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Characters are naked when sitting if wearing custom clothes

 
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Yukiko



Joined: 02 Feb 2006
Posts: 1094
Location: Southern Central USA

PostPosted: Thu Jan 18, 2007 5:58 pm    Post subject: Characters are naked when sitting if wearing custom clothes Reply with quote

I think this falls under General Discussion.

The topic says it but here's a bit more just to fill in the corners and because I have a hard time making short posts sometimes
Smile

I have added custom clothes to the art files. I added the definitions for standard animations to be assigned the new clothes to body.def. Everything is fine while the characters are standing but when they sit down they're naked.

If anyone has any ideas, I'm open to hearing them.

Thanks.

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Danielle



Joined: 07 Feb 2006
Posts: 97
Location: Pittsburgh, Pennsylvania

PostPosted: Sun Jan 21, 2007 12:58 pm    Post subject: Reply with quote

I'm guessing when you added the new clothing you gave the new gumps an ID greater than 52000/62000.

This is a weakness in the UO client. OSI never bothered to fully code support for animations with gumps exceeding 52000/62000. You have to add the gumps below that ID number for them to show up while sitting.

If that doesn't make sense, or you need more info, let me know. I'll try to go into more depth. Been awhile sense I've thought about this stuff.

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Yukiko



Joined: 02 Feb 2006
Posts: 1094
Location: Southern Central USA

PostPosted: Tue Jan 23, 2007 12:07 am    Post subject: Reply with quote

Makes sense except I am not sure what you mean by 52000/62000. Either way I assume that I might have placed them above 52000.
I'll check on that. It's very likely that's what I did.

It's been a while since I did the additions so I can' t remember.

Thanks.

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SMJ



Joined: 10 May 2006
Posts: 113

PostPosted: Tue Jan 23, 2007 4:19 pm    Post subject: Reply with quote

52K is for male gumps, 62K is for female; they are offset by 10K in the client files. I could be mistaken on specific details, but it's been years since I've tried adding equip-gumps to files.

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Danielle



Joined: 07 Feb 2006
Posts: 97
Location: Pittsburgh, Pennsylvania

PostPosted: Tue Jan 23, 2007 6:18 pm    Post subject: Reply with quote

Correct, gumps for wearable start at 50,000 and 60,000 -the latter being the start for female clothing. For example the gump for male chainmalle shirt is (I'm making this number up -not the real number) 50,154... so the female version is 60,154.

Anything with an ID between 50,000 and 51,999 will be fully supported and show up when you sit.

Anything beyond that won't show up when you sit.

Hmm... now that I think about it... it might be 50,000 to 50,999. It's been too long, sorry. You might have to experiment a bit. Regardless though.. if the clothing dissapears when you sit down, it's because the gump ID is too high, so bring it within one of the above ranges.

Let us know which range works!

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Yukiko



Joined: 02 Feb 2006
Posts: 1094
Location: Southern Central USA

PostPosted: Wed Jan 24, 2007 5:47 am    Post subject: Reply with quote

Coolies.

Thankls Danielle.

I will get to it as soon as I can. Definitely appreciate all the "non-POL" help.

Oh and I appreciate the "POL help" too.

*smiles*

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Yukiko



Joined: 02 Feb 2006
Posts: 1094
Location: Southern Central USA

PostPosted: Tue Feb 20, 2007 12:20 am    Post subject: Reply with quote

Danielle the range is 50,000 to 50,999 for the male versions and add 10,000 to that for female.

Thanks again for the help.

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Yukiko



Joined: 02 Feb 2006
Posts: 1094
Location: Southern Central USA

PostPosted: Tue Feb 20, 2007 2:04 am    Post subject: Reply with quote

Well, put a hold on that last post.

I am habing trouble again with the newly organized art tiles etc. I am still nakey when I sit down with my newly added art.

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Yukiko



Joined: 02 Feb 2006
Posts: 1094
Location: Southern Central USA

PostPosted: Tue Feb 20, 2007 2:44 am    Post subject: Reply with quote

OK well, I give up.
I spent I don't know how long moving the new art to positions between 50,000 and 50,999, making all the proper settings in tiledata and body.def and my character is still getting naked when she sits down.
*sighs*
Why doesn't some really smart programmer out there write nice configurable 2D client that uses the MUL files from UO and that works with POL?

PS. I bet there's a few of us that would be willing to donate to someone who undertakes such a project.

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Danielle



Joined: 07 Feb 2006
Posts: 97
Location: Pittsburgh, Pennsylvania

PostPosted: Tue Feb 20, 2007 7:15 pm    Post subject: Reply with quote

Hmm, not sure what else could be causing your issues. In my experience, when I took over my shard from the previous developer, he had accidently put them above the 50,999 range.. and when I fixed them I just decided to start from scratch making the verdata.mul, rather than try to reassign and move things.

So not sure what issues you could be running into with trying to move/reassign ids.

Sorry.

Author Message
Yukiko



Joined: 02 Feb 2006
Posts: 1094
Location: Southern Central USA

PostPosted: Tue Feb 20, 2007 8:12 pm    Post subject: Reply with quote

If the current client used the verdata.mul file I might be inclined to do that but unfortunately EAI decided to dump the verdata.

The odd thing is that some items do work right and some don't.

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Danielle



Joined: 07 Feb 2006
Posts: 97
Location: Pittsburgh, Pennsylvania

PostPosted: Wed Feb 21, 2007 7:39 pm    Post subject: Reply with quote

My only advice then would be to examine the ones that are working, and those that are not. See if you can find whats different.

I'm sure you thought of that though. Confused

Author Message
Yukiko



Joined: 02 Feb 2006
Posts: 1094
Location: Southern Central USA

PostPosted: Thu Feb 22, 2007 6:07 am    Post subject: Reply with quote

*nods*
Yeah. I will next week. The time I gave to the shard this week went into adding my own version of magic resist to the magic and wizardry systems and marrying the 0.97 damage system to all of my hit/spelldamage/ any other damage scripts. Plus fixing a few bugs.

I appreciate the help as always.

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