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.
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.