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[Custom Art] Adding new monster & animal .vd animations to empty spots

Nockar

Sorceror
Adding New Animations for Monsters & Animals / By: Nockar 3/13/2011

Needed Tools:
UO Fiddler
Mulpatcher
A .vd monster or animal file
The Patcher's Little Helper (PLH - 7 0 4 2.pdf) by Thilgon

Description: The following instructions will get you going in the process of adding new .vd animations to empty spots in your .mul files.

Things to know:
1) You should not even attempt to attempt doing this unless you are very comfortable adding new art & gumps already to the game files.
2) You actually don’t need to do this process if you don’t mind just saving the .vd file over the top of one of the default/old animations. There are some supper ugly & rarely used animations already in the game that can be easily replaced with a new animations.
3) Make backups.

The Process to start.
1) Take a look at (PLH - 7 0 4 2.pdf) and look for the blue spots. Those are unused for the most part.
2) To use UO Fiddler to look at the animation files. Go to Animations > Settings (at the bottom) > Animation Edit > Where it says Choose anim file, select the file to look at.
3) In Mulpatcher > Load all animation files (anim, anim2, anim3, anim4, anim5, animdata)
4) NOTE: UO Fiddler & Mulpatcher can not be reading the files at the same time. It help to have 2 copies of the game your are working on.

What you need to know.
1) There are 3 types of .vd files. There are H (1-199), L (200-399), & P (400-+)
a) ‘H’ refers to high detail animations & has more frames,
b) ‘L’ refers to low detail animations.
c) ‘P’ refers to humans & equipment animations.
2) If a .vd file was made for a L spot, it will NOT work in a H or P spot. Likewise a H will not work in a L or P.
3) When you add a new animation to a empty spot, you must ‘designate’ (not the same as actually using it) one open/free spot in anim.mul. Then you will actually load the .vd file into anim2-5.mul.
4) Once you load in the .vd file you will have to edit Bodyconv.def & mobtypes.txt which are found in the client directory.

How to:
1) Go get a .vd animation file. Then open up mulpatcher.
2) Open up (PLH - 7 0 4 2.pdf) & find your self some blank spots. The blank spots are blue. You will notice that there are not many blank spots in the ‘H’ sections. But more in the ‘L’ section. If you have lots of ‘H’ animations you may need to either copy them over the top of old animations or move the duplicate animations around. Note: If you do copy over old animations. You don’t need to do all these steps!! Just go create a script for the critter and enter the animation #. And your done. This process is ONLY for adding stuff to blank/unused spot.
3) First thing to do is pick a anim.mul spot to use. I am going to be working with 345-399. It does NOT matter if it’s a H or L spot for the anim.mul part. All you are doing is designating or reserving that open spot for it. You can only use each spot for 1 animation. Each new animation will need a new spot.
4) I am going to pick spot 354 to use.
a. So, in the [Anim] tab, that’s L:0x162 (354)
5) Next, go to [Anim4]. If you have a ‘H’ animation, you can add it starting at H:0xE(14) or if you have a ‘L’ you can start at L:0xCD(205). Honestly, you probably can add it in any red spot, as long as you check the .PDF file to make sure its not being used by anything in anim4.mul.
6) I am going to pick H:0xF (15) for my open spot in Anim4. Rich click it > Load Anim From File > Find your .vd file & open it.
7) You animation will get loaded it now. Close mulpatcher.
Note: You new animation will now show up in UO Fiddler unless you manully at it to the fiddler files.
8) Now, open up Bodyconv.def and at the very bottom add the following line.
354 -1 -1 15 -1 # Name of animation
9) So you understand what this mans. 354 is the open spot in anim.mul, this file is telling it to load the animation from spot 15 in anim4.mul. Look at the top of the txt file for more info.
10) Next, open up mobtypes.txt
11) At the very bottom, add the following.
If its in a 'H' spot.....
354 MONSTER 0 # Name of animation
Or if its in a 'L' spot....
354 ANIMAL 0 # Name of animation
NOTE: It MUST be listed MONSTER no matter what if the animation is in a 'H' spot. And if the animation is in a 'L' spot it MUST use the world ANIMAL, regardless of the type of animation. IT WILL NOT WORK if its not like this. It does not matter what the animation is!!!!
12) Next, you need to create your script. Copy one that is already used & changed all the needed stuff in there. The main thing you need to know is this line.
Body = 354;
Body will = what ever the number is that is being using in anim.mul. It is NOT the number being sued in anim4.mul. If you put 15 it will not work. You have to put the anim.mul number which is 354.
13) Start up your server and test it!

Using this method I have successfully added a number of both monster & animal .vd animations to empty spots.
 

Attachments

  • PLH - 7 0 4 2.rar
    37.9 KB · Views: 182

Nockar

Sorceror
How to: Save a .vd over the top of a current animation.

This process describes what it takes to just save a .vd animation over the top of a current animation. There are lots of ugly animations in the default UO game and this process makes it really easy to replace those.

1)Go get your self a .vd animation file.
2)Open up Mulpatcher & find a animation to replace. A good one to replace might be anim2.mul "H:24(36)". It has a animation of some mechanical guy – a Juggernaut.
3)Right click on it > Load Anim From File > Brows to your file and open your new .vd animation.
4)The old animation will now get replaced (over written).
5)Next, you need to create your script. Copy one that is already used & changed all the needed stuff in there. The main thing you need to know is this line.
Body = 768;
Body will = what ever the number is for that monster. Just go look in your monster folder and find the old monster and use that body value in your new script!
 

Tabion

Sorceror
Love all these guides, they have been super helpful. Quick question though, if you don't mind. I added a new mobile and a new wearable recently, both of which work fine in game but the only show walk/unarmed, run/unarmed, fidget3, and stand. I must be doing something terribly wrong for it to happen to a mobile and an item. Any help will be greatly appreciated.
 

Nockar

Sorceror
Its possible that that’s all of the animation that there is. If you open up UO Fiddler > go to [Animations] > at the bottom [Settings] > [Animation Edit]
Then go and find you animation you will be able to see what actual parts of the animation its missing.
 

Tabion

Sorceror
For items: I extracted all the bitmaps from the vd and they all appear to be there, yet only the first 5 categories get filled. Also when I try to manually add them in fiddler, it won't successfully add past slot 6, they add as empty white squares.
For mobiles: Basically the same issue, however 1-6, 13, and 15-18 load but the rest stay blank. The bitmaps exist if I extract them from the vd file but they just won't load.
 

m309

Squire
Nockar, do you know how or where to view and/or change the SA mob .vd's? They are listed in PLH in the last column however I can't seem to see them via MulPatcher or Fiddler. Any help always appreciated.

Edit: I'm using 7.0.7.1, is that not high enough patched maybe?
 

adamg6284

Squire
this pdf file is for mondains legacy? also, which anim file do i choose? anim anim2 anim3 anim4 or anim5 and what's the difference?
 

VendettaUOF

Wanderer
what about mounts?
has to be added under p?
and defined as equipment?
but what about animation asociation in tiledata? what we had to use? the used in bodyconv? or the one in anim*.mul that we use?
and why some item has animation set to 0 but still works
 

Nockar

Sorceror
what about mounts? - It does not matter what animation it is. What matters is if its a H, L, or P animation. Thoes three types will only fit into their designated spots. As it says up at the top.

has to be added under p? - If you animation is a P slot animation then it would go inside one of the P spots. I have only see equipment use hte P spots.

and defined as equipment? - Dont know what your asking.

but what about animation asociation in tiledata? what we had to use? the used in bodyconv? or the one in anim*.mul that we use?
and why some item has animation set to 0 but still works - Eveything you need to know to add animation is at the top of this post. I dont remember if i have added any mounts before. The best thing to do is go find a defaul amount and look at it and see how its done.
 

VendettaUOF

Wanderer
default mount it works well. horses/ostards.
anim section in tiledata coresponds to anim in anim.mul
the other new creatures are complety set to 0 but still works look savage ridgeback for example...
 

Nockar

Sorceror
this pdf file is for mondains legacy? also, which anim file do i choose? anim anim2 anim3 anim4 or anim5 and what's the difference?

It does not matter what anim file you chose (anim2, 3, 4, or 5). What matters is if there is a free spot in anim1.

Picture it like this. line up each anim file next to each other.

Anim1 - Anim2 - Anim3 - Anim4 - Anim5
1used -- 1empty
2used -- 2empty
3empty-3empty-3used
4used --4empty-4empty-4empty-4empty
5used --5empty
6empty-6empty-6empty-6empty-6empty

- "Space 1, 2, 3, & 5" all have some animation file in one of those spots in one of the mul files. You will NOT be able to use 1,2,3,5
- In "space 4" & "space 6" there are currently no animations. Its not being used by any animation file.

So, in spots 4 & 4 you could put 1x animation in any of the anim#.mul files. It does not matter which one. You could put it in Anim2 (spot4) or Anim3 (spot4). It doesn’t matter. What matters is there is that none of those "space 4" spots are currently being used. The same is true for That spot/space 6.

Now, you have to remember what quality your animation is!! Lets say Space's 1-4 are H spots. And Spaces 5 & 6 are L spots. If your animation is a L animation you will NOT be able to add it to ANY of the anim1,2,3,4,5 files on spot4. But you can add it to ANY of the anim1,2,3,4,5 files on spot6. The same in true in for all H, L, P annihilations. H will only "fit" in the available H spots. L will only fit in the available L slots. And P will only fit in the P slots. If you try to put a H in a L spot it just wont work. If you try to put a L in a H spot it just wont work. Etc. etc.

If you have lots of animation you want to add and you have ran out of free spots. You will have 2 options. The first option is to replace one of the old animations. There are lots of ugly animations that you could easily get rid of. Just find some ugly ones and replace them. The other option is you find animation spots that are the same monster over and over with just a different HUE and you get rid of all of them buy one (like the elementals for example). Then you go edit their scripts and add the appropriate hue for each. And one you have free up a bunch more spots!
 

mallorea

Wanderer
either i am completely stupid or i did something wrong, i added a .vd file and replaced a ogrelord2 its 0x54(84)body and then i made my script and added the body type and when i type [add ******* it shows the body type for the ogre, i used mulpatcher and did everything this tutorial said to do, i dont need to modify the body.def cause the file already contains a def for ogre lord there, so what did i do wrong. please help.
 

mallorea

Wanderer
i amnaged to add my new anim file but i could only add it to a black slot not red for some reason red ones wont show up. is there a way to make red slots black?
 

Bapho

Wanderer
Nockar, ty a lot !! I sucessed to add the riadeable diablo animation. But when i mount, the diablo disappear, and looks like i am mounting nothing.

How can i add the animation for me mounting it ?

Sorry for my english.

Att,
Bapho.
 
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