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Animations: multipe types of one anim - Printable Version +- SphereCommunity (https://forum.spherecommunity.net) +-- Forum: General Discussion (/Forum-General-Discussion) +--- Forum: UOP/Mul Editing (/Forum-UOP-Mul-Editing) +--- Thread: Animations: multipe types of one anim (/Thread-Animations-multipe-types-of-one-anim) |
Animations: multipe types of one anim - Apocalypse - 12-23-2017 03:23 PM hey guys, i want to know if animations such as the Dread Spider and The Frost spider are in fact 2 separate animations like im seeing in UO Fiddler or do they feed off a single animation? these days with limited abilities to add animations to newer patched UO clients, im wondering if i can replace (lets say the frost spider) with a new animation while keeping the dread spider in the game? im just getting back into this and exploring my options. Thank you. RE: Animations: multipe types of one anim - darksun84 - 12-24-2017 12:35 AM Each slot is a separate animation, check: http://sorea.profitux.cz/patching/#body_def RE: Animations: multipe types of one anim - Apocalypse - 12-24-2017 09:57 AM Thank you for that page and the info! That helped me a lot! RE: Animations: multipe types of one anim - Apocalypse - 02-28-2018 05:24 PM So i went in to replace one anim and the others like the ice troll was also replaced. is there anyway to unlink those animations into their own separate ones? i know that some anims take the original anim and just put a hue on them for fire, ice etc but is there a way i can change that? maybe make it so i can use the ice troll animation slot for something else? or are they linked in the client under a hard code? RE: Animations: multipe types of one anim - darksun84 - 02-28-2018 06:13 PM they are handled in body.def and bodyconv.def RE: Animations: multipe types of one anim - golfin - 03-08-2018 02:03 AM As it says darksun84, you need to edit the body.def and bodyconf.def files Body.def: Code: # Use: <Original Dec No. Gumps / Animation> {<Assigned Dec No. Gump / Animation>} <Color> Bodyconf.def: Code: #OBJ anim2 anim3 anim4 anim5 As you can see, the client reads only .mul versions of these files, not .uop. So if I put the animation stillti at position 83, in anim3, in bodyconf number 83 I will write the third in the order. The client knows that here and there the animation should read from anim3.mul from 83 positions. In Body.def we basically only determine which animation or gump will be displayed in the game under the given ID. I will have an animation of the dog under number 11, but I will want to display the animation of the cat, which is under number 28. So I set it in body.def. The third item is the color of the animation displayed. |