Hi, I checked my rideable mounts resp. mount items (0x3ea2 etc.) and its animations. I am confused because horse which is ok in game (for example mount item 0x3ea2) has in tiledata animation ID-0x338. This ID is empty!!! In Bodyconv.def, Body.def or Anim1.def isnt ID used. So I change ID from 0x338 to 0xCC - where is animation of this horse. But this make more problems. The rider animation doesnt match to mount animations and rider is stucked in mount (rider is lower). I tried to change mobtype of animation 0xCC to fix animation match but it didnt work.
So my question:
Animation 0x338 is empty. Animation isnt used in body.def, bodyconv.def, Anim1.def - How can client display mounted horse?
Is really necessary to use animation ID from OSI tiledata?
How can I make new mount item if I want use other animation?
Thanks for help.
rider / mount animation
Re: rider / mount animation
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-
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-
Re: rider / mount animation
Thought I'd go ahead and post these, if they should go somewhere, please feel free to move them. These are the hidden animation blocks inside the "blank" animations
Start is the first block animation in the mount sequence, end is the last. Pretty easy to just pull them out with Michelangelo and insert them into muls from there.
Tan Horse - Animation 0x334, Item 0x3E9F (Pol calls 0xC8)
Start 108615
End 108649
Brown Horse - Animation 0x338, Item 0x3EA2 (Pol calls 0xCC)
Start 109315
End 109349
Desert Ostard - Animation 0x339, Item 0x3EA3 (Pol calls 0xD2)
Start 109490
End 109524
Frenzied Ostard - Animation 0x33A, Item 0x3EA4 (Pol calls 0xDA)
Start 109665
End 109699
Forest Ostard - Animation 0x33B, Item 0x3EA5 (Pol calls 0xDB)
Start 109839
End 109874
Llama - Animation 0x33C, Item 0x3EA6 (Pol calls 0xDC)
Start 110015
End 110049
White Horse - Animation 0x34e, Item 0x3EA0 (Pol calls 0xE2)
Start 113165
End 113199
Grey Horse - Animation 0x350, Item 0x3EA1 (Pol calls 0xE4)
Start 113515
End 113549
Start is the first block animation in the mount sequence, end is the last. Pretty easy to just pull them out with Michelangelo and insert them into muls from there.
Tan Horse - Animation 0x334, Item 0x3E9F (Pol calls 0xC8)
Start 108615
End 108649
Brown Horse - Animation 0x338, Item 0x3EA2 (Pol calls 0xCC)
Start 109315
End 109349
Desert Ostard - Animation 0x339, Item 0x3EA3 (Pol calls 0xD2)
Start 109490
End 109524
Frenzied Ostard - Animation 0x33A, Item 0x3EA4 (Pol calls 0xDA)
Start 109665
End 109699
Forest Ostard - Animation 0x33B, Item 0x3EA5 (Pol calls 0xDB)
Start 109839
End 109874
Llama - Animation 0x33C, Item 0x3EA6 (Pol calls 0xDC)
Start 110015
End 110049
White Horse - Animation 0x34e, Item 0x3EA0 (Pol calls 0xE2)
Start 113165
End 113199
Grey Horse - Animation 0x350, Item 0x3EA1 (Pol calls 0xE4)
Start 113515
End 113549
Re: rider / mount animation
Oh. I dindt expect that somebody answer me in such a long time after my post. Thanx a lot. This is new for me.
Re: rider / mount animation
UP!
This thread is USEFULL, I spent 2 days trying to figure out where does the client get the animation for the horses...
It would be great if uofiddler will list them too.
This thread is USEFULL, I spent 2 days trying to figure out where does the client get the animation for the horses...
It would be great if uofiddler will list them too.
Re: rider / mount animation
Yeah, I can only totally UP this!Gnafu wrote:UP!
This thread is USEFULL, I spent 2 days trying to figure out where does the client get the animation for the horses...
It would be great if uofiddler will list them too.
Re: rider / mount animation
Well, I've just discovered that UOFiddler already recognize correctly these animations.
Good job guys!!!!!
Good job guys!!!!!