http://prntscr.com/aa9urq

- Now just import the generated OBD file into your files.
- Congratulations you have created a working outfit from a image sheet!


NOTE: DO NOT use "duplicate frame", "delete frame" buttons, the system is not prepared to handle those functions correctly, the system assumes that your image sheet is ready to be "converted"

* Items, effects, and missile are possible to generate too, but I did not improve the system for them, I just updated it so the system doesn't crash, it must be enough tho (same as older/newer versions of the official version)

** By compatible I mean it needs to be in the correct order (N/E/S/W), it does not support multiple layers (color layer), multiple patterny/patternz (addons/mounts) sprites.
-> I may or not code it in future if needed.

*** The most common outfit is a 3 animations outfits, the settings you need for that are 2 groups -> 1 idle animation count

-- -- --
You can find the image sheet used as samples in this mini tutorial at:

Sample 1
http://www.padventures.org/jano/samples/sample.png
Result 1
http://www.padventures.org/jano/samples/sample.obd
 
- Now just import the generated OBD file into your files.
- Congratulations you have created a working outfit from a image sheet!

Import it to were? and how?
 
There is a bug when you try to import new animations (I found that is the animationFrameGroup) on the lastest objectBuilder version, you can edit the animation speed (The jano edition doesn't got the newFrame group edition):
h8zmz2b.png


If you import an animation without the new improved dat, you will get a infinite loop ingame that only dissapear when the player walks outside of the animation origin. This is a critical bug if you want to work with 10.7x+ SPRS.
 
There is a bug when you try to import new animations (I found that is the animationFrameGroup) on the lastest objectBuilder version, you can edit the animation speed (The jano edition doesn't got the newFrame group edition):


If you import an animation without the new improved dat, you will get a infinite loop ingame that only dissapear when the player walks outside of the animation origin. This is a critical bug if you want to work with 10.7x+ SPRS.


http://www.padventures.org/jano/README.txt

This version can read and write "frame durations" but theres no
an editor for it, meaning you will have to use default durations,
animation strategies, etc (unless you want to implement it yourself ofc)
 
Dejame explicarme en español porque en ingles esta dificil jajaja (sorry for the spanish of course).

El problema es que cuando se importa un efecto desde cualquier otra version, la misma no tiene la edicion que viene por defecto en la .dat de los mismos (en este caso Loop Count en la imagen adjuntada), al importar 8.54, 10.41 y cualquiera debajo del update que realizo tibia para modificar las animaciones siempre el loop count va a ser por defecto "0", la idea que quise expresar arriba fué que al importar, como no hay manera de modificar el loop count, que siempre sea 1, que es la unica manera de arreglar este problema, porque desde lo contrario el efecto ingame tendrá una cadena infinita donde se va a repetir para siempre o hasta que el player no pueda ver el efecto (Ahi termina de arrojar los bytes).

Una manera que vi de poder arreglar el problema fué convirtiendo el .dat a 10.56 y arreglando la duración manualmente (Agregandole a cada uno el loop count "1", pero al momento de volverlo a convertir se dañan los grupos de animacion de los outfits (Cosa obvia, lo sé), y en caso de querer exportar los efectos con la edición ya hecha, la misma tira el error de "Not enough data" (Esto ni idea porqué).

Adjunto el resultado final del trabajo de 10.54 a 10.90, edicion que mencione anteriormente que me da el error de Not enough Data:
- http://www.mediafire.com/download/l9vvrodna7kahtu/effect_56.obd
 
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Hello people,

I found this searching around the internet and decided to share with you guys:


Take care, i don't know if it's safe and don't know if it will work properly either.

Use this at your own risk, however i'm using right now with version 10.91 without any problems.

Download: Object Builder 10.91

Virus Scan: Scan
 
Hello people,

I found this searching around the internet and decided to share with you guys:


Take care, i don't know if it's safe and don't know if it will work properly either.

Use this at your own risk, however i'm using right now with version 10.91 without any problems.

Download: Object Builder 10.91

Virus Scan: Scan
????
 
@Jano are you going to add the newest versions soon? I tried just adding the version but a new type of item has been add.. i saw in the news item editor something about x024 Wrappable and Unwrappable rolf not sure if thats something to do with it.. thanks for your work bro :)
 
Dejame explicarme en español porque en ingles esta dificil jajaja (sorry for the spanish of course).

El problema es que cuando se importa un efecto desde cualquier otra version, la misma no tiene la edicion que viene por defecto en la .dat de los mismos (en este caso Loop Count en la imagen adjuntada), al importar 8.54, 10.41 y cualquiera debajo del update que realizo tibia para modificar las animaciones siempre el loop count va a ser por defecto "0", la idea que quise expresar arriba fué que al importar, como no hay manera de modificar el loop count, que siempre sea 1, que es la unica manera de arreglar este problema, porque desde lo contrario el efecto ingame tendrá una cadena infinita donde se va a repetir para siempre o hasta que el player no pueda ver el efecto (Ahi termina de arrojar los bytes).

Una manera que vi de poder arreglar el problema fué convirtiendo el .dat a 10.56 y arreglando la duración manualmente (Agregandole a cada uno el loop count "1", pero al momento de volverlo a convertir se dañan los grupos de animacion de los outfits (Cosa obvia, lo sé), y en caso de querer exportar los efectos con la edición ya hecha, la misma tira el error de "Not enough data" (Esto ni idea porqué).

Adjunto el resultado final del trabajo de 10.54 a 10.90, edicion que mencione anteriormente que me da el error de Not enough Data:


Encontraste alguna solución viable para las animaciones infinitas?...

Anyone fixed those infinite animation loops?
 
Hey guys, just wondering, is it possible to update a dat 8.54 to 10.55+? So it can get the new frame groups?
 
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