Stacking 0x1bdd (logs)

Here you can post threads requesting help on the official POL Ultima Online Emulator Core 098.

Moderator: POL Developer

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

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.

Journeyman Poster
Posts: 63
Joined: Thu Feb 08, 2007 11:14 am
Location: Sweden

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

Distro Developer
Posts: 2736
Joined: Thu Feb 02, 2006 1:41 pm
Location: San Antonio, Texas

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.

Post Reply