Artwork

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Belga
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Artwork

Post by Belga » Thu Oct 23, 2008 3:06 am

Hi,

I got a question about adding new artwork.

ie. i have a .bmp file done for a new weapon (an image for a new non existing weapon), now my question is, how about do i
implement this new thing? the script to make it i get, but how do i put the file in so uo (the client) or the server can see it?

Thx in advance :)

Pierce
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Re: Artwork

Post by Pierce » Thu Oct 23, 2008 3:24 am

Well the best program you could use is mulpatcher.
There you can add your weapon to the art.mul.

But remember if you make a completly new weapon, you also need to make
the gump pics for the paper doll and most important, the animations for this new
weapon which consumes the most work :D

Belga
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Re: Artwork

Post by Belga » Thu Oct 23, 2008 3:32 am

Hi,

Thanks for the fast reply :)

Im not too worried about animations as i will probably use the regular ones that exist allready.
Where abouts could i get my hands on this mulpatcher? :)

Thx again in advance

Yukiko
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Re: Artwork

Post by Yukiko » Thu Oct 23, 2008 3:37 am

I substituted existing anims rather than try to create new ones. Some don't fit th new clothes I have added exactly but it's sure a lot easier than drawing all those different animations.

I wish I had gotten to the boards earlier sso's I could answer this better.

First you'll need to create an art tile (small InGame) graphic for your item. Then you need to draw a gump art picture of the weapon that will lay over the paperdoll when it is equipped.


Here is a guide that Maud Dib once gave to me. I had thought I lost it but I happened to find it just now. I been looking for this for ages and in two clicks I had it so I guess someone "up there" wanted you to have it.

I didn't write it. I will edit it later. Maud did some editing. I don't know if there are any errors in it. If it references "verdata" files they are no longer used by clients since version 4 I think. The author mentions creating MUO patch files but I just added the stuff directly into my tiledata and art files. Anyway, here's the "tutorial":

Code: Select all

Chapter 1
Introduction
Author: Liquid-Fusion
Editor: MuadDib

**Warning this is not a Quickie-Guide. Although if you know what your doing, and your organized you can make items in 1 minute or less.. I suggest you read my guide thoroughly.**
Although you read that im using the verdata, that doesnt mean that this method is trying to use an older client. You can use the latest client and patch using my method

Ok, im writing this guide because I recently did this for my shard and found the most effective, fast, and easiest way to patch new stuff. The easiest thing to do (IMHO) is to make a empty (well almost) verdata.mul and load your art/gump into there.

Requirements
Ok first you need to download the two tools you need.

- Link: MUOTool from the UOG Website.
- Link: TDV Mulpatcher
- Link: InsideUO


Chapter 2
Making an empty MUL file
1) Open the MUOTool. Select file---> import--->tiledata, then enter the correct paths. Delete ALL the entries for tiledata except 1 (doesnt matter which one) . This makes the verdata just have 1 tiledata entry so it is basically empty. 
2) Tab out, and go into my comptuter and search for your directory for MUO Tool. Make a new .txt file and rename it verdata.txt Open this up, and save it as verdata.mul (all files). **Make sure its still not a .txt**
3) Ok now go back to MUO tool and go to file ---> export. This will create a verdata for you in the folder. Now copy the verdata to your desktop. Download a program called mulpatcher by TDV.


Chapter 3
Patching new art and gumps
1) Make a copy of the gumpart.mul, gumpidx.mul, art.mul, artidx.mul in your UO folder and put it in a folder in your desktop or someplace else you prefer. 
2) Open up mulpatcher. Load in your gump muls and the verdata file from the new folder you made just the stop before. Once they are loaded, maxamize the program so you can see the bottom tabs.
3) Go to Gump(Anim). Then click "Empty Slots Only". Scroll all the way to the bottom and work your way up.
4) Right click a empty slot you want (should be read) then select load from bitmap TO verdata. It should say like some german word and show a bar that its working.
5) Once you are done, go to the settings tab, and click save under verdata. Overwrite your old one.
6) Close out mulpatcher.


Chapter 4
Linking new art, animation, and gumps
Ok now you have your gumpsimages, but how do you get them in game showing the right pictures and animations outside the paperdoll? Easy. Tiledata.mul, body.def, art.mul and artidx.mul

1) Copy these two files from your UO folder into that folder you made with all the other copies.
2) Open up body.def in notepad and minimize it. Open mulpatcher and load the art files, gump files, tiledata.mul, and the verdata.mul
3) Go to the tiledata tab, and look for a good area with alot of empty #'s.
4) Now the best thing to do now is take out a sheet of paper or a notepad. Start writing down these tiledata entries.
5) What I do is for each entry, I wrote like "Custom Sword" or "Custom Shield", etc whatever you want to do. I find it's easier and much more organized to just go by types. IE: Do all your shields first, then swords, etc..
6) Ok so now you have your first tiledata written down as lets say the entry you wrote is "Custom Shield". Now remember that # you wrote down? Now you need it.
7) Go to the art (S) tab. Write the number in the search box you got from the tiledata.mul
This is where the tiledata points to to show the item in the world. Right click this and select Load from bitmap TO verdata. Same as last time.
8) Now go back to the tiledata tab, and re-click the # it is selected on. Your image should show up if you did it right.
9) Now you need to add some tags in this entry to make it work in game.

Ok *Always* Select these things (even if its clothing,armor,weapon, anything):
Weapon, A, and Wearable.

The only thing else you have to worry about is the "Quality" settings. This is the layer the client shows for the item so you have to get it right. Here is the list from the mulpatcher website:
========================
1 One handed weapon
2 Two handed weapon, shield, or misc.
3 Shoes
4 Pants
5 Shirt
6 Helm/Hat
7 Gloves
8 Ring
9 Unused
10 Neck
11 Hair
12 Waist (half apron)
13 Torso (inner) (chest armor)
14 Bracelet
15 Unused (backpack, but backpacks go to 21)
16 Facial Hair
17 Torso (middle) (sircoat, tunic, full apron, sash)
18 Earrings
19 Arms
20 Back (cloak)
21 Backpack
22 Torso (outer) (robe)
23 Legs (outer) (skirt/kilt)
24 Legs (inner) (leg armor)
25 Mount (horse, ostard, etc)
26 NPC Buy Restock container
27 NPC Buy no restock container
28 NPC Sell container
29 Bank Box
========================

The shield is #2. So we put 2 in the quality settings. Ok now we need to do one more thing. Link this art item to the gump animation. 
10) Go to the Gump(Anim) tab, and look for the shield that matches with the art item you picked. Right click the anim and select "copy existing animation". Tab out to your desktop and open up InsideUO.
11) Open inside UO. Go to animations, then people & accessories. Look for the right shield animation that you want. Once you find it, look on the bottom of InsideUO for two numbers. (One is hexidecimal, the other is a regular number). WRITE BOTH OF THESE DOWN IN A NOTEPAD OR YOU WILL FORGET.
12) Tab back in to mulpatcher and put the hexidecimal number into the copy existing animation box you had open. (shoud look like 0x332E or something)
13) Now look at the right side of the gump where the picture is. You should see something like AnimationID:
14) Copy this number down, and then go to the Tiledata tab. Click your "Custom Sword" entry and put the animationID number where it says AnimID:
13) Now open up that file in your folder in your desktop called body.def. Scroll down to the bottom and make a new line called #CUSTOM START
14) Go back to the Gump(Anim) in mulpatcher. Look for the GumpID(the number highlighted on the left) and take note of this number. 
15) Open up a calculator in windows. Go to view-->Scientific. Click the Hex button. Type in the GumpID in the calculator. Click the Dec button. Then click the - sign and type in 50000. Press ctrl+c and copy this value in the Body.Def right after #CUSTOM START. Now if you organized yourself like I said you should, you should only have to do this once. And every value from here on will be 1 less than this. (IE: if this is 11100, the next gump up would be 11099)
16) Now remember those 2 entries I told you to write down from InsideUO? You need the regular number (not hexidecimal) now. Put the number in {}. 

It should look like this:

#FROMCALCULATOR {#NUMBERFROMINSIDEUO} 0
11183 {992} 0 <--- example 

The 0 is the hue the animation is colored on the character. (If its 0 it will look like plain metal, or any default thing) 

17) Follow steps 4-16 for how many gump's you added in section 2.
18) Once your done, save the tiledata.mul and verdata.mul to your folder and also save the body.def


Chapter 5
Making a MUO Patch file
1) Go to file ---> Import. Select Verdata from the drop down list. Load your verdata you have been slaving over.
2) Wait for everything to load up. Once its loaded, go to the tiledata section and delete that 1 entry we saved before.
3) Go to each section with files in it and right-click the right window and look for the checkmark that says "Patch to verdata". Click this to de-select it.
4) Go to file-->save as. Save it as any file name and save it to your desktop. 
5) Close MUO patcher.


Chapter 6
Creating an UOG Patch File
1) Gather up your .muo file, tiledata.mul, and body.def and make a .RAR of this.
2) Upload this to your webhost (A good free host is altervista.org. It's in italian but it has 10gb bandwith)
3) Go to your UOG Settings and add the patch url in. Wait 30 mins for UOG to fresh itself and then your player will automatically download the patch.
4) Don't forget to make new script's for your new items! **The base for ANY item is located in the tiledata.mul**

Sincerely,
Yukiko

I would tell you a UDP joke but you might not get it.

Titus 2:13

Pierce
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Re: Artwork

Post by Pierce » Thu Oct 23, 2008 3:47 am

Mulpatcher Download:
http://varan.uodev.de/

Belga
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Re: Artwork

Post by Belga » Thu Oct 23, 2008 10:37 am

Hi,

Thanks for all the replies, links and for that tutorial, This community is the best :)

Hopefully someday ill be able to help out aswell :)

*edit* Could someone provide a link for this muotool? all links i find are dead links from uog :(

Thanks again :)

Yukiko
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Re: Artwork

Post by Yukiko » Fri Oct 24, 2008 2:30 am

I am at work ATM. Will upload and link to it in about two hours.
Sincerely,
Yukiko

I would tell you a UDP joke but you might not get it.

Titus 2:13

Yukiko
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Re: Artwork

Post by Yukiko » Fri Oct 24, 2008 5:18 am

Pierce's link appears to be valid but just in case here's my link:
http://www.hopelives.us/Files/mulpatcher.zip

I put MUO Patcher tool in that zip as well.
Sincerely,
Yukiko

I would tell you a UDP joke but you might not get it.

Titus 2:13

Belga
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Re: Artwork

Post by Belga » Fri Oct 24, 2008 12:03 pm

Hi,

Thanks a bunch :) Pierces link does indeed work but only has the mulpatcher, not the muotool_setup.

Thx.

Belga
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Posts: 12
Joined: Sun Oct 19, 2008 7:07 am

Re: Artwork

Post by Belga » Sat Oct 25, 2008 1:42 am

Hi,

Just a quick question, is it really neccesary to do all the steps with the body.def numbers and linking the anims to the new items you add? caus i never saw a shard with a body.def in their file downloads :)
I mean, if you like put new weapons in the itemdesc.cfg, can't you put the anim in there? i think for weapons that could work, no idea about new clothing?

Thanks in advance

Pierce
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Posts: 420
Joined: Thu Feb 02, 2006 8:33 am

Re: Artwork

Post by Pierce » Sat Oct 25, 2008 4:18 am

caus i never saw a shard with a body.def in their file downloads :)
I mean, if you like put new weapons in the itemdesc.cfg, can't you put the anim in there?
There are some shards that make use of the files body.def and bodyconf.def.
It depends of what you want to change and in what file you want to put a
for example new animation. I prefer anim3.mul cause it's the smallest which
is useful for the players who needs to download it ;)

A very good explanation of these files and the cases you may probably want to use
them you find here:

http://www.iris2.de/index.php/Adding_ne ... _UO_client

Yukiko
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Re: Artwork

Post by Yukiko » Sun Oct 26, 2008 4:08 am

To be honest it'ss been a while since I added new items to my shard so my memory is dim on all that you need to do and what you can leave out but I will tell you that some of the ML clothes, like the elven robes, have a base colour of green and in order to get your InGame character robe to be gren you have to make an entry in the body.def file. Also, take care where you add new gump art. I made the mistake of just adding it into any empty place in the gump art mul file and ended up with all our daemons looking like walking dresses.
*grins*
Though that might be a novel idea for "enchanted" clothes it was not the intended effect I was trying for.
Sincerely,
Yukiko

I would tell you a UDP joke but you might not get it.

Titus 2:13

Belga
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Joined: Sun Oct 19, 2008 7:07 am

Re: Artwork

Post by Belga » Sun Oct 26, 2008 5:06 pm

Hi,

Thanks for the reply :)

Got another quick question.
After struggling and finally being able to see the gump on my paperdoll, now i dont see the item in game, like i dont see myself holding the weapon, but i am wearing it. i did everything the tutorial said, even the copying of the animation, and adding it to the body.def file, but still nothing, also tried to put in Anim 0x12 in the script, with no result. am i doing something wrong? or is there another script i need to adjust?

Thanks in advance

Yukiko
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Posts: 2410
Joined: Thu Feb 02, 2006 1:41 pm
Location: San Antonio, Texas
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Re: Artwork

Post by Yukiko » Sun Oct 26, 2008 8:53 pm

Here are the things I remember that can prevent an items animation from appearing on your mobile:

1. You forgot to add the gumpart location in the tiledata.mul file.
2. You have placed the gump art/paperdoll art outside of the range for equipable items.
Range is 50,000-50,999 (0xC350-0xC737) for the male versions, and 60,000-60,999 (0xEA60-OxEE47) for the female.
3. You have not made an entry for them in the body.def file.
4. I am not sure if this affects animations appearing but any new artwork must reside in an unused animation area. See the list below of animations and note the unused ones. Thanks to Dannielle Elora for this list.

Hope this helps you.
By the way, just so you know, I know what you are going through. I struggled over this when I was adding stuff to my shard's files. I still have trouble with some of my custom equipable animations just disappearing from characters when they sit down. I still have not solved that one. So we just "pretend" that the character is still wearing that beautiful satin gown at the dinner table.
*grins*

Yukiko

Code: Select all

## free animation/gump id's are denoted with a double pound sign "##" (i.e. 

commented out)
## Valid up to UO:SE

##402
##403
404
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##420
##421
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##427
##428
##429
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##436
##437
##438

##439
##440
##441
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##452
##453
##454
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##499
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##515
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##541
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##573
##574
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##584
##586
##587
##589
##590
##591
##592
##593
##594
##595
##596
##597
##598
##599
##600
##601
##602
##603
##604
##605
##606
##607
##608
##609
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##652
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##654
##655
##656
##657
##658
##659
##660
##661
##662
##663
##664
##665
##666
##667
##668
##669
##670
##671
##672
##673
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##675
##676
##677
##678
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##681
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##684
##685
##686
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##688
##689
##690
##691
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##693
##694
##695
##696
##697
##698
##699
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##704
##705
##706
##707
##708
##709
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##711
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##713
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##716
##717
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##719
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##721
##722
##723
##724
##725
##726
##727
##728
729
##730
##731
##732
##733
##734
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##736
737
##738
##739
##740
##741
##742
##743
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##759
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##761
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##780
##781
##782
##783
##784
##785
##786
##787
##789
##790
##791
##792
##793
##794
##795
##796
##797
##798
##799
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##824
##825
##826
##827
##828
##829
##830
##831
##832
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##843
##844
##845
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##847
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##849
##850
##851
##852
##853
##854
##855
##856

##857
##858

##859
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##861
##862
##863
##864
##865
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##869
##870
##871
##872
##873
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##876
##877
##878
##879
##880
##881
##882
##883
##884
##885
##886
##887
##888
##889
##890
##891
##892
##893
##894
##895
##896
##897
##898
##899
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##907
##908
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##914
##915
##916
##917
##918
##919
##920
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929

930
931
932
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937
938
939
940

##941
##942
##943
##944
##945
##946
##947
##948
##949
##950
##951
##952
##953
##954
##955
##956
##957
##958
##959
##960
##961
##962
##963
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##967
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##969
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##971
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##974
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##976
##977
##978
##979
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##986
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##988
##989
990
991
992
993
994
##995
##996
##997
##998
999

WARNING: ANYTHING PAST 999 WILL NOT SHOW UP ON THE AVATAR WHEN SITTING!!

Belga
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Posts: 12
Joined: Sun Oct 19, 2008 7:07 am

Re: Artwork

Post by Belga » Mon Oct 27, 2008 4:47 am

Hi,

Thanks a bunch, i figure my problem was the range of where i can place the gumps in, was just adding them randomly where i found open spaces, as it told me in the tutorial.

Oh well, another 4 hours to spend redoing that all heh :)

Thanks again

Yukiko
Distro Developer
Posts: 2410
Joined: Thu Feb 02, 2006 1:41 pm
Location: San Antonio, Texas
Contact:

Re: Artwork

Post by Yukiko » Tue Oct 28, 2008 12:02 am

Belga I've been there believe me.
I did just as the tutorial told me and the same issues cropped up as you had. I had forgotten alot of this stuff and would have warned you if it had just come to mind but it's been a while since I worked on this and you know how it is when you are away from things for very long.

Good luck with your mods.
Sincerely,
Yukiko

I would tell you a UDP joke but you might not get it.

Titus 2:13

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