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http://forums.polserver.com/viewtopic.php?f=32&t=3326
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- Tue Jan 25, 2011 5:18 am
- Forum: UOFiddler
- Topic: High Seas Adventures
- Replies: 14
- Views: 12075
- Sat Jan 08, 2011 1:01 pm
- Forum: UOFiddler
- Topic: Can you edit spell animations with uofiddler?
- Replies: 12
- Views: 11359
Re: Can you edit spell animations with uofiddler?
EDIT: Great fiddler works without crashing now! I can now access everything in the program. I have the items tab opened and jeez louise thats a lot of thumbnails! Is there any easy way of figuring out which images are for what spell animations?
For this is better take an emulator and check which ...
For this is better take an emulator and check which ...
- Sat Jan 08, 2011 12:56 pm
- Forum: UOFiddler
- Topic: Does anyone know the gump id for..
- Replies: 1
- Views: 3039
Re: Does anyone know the gump id for..
maybe it is a composed gump:
from 0x251C to 0x2524
you can color them only in grey parts.
from 0x251C to 0x2524
you can color them only in grey parts.
- Thu Jan 06, 2011 5:34 pm
- Forum: UOFiddler
- Topic: Can you edit spell animations with uofiddler?
- Replies: 12
- Views: 11359
Re: Can you edit spell animations with uofiddler?
Sorry for delayed response, but i haven't seen your last answer :)
The last source code is at this link:
https://pol-distro.svn.sourceforge.net/svnroot/pol-distro/tools/UoFiddler/
It is a C# Source code. You can compile it with command line ( UOFiddler is writed for c#, included in .NET ...
The last source code is at this link:
https://pol-distro.svn.sourceforge.net/svnroot/pol-distro/tools/UoFiddler/
It is a C# Source code. You can compile it with command line ( UOFiddler is writed for c#, included in .NET ...
- Mon Dec 20, 2010 1:20 pm
- Forum: UOFiddler
- Topic: Can you edit spell animations with uofiddler?
- Replies: 12
- Views: 11359
Re: Can you edit spell animations with uofiddler?
7.0.11.1 is High Seas Expansion
UOFiddler 4.5d can't handle new HS file format correctly.
Your error is related to wrong item count loaded in memory.
The errors that 4.5d version does are:
- wrong tiledata item count ( HS tiledata is seen like an old Mondain's Legacy, 0x4000 land + 0x4000 statics ...
UOFiddler 4.5d can't handle new HS file format correctly.
Your error is related to wrong item count loaded in memory.
The errors that 4.5d version does are:
- wrong tiledata item count ( HS tiledata is seen like an old Mondain's Legacy, 0x4000 land + 0x4000 statics ...
- Sat Dec 18, 2010 7:10 am
- Forum: UOFiddler
- Topic: Can you edit spell animations with uofiddler?
- Replies: 12
- Views: 11359
Re: Can you edit spell animations with uofiddler?
which version of fiddler and ultima do you use?
- Fri Dec 17, 2010 12:44 pm
- Forum: UOFiddler
- Topic: Can you edit spell animations with uofiddler?
- Replies: 12
- Views: 11359
Re: Can you edit spell animations with uofiddler?
most of simple animations ( not npc or wearable items or players ) are handled in animdata.
There are simple images showed in sequence with a delay, like normal animated gif.
If you want to add new spell animations, or modify existing animations, you can add or replace or remove images from art ...
There are simple images showed in sequence with a delay, like normal animated gif.
If you want to add new spell animations, or modify existing animations, you can add or replace or remove images from art ...
- Tue Dec 07, 2010 7:33 am
- Forum: UOFiddler
- Topic: High Seas Adventures
- Replies: 14
- Views: 12075
Re: High Seas Adventures
Ok, i've checked what is missing to finish.
- In Ultima.Files, at line 257, needs to add new registry key for HS:
@"Electronic Arts\EA Games\Ultima Online Classic"
- Animdata doesn't handle correctly last 4 animations, in the allegate rar there is a little mod to handle it correctly.
- Art can ...
- In Ultima.Files, at line 257, needs to add new registry key for HS:
@"Electronic Arts\EA Games\Ultima Online Classic"
- Animdata doesn't handle correctly last 4 animations, in the allegate rar there is a little mod to handle it correctly.
- Art can ...
- Mon Dec 06, 2010 3:07 am
- Forum: UOFiddler
- Topic: High Seas Adventures
- Replies: 14
- Views: 12075
Re: High Seas Adventures
btw, turley what miss for release 4.5e?
maybe i can do it.
maybe i can do it.
- Sat Dec 04, 2010 7:34 am
- Forum: UOFiddler
- Topic: High Seas Adventures
- Replies: 14
- Views: 12075
Re: High Seas Adventures
you must download source from svn then build it.
fiddler svn can support correctly some new file format, and fix that problem with 0x3fff.
do not use this version for save in new hs format, it isn't yet capable to save.
for previous versions ( sa and ml ) is all ok
fiddler svn can support correctly some new file format, and fix that problem with 0x3fff.
do not use this version for save in new hs format, it isn't yet capable to save.
for previous versions ( sa and ml ) is all ok
- Mon Nov 15, 2010 2:16 am
- Forum: UOFiddler
- Topic: How to see animations in anim > 1 ?
- Replies: 3
- Views: 4350
Re: How to see animations in anim > 1 ?
Simply select "animation" tab, then on the bottom press "Settings" then "Animation Edit".
Fiddler opens a new window: in this new window in the up-left corner you can select the animation file that you want to see and edit.
Fiddler opens a new window: in this new window in the up-left corner you can select the animation file that you want to see and edit.
- Sat Oct 16, 2010 9:30 am
- Forum: UOFiddler
- Topic: High Seas Adventures
- Replies: 14
- Views: 12075
Re: High Seas Adventures
i've a little problem with animdata.mul:
it is expanded for supporting 0xFFDC items.
ok, but it is organized as previous version with blocks of 8 entries, composed by 68 bytes. one block size is 548.
the file size is: 4486748.
entire blocks are: 4486748 / 548 = 8187, plus 272 bytes
tot entries are ...
it is expanded for supporting 0xFFDC items.
ok, but it is organized as previous version with blocks of 8 entries, composed by 68 bytes. one block size is 548.
the file size is: 4486748.
entire blocks are: 4486748 / 548 = 8187, plus 272 bytes
tot entries are ...
- Sat Oct 16, 2010 8:00 am
- Forum: UOFiddler
- Topic: High Seas Adventures
- Replies: 14
- Views: 12075
Re: High Seas Adventures
i've made some mods for AHS support, but there are not finished.
In the allegate rar, i've compressed all source files, based on 4.5d.
This mod can view correctly Tiledata, multi, art, compare items.
This mod can save correctly Art.
I've not finished "view animdata" and "save tiledata and multi ...
In the allegate rar, i've compressed all source files, based on 4.5d.
This mod can view correctly Tiledata, multi, art, compare items.
This mod can save correctly Art.
I've not finished "view animdata" and "save tiledata and multi ...
- Wed Feb 17, 2010 3:27 am
- Forum: UOFiddler
- Topic: Animation Edit Bug report and suggestion
- Replies: 4
- Views: 5609
Re: Animation Edit Bug report and suggestion
This is one of the files that i can't add correctly with fiddler.
Fiddler makes it all black, maybe i do something wrong when i convert this bmp for 555 format...
Fiddler makes it all black, maybe i do something wrong when i convert this bmp for 555 format...
- Sat Feb 06, 2010 12:09 pm
- Forum: UOFiddler
- Topic: Animation Edit Bug report and suggestion
- Replies: 4
- Views: 5609
Re: Animation Edit Bug report and suggestion
I've add two small functions at Animation Edit and Compare Plugin
- Animation Edit can add multiple files
- Compare plugin can compare also texture, and has two functions: copy all diff to left, and copy only empty diff to left.
I can't find where is the animation edit bug :( maybe in Ultima DLL ...
- Animation Edit can add multiple files
- Compare plugin can compare also texture, and has two functions: copy all diff to left, and copy only empty diff to left.
I can't find where is the animation edit bug :( maybe in Ultima DLL ...
- Sat Jan 16, 2010 3:46 am
- Forum: UOFiddler
- Topic: Feature Request copy content from one Mul to another
- Replies: 7
- Views: 6765
Re: Feature Request copy content from one Mul to another
Wow!!!!
These textures are so beautifull!!!
Where can i find your texture and art, or your muls, ever if they are public ?
These textures are so beautifull!!!
Where can i find your texture and art, or your muls, ever if they are public ?
- Sat Oct 24, 2009 1:41 am
- Forum: UOFiddler
- Topic: BUG in Texidx.mul saving
- Replies: 6
- Views: 5103
Re: BUG in Texidx.mul saving
i've made another test with texidx.
Ultima seems to use the "0" for unused textures, instead of "-1".
The problem is: fiddler loads the first texture (the only true pink square that exist in the ultima original file, associated to "VOID" art, 0x01 ) whenever it founds the "0" index in texidx, and ...
Ultima seems to use the "0" for unused textures, instead of "-1".
The problem is: fiddler loads the first texture (the only true pink square that exist in the ultima original file, associated to "VOID" art, 0x01 ) whenever it founds the "0" index in texidx, and ...
- Fri Oct 23, 2009 9:11 am
- Forum: UOFiddler
- Topic: BUG in Texidx.mul saving
- Replies: 6
- Views: 5103
Re: BUG in Texidx.mul saving
The portion of code that make the index works right, but the bug is in another point:
when you load the texture file, fiddler represent the empty texture with pink square.
This is useful for understand and modify the texture file without use the right click menu, and insert etc etc....
But when you ...
when you load the texture file, fiddler represent the empty texture with pink square.
This is useful for understand and modify the texture file without use the right click menu, and insert etc etc....
But when you ...
- Fri Oct 23, 2009 4:47 am
- Forum: UOFiddler
- Topic: BUG in Texidx.mul saving
- Replies: 6
- Views: 5103
Re: BUG in Texidx.mul saving
update:
the new texture file contains 0x4000, and not 0x1000.
Also the texidx indexes 0x4000 textures.
I have just checked, with correcting all the indexes in the uoFiddler project and Ultima SDK related project, downloaded from svn.
Maybe the true bug is when you save the new texture file, you ...
the new texture file contains 0x4000, and not 0x1000.
Also the texidx indexes 0x4000 textures.
I have just checked, with correcting all the indexes in the uoFiddler project and Ultima SDK related project, downloaded from svn.
Maybe the true bug is when you save the new texture file, you ...
- Thu Oct 22, 2009 1:39 pm
- Forum: UOFiddler
- Topic: BUG in Texidx.mul saving
- Replies: 6
- Views: 5103
BUG in Texidx.mul saving
i've found another bug in texture section.
When you load textures, fiddler load correctly from 0x0 to 0x0fff.
But texidx contains more than 0x1000 indexes: when you save the new textures, uofiddler trim the others indexes ( maybe introducted with SA ).
I wasn't able to test where are the new ...
When you load textures, fiddler load correctly from 0x0 to 0x0fff.
But texidx contains more than 0x1000 indexes: when you save the new textures, uofiddler trim the others indexes ( maybe introducted with SA ).
I wasn't able to test where are the new ...
Re: Bug
i've found another bug.
i've tryed to use the function "extract all" in "items" tab.
The function work but extract only from 0x0 to 0xFFF, others items are ignored.
and i have a feature request, o something like that :P : can you implement a function similar than "ctrl+sx click" in windows, and ...
i've tryed to use the function "extract all" in "items" tab.
The function work but extract only from 0x0 to 0xFFF, others items are ignored.
and i have a feature request, o something like that :P : can you implement a function similar than "ctrl+sx click" in windows, and ...
Bug
hi all!
i am italian, then sorry for my poor english :)
i use UOFiddler since i've found it, from runuo forum.
It's the best program for mul editing, better than mulpatcher and muleditor, but i've found few bugs.
1) when i try to replace or insert a landtile or a texture, ( i use photoshop cs4 ...
i am italian, then sorry for my poor english :)
i use UOFiddler since i've found it, from runuo forum.
It's the best program for mul editing, better than mulpatcher and muleditor, but i've found few bugs.
1) when i try to replace or insert a landtile or a texture, ( i use photoshop cs4 ...