You need to open the Verdata with MUOTool and make a MUO patch out of it. Load Verdata into MUOTool.Tee312 said:o ok. Well it wont load the anim files.. hmm.
EDIT: Nevermind my bad. O so now all i need to do is figure out what to do with the verdata and im done, woot!
That, I can't help you with. I've got no idea why it's in Japenese lol and I've never heard of that happening before.Tee312 said:ok Tannis, thanks. Can you still help me out about what is up with this file? Its all in japanese.. i made the verdata but its in japanese.. LOL
To find the animations body value, take the Verdata and open it with MulPatcher. You'll see the Verdata entry in green. If you've made your MUO patch, RAR it with your modified Tiledata, body.def (if you have weapons/clothing) and upload to some type of webspace. If you're not sure what to do with patches in general, like how to upload, and enter the URL into UOG, there's a tutorial on that somewhere around here. MulPatcher supports VD files, but I've not been able to get those to work yet.Tee312 said:Ok here anyone can help me probably.. im just so tired and aint thinkin straight and my staff and players are driving me crazy, so if i dont do this before tomorrow afternoon ill have a riot I made the MUO patch, got the verdata and the anim files in it, so how to i patch my shard with this and find out the animations body value? Yay almost done!
EDIT: Also.. just in case that didnt work and didnt have all the anim files.. how would i load the vd Tannis? I'm pretty sure the UOP will work though... or at least hope. Just in case though i wanna know how to load the vd, at least i know how to do a lot of this now! I cant tell you how much i appreciate all you hep, support, and time if this works or doesnt. thanks a lot Tannis!
Karavoc said:This has probibly allready been posted, but there is still one thing that confuses me,
How do i get it sothat some thing has different looks for Male's and Females? like if i was going to take a Chain tunic and edit it, how would i use the Same art but different gumps on equip?
If, for example you're trying to look at animations that are in a Verdata, you would load the Anim files and the Verdata. Scroll down through the Anim slots until you see one in green. Green ones are from Verdatas. If you were trying to see what gump files were in a Verdata, you would load the 2 gump MUL's and the Verdata, and scroll through the gump slots til you found the ones in green.Tee312 said:hmm Tannis its not loading the verdata in mulpatcher..wbhat tab is it suppose to be under? I checked all the anims and tile datas and animdatas, and like every tab
Tee312 said:ok Tannis! YAY! I got it in my anim files, non japnese and everything! NOW. All i need to know is how to add it into my tiledata.. then im done! im so happy!
And the anim number it was as the anim file, is that the bodyvalue i use to change something as its bodyvalue for testing? In other words, whats the steps to take to test this in game just to see if the animation works in game? Thank you so much, ive gotten so far!
[Constructable]
public NameHere( string name ) : base( name, XXX, NNN, AIType.AI_Melee, FightMode.Closest, 10, 1, 0.2, 0.4 )
{
Name = "Name Goes Here";
And just to let you know, you don't need anything to do with Gumps if you're putting in a new monster.Tee312 said:Damn. missed you for your last post tonigh tannis lol. what would i put for the gump , and what do you mean the animID section.. there isnt one.. i dont get it.
Jesus im so tired.. i wish i wouldve known this was gonna be such a pain in the ass o well least im almost there.. Soon as i do the tiledata ill be done.. the script part is really easy for me lol. Ok tannis.. this is hopefull the last thing. Soo close to being done. hopefully it works..if not im giving up Ok so what i need is what i put for gump in tildata and what you mean by animid section..
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EDIT: Ok my bad Tannis, im tired as hell sorry I was using tiledata editor, not mulpatcher, i found it. ill get back with the results
Like I said, it's a learning experience for me too. I'll see what I can do.Tee312 said:ahh ok. i didnt anyways testing it now. I know its body value(65) is taking by snow leopard though. So guess ill see now that i created the script.
EDIT: Damn.. mission failed! :O:O:O:O. It didnt work.. it came up as snow leopard, any way to fix this tannis? its using the same body value.. but in anim files it shows the animation of remorhaz..Guess ill work more on it tomorrow.
IMO, you'll need to move the custom monster from one slot to another. If you look under the Anim tab, you'll see some have an H: in front of them, some an L: and some a P:. I'm pretty sure it needs to be in the P: section. A friend made some custom wing animations, he loaded them to an empty spot with a P: under it, made an MUO patch from the Verdata, and they worked.Tee312 said:ok ill just mess around with it till someone can help me with this extremely weird pronlem :S