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#1 (permalink) |
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Account Terminated
Join Date: Oct 2005
Location: Louisiana
Age: 36
Posts: 247
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Hey all. If there is anyone out there that has a decent knowledge of patching an ML enabled shard with Verdata, and you would be willing to help, could you please PM me? I've been pullin my now grey white hair out for the better part of today attempting to convert it over to where I or any one patching and logging into my server could observe the changes.
I read over and tried each step to this link so many times and so many ways with absolutly no luck whatsoever. It's kind of confusing since it takes a diffrent path than what I'm attempting to do. I understand that I need to take the data from the verdata and add it to the current mul files, but I'm not understanding why it's not updating or taking effect. I've even exported the verdata to a rar'ed muo file, but I'm not exactly sure if it's supposed to work that way. I've downloaded every program mentioned in that post as well as many others :P GumpEditor GumpStudio Michelangelo MulPatcher MuoPatchingTool I think I have way more tools than I need and too much info overpowering my brain here and confusing the heck out of me. Any help will be MUCH appreciated. Anyone have a decent knowledge of this that can offer me some support? |
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#2 (permalink) | ||
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Forum Expert
Join Date: Mar 2004
Location: NorthCentral IL, USA
Age: 35
Posts: 3,848
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Quote:
__________________
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Just a Simple Staff Tool You can leave me messages. Ernest Gary Gygax - Quote "I would like the world to remember me as the guy who really enjoyed playing games and sharing his knowledge and his fun pastimes with everybody else." |
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#3 (permalink) |
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Forum Expert
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(Its late, so if this rambley..I apologize)
GumpEditor & GumpStudio arent what Id call suited to your needs. Michelangelo is an early version of MUOTool, the latter pretty much just bringing the .muo file type to the table. MulPtacher applies changes directly to .mul files. A .muo makes a copy of a .mul and applies changes from a .muo to that copied file within uogateway. Smaller patch, same file and same disc space used up in the end. As GreyStar said, be sure when using MUOTool that you're unchecking the verdata option, or else uogateway will just make a verdata file instead of the copy of the proper mul. The few things I can think of, be sure you're also patching a tiledata.mul with the entries for your custom stuff. And be sure you dont need to override anything in body.def. Nn, and a rared up .muo will only download and apply if its coming from a http source. Bed. |
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#4 (permalink) |
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Forum Expert
Join Date: Feb 2004
Age: 27
Posts: 2,047
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I'm not sure if you're trying to add custom clothing/weapons or just art which is stuff you see mostly on the ground. Statues, paintings, those are just plain art. If you did try clothing/weapons and couldn't get it to work, I would suggest just trying art. It's much easier, and it'll give you a feel for doing it. Let me try to simplify what Liquid says in his tutorial. First off, all you really need for programs are MUOTool, MulPatcher, and when you start adding clothes/weapons, InsideUO.
Another thing you'll want to do is make a copy of (for now, since this is for Art only) the 2 art MUL's from your OSI folder. They should be art.mul and artidx.mul. You'll also want to make an empty Verdata, like Liquid says. Load the 2 art files and the Verdata into MulPatcher. Go under the Art tab (I don't remember which Art tab it is, there's 2. Make sure you've got your piece of art picked out already. Go under the Tiledata tab (I don't remember which it is, but I know if you scroll all the way to the bottom, there's a big brown horse in either the last or 2nd to last slot) and find an empty slot. Make sure there are no boxes checkmarked at all in that slot. If there's not, enter your items information. Name it anything you want, as long as you'll remember what it is. You won't need an AnimID since it's just an item that sits there. Check "A" or "An", and that should be it. This is just a practice piece. You can get into the meaning of the other slots later. Now that you've got your items information in Tiledata, you need to put the picture for it in the Art section. Again, I don't remember which Art tab it is out of the 2, but it's the one with all of the wall type tiles. It is not the ones with the ground tiles like grass, etc. One thing to know is that the slot you use in Tiledata will be the same slot you use in Art! If you used slot 0x3FFD in Tiledata, you will use slot 0x3FFD for that items art picture. So, find the same exact slot you used in Tiledata, but find it in the Art section. Once you've found that slot, right-click on it, and choose the "Load from Bitmap to Verdata" option, and select the .BMP for your artwork. After you've done that, save the Verdata and Tiledata files, and close out of MulPatcher. Now it's time for MUOTool. Open up MUOTool and import the Verdata you just saved. On the left you'll see it says things like Art, Gumps, Animations, etc. all in a row. Next to Art it should say (1). The rest should be 0. Highlight the word Art on the left. On the right some numbers will come up. You don't need to worry about what they are. In the right side of the screen, left click and uncheck the "Put items in Verdata" option. Then go to File -> Save As, and save it as an MUO patch. That's pretty much it. You'll need to put your MUO patch and your modified Tiledata together, RAR them, and put them on an FTP or some other sort of storage. Then you can either put the URL to the patch in the local listing for your shard in UOG, or you can wait for UOG to ping your shard to dowload them. Either way, you need to get the patch. When it downloads, UOG will appear to have frozen. Leave it alone and don't touch it! You'll corrupt the patch, and have to repatch. After you get the patch and get on your shard, you can either add the new item by itemID ([add item 0x3FFD) or you can have scripted the item before you restarted your shard and add it that way. I hope this is clear enough. I was done sort of fast. If you have any other questions, post back. |
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#5 (permalink) |
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Account Terminated
Join Date: Oct 2005
Location: Louisiana
Age: 36
Posts: 247
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Thanx for the input guys.
Tannis, I'm gonna try that from scratch as you've posted. Even still, just wanna mention, I have a verdata file with all of the stuff in it I needed to move over, just couldnt figure out how to get it converted into the file I needed to upload to my fileserver for patching when needed. Nothing else is in the verdata cept the new made gumps. I was able to import the file into MUOPatcher and save it as an muo. But I guess I did that wrong. I'll give that a try and see what I come up with. I've yet a few more hours to kill before the night is over with :P Thanx again! |
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#6 (permalink) | |
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Forum Expert
Join Date: Feb 2004
Age: 27
Posts: 2,047
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#7 (permalink) |
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Account Terminated
Join Date: Oct 2005
Location: Louisiana
Age: 36
Posts: 247
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Sounds good. Thanks for your vigilance bro. Wont be able to do this tonight after all I'm afraid. Gotta get some sleep for surgery early tomorrow morning. Hehe Reponces in these forums are as addictive as any thing else I shouldnt be doing :P But I will get to them as soon as the drugs wear off and I'm back home
![]() Nite! |
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#8 (permalink) | ||
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Forum Expert
Join Date: Mar 2004
Location: NorthCentral IL, USA
Age: 35
Posts: 3,848
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Quote:
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__________________
Quote:
Just a Simple Staff Tool You can leave me messages. Ernest Gary Gygax - Quote "I would like the world to remember me as the guy who really enjoyed playing games and sharing his knowledge and his fun pastimes with everybody else." |
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#10 (permalink) |
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Account Terminated
Join Date: Oct 2005
Location: Louisiana
Age: 36
Posts: 247
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LOL Sorry about that dear. The name was too similar to Tanis Halfelven of Dragonlance. He was a male halfelf. So you can perhaps see were my sight became somewhat short :P But of course, these forums have lips, so to speak, but no eyes.
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#11 (permalink) | |
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Forum Expert
Join Date: Feb 2004
Age: 27
Posts: 2,047
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