FaerieLantern
Wanderer
Inside UO/Gump Editor...the whole shebang
Okay. So this is going to be partly an explanation and then partly a question. I thought I'd compile all of my findings so others may benefit from what I've found out so far. Well after sorting through countless unhelpful posts with people saying things to newbies like, "you are a retard, go look on google," and other completely useless crap from quick-witted people with too much time their hands, I've managed to conclude the following about verdata editing (I may be wrong in some parts). Please do not post, unhelpful useless crap here. There is no tutorial for gump editing, and I'd like for there to be a general post for everyone to refer to with some basic steps.
First of all, most of Ultima Online's files are in .mul form. This includes your very own character's files. Only a few programs are in existence that allow editing andviewing of such files. No, this does not mean you can edit your character's stats from home and expect the server to pick up on it. If you've ever tried saving your macro file, you'll know that the server ignores its recent addition. This is most likely one precaution taken by osi.
I'm taking a huge, leaping guess here when I say this, but my thoughts are that the gump files are on a grid, and the computer is told to read such and such tile to such and such tile to display the gumps. And if I'm correct in guessing this, that means that we can only overwrite such files, or edit them, and are incapable
of assigning new tiles to that grid to display custom gumps. In English: If Sally Joe wants curly Q's she's going to have to give up her Mohawk. I could be entirely wrong here.
Okay, so say for example somebody wanted Angel Wings (this is just an example...if someone already did this...well good for you but that script isn't goign to teach us how to edit gumps) that are equippable.
(Well first of all these have to be layered as a cloak, since they're for the person's back. That, however will come later in the script as that can be altered using [props).
We want to check our gump and animation files to make sure something might already be in existence to save us alot of trouble of drawing the damn things ourselves.
InsideUO is a very helpful tool which will allow you to view .mul files. You may find it here: http://uo.stratics.com/heptazane/insideuo/index.shtml
And sure enough we find that the Forest Lord has neat wings that could pass off as Angel Wings. This means than an artist is going to have to crop the Forest Lord from every one of those animation sequences and then reposition the wings so that they match the player body. Also, one would have to come up with a wing gump for the paper doll, as to avoid trashy lameness in just expanding the size of the wings.
Now that you've found the the Forest Lord, you'll need to export him into a .bmp image. Apparently you can use other programs to do this...but the frustrating thing with Gump Studio is that it will not import the gumpart file...at least for me it won't (which means its probably not meant for that anyway...).
To export the Forest Lord into a .bmp file for editing:
1. Open up InsideUO
2. Click the Animation Button
3. Find ForestLord under LBR Monsters and expand it
4. Create a New Folder on your desktop and call it Wings or something suitable
5. Right Click one animation and choose save as bitmap and save in folder
Note: You will get a warning about overwriting the files, just click through it
as long as you're saving into a new folder
6. Open up paint and/or photoshop and edit it accordingly
Animation Editing, however, is not a fun past time. Let me further explain it:
In total there are 37 animation categories per item (clothes, bodies, etc).
Which Include:
Walk Unarmed
Walk Armed
Run Unarmed
Run Armed
Stand
Fidget 3
Fidget 2
Stand for one handed attack
Stand for two handed attack
Attack One handed
Attack Unarmed 1
Attack Unarmed 2
Atack Two Handed Down
Attack Two Handed Wide
Attack Two Handed Jab
Walk In Attack Position
Cast Directed
Cast Area/Summon
Attack Bow and Arrow
Attack Crossbow
Take Hit
Die 1
Die 2
Horseback Ride Slow
Horseback Ride Fast
Horseback Stand
Horseback Attack
Horseback Attack Bow and Arrow
Horseback Attack Crossbow
Horseback Slap horse
Turn
Attack Unarmed and Walk? <--apparently they weren't sure about this one
Bow
Salute
Fidget 3
And in additon to each of those categories, there are five directions
per each one, which include:
Down
Down-Left
Left
Up-Left
Up
So now you've got your edited animations...but you don't know where to go from there...well, hell...neither do I.
OSI no longer uses a verdata.mul file. They stopped doing that around the Blackthorne's Revenge release. So instead you have to use a mul patcher to edit directly into the other muls. Also, if you want to assign a whole new range of numbers for custom gumps, you have to edit the client.
The Mul Patcher can be found:
http://premium1.uploadit.org/GoldDraco13/mulpatcher.zip
You have to use something else to play with the client.
You can probably find something in here:
http://www.shardwire.org/index.php?name=Downloads&d_op=viewdownload&cid=76
The MulPatcher will display the unused values for gumps. Now, you might be wondering the same thing as I am, "How do I assign my gumps to those unused number so that Sally Joe doesn't have to give up her previous existing clothes?"
With MulPatcher you first have to load all of your files into the program. I've looked through MulPatcher and as far as I can conclude it only displays the gumps with a list of accompanying values.
So the big question here is:
How does one go about converting the .bmp image back into the .mul file but as a new assigned number?
Mul patcher shows us which ones aren't being used...but it doesn't tell us how to actually assign a gump to those values.
Gump Editor imports the gumps from the actual gumpart file by using the tile ranges found in Inside Uo, but it can only overwrite other gumps with its copy and paste feature.
Michelangelo...well frankly I don't understand Michelangelo...It imports the file from the .mul and .idx files found in the Ultima Online directory, and it exports them back into the .mul file. But it can only do that and save it as its own michelangelo file type...what the heck? Again this does not help in converting the .bmp file back into the .mul file as a gump, with a new assigned number taken from the list provided by MulPatch.
Maybe one of our more experienced verdata editors will help us out.
Other useful information:
"as for these not apearing in 3d, all you have to do is add these items (in 3d) into iris gump editor and there in the game for iris clients" - Elglas
Okay. So this is going to be partly an explanation and then partly a question. I thought I'd compile all of my findings so others may benefit from what I've found out so far. Well after sorting through countless unhelpful posts with people saying things to newbies like, "you are a retard, go look on google," and other completely useless crap from quick-witted people with too much time their hands, I've managed to conclude the following about verdata editing (I may be wrong in some parts). Please do not post, unhelpful useless crap here. There is no tutorial for gump editing, and I'd like for there to be a general post for everyone to refer to with some basic steps.
First of all, most of Ultima Online's files are in .mul form. This includes your very own character's files. Only a few programs are in existence that allow editing andviewing of such files. No, this does not mean you can edit your character's stats from home and expect the server to pick up on it. If you've ever tried saving your macro file, you'll know that the server ignores its recent addition. This is most likely one precaution taken by osi.
I'm taking a huge, leaping guess here when I say this, but my thoughts are that the gump files are on a grid, and the computer is told to read such and such tile to such and such tile to display the gumps. And if I'm correct in guessing this, that means that we can only overwrite such files, or edit them, and are incapable
of assigning new tiles to that grid to display custom gumps. In English: If Sally Joe wants curly Q's she's going to have to give up her Mohawk. I could be entirely wrong here.
Okay, so say for example somebody wanted Angel Wings (this is just an example...if someone already did this...well good for you but that script isn't goign to teach us how to edit gumps) that are equippable.
(Well first of all these have to be layered as a cloak, since they're for the person's back. That, however will come later in the script as that can be altered using [props).
We want to check our gump and animation files to make sure something might already be in existence to save us alot of trouble of drawing the damn things ourselves.
InsideUO is a very helpful tool which will allow you to view .mul files. You may find it here: http://uo.stratics.com/heptazane/insideuo/index.shtml
And sure enough we find that the Forest Lord has neat wings that could pass off as Angel Wings. This means than an artist is going to have to crop the Forest Lord from every one of those animation sequences and then reposition the wings so that they match the player body. Also, one would have to come up with a wing gump for the paper doll, as to avoid trashy lameness in just expanding the size of the wings.
Now that you've found the the Forest Lord, you'll need to export him into a .bmp image. Apparently you can use other programs to do this...but the frustrating thing with Gump Studio is that it will not import the gumpart file...at least for me it won't (which means its probably not meant for that anyway...).
To export the Forest Lord into a .bmp file for editing:
1. Open up InsideUO
2. Click the Animation Button
3. Find ForestLord under LBR Monsters and expand it
4. Create a New Folder on your desktop and call it Wings or something suitable
5. Right Click one animation and choose save as bitmap and save in folder
Note: You will get a warning about overwriting the files, just click through it
as long as you're saving into a new folder
6. Open up paint and/or photoshop and edit it accordingly
Animation Editing, however, is not a fun past time. Let me further explain it:
In total there are 37 animation categories per item (clothes, bodies, etc).
Which Include:
Walk Unarmed
Walk Armed
Run Unarmed
Run Armed
Stand
Fidget 3
Fidget 2
Stand for one handed attack
Stand for two handed attack
Attack One handed
Attack Unarmed 1
Attack Unarmed 2
Atack Two Handed Down
Attack Two Handed Wide
Attack Two Handed Jab
Walk In Attack Position
Cast Directed
Cast Area/Summon
Attack Bow and Arrow
Attack Crossbow
Take Hit
Die 1
Die 2
Horseback Ride Slow
Horseback Ride Fast
Horseback Stand
Horseback Attack
Horseback Attack Bow and Arrow
Horseback Attack Crossbow
Horseback Slap horse
Turn
Attack Unarmed and Walk? <--apparently they weren't sure about this one
Bow
Salute
Fidget 3
And in additon to each of those categories, there are five directions
per each one, which include:
Down
Down-Left
Left
Up-Left
Up
So now you've got your edited animations...but you don't know where to go from there...well, hell...neither do I.
OSI no longer uses a verdata.mul file. They stopped doing that around the Blackthorne's Revenge release. So instead you have to use a mul patcher to edit directly into the other muls. Also, if you want to assign a whole new range of numbers for custom gumps, you have to edit the client.
The Mul Patcher can be found:
http://premium1.uploadit.org/GoldDraco13/mulpatcher.zip
You have to use something else to play with the client.
You can probably find something in here:
http://www.shardwire.org/index.php?name=Downloads&d_op=viewdownload&cid=76
The MulPatcher will display the unused values for gumps. Now, you might be wondering the same thing as I am, "How do I assign my gumps to those unused number so that Sally Joe doesn't have to give up her previous existing clothes?"
With MulPatcher you first have to load all of your files into the program. I've looked through MulPatcher and as far as I can conclude it only displays the gumps with a list of accompanying values.
So the big question here is:
How does one go about converting the .bmp image back into the .mul file but as a new assigned number?
Mul patcher shows us which ones aren't being used...but it doesn't tell us how to actually assign a gump to those values.
Gump Editor imports the gumps from the actual gumpart file by using the tile ranges found in Inside Uo, but it can only overwrite other gumps with its copy and paste feature.
Michelangelo...well frankly I don't understand Michelangelo...It imports the file from the .mul and .idx files found in the Ultima Online directory, and it exports them back into the .mul file. But it can only do that and save it as its own michelangelo file type...what the heck? Again this does not help in converting the .bmp file back into the .mul file as a gump, with a new assigned number taken from the list provided by MulPatch.
Maybe one of our more experienced verdata editors will help us out.
Other useful information:
"as for these not apearing in 3d, all you have to do is add these items (in 3d) into iris gump editor and there in the game for iris clients" - Elglas