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Old 03-10-2008, 07:41 PM   #76 (permalink)
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Quote:
Originally Posted by Karmael View Post
Can you explain to me exactly what you did to your splash screen? We have edited ours to follow exactly as per the tutorial and in some places it's like the color has dissapeared...

In order for your players to see the new splash screen you need to send them copies of your gump files so that it updates theirs as well.
Thats kind of annoying the gumpidx.mul is 50 MEG!
I know ive connected to other shards before and seen their custom logon screen with manually downloading anything, hows that done
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Old 03-10-2008, 10:46 PM   #77 (permalink)
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that was our problem (the black color issue)

I really don't know how else to do it ,sorry.. and if I really wanted to play somewhere I don't think it would be a "pain" to download their files.. Are gump files are pretty big, and it only took me a few minutes to transfer them over to our server.

Last edited by Karmael; 03-10-2008 at 10:48 PM.
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Old 05-12-2008, 01:06 PM   #78 (permalink)
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Might be a silly question, but I'm about to do some large additions to the wearables and alterations to the art.mul file to complete this... so, best to ask now.

Do I need separate icons in the art.mul file for each of the paperdoll gump additions, or could I use the same icon for different wearable items?

**EDIT: Never mind, I got it all figured out.
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Old 05-20-2008, 07:28 PM   #79 (permalink)
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Okay, here's a little conundrum that I've run across.

The walkthrough says to save your animdata.mul file while working on new animations in MULPatcher. I did that and it spat out a animdata.mul of 0 byte size. Thinking maybe the walkthrough knew more than I did, I went ahead and loaded that up.

Now, unfortunately, there are no animations in art files. Fire columns don't animate, fireballs don't, waterfalls.. nothing. I'm supposing the problem is the animdata.mul file.

The question is, does the animdata file really do anything with actual in-game player animations? All custom stuff was uploaded and works reasonably well with a 0 byte file, but I'm not sure if that's by design or not.
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Old 05-21-2008, 01:45 PM   #80 (permalink)
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Originally Posted by Vhaerun View Post
Okay, here's a little conundrum that I've run across.

The walkthrough says to save your animdata.mul file while working on new animations in MULPatcher. I did that and it spat out a animdata.mul of 0 byte size. Thinking maybe the walkthrough knew more than I did, I went ahead and loaded that up.

Now, unfortunately, there are no animations in art files. Fire columns don't animate, fireballs don't, waterfalls.. nothing. I'm supposing the problem is the animdata.mul file.

The question is, does the animdata file really do anything with actual in-game player animations? All custom stuff was uploaded and works reasonably well with a 0 byte file, but I'm not sure if that's by design or not.
Animdata.mul isn't for player or creature animations. It is used to store data for static animations, such as fire fields.

If you saved animdata.mul as a 0 byte file, thats why none of your statics animate any more.
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Old 06-27-2008, 01:32 PM   #81 (permalink)
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Hi,
got a Problem, I addes some new arts, but all with flags on background an foliage are not shown ingame (transparent and translucent are not set!), and it happened to all the trees, to the original osi trees,too :-(
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Old 07-10-2008, 12:13 PM   #82 (permalink)
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I'm sure this is due to some noobish thing I did, but I can't figure it out.

I added in the artwork fine. It shows up in game with the correct art and animations. It's a wearable, so I put it on and that works too. But once I put it on, I can't take it off. Does anyone have any idea why this might be?

Oh, and I can't remove it once its been put on either.

**Never mind. It works now, though I'm not entirely sure what I did differently**

Last edited by Zainir; 07-10-2008 at 12:31 PM.
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Old 07-17-2008, 01:33 AM   #83 (permalink)
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Quote:
Originally Posted by Zainir View Post
I'm sure this is due to some noobish thing I did, but I can't figure it out.

I added in the artwork fine. It shows up in game with the correct art and animations. It's a wearable, so I put it on and that works too. But once I put it on, I can't take it off. Does anyone have any idea why this might be?

Oh, and I can't remove it once its been put on either.

**Never mind. It works now, though I'm not entirely sure what I did differently**
You might have put it on the wrong layer, or not set a layer to it at all. I've done that a few times in the past. Also, if you scripted it and didn't add a layer to it in the script, it can get stuck.
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Old 07-19-2008, 02:48 PM   #84 (permalink)
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Default ok i must be overlooking something

im trying to add custom art to my test shard and i was wondering where do i save the bitmap files to. i have looked in te how to and i cant see where to save
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Old 07-27-2008, 06:59 AM   #85 (permalink)
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im trying to add custom art to my test shard and i was wondering where do i save the bitmap files to. i have looked in te how to and i cant see where to save
Sorry it took me so long to respond. There's a few different times you'll use bitmaps, so I'm not sure which time you're talking about.

The first time you'll use them is when you decide what to put in, so we'll assume you're adding a new robe. You'll need a bitmap of the robe as it looks on the paperdoll, and a bitmap of the way it looks when it's laying on the ground or in a backpack. These you'll save to wherever on your PC. I like to have a folder on my Dekstop called "Art" and that's where I put any bitmap pictures that I plan on putting on my shard.

The next time you'll deal with them is when you're loading them into the Gump(Anim) file. So, follow these steps:

Quote:
7) I suggest you grab a notebook and a pen for this part. From the drop down list select Empty Slots, and pick one. I suggest going to the very bottom, and working your way up. Why? Because there's a large number of open slots at the end of the file, and it will make things easier to have all your customs in one group, rather than in different places all over the file. Now, right click the slot you've chosen, and you will see a list of options. Choose "Load From Bitmap. It will let you choose the directory to choose your artwork from. Choose the .bmp file you wish to add, and click Open. Now you will see a piece of artwork that belongs on the paperdoll in that slot. Write down the slot you saved your art to. Notice with your new art slot highlighted, towards the bottom of the page it says something like Animation ID:0xAAAA does not exist. Make sure you write down that hex number also. You need to make that animation exist, and this is where InsideUO comes in.
The third time you use them will be when loading the "tile" (how the item looks in a backpack) into the Art file. Follow these instructions:

Quote:
12) If you look around in here, you'll see the artwork tile to represent anything on the ground. Weapons, clothing, etc. You'll even see frame-by-frame animations. Remember the hex number you put your Test Robe info into in Tiledata that you wrote down? Put it in the Search bar, and click Search. This is where you put your new robe's ground tile. Right click that slot, choose Load from Bitmap, and load the groundtile you just saved.
Happy patching!
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Old 08-02-2008, 10:35 PM   #86 (permalink)
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ok i am having a problem with a basic robe script to show my simple dress art i added in. the gound tile works but i cant wear it it is marked wearable and a here is mt script for it can someone tell me what i am doing wrong?
using System;
using Server;

namespace Server.Items
{
[Flipable( 0x3ffc, 0x3ffc )]
public class simpledress : BaseClothing
{


[Constructable]
public simpledress() : this( 0 )
{
}

[Constructable]
public simpledress( int hue ) : base( 0x3FFC, Layer.OuterTorso, hue )
{

Name = "Simple Dress";
Weight = 1.0;
}

public simpledress( Serial serial ) : base( serial )
{
}

public override void Serialize( GenericWriter writer )
{
base.Serialize( writer );

writer.Write( (int) 0 ); // version
}

public override void Deserialize( GenericReader reader )
{
base.Deserialize( reader );

int version = reader.ReadInt();
}
}
}
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Old 08-17-2008, 09:34 PM   #87 (permalink)
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Ok, I've been out of this for a while, and now that UOGateway is dead, what are people using to distribute graphics patches to their shard's players?

I have some new scripts that incorporate a lot of new art. I intend to post the final but want to get the art packaged for easy install and distribution.
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Old 08-19-2008, 02:25 PM   #88 (permalink)
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using System;
using Server;

namespace Server.Items
{

[Constructable]
public testrobe( int hue ) : base( 0x3FFD, hue )
{
Weight = 0;
Name = "testrobe";
}


}



and runuo writes me what excepted class error..
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Old 08-19-2008, 02:44 PM   #89 (permalink)
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Im not the best scripter but give this a try for your test robe.
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File Type: rar TestRobe.rar (488 Bytes, 3 views)
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Old 08-19-2008, 02:48 PM   #90 (permalink)
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Quote:
Originally Posted by Thantos View Post
Im not the best scripter but give this a try for your test robe.
thank you but not working.. the rar ArchiVE damaged.
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Old 08-19-2008, 03:38 PM   #91 (permalink)
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see if this works.
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File Type: cs TestRobe.cs (1,013 Bytes, 2 views)
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Old 08-19-2008, 03:42 PM   #92 (permalink)
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can u do the same with this?
//**** Thantos ****//


using System;

namespace Server.Items
{
public class IshaysGayWand : BaseOuterTorso
{
[Constructable]
public IshaysGayWand()
: this(0)
{
}

[Constructable]
public IshaysGayWand(int hue)
: base(0x3FFD, hue)
{
Name = "IshaysGayWand";
Weight = 3.0;
}

public override bool Dye(Mobile from, DyeTub sender)
{
from.SendLocalizedMessage(sender.FailMessage);
return false;
}

public IshaysGayWand(Serial serial)
: base(serial)
{
}

public override void Serialize(GenericWriter writer)
{
base.Serialize(writer);

writer.Write((int)0); // version
}

public override void Deserialize(GenericReader reader)
{
base.Deserialize(reader);

int version = reader.ReadInt();
}
}
}
dont works either

PS big thx :P
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Old 08-19-2008, 03:48 PM   #93 (permalink)
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ok i did this but now i have problem i see it like ishaysgaywand (its axe) but i see black babel and i cant wear it i did all like in the tutorial

this the pic:
http://uo-graphics.uo-francophone.ne...dobjettele=200
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Last edited by KKND; 08-19-2008 at 03:54 PM.
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Old 08-19-2008, 06:22 PM   #94 (permalink)
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The axe has to be scripted as a item, not as a wearable. Weapons have different attributes, ( depending on what you want it to have ) that need added to the script. Also you have to put in the Item ID for the axe which i dont know what your ID for it is lol.
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Old 08-19-2008, 07:42 PM   #95 (permalink)
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Originally Posted by Thantos View Post
The axe has to be scripted as a item, not as a wearable. Weapons have different attributes, ( depending on what you want it to have ) that need added to the script. Also you have to put in the Item ID for the axe which i dont know what your ID for it is lol.
the ID is the same... can u change the scipt?
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Old 08-20-2008, 12:00 PM   #96 (permalink)
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try this for the axe.
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File Type: cs IshaysGayWand.cs (1.5 KB, 1 views)
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Old 08-21-2008, 09:18 PM   #97 (permalink)
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i was wondering if anyone has a copy of the muotool program all links i find are dead i see alot of people using it to make patches and i would like to use it to thank you all
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Old 08-21-2008, 09:23 PM   #98 (permalink)
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see if this works
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File Type: zip multool.zip (36.3 KB, 6 views)
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Old 08-21-2008, 09:25 PM   #99 (permalink)
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thank you thank you thantos
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Old 08-21-2008, 09:44 PM   #100 (permalink)
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was that a windows program cause im getting an error and btw i was looking for MUOTool not the multool but hey thanks anyway thantos

Last edited by loscheider; 08-21-2008 at 10:50 PM.
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