Rideables animal

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mox
New User
Posts: 1
Joined: Thu Mar 25, 2010 2:14 pm

Rideables animal

Post by mox »

Code: Select all

case (me.graphic)

		0xcc: //dark brown/horse
			mounttype := 0x3ea2;

Where i can find 0x3ea2 ??
thanx
Basara
Novice Poster
Posts: 47
Joined: Fri Oct 13, 2006 6:37 am

Re: Rideables animal

Post by Basara »

As I recall, it was a saddlebag graphic in the verdata added by the AvatarPatch team using the Iolo tool years ago
Tomi
POL Developer
Posts: 478
Joined: Tue Feb 21, 2006 5:08 pm

Re: Rideables animal

Post by Tomi »

0x3ea2 is one the default OSI mountpieces ( should be a boat piece )
Basara
Novice Poster
Posts: 47
Joined: Fri Oct 13, 2006 6:37 am

Re: Rideables animal

Post by Basara »

That's odd, it doesnt appear in my default muls, but i just checked the old avatarpatch verdata i have and its in there as a modified item, wierd

Mox, I'd go with what Tomi says over me, he has a lot more experience with POL
Tomi
POL Developer
Posts: 478
Joined: Tue Feb 21, 2006 5:08 pm

Re: Rideables animal

Post by Tomi »

You can check your uoconvert.cfg that comes default with Pol, its true that 0x3ea2 is missing from the mul files, maybe this old core change tells more about why


04-23 Birdy
Changed: Mounts listed in uoconvert.cfg that are not found to have tiledata.mul
entries will now be created regardless. Should fix problems related to
0x3ea2 mount(perhaps others too), which has no tiledata.mul entry, yet
is a valid mount graphic.
Gnafu
Grandmaster Poster
Posts: 136
Joined: Thu Feb 02, 2006 7:29 am

Re: Rideables animal

Post by Gnafu »

Nverjos wrote:The rideable horse animations like 0x388 are not blank, at least not completely. See the Horses creature animation only goes upto like frame count 65 (or so, don't have my files available and on hand) But rideable mount animations for avatars are at something like frame 115 to start.

So animation 0x388, and the other "invisible" animations skip animation frames 0_1 through 114_4 or some such number, and instead start at 115_1.

Because theres no start animation 0_1, the animation 0x388 appears empty in the anim.mul and anim.idx files.

You can extract the invisible animations using any tool that lets you move blocks of animations, and then move the files to another spot this way. This is good when making blank anim.mul and idx files.

I can find the exact numbers in a couple weeks when I gain access to my old hard drive, I had to find, extract and move them myself because the files I will be using on my server started blank, so I could add in only what I wanted to use.

-Nver-
You can check this post.
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