Add wearable item...

This is where you can discuss UOFiddler, by Turley.

Moderator: POL Developer

Post Reply
User avatar
Damien White
Journeyman Poster
Posts: 68
Joined: Tue Aug 18, 2009 6:34 pm
Location: Canada

Add wearable item...

Post by Damien White »

I tried looking over the Docs, and really didn't see this anywhere.

Can you people dirrect me to where I can learn how to add wearable (without animation) items.

Like I have the tile, and the male and female gumps. What I would like to know is if UO Fiddler can connect them all so that I can equip the items and have it appear on the paperdoll.
Yukiko
Distro Developer
Posts: 2825
Joined: Thu Feb 02, 2006 1:41 pm
Location: San Antonio, Texas
Contact:

Re: Add wearable item...

Post by Yukiko »

Here is a tutorial that I had that was created by LiquidFusion. I am so glad the forums had it because I lost my original copy. It is old but the info is still valid. Please take note that you should be able to do everything in UOFiddler rather than using any utilities mentioned in the tutorial. If you are going to directly patch your *.mul files you should be able to ignore the parts about creating patchfiles.
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**
User avatar
Damien White
Journeyman Poster
Posts: 68
Joined: Tue Aug 18, 2009 6:34 pm
Location: Canada

Re: Add wearable item...

Post by Damien White »

You know, I tried over a few days, and was not able to get the result I was looking for. THanks so much for the reply. Unless the instruction are UO Fiddler specific, I don't think I can't cross them over.
Yukiko
Distro Developer
Posts: 2825
Joined: Thu Feb 02, 2006 1:41 pm
Location: San Antonio, Texas
Contact:

Re: Add wearable item...

Post by Yukiko »

I haven't had time to look over the tutorial either to try to "translate" it to UO Fiddler either. Perhaps I'll get time this week. No promises.
User avatar
Damien White
Journeyman Poster
Posts: 68
Joined: Tue Aug 18, 2009 6:34 pm
Location: Canada

Re: Add wearable item...

Post by Damien White »

I don't suppose you have looked over that tutorial in the last month by any chance Yukiko? Or anyone else using UOFiddler to add custom items to their shard?
Yukiko
Distro Developer
Posts: 2825
Joined: Thu Feb 02, 2006 1:41 pm
Location: San Antonio, Texas
Contact:

Re: Add wearable item...

Post by Yukiko »

No. Sorry. This weekend I am feeling a bit under the weather so I doubt I will get to it until later/
User avatar
Damien White
Journeyman Poster
Posts: 68
Joined: Tue Aug 18, 2009 6:34 pm
Location: Canada

Re: Add wearable item...

Post by Damien White »

As it turns out, I got this working like a charm. But the above does need a bit of a rewrite. I will be doing so myself, and posting here ASAP.

Thanks dude.
Yukiko
Distro Developer
Posts: 2825
Joined: Thu Feb 02, 2006 1:41 pm
Location: San Antonio, Texas
Contact:

Re: Add wearable item...

Post by Yukiko »

I'm glad there was enough to help you.
User avatar
Damien White
Journeyman Poster
Posts: 68
Joined: Tue Aug 18, 2009 6:34 pm
Location: Canada

Re: Add wearable item...

Post by Damien White »

Okay so I am trying to convert the above tutorial into a UO Fiddler tutorial. Only I am finding that some of the things in MulPatcher or not available in UO Fiddler.

Here is where I am at so far:

[EDIT]
To prevent confussion, I removed this quasi-tutorial and replaced it with the complete tutorial in a new thread.
[/EDIT]

Now as it turns out, I have done all of this. And creating the item works well. Dragging the item onto the paperdoll works well, the gump art appears nicely. However, when I drop the item, it bounces into the backpack.

Any ideas folks?

[Edit]
I've done a little more investigating, and it seems there might be an issue with my UO ML? When I installed, all of the "Empty Slots" seem to be filled with "Unused" icons. I have changed the tiledata and pictures, UO fiddler seems to realise that. However no matter what changes I make to the tiledata.mul, no client I use (60123 or 7004) seems to read the tiledata from the MUL. Thus all the flags are not acknowledged, thus the item does not register as equipable. Now I am using the item location 0x1fa. So I know it's not a POL out of bounds thing, or a client 6+ out of bounds thing. I am wondering if anyone else can acknowledge that the "Empty Slots" are now filled with these "Unused" tiles or if I have just had a bad install.

[Edit]
It's confirmed in several different ways. The way UO Fiddler and the tiledata.mul communicate with each other seems to have changed. I tried even replacing one of the reindeer items with the quiver I was using as an example. The graphics is created fine, I hold it over the paperdoll, getting the gump to show up fine. However the tiledata info in game all relates to the reindeer (name, unmovable, etc). Yet in UO Fiddler. It has all of my quiver info. Which seems to suggest that the tiledata.mul file is no longer (as of latest client) read and written in the same manor as it once was.



Thanks in advance
Damien White
Last edited by Damien White on Tue Oct 06, 2009 7:35 pm, edited 1 time in total.
Yukiko
Distro Developer
Posts: 2825
Joined: Thu Feb 02, 2006 1:41 pm
Location: San Antonio, Texas
Contact:

Re: Add wearable item...

Post by Yukiko »

After adding items did you recopy the changed MULs to \POL\mul and rebuild tiles.cfg?
Tomi
POL Developer
Posts: 478
Joined: Tue Feb 21, 2006 5:08 pm

Re: Add wearable item...

Post by Tomi »

[Edit]
I've done a little more investigating, and it seems there might be an issue with my UO ML? When I installed, all of the "Empty Slots" seem to be filled with "Unused" icons. I have changed the tiledata and pictures, UO fiddler seems to realise that. However no matter what changes I make to the tiledata.mul, no client I use (60123 or 7004) seems to read the tiledata from the MUL. Thus all the flags are not acknowledged, thus the item does not register as equipable. Now I am using the item location 0x1fa. So I know it's not a POL out of bounds thing, or a client 6+ out of bounds thing. I am wondering if anyone else can acknowledge that the "Empty Slots" are now filled with these "Unused" tiles or if I have just had a bad install.
This is not ML, its actually with SA Classic. clientversion >= 7 have the files like this, no idea why EA did it this way but up to patch 6.0.14.3 they are still empty slots not unused tiles.
User avatar
Damien White
Journeyman Poster
Posts: 68
Joined: Tue Aug 18, 2009 6:34 pm
Location: Canada

Re: Add wearable item...

Post by Damien White »

Yukiko wrote:After adding items did you recopy the changed MULs to \POL\mul and rebuild tiles.cfg?
Yeah copying the MUL's is basic, but rebuilding the tiles.cfg?

Please explain further!

[EDIT]

OMG!!! Okay - Yukiko, thank you so much. I get what you were talking about. When you 1st set up POL, POLLauncher builds the a quick access tile configuration file. It's all cool. Let me finish my tutorial and post it in a new thread for everyone to benefit from.

Thanks to everyone who had a hand in helping!
Tomi wrote: This is not ML, its actually with SA Classic. clientversion >= 7 have the files like this, no idea why EA did it this way but up to patch 6.0.14.3 they are still empty slots not unused tiles.
Thanks for sharing that Tomi.
Yukiko
Distro Developer
Posts: 2825
Joined: Thu Feb 02, 2006 1:41 pm
Location: San Antonio, Texas
Contact:

Re: Add wearable item...

Post by Yukiko »

Right. It's an option under the RealGen menu in starthere.bat.
User avatar
Damien White
Journeyman Poster
Posts: 68
Joined: Tue Aug 18, 2009 6:34 pm
Location: Canada

Re: Add wearable item...

Post by Damien White »

Okay seems I jumped the gun a bit.

So I posted the tutorial, however I seem to be missing one vital point. All the custom items, point to the existing sprite animations, however, those seem to point to the corrisponding gumps, and not the custom gumps.

Any ideas guys.
Damien.
Journeyman Poster
Posts: 63
Joined: Thu Feb 08, 2007 11:14 am
Location: Sweden

Re: Add wearable item...

Post by Damien. »

The itemgump should be [tiledata number] + 60000 for female and [tiledata number] + 50000 for male.
If [tiledata number] + 60000 isn't found it will automaticlly check for [tiledata number] + 50000. :)
If I recall correct it's that way :D
Tomi
POL Developer
Posts: 478
Joined: Tue Feb 21, 2006 5:08 pm

Re: Add wearable item...

Post by Tomi »

The Anim ID you give the item in tiledata checks for an animation at that slot, so you should find an empty anim slot to use.
Then the gump ID is Anim Id + 50000 for male and Anim Id + 60000 for female, and as Damien pointed out if no anim id + 60000 gump found it uses that in animd id + 50000 for female aswell.

So what you really need to check is that you have an empty Anim ID slot to use, and then that ID+50000 in gumpart is empty aswell.
Then you can enter your gump and stuff nicely and no need to worry about overwriting something else.

Then you also need to make sure Bodyconv.def and Body.def are not overwriting that anim ID with something else and make sure that ID is in mobtypes.txt EQUIPMENT
Yukiko
Distro Developer
Posts: 2825
Joined: Thu Feb 02, 2006 1:41 pm
Location: San Antonio, Texas
Contact:

Re: Add wearable item...

Post by Yukiko »

I had some trouble with my character (the little in-game female animation, not the paper doll) becoming naked when she sat down on stools or chairs if she was wearing added clothing items. I am certain I had body.def and all the gumpart stuff set properly. I never resolved the problem. Does anyone have any idea what could be wrong or has anyone had a similar problem?
Turley
POL Developer
Posts: 670
Joined: Sun Feb 05, 2006 4:45 am

Re: Add wearable item...

Post by Turley »

Was the animation > 1000 ? If I remember correctly animations > 1000 result in naked mob if you sit down.

For IG animation:
First it looks into tiledata to get the animation
then it looks into equipconv.def if the animation is definied with current mob graphic
then it looks into body.def
and finally it looks into bodyconv.def

For Paperdoll its
tiledata for animation
gump= animation +50000
if female
gump +=10000
if non valid entry it checks gump.def
if still not valid gump-=1000
endif
if non valid gump.def...

[From UOFiddler Dress tab code]
Yukiko
Distro Developer
Posts: 2825
Joined: Thu Feb 02, 2006 1:41 pm
Location: San Antonio, Texas
Contact:

Re: Add wearable item...

Post by Yukiko »

I'll have to check on that Turley. Thanks.
Post Reply