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Old 06-29-2007, 04:14 PM   #26 (permalink)
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I have tried using slot 0x3B16 equal like before, but if I put the item in backpack all Ok, if I put the item in a container OK, but on the land Unsued.
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Old 06-29-2007, 04:25 PM   #27 (permalink)
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try this:
add static "the item number"
and click on the ground
if you see the item there, then that is good
if you see no draw, then something is really wrong

but if you see the item, then something in its script might be changing its item id


question though - is this a deco item, or is it a gump art item to worn also?
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Old 06-30-2007, 03:49 AM   #28 (permalink)
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I have tried with [ add static 0x3B16 and have click on the ground, but I see the Unsued item. The new Item is a Gem Deco, nothing of special.
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Old 07-12-2007, 03:05 PM   #29 (permalink)
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I have a question I added some custom art .. This isnt my shard im helping someone And Im very new to this WEll anywho i add the custom art i can see it..Now when she adds it to server how do u patch it up so others can see the items?
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Old 07-12-2007, 04:19 PM   #30 (permalink)
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you have to patch to the players the art and art index files and the tiledata files (if it is just a deco item)
or those and the gump and gump indes files if it is a wearable item

patching is done via UOG, connect uo (or both) or manualy giving them the files to overwrite the ones in there
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Old 07-12-2007, 04:21 PM   #31 (permalink)
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devil - that is just a bmp file -- need to know how it was aded to the art, art index and tiledata files
also all 3 have to be patched to the client and the server's files

also make sure you are not running 3d mode - 3d does not like custom graphics at all
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Old 07-12-2007, 08:40 PM   #32 (permalink)
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thank you so much for replys I will tell her that
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Old 07-15-2007, 06:17 PM   #33 (permalink)
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quick question up top it says that in the mulpatcher its supposed to say Animation: 0x2BA9 (Example) Not Found...

Mine says
Animation: 0x2BA9

Does that mean i can skip the insideuo part???


EDIT

i feel like im looking in the wrong place for it because i just noticed that each time i go up an empty slot the number goes up one example lets say im at slot OxEEFA (Animation ID is :0x2BA9) Then i go to the next slow OxEEF8 and the animation id is 0x2BA8

Where exactly do i look thats the only animation id i see on the whole screen........
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Old 07-15-2007, 07:00 PM   #34 (permalink)
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that is the animation number you need

but do not use gump numbers above 10000 decimal (not animation umbers but the gump number)
because gump number + 10000 = female version (place that version here and do not need animation number for it - uo auto uses)
and i believe there is 2 more numbers now
gump + 20000 = male elf
and gump + 30000 = female elf
these have yet to be comfirmed
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Old 08-17-2007, 01:03 AM   #35 (permalink)
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Ok i dont want to come off wrong here but this is what seems to be the issue for me... The copying of the animation just sets an exact copy of the images... so in doing so if the patcher was adding in the animations properly. you wouldn't need to edit the bodydef file.... in mulpatcher your telling it to copy animation A from location A to location B. then pointing the images all to location B.... if the animation patcher did it properly then the animation B would play in the game world. The animations however dont play unless you edit the bodydef file. the copied file is done improperly.. hence it will not work... however once you edit Bodydef your telling your client to read location B but play location A... your just pointing everything back to the original animation A. leaving no need to copy it in the first place... this may be why people ar having issues with adding new items...

However with that said The tutorial was awsome it helped me remember what effect everthing did...
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Old 08-17-2007, 12:12 PM   #36 (permalink)
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if you copy the animations in AND patch the animation file (and it is a big whopping one to patch) then do not need the body def

I myself do not copy the animation, it is optional - because of the bodydef file
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Old 08-18-2007, 06:21 PM   #37 (permalink)
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can i patch a bitmap into a slot with a different size?

i have a death shroud.bmp and gm robe.bmp, and i want to replace the entries that just have the names "Death Shroud" and "GM Robe" on the bitmaps with my actual robes. is this possible?

my robes are each 56x56 and the things im replacing are 44x33 and 44x36
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Old 08-18-2007, 11:26 PM   #38 (permalink)
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that is the "item in pack" bitmap size, that is not the gump bitmap sizes
this can be any size you really want - but thebigger they are - the bigger in the pack they will be (or on ground, etc)

the gump ones need to be the right size AND the graphic in there needs to be the right size and placement - else it will not show on the paperdoll corectly - it will be off center or 2 high or to big, etc
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Old 08-19-2007, 01:17 AM   #39 (permalink)
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i wasn't going to edit the gumps, just the art.mul. thanks for the help, but when i import the bitmap via mulpatcher and click save under the art and artdx (or whatever it is) it has an error and crashes. then, when i went into insideuo, every time i got to the line with the death shroud and gm robe on it, it has an error displaying the mul in the slot. luckily i made a backup, but do you know why mulpatcher is crashing and insideuo won't view it properly?
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Old 08-19-2007, 01:40 AM   #40 (permalink)
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are you saving them as windows format bitmaps and not mac format bmps? there is a difference
also make sure they are full color or 256 color pallet (full color works better i do believe)

also even though should not be saving it this way - make sureno masks are in there and "back ground" is pure white or pure black

and also make sure in the art section and not art map section
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Old 08-19-2007, 04:08 AM   #41 (permalink)
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haha silly me. i forgot i had insideuo open at the time so it wouldn't let me write to the files it was using. i think it'll work now. thanks for the help =]
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Old 08-24-2007, 12:06 PM   #42 (permalink)
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I have a couple questions regarding Image files in general. The tutorial here is *GREAT* by the way. Looks very straightforward and simple.

But my question at the moment is, is there any way to get additional space for art files? I don't know how many blank spaces there are, but I have alot of relatively graphic intensive GUMPS I'd like to add, and I'm not sure there will be enough space in the existant blank art files to add them.

Any suggestions other than reducing the amount of graphics used?
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Old 08-24-2007, 12:21 PM   #43 (permalink)
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if you are talking deco stuff - there is lots of room
if you are talking wearable - it is limited - specialy being many are used with out being "used" - they show blank in the editor, but osi used the slots - so you put spomething there and suddenly your horse mounts disapear, etc

but there is no way to add more with out adjusting the client - what is available is it

but i have added in about 75 wearables (weapons/clothing/etc)
and about 300 deco items
so there is a good amount of space there to use
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Old 08-24-2007, 12:25 PM   #44 (permalink)
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"but there is no way to add more with out adjusting the client - what is available is it"

I'm beginning to think more and more this may be what I need to do. Which is frustrating, because I am woefully lacking in the talent necessary to do that.

Incidentally, I'm not sure where what I need to add would go. They are intended to be parts of a GUMP, IE - Buttons and such. (They *AREN'T* buttons, but they go 'on' the Gump).

So would that be a deco item, or.... ?
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Old 08-24-2007, 12:30 PM   #45 (permalink)
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that would be the gump art one -- the 1st pic in it is an upsidedown large pic of the client page -- that is the section you want

i am not sure how many "openings" are in there, but i think a good amount

by the way - there is also ways to post the deco pics in gumps also

and i remember one script submission of a way to posting ANY pic into a gump, with out having to patch it to the players - might want to check that out and see if it could work for you or not also
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Old 08-24-2007, 12:33 PM   #46 (permalink)
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Quote:
Originally Posted by Lord_Greywolf View Post
that would be the gump art one -- the 1st pic in it is an upsidedown large pic of the client page -- that is the section you want

i am not sure how many "openings" are in there, but i think a good amount

by the way - there is also ways to post the deco pics in gumps also

and i remember one script submission of a way to posting ANY pic into a gump, with out having to patch it to the players - might want to check that out and see if it could work for you or not also
That.. Would be awesome.

(Goes to look)
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Old 08-27-2007, 10:27 AM   #47 (permalink)
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The script you're talking about isn't really feasible for use on a shard IMO. If you can even get it to work (which can be a challenge by itself) it will lag the shard whenever it is used. It's a neat idea but not so good in actual usage.
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Old 11-11-2007, 10:54 PM   #48 (permalink)
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This is a great tutorial, thanks for writeing it. Just in case there is someone like me out there, i made a copy of the tutorial as a text file so its easily printable. LOL its easire then flipping screens for me anyway. hope it helps someone.
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Old 11-15-2007, 12:21 PM   #49 (permalink)
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LOL in confused as hell. i added wings ( works great ), weapons ( works great ), and armor ( works great ), but i screwed something up with the shields. all of it is custom artwork, but the shields show everywhere until you equip them. you can see them on the player but not the paperdoll. what did i screw up ? or are shields different from other stuff ?
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Old 11-16-2007, 02:43 AM   #50 (permalink)
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Quote:
Originally Posted by Thantos View Post
LOL in confused as hell. i added wings ( works great ), weapons ( works great ), and armor ( works great ), but i screwed something up with the shields. all of it is custom artwork, but the shields show everywhere until you equip them. you can see them on the player but not the paperdoll. what did i screw up ? or are shields different from other stuff ?
Shields work exactly the same.

If you can see the shield on the character animation but not on the paperdoll, the problem is probably either an error for that entry in body.def, or you have the gump placed against the wrong gump ID.
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