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#1 (permalink) |
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Forum Novice
Join Date: Jul 2005
Location: Finland! <3<3
Age: 17
Posts: 116
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Im trying to make custom mount, polar bear.
First i finded the polar bear animations from the anim.mul with mulpatcher. Then i save them to directory. Then i finded free slot from anim.mul (now it was 0xDE) and loaded polar bear animations from directory to verdata. Then i go to tiledata, find free slot and in AnimID i put that 0xDE, and in quality 25 and checked A and Wearable. Then i saved Tiledata and Verdata. I opened MUO Parcher and imported the verdata and saved as MUO file. I rarred the MUO file and tiledata. Uploaded the rar, and added the download url in UOG to the patch url place. Saved settings and launched the client. It downloaded the patch. BUT in game, i made ethereal mount and set MountedID to 0xDE, it didn't show up as polar bear! it was some other creature. I have tryed to do this with other creatures, but always in game it is not waht it was supposed to be. HELP |
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#2 (permalink) |
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Forum Expert
Join Date: Feb 2004
Age: 27
Posts: 2,047
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On Orbsydia, GD13 made a package with a lot of different animations from a website. I'm making the MUO patch for it. He should have it up for download later on today. The MUO patch will include drake, polar bear, and skeletal dragon mounts. If you don't want to do it yourself that is.
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#4 (permalink) |
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Forum Expert
Join Date: May 2005
Age: 29
Posts: 949
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I've written a tutorial on patching, but it's in german. Your method seems a little bit strange for me, because it's rather simple:
1. Add an item (image doesn't matter) 2. In the tiledate activate the flag "Wearable" and set Quality (which is the layer) to 25. Also set the AnimID to the ID of the animal from the anim.mul (be carefull, as the *.def files can interfere here). Ready. Don't use the verdata, btw. Directly edit Art.mul and tiledata.mul using Varan's mulpatcher ( http://varan.uodev.de ). Code:
public BaseMount( string name, int bodyID, int itemID, ... ) Last edited by Irian; 04-17-2006 at 05:55 PM. |
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