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		<title><![CDATA[SphereCommunity - UOP/Mul Editing]]></title>
		<link>https://forum.spherecommunity.net/</link>
		<description><![CDATA[SphereCommunity - https://forum.spherecommunity.net]]></description>
		<pubDate>Wed, 05 Aug 2026 12:59:38 +0000</pubDate>
		<generator>MyBB</generator>
		<item>
			<title><![CDATA[WEREABLE ANIMS]]></title>
			<link>https://forum.spherecommunity.net/Thread-WEREABLE-ANIMS</link>
			<pubDate>Tue, 07 Mar 2023 16:48:19 +0100</pubDate>
			<guid isPermaLink="false">https://forum.spherecommunity.net/Thread-WEREABLE-ANIMS</guid>
			<description><![CDATA[Here I will post some anims. Not best, maybe glitches, most are not tested.<br />
<br />
Ill thx any feedback and will try to fix issues.<br />
<br />

<br /><img src="images/attachtypes/tar.png" border="0" alt=".rar" />&nbsp;&nbsp;<a href="attachment.php?aid=489" target="_blank">helmetbearmask.rar</a> (Size: 555.61 KB / Downloads: 9)
<br />
<br />

<br /><img src="images/attachtypes/tar.png" border="0" alt=".rar" />&nbsp;&nbsp;<a href="attachment.php?aid=490" target="_blank">Ghostjacket.rar</a> (Size: 736.71 KB / Downloads: 7)
<br />
<br />

<br /><img src="images/attachtypes/tar.png" border="0" alt=".rar" />&nbsp;&nbsp;<a href="attachment.php?aid=492" target="_blank">platemail-bones (1).rar</a> (Size: 743.94 KB / Downloads: 7)
<br />
<br />

<br /><img src="images/attachtypes/tar.png" border="0" alt=".rar" />&nbsp;&nbsp;<a href="attachment.php?aid=491" target="_blank">Masked-chainmail_coif (1).rar</a> (Size: 373.51 KB / Downloads: 8)
]]></description>
			<content:encoded><![CDATA[Here I will post some anims. Not best, maybe glitches, most are not tested.<br />
<br />
Ill thx any feedback and will try to fix issues.<br />
<br />

<br /><img src="images/attachtypes/tar.png" border="0" alt=".rar" />&nbsp;&nbsp;<a href="attachment.php?aid=489" target="_blank">helmetbearmask.rar</a> (Size: 555.61 KB / Downloads: 9)
<br />
<br />

<br /><img src="images/attachtypes/tar.png" border="0" alt=".rar" />&nbsp;&nbsp;<a href="attachment.php?aid=490" target="_blank">Ghostjacket.rar</a> (Size: 736.71 KB / Downloads: 7)
<br />
<br />

<br /><img src="images/attachtypes/tar.png" border="0" alt=".rar" />&nbsp;&nbsp;<a href="attachment.php?aid=492" target="_blank">platemail-bones (1).rar</a> (Size: 743.94 KB / Downloads: 7)
<br />
<br />

<br /><img src="images/attachtypes/tar.png" border="0" alt=".rar" />&nbsp;&nbsp;<a href="attachment.php?aid=491" target="_blank">Masked-chainmail_coif (1).rar</a> (Size: 373.51 KB / Downloads: 8)
]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[6x New Mount Target and Dclick Problem]]></title>
			<link>https://forum.spherecommunity.net/Thread-6x-New-Mount-Target-and-Dclick-Problem</link>
			<pubDate>Fri, 07 Jan 2022 15:20:42 +0100</pubDate>
			<guid isPermaLink="false">https://forum.spherecommunity.net/Thread-6x-New-Mount-Target-and-Dclick-Problem</guid>
			<description><![CDATA[<img src="https://r.resimlink.com/jD0PyQUT.gif" border="0" alt="[Image: jD0PyQUT.gif]" /><br />
<br />
Hello everyone, I want to find out what caused this event, can you help me?]]></description>
			<content:encoded><![CDATA[<img src="https://r.resimlink.com/jD0PyQUT.gif" border="0" alt="[Image: jD0PyQUT.gif]" /><br />
<br />
Hello everyone, I want to find out what caused this event, can you help me?]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[Aged Gatedoor]]></title>
			<link>https://forum.spherecommunity.net/Thread-Aged-Gatedoor</link>
			<pubDate>Wed, 12 Aug 2020 15:09:49 +0200</pubDate>
			<guid isPermaLink="false">https://forum.spherecommunity.net/Thread-Aged-Gatedoor</guid>
			<description><![CDATA[<a href="https://postimg.cc/nCX4C3Ky" target="_blank"><img src="https://i.postimg.cc/nCX4C3Ky/gatedoor.jpg" border="0" alt="[Image: gatedoor.jpg]" /></a><br />
<br />
Golden gate, door. Only this direction, I will not do another.<br />
<br />
Download: <a href="http://www.mediafire.com/file/x2tk5wdky43na71/aged_gatedoor.zip/file" target="_blank">http://www.mediafire.com/file/x2tk5wdky4...r.zip/file</a><br />
<br />
The package also contains a script for sphere.]]></description>
			<content:encoded><![CDATA[<a href="https://postimg.cc/nCX4C3Ky" target="_blank"><img src="https://i.postimg.cc/nCX4C3Ky/gatedoor.jpg" border="0" alt="[Image: gatedoor.jpg]" /></a><br />
<br />
Golden gate, door. Only this direction, I will not do another.<br />
<br />
Download: <a href="http://www.mediafire.com/file/x2tk5wdky43na71/aged_gatedoor.zip/file" target="_blank">http://www.mediafire.com/file/x2tk5wdky4...r.zip/file</a><br />
<br />
The package also contains a script for sphere.]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[Animation question]]></title>
			<link>https://forum.spherecommunity.net/Thread-Animation-question</link>
			<pubDate>Tue, 28 Apr 2020 07:15:25 +0200</pubDate>
			<guid isPermaLink="false">https://forum.spherecommunity.net/Thread-Animation-question</guid>
			<description><![CDATA[Hey all, what was the last client we had where you could add custom rides without having to overwrite an existing animation? im trying to get that client and work with it so i can do a lot more custom adding. I know UO Brazillian ran into this problem after he patched to a newer client and could no longer add rides. Anyone know off hand what client that was?]]></description>
			<content:encoded><![CDATA[Hey all, what was the last client we had where you could add custom rides without having to overwrite an existing animation? im trying to get that client and work with it so i can do a lot more custom adding. I know UO Brazillian ran into this problem after he patched to a newer client and could no longer add rides. Anyone know off hand what client that was?]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[VMulPatcher v0.2 alpha]]></title>
			<link>https://forum.spherecommunity.net/Thread-VMulPatcher-v0-2-alpha</link>
			<pubDate>Sun, 20 Oct 2019 13:08:10 +0200</pubDate>
			<guid isPermaLink="false">https://forum.spherecommunity.net/Thread-VMulPatcher-v0-2-alpha</guid>
			<description><![CDATA[<span style="font-weight: bold;"><span style="text-decoration: underline;">VMulPatcher v. 0.2 alpha</span></span><br />
Copyright © 2019  <span style="font-weight: bold;">Mutagen</span> alias <span style="font-weight: bold;">Venushja</span><br />
<span style="font-weight: bold;">Download:</span> <a href="http://obscurophoenix.www3.cz/UOApps.php" target="_blank">http://obscurophoenix.www3.cz/UOApps.php</a><br />
<br />
<br />
VMulPatcher is designed for Ultima Online developers (GMs) and for gamers. It can insert images into <span style="font-weight: bold;">Art, ArtLands, Gump and Textures</span>. It can work with .mul and .uop file formats. This program uses the original UO library, which means it cannot patch files from clients version 7.0.60 and higher. But up to this version works reliably.<br />
<br />
There are several ways to work with this application.<br />
For developers:<br />
<br />
There are 2 patching options, via configuration files or just by inserting .bmp files into a folder.<br />
<br />
The option via the folder is the simplest, just insert the .bmp image with the file name as the graphics ID.<br />
For example, 0x000F.bmp this image will be uploaded to position 0x000F in the UO file.<br />
So for example I want to overwrite position 0x000F in arty so I put this file "0x000F.bmp" into the Arts folder (if it's ArtLand then put it in the Arts / Lands folder) and run the program and select 1 (mul files) or 11 for uop files. <span style="font-weight: bold;">It is not possible to combine MUL and UOP so if you need to create UOP files directly, there must be .uop file in MulFiles folder)</span><br />
<br />
The option via the configuration file is such that it supports named images eg pentagram.bmp (which evaluates the first option as a bad file format)<br />
<br />
Example in .ini configuration file:<br />
<br />
<div class="codeblock">
<div class="title">Code:<br />
</div><div class="body" dir="ltr"><code>pentagram = 0x0000<br />
pentagram = {0x0001, 0x0002, 0x0003, 0xC000, 0xC001, 0xFDBC}<br />
pentagram = [0x000A - 0x000F, 0x00A0 - 0x00F0]</code></div></div>
<br />
I'll explain line by line:<br />
replaces one position<br />
replaces all listed positions<br />
replaces all positions from 0x000A up to 0x000F<br />
Commenting rows does not go side by side, but below each other, as follows:<br />
<br />
<div class="codeblock">
<div class="title">Code:<br />
</div><div class="body" dir="ltr"><code># replaces one position<br />
pentagram = 0x0000<br />
# replaces all listed positions<br />
pentagram = {0x0001, 0x0002, 0x0003, 0xC000, 0xC001, 0xFDBC}<br />
# replaces all positions from 0x000A up to 0x000F (it is possible to write further intervals after the comma)<br />
pentagram = [0x000A - 0x000F, 0x00A0 - 0x00F0]</code></div></div>
<br />
These 2 options can be combined with the so-called configured config with pentragram.bmp and also have files in the folder named positions.<br />
<br />
<span style="font-weight: bold;">You need to put the files you want to update in the MulFiles folder. It depends on what format you are doing.<br />
You will then find the updated files in the Patched folder.</span><br />
<br />
<br />
For players:<br />
<br />
I added support for <span style="font-weight: bold;">Drag &amp; Drop</span>. This is a very easy, fast and reliable way to apply a patch without having to do anything (except to choose whether to patch to MUL or UOP).<br />
Then I created <span style="font-weight: bold;">VMulPatcherCreator.exe</span>, which you can easily create your own patch, which you can then share with others. The program is very simple and dynamically combinable, that is to say that it is possible to insert both Arty, LandArty, Gumpy, Texture into one patch at the same time and only one patch is created (currently created under the name "Patch.pvmul").<br />
<span style="font-weight: bold;">However, to apply this combined patch it is necessary to have all MUL / UOP files in the "MulFiles" folder, otherwise there is a probable chance that the program will crash or throw an error message.</span><br />
For testing I added one patch (to the stumps) to the folder "_Examples" and you can try it yourself (it is really only Drag &amp; Drop usage).<br />
Working with VMulPatcherCreator.exe is intuitive and easy. If for some reason you do not want to apply a patch using Drag &amp; Drop, you can write a .bat file.<br />
<br />
For example, the start.bat file in which the command will be:<br />
<br />
<div class="codeblock">
<div class="title">Code:<br />
</div><div class="body" dir="ltr"><code>VMulPatcher.exe Patch.pvmul -f -g</code></div></div>
<br />
You can change and overwrite the name of the Patch.pvmul file. For example, Parezy.pvmul exists in the _Examples folder. The command for the .bat file will be as follows:<br />
<br />
<div class="codeblock">
<div class="title">Code:<br />
</div><div class="body" dir="ltr"><code>VMulPatcher.exe Parezy.pvmul -f -g</code></div></div>
<br />
And that's about all.]]></description>
			<content:encoded><![CDATA[<span style="font-weight: bold;"><span style="text-decoration: underline;">VMulPatcher v. 0.2 alpha</span></span><br />
Copyright © 2019  <span style="font-weight: bold;">Mutagen</span> alias <span style="font-weight: bold;">Venushja</span><br />
<span style="font-weight: bold;">Download:</span> <a href="http://obscurophoenix.www3.cz/UOApps.php" target="_blank">http://obscurophoenix.www3.cz/UOApps.php</a><br />
<br />
<br />
VMulPatcher is designed for Ultima Online developers (GMs) and for gamers. It can insert images into <span style="font-weight: bold;">Art, ArtLands, Gump and Textures</span>. It can work with .mul and .uop file formats. This program uses the original UO library, which means it cannot patch files from clients version 7.0.60 and higher. But up to this version works reliably.<br />
<br />
There are several ways to work with this application.<br />
For developers:<br />
<br />
There are 2 patching options, via configuration files or just by inserting .bmp files into a folder.<br />
<br />
The option via the folder is the simplest, just insert the .bmp image with the file name as the graphics ID.<br />
For example, 0x000F.bmp this image will be uploaded to position 0x000F in the UO file.<br />
So for example I want to overwrite position 0x000F in arty so I put this file "0x000F.bmp" into the Arts folder (if it's ArtLand then put it in the Arts / Lands folder) and run the program and select 1 (mul files) or 11 for uop files. <span style="font-weight: bold;">It is not possible to combine MUL and UOP so if you need to create UOP files directly, there must be .uop file in MulFiles folder)</span><br />
<br />
The option via the configuration file is such that it supports named images eg pentagram.bmp (which evaluates the first option as a bad file format)<br />
<br />
Example in .ini configuration file:<br />
<br />
<div class="codeblock">
<div class="title">Code:<br />
</div><div class="body" dir="ltr"><code>pentagram = 0x0000<br />
pentagram = {0x0001, 0x0002, 0x0003, 0xC000, 0xC001, 0xFDBC}<br />
pentagram = [0x000A - 0x000F, 0x00A0 - 0x00F0]</code></div></div>
<br />
I'll explain line by line:<br />
replaces one position<br />
replaces all listed positions<br />
replaces all positions from 0x000A up to 0x000F<br />
Commenting rows does not go side by side, but below each other, as follows:<br />
<br />
<div class="codeblock">
<div class="title">Code:<br />
</div><div class="body" dir="ltr"><code># replaces one position<br />
pentagram = 0x0000<br />
# replaces all listed positions<br />
pentagram = {0x0001, 0x0002, 0x0003, 0xC000, 0xC001, 0xFDBC}<br />
# replaces all positions from 0x000A up to 0x000F (it is possible to write further intervals after the comma)<br />
pentagram = [0x000A - 0x000F, 0x00A0 - 0x00F0]</code></div></div>
<br />
These 2 options can be combined with the so-called configured config with pentragram.bmp and also have files in the folder named positions.<br />
<br />
<span style="font-weight: bold;">You need to put the files you want to update in the MulFiles folder. It depends on what format you are doing.<br />
You will then find the updated files in the Patched folder.</span><br />
<br />
<br />
For players:<br />
<br />
I added support for <span style="font-weight: bold;">Drag &amp; Drop</span>. This is a very easy, fast and reliable way to apply a patch without having to do anything (except to choose whether to patch to MUL or UOP).<br />
Then I created <span style="font-weight: bold;">VMulPatcherCreator.exe</span>, which you can easily create your own patch, which you can then share with others. The program is very simple and dynamically combinable, that is to say that it is possible to insert both Arty, LandArty, Gumpy, Texture into one patch at the same time and only one patch is created (currently created under the name "Patch.pvmul").<br />
<span style="font-weight: bold;">However, to apply this combined patch it is necessary to have all MUL / UOP files in the "MulFiles" folder, otherwise there is a probable chance that the program will crash or throw an error message.</span><br />
For testing I added one patch (to the stumps) to the folder "_Examples" and you can try it yourself (it is really only Drag &amp; Drop usage).<br />
Working with VMulPatcherCreator.exe is intuitive and easy. If for some reason you do not want to apply a patch using Drag &amp; Drop, you can write a .bat file.<br />
<br />
For example, the start.bat file in which the command will be:<br />
<br />
<div class="codeblock">
<div class="title">Code:<br />
</div><div class="body" dir="ltr"><code>VMulPatcher.exe Patch.pvmul -f -g</code></div></div>
<br />
You can change and overwrite the name of the Patch.pvmul file. For example, Parezy.pvmul exists in the _Examples folder. The command for the .bat file will be as follows:<br />
<br />
<div class="codeblock">
<div class="title">Code:<br />
</div><div class="body" dir="ltr"><code>VMulPatcher.exe Parezy.pvmul -f -g</code></div></div>
<br />
And that's about all.]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[client 6.0.6.1 lbr mount add ?]]></title>
			<link>https://forum.spherecommunity.net/Thread-client-6-0-6-1-lbr-mount-add</link>
			<pubDate>Fri, 11 Oct 2019 19:39:49 +0200</pubDate>
			<guid isPermaLink="false">https://forum.spherecommunity.net/Thread-client-6-0-6-1-lbr-mount-add</guid>
			<description><![CDATA[m using the sphere server, I know how to add it, I want help with this<br />
anim1.mul<br />
anim2.mul<br />
anim3.mul<br />
anim4.mul<br />
anim5.mul<br />
<br />
How Can I Integrate Lbr's Prayer Into These Mulls and Make It Under Me When I Embark?]]></description>
			<content:encoded><![CDATA[m using the sphere server, I know how to add it, I want help with this<br />
anim1.mul<br />
anim2.mul<br />
anim3.mul<br />
anim4.mul<br />
anim5.mul<br />
<br />
How Can I Integrate Lbr's Prayer Into These Mulls and Make It Under Me When I Embark?]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[BMP for UO Landscaper]]></title>
			<link>https://forum.spherecommunity.net/Thread-BMP-for-UO-Landscaper</link>
			<pubDate>Mon, 26 Aug 2019 19:43:05 +0200</pubDate>
			<guid isPermaLink="false">https://forum.spherecommunity.net/Thread-BMP-for-UO-Landscaper</guid>
			<description><![CDATA[Greetings,<br />
I want to ask the community and advice. I need to generate a map0.mul size 896x512 (ML size) bmp image for the UO landscaper. The built-in UO Landscaper will not do this because it is blocked. Mul2bmp can only size 768x512 (Pre ML size). Larger size can not. Is there any way to solve this?<br />
<br />
Thank you for your advice.]]></description>
			<content:encoded><![CDATA[Greetings,<br />
I want to ask the community and advice. I need to generate a map0.mul size 896x512 (ML size) bmp image for the UO landscaper. The built-in UO Landscaper will not do this because it is blocked. Mul2bmp can only size 768x512 (Pre ML size). Larger size can not. Is there any way to solve this?<br />
<br />
Thank you for your advice.]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[map1.mul support in 2.0.3]]></title>
			<link>https://forum.spherecommunity.net/Thread-map1-mul-support-in-2-0-3</link>
			<pubDate>Sat, 11 May 2019 10:49:20 +0200</pubDate>
			<guid isPermaLink="false">https://forum.spherecommunity.net/Thread-map1-mul-support-in-2-0-3</guid>
			<description><![CDATA[Hi,<br />
<br />
Does anyone know if <span style="font-weight: bold;">2.0.3 </span>versions support multiple maps? <br />
<br />
<span style="font-weight: bold;">What i have done:</span><br />
   * added Map1=7168,4096,-1,1,1 to sphere.ini<br />
   * uncommented map1 scripts from spheretables.scp<br />
   * added map1, statics1 &amp; staidx1 to mul path for sphere<br />
   * added the same files to client directory<br />
<br />
<span style="font-weight: bold;">What happens:</span><br />
When i go to any place in map1 all i see is the default map0, i mean i am in a different map but it all looks the same, its as if the client isnt capable of switching map files.]]></description>
			<content:encoded><![CDATA[Hi,<br />
<br />
Does anyone know if <span style="font-weight: bold;">2.0.3 </span>versions support multiple maps? <br />
<br />
<span style="font-weight: bold;">What i have done:</span><br />
   * added Map1=7168,4096,-1,1,1 to sphere.ini<br />
   * uncommented map1 scripts from spheretables.scp<br />
   * added map1, statics1 &amp; staidx1 to mul path for sphere<br />
   * added the same files to client directory<br />
<br />
<span style="font-weight: bold;">What happens:</span><br />
When i go to any place in map1 all i see is the default map0, i mean i am in a different map but it all looks the same, its as if the client isnt capable of switching map files.]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[Small character animation]]></title>
			<link>https://forum.spherecommunity.net/Thread-Small-character-animation</link>
			<pubDate>Sat, 12 Jan 2019 07:25:59 +0100</pubDate>
			<guid isPermaLink="false">https://forum.spherecommunity.net/Thread-Small-character-animation</guid>
			<description><![CDATA[I began to work on the diminutive animation of the body, clothes, armor, and weapons of the character. The first show looks promising.<br />
<br />
<img src="https://i.postimg.cc/bYZDr5Rz/little-char-animation.jpg" border="0" alt="[Image: little-char-animation.jpg]" /><br />
<br />
Reduce original animation to 80% size. It will be a lot of work, but it does. But it is also necessary to reduce the wagons (horses, lamas, etc.)<br />
<br />
<span style="color: orange;">Edit later:</span> Correction, animation reduction to 85% of original size. Well, basically it's a simple job. I do not do it manually, picture after picture. Conversely, using Mupatcher v. 9.8 to extract animation images, I use the IrfanView to remove the white background to black and reduce to 85% size. Mulpatcher creates a file with the positions of individual images when extracting - Here I would like to ask for help from a handy programmer. I needed to write a program or a script into a program that would change several texts. For example:<br />
<br />
<div class="codeblock"><div class="title">PHP Code:<br />
</div><div class="body"><div dir="ltr"><code><span style="color: #0000BB">CenterX</span><span style="color: #007700">:</span><span style="color: #0000BB">3&nbsp;change&nbsp;text&nbsp;to&nbsp;CenterX</span><span style="color: #007700">:</span><span style="color: #0000BB">1<br />CenterX</span><span style="color: #007700">:</span><span style="color: #0000BB">4&nbsp;change&nbsp;text&nbsp;to&nbsp;CenterX</span><span style="color: #007700">:</span><span style="color: #0000BB">2<br />CenterX</span><span style="color: #007700">:</span><span style="color: #0000BB">5&nbsp;change&nbsp;text&nbsp;to&nbsp;CenterX</span><span style="color: #007700">:</span><span style="color: #0000BB">3<br />CenterX</span><span style="color: #007700">:</span><span style="color: #0000BB">6&nbsp;change&nbsp;text&nbsp;to&nbsp;CenterX</span><span style="color: #007700">:</span><span style="color: #0000BB">4<br /></span><span style="color: #007700">.<br />.<br />.<br />.<br />.<br /></span><span style="color: #0000BB">up&nbsp;to<br />CenterX</span><span style="color: #007700">:</span><span style="color: #0000BB">30&nbsp;change&nbsp;text&nbsp;to&nbsp;CenterX</span><span style="color: #007700">:</span><span style="color: #0000BB">28&nbsp;<br /></span></code></div></div></div>
I need to change the X position always by 2 down.<br />
For any help I would like to thank  <img src="images/smilies/bye.gif" style="vertical-align: middle;" border="0" alt="Bye" title="Bye" />]]></description>
			<content:encoded><![CDATA[I began to work on the diminutive animation of the body, clothes, armor, and weapons of the character. The first show looks promising.<br />
<br />
<img src="https://i.postimg.cc/bYZDr5Rz/little-char-animation.jpg" border="0" alt="[Image: little-char-animation.jpg]" /><br />
<br />
Reduce original animation to 80% size. It will be a lot of work, but it does. But it is also necessary to reduce the wagons (horses, lamas, etc.)<br />
<br />
<span style="color: orange;">Edit later:</span> Correction, animation reduction to 85% of original size. Well, basically it's a simple job. I do not do it manually, picture after picture. Conversely, using Mupatcher v. 9.8 to extract animation images, I use the IrfanView to remove the white background to black and reduce to 85% size. Mulpatcher creates a file with the positions of individual images when extracting - Here I would like to ask for help from a handy programmer. I needed to write a program or a script into a program that would change several texts. For example:<br />
<br />
<div class="codeblock"><div class="title">PHP Code:<br />
</div><div class="body"><div dir="ltr"><code><span style="color: #0000BB">CenterX</span><span style="color: #007700">:</span><span style="color: #0000BB">3&nbsp;change&nbsp;text&nbsp;to&nbsp;CenterX</span><span style="color: #007700">:</span><span style="color: #0000BB">1<br />CenterX</span><span style="color: #007700">:</span><span style="color: #0000BB">4&nbsp;change&nbsp;text&nbsp;to&nbsp;CenterX</span><span style="color: #007700">:</span><span style="color: #0000BB">2<br />CenterX</span><span style="color: #007700">:</span><span style="color: #0000BB">5&nbsp;change&nbsp;text&nbsp;to&nbsp;CenterX</span><span style="color: #007700">:</span><span style="color: #0000BB">3<br />CenterX</span><span style="color: #007700">:</span><span style="color: #0000BB">6&nbsp;change&nbsp;text&nbsp;to&nbsp;CenterX</span><span style="color: #007700">:</span><span style="color: #0000BB">4<br /></span><span style="color: #007700">.<br />.<br />.<br />.<br />.<br /></span><span style="color: #0000BB">up&nbsp;to<br />CenterX</span><span style="color: #007700">:</span><span style="color: #0000BB">30&nbsp;change&nbsp;text&nbsp;to&nbsp;CenterX</span><span style="color: #007700">:</span><span style="color: #0000BB">28&nbsp;<br /></span></code></div></div></div>
I need to change the X position always by 2 down.<br />
For any help I would like to thank  <img src="images/smilies/bye.gif" style="vertical-align: middle;" border="0" alt="Bye" title="Bye" />]]></content:encoded>
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			<title><![CDATA[multicolletion.uop]]></title>
			<link>https://forum.spherecommunity.net/Thread-multicolletion-uop</link>
			<pubDate>Thu, 02 Aug 2018 10:42:34 +0200</pubDate>
			<guid isPermaLink="false">https://forum.spherecommunity.net/Thread-multicolletion-uop</guid>
			<description><![CDATA[Hi guys,<br />
<br />
did anyone find the solution, how to convert old multis from multi.idx and multi.mul to new file multicolletion.uop or vice versa ? ?<br />
We would like to switch from 7.0.32 client to 7.0.66 but we dont want to lose our custom housings from old files.<br />
<br />
Is there any way or still nothing ?<br />
<br />
Thx.<img src="images/smilies/rolleyes.gif" style="vertical-align: middle;" border="0" alt="Rolleyes" title="Rolleyes" />]]></description>
			<content:encoded><![CDATA[Hi guys,<br />
<br />
did anyone find the solution, how to convert old multis from multi.idx and multi.mul to new file multicolletion.uop or vice versa ? ?<br />
We would like to switch from 7.0.32 client to 7.0.66 but we dont want to lose our custom housings from old files.<br />
<br />
Is there any way or still nothing ?<br />
<br />
Thx.<img src="images/smilies/rolleyes.gif" style="vertical-align: middle;" border="0" alt="Rolleyes" title="Rolleyes" />]]></content:encoded>
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			<title><![CDATA[Old status bar]]></title>
			<link>https://forum.spherecommunity.net/Thread-Old-status-bar</link>
			<pubDate>Mon, 02 Jul 2018 23:37:29 +0200</pubDate>
			<guid isPermaLink="false">https://forum.spherecommunity.net/Thread-Old-status-bar</guid>
			<description><![CDATA[Hello!<br />
Where I can download DLL that returns "Old Status Gamp"?]]></description>
			<content:encoded><![CDATA[Hello!<br />
Where I can download DLL that returns "Old Status Gamp"?]]></content:encoded>
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			<title><![CDATA[UOFiddler Textures]]></title>
			<link>https://forum.spherecommunity.net/Thread-UOFiddler-Textures</link>
			<pubDate>Sun, 10 Jun 2018 10:27:36 +0200</pubDate>
			<guid isPermaLink="false">https://forum.spherecommunity.net/Thread-UOFiddler-Textures</guid>
			<description><![CDATA[Hey guys, been trying to add textures to UO with Fiddler but something always seems to go wrong. seems like some 2 mountain textures just want to get distorted after i save that i hadn't touched and its just these two entries.. Anyone run into this?<br />
<br />

<br /><img src="images/attachtypes/image.png" border="0" alt=".png" />&nbsp;&nbsp;<a href="attachment.php?aid=445" target="_blank">Texture 556.png</a> (Size: 4.81 KB / Downloads: 90)
]]></description>
			<content:encoded><![CDATA[Hey guys, been trying to add textures to UO with Fiddler but something always seems to go wrong. seems like some 2 mountain textures just want to get distorted after i save that i hadn't touched and its just these two entries.. Anyone run into this?<br />
<br />

<br /><img src="images/attachtypes/image.png" border="0" alt=".png" />&nbsp;&nbsp;<a href="attachment.php?aid=445" target="_blank">Texture 556.png</a> (Size: 4.81 KB / Downloads: 90)
]]></content:encoded>
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			<title><![CDATA[Adding animations files from newer client with UOFiddler]]></title>
			<link>https://forum.spherecommunity.net/Thread-Adding-animations-files-from-newer-client-with-UOFiddler</link>
			<pubDate>Wed, 06 Jun 2018 18:12:42 +0200</pubDate>
			<guid isPermaLink="false">https://forum.spherecommunity.net/Thread-Adding-animations-files-from-newer-client-with-UOFiddler</guid>
			<description><![CDATA[I am using an older, pre-artLegacyMUL.uop client and am hoping to extract some of the newer mobile artwork from more recent clients as .vd and upload them onto mine.<br />
<br />
I downloaded a copy of the Classic Client from Broadsword and patched it all the way. I then made a copy of my client and replaced anim.idx, anim.mul, anim2, anim2.idx, anim3.idx, anim3.mul, anim4.mul, anim4.idx, anim5.idx, anim5.mul, animdata.mul, body.def, bodyconv.def, and mobtypes.txt. <br />
<br />
I loaded UOFiddler (4.6) and set the paths to that of my copy, but the new mobiles do not appear. I tried loading a new copy of UOFiddler and still no luck. <br />
<br />
Is this possible? And if, so what am I doing wrong? Thanks in advance!]]></description>
			<content:encoded><![CDATA[I am using an older, pre-artLegacyMUL.uop client and am hoping to extract some of the newer mobile artwork from more recent clients as .vd and upload them onto mine.<br />
<br />
I downloaded a copy of the Classic Client from Broadsword and patched it all the way. I then made a copy of my client and replaced anim.idx, anim.mul, anim2, anim2.idx, anim3.idx, anim3.mul, anim4.mul, anim4.idx, anim5.idx, anim5.mul, animdata.mul, body.def, bodyconv.def, and mobtypes.txt. <br />
<br />
I loaded UOFiddler (4.6) and set the paths to that of my copy, but the new mobiles do not appear. I tried loading a new copy of UOFiddler and still no luck. <br />
<br />
Is this possible? And if, so what am I doing wrong? Thanks in advance!]]></content:encoded>
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			<title><![CDATA[Adding Chairs]]></title>
			<link>https://forum.spherecommunity.net/Thread-Adding-Chairs</link>
			<pubDate>Wed, 30 May 2018 14:41:53 +0200</pubDate>
			<guid isPermaLink="false">https://forum.spherecommunity.net/Thread-Adding-Chairs</guid>
			<description><![CDATA[I am attempting to add new artwork of chairs using UOFiddler. I do not see a way to mark them such that they work as chairs, and cause player to sit. Is there a way to do this? I had thought to copy an existing chair, paste it in a free slot, and change the graphic, though I likewise do not see a way to do this. <br />
<br />
My other thought, as I only wish to add a few new chairs, is to use some of the existing graphics, such as the elven chairs, and simply replace the graphic. Is this viable, and would it effect any existing objects using based on that graphic, other than to change the picture?<br />
<br />
Thanks in advance for any help!]]></description>
			<content:encoded><![CDATA[I am attempting to add new artwork of chairs using UOFiddler. I do not see a way to mark them such that they work as chairs, and cause player to sit. Is there a way to do this? I had thought to copy an existing chair, paste it in a free slot, and change the graphic, though I likewise do not see a way to do this. <br />
<br />
My other thought, as I only wish to add a few new chairs, is to use some of the existing graphics, such as the elven chairs, and simply replace the graphic. Is this viable, and would it effect any existing objects using based on that graphic, other than to change the picture?<br />
<br />
Thanks in advance for any help!]]></content:encoded>
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			<title><![CDATA[Question about adding graphics/items with UOFiddler]]></title>
			<link>https://forum.spherecommunity.net/Thread-Question-about-adding-graphics-items-with-UOFiddler</link>
			<pubDate>Sun, 20 May 2018 13:07:27 +0200</pubDate>
			<guid isPermaLink="false">https://forum.spherecommunity.net/Thread-Question-about-adding-graphics-items-with-UOFiddler</guid>
			<description><![CDATA[I recently purchased Carl Hamilton's Darkshard disk and would like to add some of the custom artwork contained on the disk. I do not want to include any animations or wearables, only regular items. Though I have never attempted this, I think I understand the process, but thought I would run it by eyes more experienced than mine, to see if I missed anything and fill in the gaps. I hope you do not mind.<br />
<br />
My client contains up to the High Seas art. I am not sure where it is patched to, though art, artidx and tiledata, and gumpart are mul files. I am using UoFiddler 4.6.<br />
<br />
This my understanding of the process. I would greatly appreciate any corrections, advice and/or further information.<br />
<br />
1. Make a backup of the Ultima Online client (or just art, artidx and tiledata) and change the path settings in UOFiddler so that they point to this new client (or file folder).​<br />
<br />
2. If I understand correctly, I need to identify free item slots using “Show Free Slots.” I have done this. The actual items go to 0x992C (39212) GargoyleShipsWheel D,” though there are fee slots after down to 65499. Can these be used, or should I stick to slots prior to 39212?<br />
<br />
3. Once I have found a free slot, I then “Replace” the blank image with the image I wish to add. I believe this adds them to art.mul, yes? They have been saved in .bmp though, if I understand, I need to (or rather should) convert them to .tiff format first in order to reduce the size and maybe improve quality. I have not tried this yet, or gone beyond this step.<br />
<br />
4. Move to the “TileData” tab, navigate to the item I added, and set the item's properties. I assume I just find a similar item and use it as a guide.<br />
<br />
5. “Save Changes” and “Save TileData.” Does this likewise save the changes to art.mul and artidx.mul?​<br />
<br />
6. Replace art, artidx and tiledata in the client folder I wish to use with the modified files.]]></description>
			<content:encoded><![CDATA[I recently purchased Carl Hamilton's Darkshard disk and would like to add some of the custom artwork contained on the disk. I do not want to include any animations or wearables, only regular items. Though I have never attempted this, I think I understand the process, but thought I would run it by eyes more experienced than mine, to see if I missed anything and fill in the gaps. I hope you do not mind.<br />
<br />
My client contains up to the High Seas art. I am not sure where it is patched to, though art, artidx and tiledata, and gumpart are mul files. I am using UoFiddler 4.6.<br />
<br />
This my understanding of the process. I would greatly appreciate any corrections, advice and/or further information.<br />
<br />
1. Make a backup of the Ultima Online client (or just art, artidx and tiledata) and change the path settings in UOFiddler so that they point to this new client (or file folder).​<br />
<br />
2. If I understand correctly, I need to identify free item slots using “Show Free Slots.” I have done this. The actual items go to 0x992C (39212) GargoyleShipsWheel D,” though there are fee slots after down to 65499. Can these be used, or should I stick to slots prior to 39212?<br />
<br />
3. Once I have found a free slot, I then “Replace” the blank image with the image I wish to add. I believe this adds them to art.mul, yes? They have been saved in .bmp though, if I understand, I need to (or rather should) convert them to .tiff format first in order to reduce the size and maybe improve quality. I have not tried this yet, or gone beyond this step.<br />
<br />
4. Move to the “TileData” tab, navigate to the item I added, and set the item's properties. I assume I just find a similar item and use it as a guide.<br />
<br />
5. “Save Changes” and “Save TileData.” Does this likewise save the changes to art.mul and artidx.mul?​<br />
<br />
6. Replace art, artidx and tiledata in the client folder I wish to use with the modified files.]]></content:encoded>
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			<title><![CDATA[Centerd+ and missing tile entries]]></title>
			<link>https://forum.spherecommunity.net/Thread-Centerd-and-missing-tile-entries</link>
			<pubDate>Tue, 15 May 2018 19:29:30 +0200</pubDate>
			<guid isPermaLink="false">https://forum.spherecommunity.net/Thread-Centerd-and-missing-tile-entries</guid>
			<description><![CDATA[hey guys, i wanted to build some ships into static in Centred but noticed it wasnt an option. ive been looking at the xml files but am not sure how to make it so i can use these tiles. I found the "old ships" entries in virtualtiles.xml but im not sure why it isnt an option for me inside the program Any tips?]]></description>
			<content:encoded><![CDATA[hey guys, i wanted to build some ships into static in Centred but noticed it wasnt an option. ive been looking at the xml files but am not sure how to make it so i can use these tiles. I found the "old ships" entries in virtualtiles.xml but im not sure why it isnt an option for me inside the program Any tips?]]></content:encoded>
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			<title><![CDATA[vehicle, wagon, waggon]]></title>
			<link>https://forum.spherecommunity.net/Thread-vehicle-wagon-waggon</link>
			<pubDate>Sat, 24 Mar 2018 20:41:32 +0100</pubDate>
			<guid isPermaLink="false">https://forum.spherecommunity.net/Thread-vehicle-wagon-waggon</guid>
			<description><![CDATA[<img src="http://enderal.funsite.cz/upload/golfin/749.png" border="0" alt="[Image: 749.png]" /><br />
<br />
Prepare as animation. Maybe I will eventually create what I wanted many years ago. In the meantime, edit in a 3D program and then create animation slides: D<br />
<br />
<br />
Hmm, the question is, how do you do it. As an animation it is good to replace the horse pack, but it will not allow the display of the cargo. If it was a multis, I do not quite know how it could work.]]></description>
			<content:encoded><![CDATA[<img src="http://enderal.funsite.cz/upload/golfin/749.png" border="0" alt="[Image: 749.png]" /><br />
<br />
Prepare as animation. Maybe I will eventually create what I wanted many years ago. In the meantime, edit in a 3D program and then create animation slides: D<br />
<br />
<br />
Hmm, the question is, how do you do it. As an animation it is good to replace the horse pack, but it will not allow the display of the cargo. If it was a multis, I do not quite know how it could work.]]></content:encoded>
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			<title><![CDATA[Dwarf Mount and Anim Problem]]></title>
			<link>https://forum.spherecommunity.net/Thread-Dwarf-Mount-and-Anim-Problem</link>
			<pubDate>Mon, 05 Mar 2018 12:26:00 +0100</pubDate>
			<guid isPermaLink="false">https://forum.spherecommunity.net/Thread-Dwarf-Mount-and-Anim-Problem</guid>
			<description><![CDATA[Hi all, i added dwarf. I can change my body to dwarf. It's ok. But when i ride a horse, horse does not show. I inserted mul files a small robe for dwarf, its not show too. What's the problem?<br />
<br />
PS: The kids were not made by me, i like them and i insert them. <br />
<br />
<img src="https://i.hizliresim.com/bBEn7m.jpg" border="0" alt="[Image: bBEn7m.jpg]" /><br />
<br />
In this picture c_man can wear dwarf robe?<br />
<br />
<img src="https://i.hizliresim.com/XP3aR5.jpg" border="0" alt="[Image: XP3aR5.jpg]" /><br />
<br />
When i cast any spell, this can happen;<br />
<br />
<img src="https://i.hizliresim.com/YgEz7j.jpg" border="0" alt="[Image: YgEz7j.jpg]" />]]></description>
			<content:encoded><![CDATA[Hi all, i added dwarf. I can change my body to dwarf. It's ok. But when i ride a horse, horse does not show. I inserted mul files a small robe for dwarf, its not show too. What's the problem?<br />
<br />
PS: The kids were not made by me, i like them and i insert them. <br />
<br />
<img src="https://i.hizliresim.com/bBEn7m.jpg" border="0" alt="[Image: bBEn7m.jpg]" /><br />
<br />
In this picture c_man can wear dwarf robe?<br />
<br />
<img src="https://i.hizliresim.com/XP3aR5.jpg" border="0" alt="[Image: XP3aR5.jpg]" /><br />
<br />
When i cast any spell, this can happen;<br />
<br />
<img src="https://i.hizliresim.com/YgEz7j.jpg" border="0" alt="[Image: YgEz7j.jpg]" />]]></content:encoded>
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			<title><![CDATA[Refresh my memory?]]></title>
			<link>https://forum.spherecommunity.net/Thread-Refresh-my-memory</link>
			<pubDate>Tue, 23 Jan 2018 22:18:13 +0100</pubDate>
			<guid isPermaLink="false">https://forum.spherecommunity.net/Thread-Refresh-my-memory</guid>
			<description><![CDATA[with the latest UO client, can we still use the empty animation slots and have them show up in game? was it just the rides that got tampered with? or do we need to just replace animations now? i cant remember... :/]]></description>
			<content:encoded><![CDATA[with the latest UO client, can we still use the empty animation slots and have them show up in game? was it just the rides that got tampered with? or do we need to just replace animations now? i cant remember... :/]]></content:encoded>
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			<title><![CDATA[Animations: multipe types of one anim]]></title>
			<link>https://forum.spherecommunity.net/Thread-Animations-multipe-types-of-one-anim</link>
			<pubDate>Sat, 23 Dec 2017 06:23:10 +0100</pubDate>
			<guid isPermaLink="false">https://forum.spherecommunity.net/Thread-Animations-multipe-types-of-one-anim</guid>
			<description><![CDATA[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.]]></description>
			<content:encoded><![CDATA[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.]]></content:encoded>
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