UOFiddler (ex UOViewer) (ex InsideUO alternative)
Moderator: POL Developer
Re: UOFiddler (ex UOViewer) (ex InsideUO alternative)
Ok, so the nodraw is the invis item, which i assume is normally under the mast?
I'll do that cmd and try it as well
I'll do that cmd and try it as well
Re: UOFiddler (ex UOViewer) (ex InsideUO alternative)
Just following on from this, if the nodraw does normally go under the mast, does it mean large multi mast boats aren't possible or doesnt it matter long as the nodraw is in the centre?
UPDATE: Just tried to add 0x1 to the center of the boat, but it still says no invisble center item found when I save it
UPDATE: Just tried to add 0x1 to the center of the boat, but it still says no invisble center item found when I save it
Re: UOFiddler (ex UOViewer) (ex InsideUO alternative)
The "Invisible Center tile" can be actually wherever in the boat
if you have your boat in the multi.mul already, try to export it with Fiddler and import it back and have Fiddler add that invisible center tile
Then you can check in Fiddler with the tab "parts" iirc the name but anyway there should something like 0x1 0 0 0 0
if you have your boat in the multi.mul already, try to export it with Fiddler and import it back and have Fiddler add that invisible center tile
Then you can check in Fiddler with the tab "parts" iirc the name but anyway there should something like 0x1 0 0 0 0
Re: UOFiddler (ex UOViewer) (ex InsideUO alternative)
Cheers I'll try that.
ALso on a similar note with Multis, is there a way to export a multi that was added to the verdata.mul file ages ago? Verdata doesnt seem to be read by UOF even when specified in the paths list.
If i use the old InsideUO viewer, i can see the multis in the verdata file but only export em as bmps >_<
Edit: Just tried the export/import suggestion, still no 0x1 item
ALso on a similar note with Multis, is there a way to export a multi that was added to the verdata.mul file ages ago? Verdata doesnt seem to be read by UOF even when specified in the paths list.
If i use the old InsideUO viewer, i can see the multis in the verdata file but only export em as bmps >_<
Edit: Just tried the export/import suggestion, still no 0x1 item
Re: UOFiddler (ex UOViewer) (ex InsideUO alternative)
if Fiddler can not export those ( Please dont kill me Turley ) you can try to use mulpatcher to get those and then import back into your default multi.mul and .idx file by Fiddler
Re: UOFiddler (ex UOViewer) (ex InsideUO alternative)
Just incase anyone else is wondering, with Tomi's help I managed to find a utility that extracted the multis from the verdata just fine. As this thread is for Turley's app, I wont post it here unless he says its ok to do so, but if anyone needs info on it, PM me.
Re: UOFiddler (ex UOViewer) (ex InsideUO alternative)
Hello there
I'm using Fiddler for getting UO animations. And got questions about thouse SA files. Will be there any support for those new monsters("Animations" tab)? o_O
I'm using Fiddler for getting UO animations. And got questions about thouse SA files. Will be there any support for those new monsters("Animations" tab)? o_O
Re: UOFiddler (ex UOViewer) (ex InsideUO alternative)
What is palette.txt format (256 values of ...... ?)
EDIT: Problem solved.
EDIT: Problem solved.
Re: UOFiddler (ex UOViewer) (ex InsideUO alternative)
Hello.
TileData flag 'Unknown2' means - UseKRArt (for Enhanced client - water lilies, cave walls etc.).
Client also use new flags, which need to be verified in Ultima library tiledata.mul reader
Unknown4 = 0x100000000,
Invisible = 0x200000000,
Unknown5 = 0x400000000,
Unknown6 = 0x800000000,
Unknown7 = 0x1000000000,
Unknown8 = 0x2000000000, (22000+ items - new carpet components)
TileData flag 'Unknown2' means - UseKRArt (for Enhanced client - water lilies, cave walls etc.).
Client also use new flags, which need to be verified in Ultima library tiledata.mul reader
Unknown4 = 0x100000000,
Invisible = 0x200000000,
Unknown5 = 0x400000000,
Unknown6 = 0x800000000,
Unknown7 = 0x1000000000,
Unknown8 = 0x2000000000, (22000+ items - new carpet components)
Re: UOFiddler (ex UOViewer) (ex InsideUO alternative)
just a quickfix:
Version 4.5c
Version 4.5c
Re: UOFiddler (ex UOViewer) (ex InsideUO alternative)
not my day:
Version 4.5d
Version 4.5d
Re: UOFiddler (ex UOViewer) (ex InsideUO alternative)
Sup
I got a problem while trying to replace landtiles. UOFiddler says that it supports .tiff files, but when I try to replace an existing landtile with a new one which are in .tif (which is the same as .tiff? the ending of the file-name seems to be .tif but windows says it's an TIFF-picture, I dont know.) Anyway the picture doesnt show when you want to replace it. What should I do to make it work? Thanks
I got a problem while trying to replace landtiles. UOFiddler says that it supports .tiff files, but when I try to replace an existing landtile with a new one which are in .tif (which is the same as .tiff? the ending of the file-name seems to be .tif but windows says it's an TIFF-picture, I dont know.) Anyway the picture doesnt show when you want to replace it. What should I do to make it work? Thanks
Re: UOFiddler (ex UOViewer) (ex InsideUO alternative)
Another problem I have is when I wanna change the skillgrp file. If you go to the SkillGrp Tab in Fiddler and click, for example, "Remove Necromancy" -> Save -> Replace the existing skillgrp file with the new one -> Restart UOFiddler and the Necromancy-skill is still under the Misc category in the SkillGrp tab.
Re: UOFiddler (ex UOViewer) (ex InsideUO alternative)
About your tiff problem: no problem here, did you compare an exported tiff with your tiff?
About skillgrp: you cannot completely remove a skill from it every "non sorted" skill will be placed in misc group, you also cannot remove the misc group like the other groups, note the different color
About skillgrp: you cannot completely remove a skill from it every "non sorted" skill will be placed in misc group, you also cannot remove the misc group like the other groups, note the different color
Re: UOFiddler (ex UOViewer) (ex InsideUO alternative)
I didn't try to do that with the tiff-files, but I saved my terrain tiles in .bmp instead and then it worked fine. But I got a new problem. I added a few new terrain-tiles and they dont seem to merge like the other tiles does (for example grass). Instead they are just placed in 1 z-level and you cannot "bend" the tiles. How can I fix this and how can I name terrain-tiles?
Re: UOFiddler (ex UOViewer) (ex InsideUO alternative)
You need to also define/add a Texture for this Landtile.
Name and TexID are stored in the tiledata.
Name and TexID are stored in the tiledata.
Re: UOFiddler (ex UOViewer) (ex InsideUO alternative)
Thanks!
Do you have any plans on making more function in the Skill tab? Like removing skills for example Also does someone got a good tool for modifying skills.mul/skills.idx? There are one on http://ultima.lonet.cz/download.php named "Skill tools", but it wont allow custom made skills.mul/skills.idx which has less than 52 skill entries. My server got 51 entries
Do you have any plans on making more function in the Skill tab? Like removing skills for example Also does someone got a good tool for modifying skills.mul/skills.idx? There are one on http://ultima.lonet.cz/download.php named "Skill tools", but it wont allow custom made skills.mul/skills.idx which has less than 52 skill entries. My server got 51 entries
Re: UOFiddler (ex UOViewer) (ex InsideUO alternative)
There is an old program "SkillCreator" which is the only program I know of that is able to do what you want.
Turley should really add the option to remove and add skills
Turley should really add the option to remove and add skills
Re: UOFiddler (ex UOViewer) (ex InsideUO alternative)
Tomi:Hehe thanks. Will try to find it out on the web.Tomi wrote:There is an old program "SkillCreator" which is the only program I know of that is able to do what you want.
Turley should really add the option to remove and add skills
Turley:: Every time I click the SkillGrp tab I get this message:
Code: Select all
************** Undantagstext **************
System.NullReferenceException: Objektreferensen har inte angetts till en instans av ett objekt.
vid FiddlerControls.SkillGrp.OnLoad(Object sender, EventArgs e)
vid System.Windows.Forms.UserControl.OnLoad(EventArgs e)
vid System.Windows.Forms.Control.CreateControl(Boolean fIgnoreVisible)
vid System.Windows.Forms.Control.CreateControl(Boolean fIgnoreVisible)
vid System.Windows.Forms.Control.CreateControl()
vid System.Windows.Forms.Control.SetVisibleCore(Boolean value)
vid System.Windows.Forms.TabControl.UpdateTabSelection(Boolean updateFocus)
vid System.Windows.Forms.TabControl.OnSelectedIndexChanged(EventArgs e)
vid System.Windows.Forms.TabControl.WmSelChange()
vid System.Windows.Forms.TabControl.WndProc(Message& m)
vid System.Windows.Forms.Control.ControlNativeWindow.WndProc(Message& m)
vid System.Windows.Forms.NativeWindow.Callback(IntPtr hWnd, Int32 msg, IntPtr wparam, IntPtr lparam)
Re: UOFiddler (ex UOViewer) (ex InsideUO alternative)
@Damien
Can you send me your skillgrp.mul ?
Can you send me your skillgrp.mul ?
Re: UOFiddler (ex UOViewer) (ex InsideUO alternative)
Hello folks!
I would really like a tutorial of how to edit new animations. The docs of UOFiddlers sub-site at Polserver.com just won't tell me enough. I use UO:ML and I wanted to implent the Hydra animation (Graphic 265) and the Banshee Animation (Graphic 310 & 747). I found that the Hydra animation was already implented by simply changing the graphic of a zombie ingame. The attacks and death animations works fine. But when I try to change the zombie into a Banshee it will take the form of a wraith altho the animation 310 & 747 shows the Banshee animation in UOFiddler under the "Animations-tab". I did some re-search and among the "Animations-tab", "Animation Edit-tab" to see if I could find something that would give me a clue why the banshee animation wont work. This is what I found:
Animations Tab
Shows Hydra Animation at entry 265
Shows Banshee Animation at entry 310 & 747
Animation Edit
Hydra animation in anim5.mul (H:265)
Banshee animation in anim3.mul (H:310)
The wraith animation is nowhere set to 310 nor 747 in any anim.mul files. How can I solve this problem? Thank you
I would really like a tutorial of how to edit new animations. The docs of UOFiddlers sub-site at Polserver.com just won't tell me enough. I use UO:ML and I wanted to implent the Hydra animation (Graphic 265) and the Banshee Animation (Graphic 310 & 747). I found that the Hydra animation was already implented by simply changing the graphic of a zombie ingame. The attacks and death animations works fine. But when I try to change the zombie into a Banshee it will take the form of a wraith altho the animation 310 & 747 shows the Banshee animation in UOFiddler under the "Animations-tab". I did some re-search and among the "Animations-tab", "Animation Edit-tab" to see if I could find something that would give me a clue why the banshee animation wont work. This is what I found:
Animations Tab
Shows Hydra Animation at entry 265
Shows Banshee Animation at entry 310 & 747
Animation Edit
Hydra animation in anim5.mul (H:265)
Banshee animation in anim3.mul (H:310)
The wraith animation is nowhere set to 310 nor 747 in any anim.mul files. How can I solve this problem? Thank you
Re: UOFiddler (ex UOViewer) (ex InsideUO alternative)
Been a long time since the last official release:
4.5f
4.5f