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Old 01-23-2006, 02:05 PM   #7 (permalink)
Liquid-Fusion
 
Join Date: Mar 2005
Age: 19
Posts: 64
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Quote:
Originally Posted by Zyle
Firstly, thanks a lot for the guide - I've managed to get some custom tiles working . I'm having a bit of trouble with animations/paperdoll gumps though. I'm trying to add a custom animation rather than using an existing one. (The Sea Jewel Shield from the UO-Forever website - their stuff is gorgeous!) I downloaded a .MUL and a .UOP file from there but I don't really know what to do next with it.

I followed the steps with a wearable which doesn't have a custom animation - it was a scabbard. It didn't show at all when I equipped it if I put no animation details in, so I tried putting in the bodysash animation. That worked, but it showed as a bodysash on the paperdoll gump as well as just on the ingame animation rather than the new scabbard paperdoll image.

I've also got some .VD files from the uo-pixel.de site for new mobiles and I can't figure out how to use those either. I tried adding the .VDs in the anim tab in mulpatcher, but they still don't show ingame - I get a skeleton image instead. Sorry to be so crappy and useless - any help would be greatly appreciated!

oh, and the new link for UO-Graphics is http://uo-graphics.uo-francophone.net/index_en.php

Well if you have a custom piece like a scabbard, almost 99% of the time you won't find a custom animation. So you will have to make a decision to use something else like a body sash, like you did. If you did everything right, including linking the tiledata to the art #, the scabbard should show up in the paperdoll no matter what. I would go through my guide again but read every step thoroughly.

For adding custom animations, this was a hard problem for me aswell.. Even if I found an empty spot in mulpatcher somehow Run-UO would use this aswell (like the skeleton body is only 1 spot but it takes up like 4-5 slots in the scripts). So what I had to do was over-ride one of these "empty-but still used" spots. For example, say the real skeleton one is 0x3EF, but in the script file it says it also uses 0x35F.. I would over-ride the 0x35F and delete that entry from the script. Then when i made a new script for the monster I would use this value. The only problem in doing this is you have to find what script(s) use these body values.

I wrote this fast so it might be a little confusing in some parts but I hope I was helpful.. If you need more help post again.
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