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Old 08-22-2008, 01:38 AM   #101 (permalink)
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lol sorry about that. maybe this will work better
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Old 08-23-2008, 08:45 PM   #102 (permalink)
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yes it did that was what i was looking for thanks again thantos
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Old 10-15-2008, 11:27 PM   #103 (permalink)
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Default Getting the names to show for custom items..

Hey all,

I've added a fair bit of custom artwork, both static and wearable items for the player, but I can't seem to get the names I set within mulpatcher to work. Any idea what could be causing the issue?


Thanks!
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Old 11-25-2008, 04:35 PM   #104 (permalink)
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Ok,

I have re-read and re-tried 40 items now, every time the same problem. I get the paperdoll art, the item tile art (on ground, in backpack, etc.) but I cannot get the art to show up for the animation.

I have created art for a rifle (which I attached just incase anyone wants/needs it to help me).

I add it to the Gump (anim) tab, in slot 0xEEFB and select the AnimID from InsideUO of 616 (0x268) which is heavy crossbow.

I add it to the Tiledata (s) tab, in slot 3FF8, selecting A and Wearable.

I add it to the Art (s) tab, in slot 3FF8.

I added it to my body.def file, as the line:

1179 {616} 0

I also have a script, which is an edited version of HeavyCrossbow.cs

When I create the item in game, I can see it on the ground, drag it around, put it on my paperdoll, see it there, but the character avatar has no crossbow in hand.

Am I missing a step?-
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Old 11-25-2008, 04:57 PM   #105 (permalink)
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droth:
the animation will still be that of a crossbow (or which ever you used it from)

the 616 number - is that hex or decimal -- if it is hex (actualy number from inside mulpatcher is hex) then you need to convert it to decimal in the body file

also have you patch the gump art files (2), the art files (2) and the tiledata file (1) to the players as well as the server datapath folder?

ashilos:
either set the names in their script
or
you have to modify the cliloc entries to have the names that match with the itemdi value (i think it is itemid # + 102000 or something like that)
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Old 11-25-2008, 05:04 PM   #106 (permalink)
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Quote:
Originally Posted by Lord_Greywolf View Post
the animation will still be that of a crossbow (or which ever you used it from)
For now, thats what I want.

Quote:
the 616 number - is that hex or decimal -- if it is hex (actualy number from inside mulpatcher is hex) then you need to convert it to decimal in the body file
The 616, that is the three digit number at the begining of the "Model No." in InsideUO when I look and People and Accessories > Weapon.Crossbow

I need to convert that 3 digit number to decimal also?

Quote:
also have you patch the gump art files (2), the art files (2) and the tiledata file (1) to the players as well as the server datapath folder?
I am editing the local files on my machine and running a RuUO TC server, connecting via local host, and testing everything from the admin account.
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Old 11-25-2008, 05:48 PM   #107 (permalink)
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Ah, Ok, figured it out, I was missing a 1 digit in the decimal number in Body.def

Man, this tutorial is awesome! Thanks for having it available!
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Old 11-26-2008, 07:17 AM   #108 (permalink)
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If you are trying to add/change animations/paperdollart maybe my small tool can help you.
UOViewer
It has a Dress tab where you can equip a char and see the paperdoll or ig animation. It reads like the client every needed def file (and displaying the real animation number unlike InsideUO). So you can see if everything is correct without the need to login with an client.
The tool is intended to be an InsideUO alternative based on Ultima SDK with modifications,it can view almost every mul file. The sourcecode is of course also available.
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