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Animations for custom wearables not showing when sitting...

drak68

Wanderer
Ok so i've been having a little problem with my custom wearables. I've managed to make the gumps appear on the paperdoll as well as change if its a male or female but when I sit, the animation on the character in the game screen disappears. So if my character got a robe, well it just vanishes when it sits and comes back when it unsits... kind of.

Now I know that my gumps must be in the range of 50,000-59,999 for males and 60,000-69,999 for females and thats actually the case. One of my gump is 51014 for male and 61014 for female so it should be working right? Well it doesn't.

I've been searching the forum for hours and I haven't found any answers so... can anyone help me with that?
 

Hammerhand

Knight
I believe thats an old bug, not sure if there ever was a fix. Usually only happens with the custom art wearables..
 

m309

Squire
It only happens if you go above 501249/601249 or somewhere around there I believe. If you use the last gargoyle added wearable as your marker, any slot prior to that is safe. At least on our 7.0.7.1 client anyway.
 

milva

Sorceror
On our client 7.0.3 works well this way also, which m309 stated about the numbers.
Even the custom hair works well , char does not go "bald" with sitting ;)
 

drak68

Wanderer
And where can I get these clients?

Edit : Actually I managed to get it work. I misread the other topics. Its not between 50 000 and 59 999, its between 50 000 and 5"0" 999. My gump was 15 gumps too high.
 

m309

Squire
Right, glad you got it working. I believe that tutorial was written prior to the gargoyle stuffs, which is why I think you can use up to 51243/61243 if your client is high enough to support the gargoyle items now. In any case - glad its working!
 

zikfk

Wanderer
I'm having the same problem, but it's a bit more complicated.
I'm trying to add some custom wearables. When I started, I didn't know about "50999" limit, so I began from empty slots >1000 at first.

Well, to be short, that's what I have:
1) 6 custom shields in anim.mul slots 1005-1011.
gumps, sitting and standing animation works perfect!
2) 6 custom braided beards, copied original MedLong beard with body.def to slots 1022-1028.
gumps, sitting and standing animation works perfect!
3) a pack of 12 new haircuts, a new belt and 6 pieces of armor. Everything was copied with body.def from similar original animations. Tried slots >1000, then i'd put it to completely empty slots in range of 200-350. But then, for the test, i've moved everything to empty slots >400.
In all variants I get only standing animation and gumps, when I sit, animation of these clothes disappears.

If it's important, in all 3 cases I define anims in mobtypes.txt as
animID EQUIPMENT 0.

So what can be the problem? Original animIDs, shields and beards are showed when you sit, but other body.def copies aren't.
BTW I use client 7.0.15
 

zikfk

Wanderer
Well, i've found a workaround for this problem!

1) At first you have to trace your empty animation slots. I did that a long way with MS Excel: write down all empties from anim.mul to one column, and to the other column write down all entries from body.def and bodyconv.def. In the first cell of the third column enter this formula:
=IF(ISNA(VLOOKUP(A2;B$2:B$729;1;FALSE));A2;0) . Drag the cell's corner right to the end of the 1st column.
Sort the 3d column and copy all numbers - these are free slots.

NB: some of free slots may be used by some items to show only gumps (some jewellery or plate gorget). I'd recommend to move their gumps to slots +1000, and also change anim in tiledata for this item. Example - (move plate gorget from 531 to 1531).
Remember that only 404+ slots could be used as equipment!

2) then write down all animIDs you'd like to copy. In Excell you can add near empty slots some comments and animID to copy.
These ID's can be stored in anim.mul or anim#.mul.
As you know, anims from anim#.muls are mapped with a help of bodyconv.def, so just search your animID there. Also make a search in body.def to make sure your animID isn't there. If it is, you can see the base graphic.
In first case (your animID is in anim.mul) open UOFiddler -> Animations -> Animation Edit -> Choose anim.mul -> find that slot and export animation to .vd .
Then find your empty slot and Import that anim from .vd.
In second case it's easier. Go to bodyconv.def, find your animID number in first column and copy all row. Go to the bottom, paste this row, and change the first number to the empty slot number.

3) and the last step - in mobtypes.txt - add entries of your new animations.
Someting like 531 EQUIPMENT 0, but you'd better copy flag number from original animation.

These steps helped me to solve a problem with disappearing animation of custom wearables when a char is sitting.
BTW I didn't try to map new anims to slots over 1000 with bodyconv.def, someone can test it, because i feel that can work too!

Hope this will help someone!
 
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