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Old 07-22-2005, 10:19 AM   #1 (permalink)
 
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Thumbs down Adding NEW Creature Animations

Hi folks, long time UO player (since original beta), first time shard owner and poster here.

Essentially I'm working on a horror themed shard. One of the first things I've added is what I call Dark Curses which essentially behaves like a race. Right now I'm working on the werewolf curse. I've already finished all the scripts and they work flawlessly save maybe some balancing issues. You can transform with [TRANSFORM to shift between three phases: human, lycan, and wolf. 28 game days after infection, you are force changed at night during any full moon into lycan (and theres no changing back till daylight). When transformed, your character is stripped of all wearables and is not allowed to equip any until they are human.

Anyways, I am using the wolf anim for the wolf phase but I want to use a custom werewolf anim I downloaded off of Tanjiers for the lycan phase. I've been skimming the boards here for days now and eventually pieced together how to use MUOTool and MulPatcher in order to patch it successfully in to the anim file. If I redirect InsideUO to my patch folder in UOGateway and read the patched anim file there, I can clearly see everything plus the werewolf I added. The details I get back from InsideUO are:

model: 296 (0x128)
index: 6274 (0x1882)
handle: 28240 (0x6e50)

In my code for the transformation, I set BodyMod = 296 yet when I transform ingame and get to the lycan phase I get back "Missing Animation!"

I've read that the model# in IUO is offset by one so I tried both 295 and 297 and still no luck (well, 295 turned me into a dolphin). I've tinkered with body.def to the same end. I've tried replacing the anim.mul and anim.idx in the install directory with the patched ones from UOG - same results. I've even tried making a gump for it which is at 50296 (id +50000) and nada.

I'm running the latest and greatest patch from OSI under SE.

I'm at my wits end, and any and all help will greatly be appreciated.

Thanks,
TM
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Old 07-22-2005, 05:24 PM   #2 (permalink)
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296 seems like the proper cID

(296 - 200) * 65 + 22000 = 28240

If you look in michelangelo (or muotool) the very first animation block is 28240/6E50.

Im no expert, but the problem may be that 296 is a low detail critter, so your character ingame as a playermobile may be attempting to do things only a creature with an id of 400 or higher can pull off (ie riding on horseback, walk/run in warmode etc).
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Old 07-22-2005, 05:37 PM   #3 (permalink)
 
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I wish it were as simple as that. However, remember I use the standard low detail wolf animation for wolf mode (BodyDef=27) which works perfectly fine. I shouldn't have problems with mounts or wearables. I have an override in the PlayerMobile.cs for OnEquip that prevents ANYTHING from being equipped while in non-human form except for the custom weapon WolvesClaws which is invisible and automaticaly un/equiped based on phase.

By all rights and means, the werewolf animation should show - heck it shows under 296 in both MulBuilder and MulPatcher.

Has anyone been succesful at patching in new creature animations post verdata removal?

I'm pulling hairs out (and those who know me know I don't have any to begin with). I completely perplexed as to why this isn't working.

Thanks anyways Rhexis.

-TM
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Old 07-22-2005, 05:44 PM   #4 (permalink)
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InsideUO has an offset not sure if it was be design or what, but its been off almost since it was released.

You have to figure out which model your suppose to use by trial and error.
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Old 07-22-2005, 05:48 PM   #5 (permalink)
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Ive had my fair share of hair pulling. Im beginning to think this is a client related issue, seeing as Ive had varied success with adding animations. Gumpart adds fine with muotool..but mounts Ive added dont appear.

Perhaps as a test try using an older client. Keep your installed client all patched up, but add the older one to uogateway itself. Wouldnt suggest it as permanent though.

edit: actually...just fiddled about, and its (ie my mount anims) working in 4.0.9a/rc0 Not precisely the latest..but Ive had upgrading/patching issues recently. Re-edit: tried the older client with the wolf.uop transfered over to a muo and wasnt successful
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Old 07-22-2005, 06:48 PM   #6 (permalink)
 
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Quote:
InsideUO has an offset not sure if it was be design or what, but its been off almost since it was released.

You have to figure out which model your suppose to use by trial and error.
Phantom, under normal circumstances regarding IUO I would agree (I believe I done my due diligence regarding the core tools). However, I get back the same model id in MULPatcher.

Quote:
Ive had my fair share of hair pulling. Im beginning to think this is a client related issue, seeing as Ive had varied success with adding animations. Gumpart adds fine with muotool..but mounts Ive added dont appear.

Perhaps as a test try using an older client. Keep your installed client all patched up, but add the older one to uogateway itself. Wouldnt suggest it as permanent though.

edit: actually...just fiddled about, and its (ie my mount anims) working in 4.0.9a/rc0 Not precisely the latest..but Ive had upgrading/patching issues recently.
Rhexis... Being one thats always prone to paranoia, this is starting to smell like an anti-mod tactic by OSI. They may have a secondary index someplace.

I'll have to try both approaches tonight and see what I get. I still open to other suggestions if anyone has em.

-TN
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Old 07-22-2005, 06:52 PM   #7 (permalink)
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The only other thing Id suggest trying would be:
export bmp from insideuo
use uoanim to manually make a new uop with a cid of 400 & higher
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Old 07-22-2005, 08:21 PM   #8 (permalink)
 
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is ur patch in UOG? Try making UOG cache the files, and them copy the files in the UO dir, UOG made. Look them up in mulpatcher to be *Absolutely Sure* Your animation is working. If it's 296 then go in game type [set bodyvalue 296 to test it out.
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Old 07-22-2005, 09:52 PM   #9 (permalink)
 
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Quote:
Originally Posted by Liquid-Fusion
is ur patch in UOG? Try making UOG cache the files, and them copy the files in the UO dir, UOG made. Look them up in mulpatcher to be *Absolutely Sure* Your animation is working. If it's 296 then go in game type [set bodyvalue 296 to test it out.
Yup, already done that... UOG cached all of my patches. First test, I redirected InsideUO to look in the UOG cache for anim.idx (ani) and anim.mul (anm) - showed up as 296. Test two, I backed up the original anim.* files and replaced em with the cached versions... Ran InsideUO and reset the directory... Same thing, 296... Opened the client via UOG, same deal - Missing Animation.

At my home network terminal now, gonna try tinkering with the ModelID as Phantom suggested to see if I can located it that way.

-TM

edit: got it to work - not sure how, which bothers me... Did some double checking, removed the cache files - goes away, restored - came back... But for some reason before it was not loading the cached files - go figure.

Thanks guys,
-TM
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