Stacking 0x1bdd (logs)

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Damien White
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Stacking 0x1bdd (logs)

Post by Damien White » Fri Aug 28, 2009 10:12 am

Hi everyone,

I took a pretty good look around the forums and couldn't seem to find what I was looking for.

As everyone knows, the standard lumberjacked logs 0x1be0 stack very well. However 0x1bdd does not stack in an very nice way. Does anyone know how I can adjust, not if an item can stack, but how it stacks.

I have TileDataEdit. But i can't seem to find where the Z offset is there.

If anyone can recommend a better tool, or has some ideas, it would be most appreciated.

Thanks in advance.

Damien.
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Re: Stacking 0x1bdd (logs)

Post by Damien. » Fri Aug 28, 2009 2:06 pm

Try UOFiddler -> TileData.. I would be surprised if you can't solve it using UOFiddler :D

Yukiko
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Re: Stacking 0x1bdd (logs)

Post by Yukiko » Fri Aug 28, 2009 10:05 pm

It's been a long time ago but I recall Austin telling me once that the graphic offset for stackables is hardwired into the client. That might have changed since then though.

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